The Angband Ladder: Antoine, Kobold Rogue by azfalt

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             17   STR:  18/98  -1  +2 +16 18/***
 Race   Kobold       Height          37   INT:  18/55  -1  +1  +3  18/85
 Class  Rogue        Weight          62   WIS:  18/88  +0  -2  +6 18/128
 Title  ***WINNER*** Social  Well-liked   DEX:  18/75  +2  +3  +6 18/185
 HP     962/962      Maximize         Y   CON! 18/100  +2  +1  +6 18/190
 SP     49/131                            CHR! 18/100  -2  -1  +5 18/120


 Level               50   Armor    [25,+94]     Saving Throw         87%
 Cur Exp       10112932   Fight   (+70,+39)     Stealth           Superb
 Max Exp       10112932   Melee   (+88,+57)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+80,+14)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming           100%
 Turns          1642838   Shots      1/turn     Magic Device      Heroic
 Gold          11717708   Infra       50 ft     Perception       1 in 11
 Burden       310.5 lbs   Speed          23     Searching            47%

 You come from a litter of 5 pups. Your father was a fungus farmer, and
 your mother was a cook. You have brown eyes, a dark brown hide, and
 small, sharp teeth.


 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]

> You are no longer resistant to poison.
> You feel the Massive Iron Crown (o) in your pack is special...
> The Mage creates a mesmerising illusion.
> You disbelieve the feeble spell.
> You hear a door burst open!
> You burn the Mage.
> You have slain the Mage.
> You no longer feel heroic.
> Your mystic shield crumbles away.
> You feel yourself yanked upwards!
> Your Lead Rod of Speed has recharged.
> In your pack: The Massive Iron Crown of Morgoth [0,+5] (+0) (o).
> In your pack: The Mighty Hammer 'Grond' (3d9) (+2,+5) (p).
> You can learn 2 more spells.
> Character dump successful.

Killed by Ripe Old Age.

  [Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
     +6 strength, tunneling.
     Provides immunity to fire.
     Provides resistance to fire, dark, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 120 against animals, 120 against
     evil creatures, 151.5 against dragons, 151.5 against
     fire-vulnerable creatures, 214.5 against undead, and 88.5 against
     normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
d) a Fluorite Ring of Speed (+12)
     +12 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) {!!}
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     rRadius 3 light.
g) 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.
h) a Fur Cloak of the Magi [3,+7] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Slows your metabolism.
i) The Large Metal Shield of Anarion [5,+19]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
j) The Golden Crown of Gondor [0,+15] (+3) (charging) {!!}
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+7,+6) [1,+13] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) The Pair of Leather Boots 'Dal-i-thalion' [2,+12] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1}
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
h) 10 Vermilion Potions of Cure Critical Wounds
i) an Orange Speckled Potion of Life
     It can be thrown at creatures with damaging effect.
j) an Oily Yellow Potion of Restore Mana
k) a Scroll titled "nectus relli" of Phase Door
l) 5 Zirconium Rods of Teleport Other (1 charging)
m) a Bronze Rod of Identify {!!@z1}
     Cannot be harmed by electricity.
n) a Lead Rod of Speed {!!}
     Cannot be harmed by electricity.
o) The Massive Iron Crown of Morgoth [0,+5] (+125)
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
p) The Mighty Hammer 'Grond' (9d9) (+2,+5)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 130 against animals, 130 against
     evil creatures, 175 against orcs, 175 against trolls, 265 against
     dragons, 265 against demons, 265 against undead, and 85 against
     normal creatures.
     Sometimes creates earthquakes on impact.
q) 4 Seeker Bolts of Slay Giant (4d5) (+16,+16) {@f3}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 378 against
     giants, 378 against fire-vulnerable creatures, and 126 against
     normal creatures.
     25% chance of breaking upon contact.
r) 25 Seeker Bolts of Frost (4d5) (+14,+17)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 387 against
     fire-vulnerable creatures, 387 against frost-vulnerable creatures, 
     and 129 against normal creatures.
     25% chance of breaking upon contact.
s) 16 Seeker Bolts of Slay Demon (4d5) (+10,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 333 against
     demons, 333 against fire-vulnerable creatures, and 111 against
     normal creatures.
     25% chance of breaking upon contact.
t) 15 Seeker Bolts (4d5) (+9,+10)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 324 against
     fire-vulnerable creatures, and 108 against normal creatures.
     25% chance of breaking upon contact.
u) 25 Mithril Bolts of Acid (3d5) (+13,+13)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 324 against
     acid-vulnerable creatures, 324 against fire-vulnerable creatures, 
     and 108 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) a Jade Ring of Acid [+17]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
b) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
c) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
d) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) 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.
     
f) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 100 turns to recharge after use.
g) 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 50 turns to recharge after use.
h) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
i) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
j) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) a Pair of Leather Boots of Speed [2,+19] (+9)
     +9 speed.
     
m) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Bastard Sword 'Calris' (5d4) (+3,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 80 against evil creatures, 92.5
     against trolls, 92.5 against demons, 117.5 against dragons, and 
     67.5 against normal creatures.
o) 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 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against animals, 92 against
     giants, 92 against fire-vulnerable creatures, and 64 against
     normal creatures.
p) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {@w0}
     +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 90.5 against orcs, 90.5 against
     trolls, 90.5 against demons, and 63.5 against normal creatures.
q) The Glaive of Pain (9d6) (+9,+30)
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 96.5 against normal creatures.
r) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 81.5 against orcs, 81.5 against
     trolls, 81.5 against demons, 81.5 against acid-vulnerable
     creatures, and 66.5 against normal creatures.
s) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
t) 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.
     


  [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 19.5.2009 18:33

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3992. on the Ladder (of 19090)
1230. on the Angband Ladder (of 6561)
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