The Angband Ladder: Combat Tonbo Master, Vampire Weaponmaster by chris

  [Chengband 0.0.104 Character Dump]

                          Name  : Combat Tonbo Master

 Sex      : Male             Kills           11692   STR!:  18/***
 Race     : Vampire          Uniques            88   INT :   18/75
 Class    : Weaponmaster     Artifacts          65   WIS :   18/35
 Spec     : Polearms         Objects         54232   DEX :  18/***
 Subspec  : Broad Spears     Align         Chaotic   CON!:  18/200
                                                     CHR :  18/156

 Right hand      (+45,+48)   Hit point   -167/ 901   Fighting   : Legendary[17]
                             SP (Mana)      0/   0   Bows/Throw : Legendary[22]
 Blows/Round           5+0                           SavingThrow: Superb
 AverageDmg/Rnd      300+0   Level              40   Stealth    : Heroic
                             Experience    4454621   Perception : Fair
 Shooting     (+46,+20+14)   Max Exp       4454621   Searching  : Fair
 Multiplier          x0.00   Exp to Adv    4812500   Disarming  : Superb
 Shots/Round          1.00   Gold           252360   MagicDevice: Superb
                                                     SpellPower : +0%
 AC              [42,+130]   Time     Day 32 15:37   DevicePower: +0%
 Speed               (+15)   Play time    10:52:12   Infravision: 50 feet


                         (Character Background)
          In life you were a powerful noble.  You have white hair,
          feral yellow eyes, and a deathly pale complexion.



          ...You were killed by The Norsa on level 60 of Dragon's
          lair.

                                                               Modification
 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Vampire       STR!: 18/130  3  3  1 12 18/***         .s....32.322.
 Class : Weaponmaster  INT :  18/65  3 -1 -1  0  18/75         .s...........
 Level : 40            WIS :  18/75 -1 -1 -2  0  18/35         .s...........
 Hits  : -167/901      DEX : 18/125 -1  1  2  8 18/***         .s....32.3...
 Mana  : 0/0           CON!:  18/90  1  1  0  9 18/200         .s....3.33...
                       CHR :  18/96  2  0  1  3 18/156         .s......3....
           }       ]                }       ]                    }       ]
         abcdefghijkl@            abcdefghijkl@                abcdefghijkl@
 Acid  : .+.....+.+...    Sound : .......++....    Speed     : ..+.+......+.
 Elec  : .+.....+.....    Nether: ..+.....+...+    FreeAction: ...........+.
 Fire  : .+.....+.....    Nexus : ........++...    SeeInvisi.: .............
 Cold  : .+.....+....+    Chaos : .......+.....    Hold Life : ............+
 Poison: ............+    Disnch: ..........+..    Warning   : .............
 Light : .+...........v   Fear  : .............    SlowDigest: .............
 Dark  : ............*    Reflct: .............    Regene.   : .............
 Shard : .............    AuFire: .............    Levitation: ...........+.
 Blind : ..+.......+..    AuElec: .............    Perm Lite : ............+
 Conf  : .......+.....    AuCold: .............    Cursed    : .............

                                  }       ]                      }       ]
             ab@                abcdefghijkl@                  abcdefghijkl@
 Slay Evil : +..    Telepathy : .....+.......    Add Blows   : .............
 Slay Und. : ...    ESP Evil  : .............    Add Tunnel  : .............
 Slay Demon: ...    ESP Noliv.: .............    Add Infra   : .............
 Slay Drag.: ...    ESP Good  : .............    Add Device  : .............
 Slay Human: ...    ESP Undead: .............    Add Stealth : +.+........+.
 Slay Anim.: ...    ESP Demon : .............    Add Search  : .............
 Slay Orc  : ...    ESP Dragon: .............
 Slay Troll: ...    ESP Human : ..+..........    Riding      : +............
 Slay Giant: ...    ESP Animal: .............    Throw       : .............
 Acid Brand: ...    ESP Orc   : .............    Blessed     : .............
 Elec Brand: ...    ESP Troll : .............    No Teleport : .............
 Fire Brand: ...    ESP Giant : .............    Anti Magic  : .............
 Cold Brand: ...                                 Econom. Mana: .............
 Poison Brd: ...    Sust Str  : .+...........
 Sharpness : ...    Sust Int  : .+...........    Drain Exp   : .............
 Quake     : +..    Sust Wis  : .+...........    Rnd.Teleport: .............
 Vampiric  : +..    Sust Dex  : .+...........    Aggravate   : .............
 Chaotic   : ...    Sust Con  : .+...........    TY Curse    : .............
 Force Wep.: ...    Sust Chr  : .+...........


