The Angband Ladder: Thumper, Hobbit Warrior by <dan@angband.ladder>
[Angband 3.1.1 dev Character Dump] Name Thumper Self RB CB EB Best Sex Male Age 31 STR! 18/100 -2 +5 +3 18/160 Race Hobbit Height 33 INT! 18/100 +2 -2 +7 18/170 Class Warrior Weight 58 WIS! 18/100 +1 -2 +7 18/160 Title Lord Social Lordly DEX: 18/40 +3 +2 +4 18/130 HP -3/1023 Maximize Y CON! 18/100 +2 +2 +6 18/200 SP 0/0 CHR! 18/100 +1 -1 +0 18/100 Level 47 Armor [26,+85] Saving Throw 96% Cur Exp 3721358 Fight (+2,+8) Stealth Superb Max Exp 3721358 Melee (+11,+19) Fighting Legendary Adv Exp 3850000 Shoot (+12,+14) Shooting Legendary MaxDepth 3450' (L69) Blows 5/turn Disarming 100% Turns 3320771 Shots 1/turn Magic Device Superb Gold 17119 Infra 40 ft Perception 1 in 13 Burden 252.3 lbs Speed 25 Searching 46% You are one of several children of a Hobbit Shirriff. You are a credit to the family. You have blue-gray eyes, straight brown hair, and an average complexion. Acid:+.....+++.... Confu:......+...... Elec:+.......+.... Sound:............. Fire:++......+.... Shard:............. Cold:+.......+.... Nexus:............. Pois:......+...... Nethr:............. Fear:............+ Chaos:............. Lite:........+.... Disen:............. Dark:........+.... S.Dig:....+........ Blind:+........+... Feath:+.........+.. PLite:............. Aggrv:............. Regen:+............ Stea.:+......+..... Telep:.........+... Sear.:..........+.. Invis:+............ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:....+.......+ Speed:.+.+...+...+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:............. [Last Messages] > *** LOW HITPOINT WARNING! *** > The Plasma hound misses you. > The Death knight casts a fearful illusion. > You refuse to be frightened. > The Plasma hound breathes plasma. > The Plasma hound resists. > *** LOW HITPOINT WARNING! *** > The Plasma hound misses you. > The Plasma hound claws you. > *** LOW HITPOINT WARNING! *** > The Plasma hound claws you. > *** LOW HITPOINT WARNING! *** > The Plasma hound misses you. > The Plasma hound bites you. > You die. Killed by a Plasma hound. [Character Equipment] a) The Battle Axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3) +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 63.7 against orcs, 63.7 against trolls, 63.7 against demons, and 34.6 against normal creatures. With this item, you can expect to clear rubble in 2.0 turns, magma veins in 4.5 turns, quartz veins in 10 turns, and granite in 28 turns. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) a Fluorite Ring of Damage (+0,+15) d) a Malachite Ring of Speed (+9) +9 speed. e) a Dragon Tooth Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. f) The Phial of Galadriel (charging) Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 38 to 70 turns to recharge after use at your current speed. Radius 3 light. g) The Augmented Chain Mail of Caspanion (-2) [16,+19] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 35 turns to recharge after use at your current speed. h) The Cloak 'Holcolleth' [1,+4] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 192 turns to recharge after use at your current speed. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) a Set of Leather Gloves of Thievery (+4,+1) [1,+9] (+4) +4 dexterity. +20% to searching. Feather Falling. Prevents paralysis. l) a Pair of Leather Boots of Speed [2,+9] (+7) +7 speed. [Character Inventory] a) 35 Gloopy Green Potions of Cure Critical Wounds {@q1} b) 12 Scrolls titled "pundo im" of Phase Door {@r2} c) 10 Scrolls titled "polucor co ips" of Teleportation {!*} d) 9 Scrolls titled "temor aedia" of Magic Mapping e) 9 Scrolls titled "em plicio" of Satisfy Hunger f) 52 Scrolls titled "indax us" of Identify {@r1} g) 2 Silver Rods of Detection (2 charging) {!! @z1} Cannot be harmed by electricity. h) 3 Copper-Plated Rods of Probing i) 8 Zinc-Plated Rods of Fire Bolts j) 4 Brass Rods of Teleport Other k) 3 Steel Rods of Recall (1 charging) {!*} Cannot be harmed by electricity. l) 2 Mistletoe Staves of Teleportation (14 charges) {!*} m) The Jewel 'Evenstar' Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 525 turns to recharge after use at your current speed. n) a Fur Cloak of Protection [3,+20] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. o) The Small Metal Shield of Thorin [4,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. p) a Pair of Iron Shod Boots of Stability [3,+13] Provides resistance to nexus. Feather Falling. q) The Spear of Orome (4d6) (+15,+15) (+4) +4 intelligence, infravision, speed. Provides resistance to fire, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Feather Falling. Grants the ability to see invisible things. When activated, it turns rock into mud. It takes 17 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 50.2 against animals, 64.9 against giants, 64.9 against fire-vulnerable creatures, and 35.5 against normal creatures. With this item, you can expect to clear rubble in 2.8 turns, magma veins in 6.6 turns, quartz veins in 16 turns, and granite in 53 turns. r) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) +2 strength, constitution. Provides resistance to acid, fire, dark. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts you in a berserker rage for d50+50 turns. It takes 283 to 560 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 57.8 against trolls, 57.8 against dragons, 57.8 against acid-vulnerable creatures, 80.7 against demons, and 34.9 against normal creatures. With this item, you can expect to clear rubble in 2.1 turns, magma veins in 4.8 turns, quartz veins in 11 turns, and granite in 30 turns. s) The Whip of Gothmog (6d3) (+13,+15) (-3) -3 intelligence, wisdom, dexterity. Provides immunity to fire. Provides resistance to lightning, dark. