The Angband Ladder: Olast, High-Elf Rogue by bio_hazard

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            125   STR:     18  +1  +2  +5  18/80
 Race   High-Elf     Height          77   INT:     16  +3  +1  +0  18/20
 Class  Rogue        Weight         180   WIS:     10  -1  -2  +3     10
 Title  Filcher      Social  Well-liked   Dex:     15  +3  +3  +3  18/60  18/40
 HP     -27/246      Maximize         Y   CON:     16  +1  +1  +2  18/20
 SP     13/41                             CHR:     12  +5  -1  +3  18/10


 Level               28   Armor    [21,+96]     Saving Throw         77%
 Cur Exp         105462   Fight   (+12,+12)     Stealth           Superb
 Max Exp         107818   Melee   (+24,+21)     Fighting          Heroic
 Adv Exp         112500   Shoot    (+23,+9)     Shooting          Heroic
 MaxDepth   2400' (L48)   Blows      4/turn     Disarming            94%
 Turns           712036   Shots      2/turn     Magic Device      Heroic
 Gold             57348   Infra       40 ft     Perception       1 in 12
 Burden       154.1 lbs   Speed           3     Searching            35%

 You are one of several children of a Noldorin Ranger.  You have light
 grey eyes, straight black hair, and a fair 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]

> You have 6 Bolts (1d5) (+4,+2) (w).
> The Bolt (1d5) (+4,+2) hits the Dread.
> The Dread cries out in pain.
> The Dread casts a spell, burning your eyes!
> You resist the effects!
> You hit the Dread.
> You have destroyed the Dread.
> The Dread picks up Hard Leather Armour [8].
> You hit the Dread.
> You have destroyed the Dread.
> The Dread stares deep into your eyes!
> You are unaffected!
> The Dread casts a nether bolt.
> You feel your life draining away!
> You die.

Killed by a Dread.

  [Character Equipment]

a) a Morning Star of Extra Attacks (2d6) (+12,+9) (+2)
     +2 attack speed.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 28 against normal creatures.
b) a Light Crossbow of Extra Shots (x3) (+11,+9) (+1)
     +1 shooting speed.
c) a Corundum Ring of Ice [+13]
     Provides resistance to cold.
     Cannot be harmed by cold.
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes d50+50 turns to recharge after use.
d) an Aquamarine Ring of Strength (+3)
     +3 strength.
     Sustains strength.
e) an Obsidian Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) 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.
h) a Cloak of Protection [1,+15]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Resist Fire [4,+11]
     Provides resistance to fire.
     Cannot be harmed by fire.
j) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Stealth [2,+4] (+3)
     +3 stealth.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 7 Light Brown Potions of Cure Critical Wounds
e) an Icky Green Potion of Healing
f) a Purple Potion of *Healing*
     It can be thrown at creatures with damaging effect.
g) 8 Scrolls titled "incto pungras" of Phase Door
h) 2 Scrolls titled "viendius vilis" of Word of Recall
i) a Scroll titled "fae trentus" of *Destruction*
j) a Brass Rod of Probing
k) a Chromium Rod of Fire Bolts
l) a Silver Rod of Fire Balls (charging)
m) a Titanium Rod of Teleport Other
n) 3 Cast Iron Rods of Light
o) 3 Titanium Wands of Stinking Cloud (16 charges)
p) a Bronze Wand of Lightning Balls (1 charge)
     Cannot be harmed by electricity.
q) a Tungsten Wand of Teleport Other (3 charges)
r) a Bamboo Staff of Teleportation (1 charge)
s) 2 Redwood Staffs of Speed (6 charges)
t) Red Dragon Scale Mail (-2) [30,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe fire for 200 damage.
     It takes d450+450 turns to recharge after use.
u) Leather Scale Mail of Resist Acid (-1) [10,+8]
     Provides resistance to acid.
     Cannot be harmed by acid.
v) The Small Metal Shield of Thorin [3,+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.
w) 6 Bolts (1d5) (+4,+2)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 42 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 2 Icky Green 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.
c) a Purple 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.
d) 2 Red Potions of Resist Poison
     When ingested, it grants temporary resistance to poison for 1d10+1
     0 turns.
e) an Aluminum-Plated Rod of Recall
     Cannot be harmed by electricity.
     
     When used, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
     It takes 60 turns to recharge after use.
f) 3 Gold-Plated Wands of Stone to Mud (16 charges)
     When aimed, it turns rock into mud.
g) a Hemlock Staff of Detect Evil (22 charges)
     When used, it detects all evil creatures in the immediate area.
h) a Rhodonite Ring of Intelligence (+5)
     +5 intelligence.
     Sustains intelligence.
     
i) a Fluorite Ring of Bodykeeping
     Sustains strength, dexterity, constitution.
     
j) a Marble Ring of Soulkeeping
     Sustains strength, intelligence, wisdom.
     
k) a Mithril Ring of Free Action
     Prevents paralysis.
     
l) a Quartz Ring of Delving
     When aimed, it turns rock into mud.
     It takes 2d10+15 turns to recharge after use.
m) a Mithril Amulet of Resist Acid
     Provides resistance to acid.
     Cannot be harmed by acid.
     
n) a Small Metal Shield of Resist Lightning [4,+4]
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
o) a Large Metal Shield of Resist Acid [8,+7]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
p) a Hard Leather Cap of Seeing [2,+10] (+2 searching)
     +2 searching.
     Provides resistance to blindness.
     Grants the ability to see invisible things.
     
q) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
r) a Pair of Iron Shod Boots of Free Action [3,+9]
     Prevents paralysis.
     
s) a Zweihander of Westernesse (3d6) (+10,+10) (+1)
     +1 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 53.5 against orcs, 53.5 against
     trolls, 53.5 against giants, and 32.5 against normal creatures.
t) a Beaked Axe of *Slay Undead* (2d6) (+2,+8) (+2)
     +2 wisdom.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 55 against undead, and 27
     against normal creatures.
u) a Whip of Acid (1d3) (+8,+8)
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 26 against acid-vulnerable
     creatures, and 22 against normal creatures.
v) a Long Bow of Accuracy (x3) (+23,+7)
w) a Heavy Crossbow of Power (x4) (+7,+14)
x) 19 Bolts of Slay Animal (1d5) (+4,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 120 against
     animals, and 60 against normal creatures.
     25% chance of breaking upon contact.


  [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 30.6.2009 19:59
Last updated on 30.6.2009 21:34

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13064. on the Ladder (of 19090)
5066. on the Angband Ladder (of 6561)
7. for this player (

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On 30.6.2009 19:59 bio_hazard wrote:
High elf Rogue (I know, not very original). Doing pretty well loosely following the "dive dive" technique, where I'm avoiding a lot of things and looking for downstairs as much as upstairs. Now to the point where it seems like a lot of things could kill me quickly. Haven't been particularly lucky with drops, but can't complain either. Stat potions are starting to show up occasionally.

On 30.6.2009 21:34 bio_hazard wrote:
Well, that didn't take long...

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