  [Last Messages]

> The Norsa wakes up.
> You tunnel into the granite wall. <x6>
> You have finished the tunnel.
> Fiona the Sorceress commands you to return.
> You hit Fiona the Sorceress.
> Your weapon drains life from Fiona the Sorceress!
> You feel better.
> You hit Fiona the Sorceress.
> You feel much better.
> You hit Fiona the Sorceress. <x3>
> It was a great hit!
> Fiona the Sorceress seems weakened.
> You hit Fiona the Sorceress.
> Your weapon drains life from Fiona the Sorceress!
> You hit Fiona the Sorceress.
> You miss Fiona the Sorceress. <x2>
> You hit Fiona the Sorceress.
> You attempt to trip Fiona the Sorceress but miss.
> Fiona the Sorceress seems weakened.
> The Norsa breathes lightning.
> The Young gold dragon dies.
> The Mature green dragon dies.
> Fiona the Sorceress resists a lot.
> *** LOW HITPOINT WARNING! *** Press Space to continue.
> There is a grinding sound.
> Fiona the Sorceress blinks away.
> The Norsa breathes lightning.
> Just because you're big and ugly doesn't mean you can push ME around.
> One of your Wands of Teleport Other (95 charges) {@at!s!d!k} (m) was
destroyed!
> Your Wand of Teleport Other (n) was destroyed!
> Goodbye, Tonbo Master!


  [Option Settings]

 Preserve Mode:      ON
 Small Levels:       OFF
 Arena Levels:       OFF


  [Recall Depth]

    Angband         : level  98
   !Yeek cave       : level  13
   !Labyrinth       : level  18
    Dragon's lair   : level  60
    Anti-magic cave : level  41


  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  2
  Warg problem                             (Danger  level:   5) - level  9
  Orc Camp                                 (Danger  level:  15) - level 17
  The Sewer                                (Danger  level:  15) - level 21
  Old Man Willow Quest                     (Danger  level:  22) - level 22
  Dark Elven Lords Quest                   (Danger  level:  25) - level 22
  The Mimic's Treasure                     (Danger  level:  25) - level 22
  Logrus Master                            (Danger  level:  25) - level 26
  The Vault                                (Danger  level:  30) - level 27
  The Barrow Downs                         (Danger  level:  35) - level 28
  The Cloning Pits                         (Danger  level:  45) - level 34
  The Old Castle                           (Danger  level:  50) - level 34
  Doom Quest 1                             (Danger  level:  15) - level 39
  Vapor Quest                              (Danger  level:  25) - level 39
  The Lonely Mountain                      (Danger  level:  45) - level 39
  The Rise and Fall of Micro$oft           (Danger  level:  50) - level 39
  Doom Quest 2                             (Danger  level:  55) - level 40

< Failed Quest >
  Nothing.


 Arena: 20 Victories


  [Defeated Monsters]

You have defeated 11692 enemies including 88 unique monsters in total.

< Unique monsters top 10 >
  Mycen the Gold Dragon                    (level  60)
  Eibra the Water Dragon                   (level  60)
  Bramd the Ice Dragon                     (level  60)
  Daoloth, the Render of the Veils         (level  58)
  Ahtu, Avatar of Nyarlathotep             (level  56)
  Dworkin Barimen                          (level  56)
  Nyogtha, the Thing that Should not Be    (level  56)
  Nidhogg the Hel-Drake                    (level  55)
  Petshop                                  (level  54)
  The King in Yellow                       (level  53)


  [Virtues]

Your alighnment : Chaotic

You are the living embodiment of Unlife.
You are the polar opposite of Compassion.
You are an arch-enemy of Patience.
You are a bitter enemy of Honour.
You are the polar opposite of Valour.
You are an enemy of Diligence.
You are a champion of Justice.
You are a great champion of Sacrifice.