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When activated, it creates a fire ball with damage 144. It takes 52 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 46 against animals, 58.6 against trolls, 58.6 against giants, 58.6 against fire-vulnerable creatures, 83.8 against dragons, and 33.4 against normal creatures. With this item, you can expect to clear rubble in 2.7 turns, magma veins in 6.2 turns, quartz veins in 15 turns, and granite in 47 turns. t) The Mace 'Taratol' (3d4) (+12,+12) {!!} Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 353 to 700 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 42.8 against electricity-vulnerable creatures, 59.1 against dragons, and 26.4 against normal creatures. With this item, you can expect to clear rubble in 2.3 turns, magma veins in 5.3 turns, quartz veins in 12 turns, and granite in 36 turns. u) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. v) 24 Bolts of Acid (1d5) (+14,+11) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 259.5 against acid-vulnerable creatures, 259.5 against fire-vulnerable creatures, and 86.5 against normal creatures. 25% chance of breaking upon contact. w) 22 Seeker Bolts of Flame (4d5) (+9,+8) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 312.1 against fire-vulnerable creatures, and 104 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 14 Crimson Potions of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. b) a Red Speckled Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. c) 3 Vermilion Potions of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. d) 24 Scrolls titled "pra co ve se" of Teleport Level {!*} When read, it teleports you one level up or down. e) 2 Scrolls titled "veo reus utema" of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. f) 3 Scrolls titled "solo imus" of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. g) a Malachite Ring of Speed (+3) +3 speed. h) a Platinum Ring of Resist Poison Provides resistance to poison. i) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. j) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. k) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. l) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. m) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 175 turns to recharge after use at your current speed. n) a Leather Shield of Elvenkind [6,+13] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. o) a Large Metal Shield of Elvenkind [8,+14] (+1 stealth) {RChaos} +1 stealth. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. p) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom. +10% to searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, traps, doors, stairs, and all creatures nearby. It takes 196 to 385 turns to recharge after use at your current speed. q) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. s) The Short Sword 'Sting' (1d6) (+8,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. It is especially deadly to animals, evil creatures, orcs, undead. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 8 blows per round. Each blow will do an average damage of 22.8 against animals, 22.8 against evil creatures, 26.5 against orcs, 26.5 against undead, and 19.1 against normal creatures. With this item, you can expect to clear rubble in 2.4 turns, magma veins in 5.5 turns, quartz veins in 13 turns, and granite in 38 turns. t) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. It is especially deadly to undead. It is branded with frost. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 29.5 against undead, 29.5 against frost-vulnerable creatures, and 22.2 against normal creatures. With this item, you can expect to clear rubble in 2.8 turns, magma veins in 6.6 turns, quartz veins in 16 turns, and granite in 53 turns. u) The Broad Axe 'Barukkheled' (2d6) (+12,+18) (+3) +3 constitution. It is especially deadly to evil creatures, orcs, trolls, giants. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 39.7 against evil creatures, 47.2 against orcs, 47.2 against trolls, 47.2 against giants, and 32.1 against normal creatures. With this item, you can expect to clear rubble in 2.4 turns, magma veins in 5.6 turns, quartz veins in 13 turns, and granite in 39 turns. v) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. It is especially deadly to evil creatures. It is branded with flames. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 52 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 36.1 against evil creatures, 47.4 against fire-vulnerable creatures, and 24.9 against normal creatures. With this item, you can expect to clear rubble in 2.5 turns, magma veins in 5.7 turns, quartz veins in 13 turns, and granite in 40 turns. w) The Short Bow of Amrod (x2) (+11,+13) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, light, dark, blindness. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When activated, it fires a magical arrow with damage 150. It takes 73 to 140 turns to recharge after use at your current speed. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
Posted on 26.3.2009 18:23
6706. on the Ladder (of 19092)
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