  [Weaponmaster Abilities]

You occasionally get a free round of attacks after moving when wielding a
polearm.
You automatically attack any enemy that steps next to you when wielding a
polearm.
You gain +20 to hit and +20 to AC when you don't move for 3 rounds when wielding
Broad Spears.


  [Character Equipment]

a) The Broad Spear 'Haradekket' (2d11) (+9,+13) (+4 to stealth) {Sl|VQ/*}
b) The Large Metal Shield of Anarion [8,+18] {Li}
c) The Gun 'Crimson' (x0) (+20,+20) (+4 to speed) {Bl~p}
d) a Ring of Slaying and Lightning bolt (+10,+13) {@w1}
e) a Ring of Speed (+9)
f) an Amulet of Telepathy
g) The Phial 'Apocalypse Beacon' (+3) {StDxCn}
h) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {Ca}
i) The Cloak of the Ruler of Wallachia [1,+10] (+3) {CnCh;SoNtNx}
j) The Steel Helm of Hammerhand [6,+20] (+3)
k) a Set of Dragon Gloves of Power (+3,+1) [4,+20] (+2) {BlDi}
l) The Pair of Soft Leather Boots of Frodo (+1,+1) [4,+8] (+2)


  [Character Inventory]

a) 2 Potions of Speed {!k!q}
b) 26 Potions of Heroism
c) 34 Potions of Cure Critical Wounds {90% off}
d) 6 Potions of Healing {50% off, !k!q}
e) a Potion of Restore Life Levels
f) a Potion of Giant Strength
g) 30 Scrolls of Teleportation {50% off}
h) 3 Rods of Perception {@z7!s!d!k!!}
i) 4 Rods of Recall {@zr!s!d!k!!}
j) 2 Rods of Enlightenment {@zm!s!d!k!!}
k) 10 Rods of Detection {@z3!s!d!k!!}
l) a Rod of Teleport Other
m) 7 Wands of Teleport Other (84 charges) {@at!s!d!k}
n) 14 Wands of Stone to Mud (142 charges) {@am!s!d!k}
o) a Staff of Speed (6 charges) {@us}
p) a Staff of *Destruction* (4 charges) {!u!s!d!k}
q) a Ring of Acid [+12] {!s!d!k!!}
r) a Ring of Flames [+11] {!s!d!k!!}
s) a Ring of Ice [+17] {!s!d!k!!}
t) a Ring of Lightning [+11] {!s!d!k!!}


  [Home Inventory]

 ( page 1 )
a) a Rage Spellbook [The Sound and the Fury]
b) 2 Hex Spellbooks [Curse and Spelling]
c) Book of Kendo [Gorinnosho]
d) a Necromancy Spellbook [Return of the Dead]
e) 2 Crusade Spellbooks [Exorcism and Dispelling]
f) a Daemon Spellbook [Demonthoughts]
g) 2 Craft Spellbooks [Note of Acting Master]
h) a Trump Spellbook [Trumps of Doom]
i) 4 Death Spellbooks [Black Channels]
j) a Death Spellbook [Necronomicon]
k) a Chaos Spellbook [Chaos Channels]
l) a Nature Spellbook [Nature's Gifts]

 ( page 2 )
a) a Sorcery Spellbook [Pattern Sorcery]
b) 2 Sorcery Spellbooks [Grimoire of Power]
c) 12 Mushrooms of Restoring {!E}
d) 2 Potions of Detect Invisible
e) 19 Potions of Speed {!k!q}
f) 23 Potions of Resist Heat {!k!q}
g) 36 Potions of Resist Cold {!k!q}
h) 99 Potions of Heroism
i) a Potion of Berserk Strength
j) 22 Potions of Cure Critical Wounds {90% off}
k) 23 Potions of Healing {50% off, !k!q}
l) 12 Potions of *Healing* {!k!q}

 ( page 3 )
a) 2 Potions of Life {!k!q}
b) 17 Potions of Restore Life Levels {50% off}
c) a Potion of Restore Constitution
d) 4 Potions of Constitution {!k}
e) 4 Potions of Enlightenment
f) 25 Potions of Resistance {!k!q}
g) 2 Potions of Curing
h) a Potion of Invulnerability
i) 4 Scrolls of Darkness
j) 5 Scrolls of Phase Door
k) 47 Scrolls of Teleportation {50% off}
l) 12 Scrolls of Remove Curse

 ( page 4 )
a) 11 Scrolls of *Remove Curse*
b) a Scroll of Mundanity
c) 12 Scrolls of Treasure Detection
d) 12 Scrolls of *Destruction* {!*}
e) 3 Scrolls of Genocide {!*}
f) 3 Scrolls of Mass Genocide {25% off, !*}
g) 3 Rods of Trap Location {@z1!s!d!k}
h) 11 Rods of Illumination {@z5!s!d!k}
i) 2 Rods of Teleport Other
j) 6 Rods of Disarming {@zd!s!d!k}
k) 2 Rods of Stone to Mud
l) 7 Wands of Teleport Other (76 charges) {@at!s!d!k}

 ( page 5 )
a) 5 Wands of Drain Life (28 charges) {@ad!s!d!k}
b) a Wand of Disintegrate (4 charges)
c) a Wand of Dragon's Flame (3 charges)
d) a Staff of Perception (21 charges) {@u1}
e) 2 Staffs of Perception (2x 16 charges) {@u1}
f) 4 Staffs of Perception (4x 15 charges) {@u1}
g) 2 Staffs of Perception (2x 12 charges) {@u1}
h) a Staff of Starlight (12 charges)
i) 2 Staffs of Enlightenment (2x 11 charges) {@um}
j) 2 Staffs of Enlightenment (2x 6 charges)
k) 2 Staffs of Enlightenment (2x 5 charges) {@um}
l) 5 Staffs of Curing (5x 8 charges) {@uc}

 ( page 6 )
a) 4 Staffs of Curing (4x 6 charges) {@uc}
b) 4 Staffs of Healing (4x 4 charges)
c) a Staff of Healing (3 charges) {@uh}
d) 4 Staffs of Speed (4x 7 charges) {@us}
e) 5 Staffs of Speed (5x 6 charges) {@us}
f) a Staff of *Destruction* (4 charges) {!u!s!d!k}
g) a Ring of Acid [+11]
h) a Ring of Flames [+14]
i) a Ring of Flames [+8]
j) a Ring of Ice [+12]
k) 2 Rings of Free Action
l) a Ring of See Invisible

 ( page 7 )
a) a Ring of Lightning [+11] {!s!d!k!!}
b) a Ring of Damage (+16)
c) a Ring of Slaying (+7,+6)
d) a Ring of Speed (+7)
e) a Ring of Speed (+3)
f) The Ring 'Frakir' (+1)
g) a Ring of Disenchantment Resistance
h) a Ring of Extra Shots
i) a Ring of Reinforce Muscle (+4)
j) an Amulet of the Magi [+3] (+3 to searching) {~pP}
k) an Amulet of Reflection
l) The Amulet of Carlammas (+2)

 ( page 8 )
a) an Amulet of Resistance
b) an Amulet of Resistance and Levitation
c) The Amulet of Faramir (+12,+0) (+3)
d) The Torque of Boromir (+0,+8)
e) The Inro of Mito Koumon (+2)
f) The Amulet of The Pitch Dark Night [+5] (+4)
g) The Amulet of Sacred Knights [+10] (+2)
h) The Collar Harness of the Hell (+15,+15) [-5] (-2)
i) a Feanorian Lamp of Immortal Eye
j) a Feanorian Lamp of Infravision (+2 to infravision)
k) The Feanorian Lamp 'Dawnbringer' (+2 to speed) {SpIn;El;Ag}
l) The Incandescent Light of Yeduson (+3 to infravision)

 ( page 9 )
a) The Phial of Galadriel (+1 to searching)
b) The Star of Elendil (+1 to speed)
c) The Palantir of Westernesse (+3)
d) Metal Lamellar Armour of High Resistance (-3) [23,+20] {Di}
e) The Metal Lamellar Armour of The Padre (+5,+5) [23,+17] (+2)
f) The O-yoroi of the Bando Musha (+5,+5) [24,+20] (+2) {Dk}
g) Ribbed Plate Armour (Dwarven) (-3) [33,+19] (+3) {Cn}
h) Hard Leather Armour of Elvenkind (-1) [6,+7] (+1 to stealth) {Bl}
i) The Hard Leather Armour of Himring [6,+15]
j) Rhino Hide Armour of Resistance (-1) [8,+11]
k) The Rhino Hide Armour 'Dasai' (-1) [8,+64] (-10)
l) The Cord Armour 'Sumo Wrestler's Loincloth' [4,+0] (+4)

 ( page 10 )
a) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
b) a Leather Jacket of High Resistance (-1) [12,+15] {Di}
c) The Cloak of Merry (+1,+1) [1,+7] (+1) {VM}
d) an Elven Cloak [4,+8] (+4 to stealth)
e) an Elven Cloak of Protection [4,+18] (+2 to stealth)
f) The Fur Cloak of Mook [3,+20]
g) a Large Leather Shield of Elvenkind [6,+15] (+3 to stealth) {Bl}
h) The Large Leather Shield of Celegorm [6,+20] {Nx}
i) a Dragon Shield [8,+17] {PoBlSoNtFe}
j) a Dragon Shield [8,+12] {PoLiNxDi}
k) a Dragon Shield [8,+13] {ShCfSoFe}
l) a Dragon Shield [8,+14] {DkCf}

 ( page 11 )
a) a Knight's Shield of Resistance [10,+16] {Bl}
b) an Iron Crown of Seeing [0,+9] (+4 to searching)
c) an Iron Crown of Seeing [0,+8] (+6 to searching)
d) The Iron Crown of White Ice [0,+18] {CoLi(Cn}
e) a Golden Crown of Telepathy [0,+10] {~Evil~pD}
f) a Golden Crown of the Magi [0,+11] (+1)
g) a Jewel Encrusted Crown of Telepathy [0,+7] {~Evil~PZ}
h) The Hard Leather Cap of Thranduil [2,+10] (+2) [+15%] {Po}
i) The Hard Leather Cap of Sam (+1,+1) [2,+7] (+1)
j) a Jingasa of Seeing [4,-4] (+3 to searching) {~Tele}
k) a Set of Leather Gloves of the Sniper (+4,+3) [1,+4] (+3)
l) The Set of Leather Gloves of Pippin (+1,+1) [1,+7] (+1)

 ( page 12 )
a) a Set of Gauntlets of the Berserker (-11,+12) [2,-15] (+1 attack)
b) a Set of Dragon Gloves [4,+10] {ElCoPoBlNtDi}
c) a Set of Dragon Gloves [4,+14] {BlCa}
d) a Set of Dragon Gloves [4,+14] {Dk}
e) a Set of Cesti of Slaying (+4,+8) [5,+4]
f) The Pair of Soft Leather Boots of Flora [2,+15] (+5)
g) a Pair of Hard Leather Boots of Thievery [3,+9] (+1 to speed)
h) a Pair of Hard Leather Boots of Levitation [3,+2] {Fe}
i) a Pair of Dragon Boots [5,+15] {Di}
j) a Pair of Dragon Boots [5,+18] {Li}
k) a Pair of Dragon Boots [5,+15] {Po}
l) a Pair of Dragon Boots of Thievery [5,+18] (+1 to speed) {Ac}

 ( page 13 )
a) a Pair of Metal Shod Boots of Stealth [6,+5] (+3 to stealth)
b) The Pair of Metal Shod Boots of the Devine Jewel [6,+20] {Ac;Lv(Wi}
c) The Pair of Metal Shod Boots 'Stomper' [6,+21] (+3)
d) The Pair of Metal Shod Boots 'Tetsu-geta of Flame' (-5,+10) [6,+20] (-1 to
speed)
e) The Dagger 'Nimthanc' (1d4) (+4,+6)
f) The Main Gauche 'Littlethorn' (1d5) (+18,+6) (+3)
g) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3 to stealth)
h) a Long Sword (Nature) (2d5) (+5,+9) (+2)
i) The Two-Handed Sword 'Dragonic Sword' (4d6) (+17,+23) (+3)
j) a No-dachi (Daemon) (5d4) (+5,+9) (+2 attacks)
k) a Diamond Edge (7d5) (+15,+13) (+4)
l) a Spear of Slaying (3d7) (+6,+5)

 ( page 14 )
a) a Sickle of Slaying (4d3) (+10,+11)
b) The Sickle of Maggot (2d3) (+7,+9) (+1)
c) a Broad Spear (1d9) (+8,+9)
d) a Broad Spear (1d9) (+8,+7)
e) a Broad Spear (1d9) (+7,+6)
f) a Broad Spear (1d9) (+4,+7)
g) 2 Broad Spears (1d9) (+5,+5)
h) 2 Broad Spears (1d9) (+3,+5)
i) a Broad Spear (1d9) (+5,+4)
j) a Broad Spear (1d9) (+4,+3)
k) 3 Broad Spears (1d9) (+0,+0)
l) a Broad Spear (1d9) (-6,-5) {cursed}

 ( page 15 )
a) a Broad Spear of Extra Attacks (1d9) (+10,+10) (+2 attacks) {BM}
b) a Broad Spear of Extra Attacks (1d9) (+5,+10) (+1 attack)
c) a Broad Spear of *Slay* Human (1d9) (+10,+9) (+2)
d) The Broad Spear 'Tonbo sniri' (1d9) (+25,+24) (+3) {StDxCnCh;Nt[M, Mimic's
Treasure}
e) The Beaked Axe of Hurin (2d6) (+10,+12) [+2] (+3)
f) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
g) a Club (Pattern) (1d4) (+16,+16) (+1)
h) The Mace 'Taratol' (3d4) (+12,+12)
i) The Flail of Justice (2d6) (+18,+21) {Li/XL}
j) a Shovel (1d2) (+0,+0) (+1)
k) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
l) The Sling 'Naturebane' (x2) (+13,+9) (+2 to searching) {Sr;Xs}

 ( page 16 )
a) The Sling 'Ogresmacher' (x3) (+20,+21) (+2) {St;FiNx;Xm}
b) The Sling of Buckland (x3) (+17,+14) (+2 to speed) {Lv}
c) a Heavy Crossbow (x4) (+4,+6)
d) The Heavy Crossbow 'Math Magic' (x4) (+24,+18) (+2 to stealth)
{InSl;Fe;Xs(In}
e) The Heavy Crossbow 'Ballista' (x5) (+10,+24) (+3)
f) 23 Steel Bolts (3d5) (-3,-4) {cursed}
g) 72 Steel Bolts (3d5) (+0,+0) {@f2=g}
h) 99 Bolts (1d5) (+0,+0) {@f1=g}
i) 99 Bolts (1d5) (+0,+0) {@f1=g}
j) 51 Bolts (1d5) (+0,+0) {@f1=g}
k) 27 Steel Bolts (3d5) (+2,+5)
l) 60 Steel Bolts (3d5) (+3,+5)

 ( page 17 )
a) 26 Steel Bolts (3d5) (+3,+7)
b) 16 Steel Bolts of Wounding (3d5) (+8,+9)
c) 28 Steel Bolts of Prism (3d5) (+12,+10)
d) 12 Steel Bolts (3d5) (+6,+4)
e) 23 Seeker Bolts (6d5) (+5,+8)
f) The Black Arrow of Bard (8d4) (+30,+19)
g) 34 Mithril Shots (4d3) (+5,+2)
h) 17 Mithril Shots of Holy Might (4d3) (+4,+5)
i) The Corpse of Bullroarer the Hobbit {Wanted!k!k!k}
j) The Corpse of King Duosi, the Chief of Southerings {Wanted!k!k!k}
k) The Corpse of Lady Zhurong, the Avatar of Flame Spirit {Wanted!k!k!k}
l) The Corpse of Poor, the Thief {Wanted!k!k!k}

 ( page 18 )
a) The Corpse of Grendel {Wanted!k!k!k}
b) The Corpse of Gachapin {Wanted!k!k!k}
c) The Corpse of Rogrog the Black Troll {Wanted!k!k!k}
d) The Corpse of Botei-Building, the Emperor {Wanted!k!k!k}
e) The Corpse of Garm, Guardian of Hel {Wanted!k!k!k}
f) The Corpse of Ulik the Troll {Wanted!k!k!k}
g) The Corpse of Bramd the Ice Dragon {Wanted!k!k!k}
h) The Corpse of Eibra the Water Dragon {Wanted!k!k!k}


  [Check Sum: "07c7f384fcc3206bec"]


Posted on 14.7.2012 17:50
Last updated on 19.7.2012 15:31

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Comments

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On 14.7.2012 17:59 chris wrote:
[CL22:DE Lords] 01:41
Here's another weak weapon master go ... The Broad Spear is low end and not available early on. But there are a couple good artifacts available, including Tonbo giri and Destiny. Also, 1d9 weapons are nicely suited for weapons of slaying.

Its a weakness of mine that I usually follow up previous characters with combos that address weaknesses. Since my last guy had *no* stealth and died to nether, what better than a Vampire? Of course, this means one must conquer the yeek cave first, which took nearly 40 minutes. Then, I realize that vampires make really bad polearm masters. Why? Well, they can't really feed now can they? At least not reliably. Step next to your foe to eat and you often auto attack (and kill, of course). Let your foe step next to you, and you *always* auto attack (but not always kill). So, one needs to eat preemptively, basically anytime you luck in to the opportunity to do so. Its not too bad, since the attack on movement option is only 1 in 5. Also, with all the wilderness slogging one needs to do early on, well, you better hope you can find monsters when needed.

No luck with the Broad Spear until I did the Mimic's Treasure (having lucked into an early ring of FA and some BM staves of speed). Still, no confusion made the quest rough, but I did find a Broad Spear. I wore it immediately only to get a deathly cold shiver running down my spine. D'oh! Cursed! Please no permacurse! That would be just like the RNG too ... But it was only (-8, -4) and I paid 12k to enchant it up to (+4, +4) and another few k to reach (+5, +8) with scrolls.

Also in the Treasure was the phial, so my next step was clear. And Apocalypse Beacon rocks, except it forces me to wear Boldor's ring, which I finally managed to lose. Also, I lose my slaying ring too, but the stat boosts net me killer damage and that last attack, so its a easy choice.

Now, its time to find my destiny ...

On 14.7.2012 22:21 chris wrote:
[CL28:Barrow Downs] 02:58
Easy go with the Barrow Downs ... except that 60% thru I got "hungry". Now, there is of course nothing to eat in the quest, so I had to just crank up my speed and hope I could clear the quest in time. I did, and this was most likely due to my amazing amulet: slow digestion!

Sniper gloves are even good for melee guys, but I'm speed starved so Pippin gets the go. And my Merry replacement has nice key resists and a con boost, but again, I need da speed.

6444 kills in 10800s of play. I really need to start focusing on getting that ratio up ... I could have done it vs Software Bugs (Thanks for leaving those for me, Variant Maintainer!) but got bored after about 1500 kills. I could only kill 40 per second so they apparently breed too slow.

On 15.7.2012 04:14 chris wrote:
[CL32:DL40] 05:12
It took a loooong time to get my first ego broad spear. 11902 objects in the dungeon with 9314 kills netted about 8 broad spears, none of which were excellent. But my last round of town teleportation landed a beautiful +2 attack spear! Sweet.

To celebrate, I took both my ?Acquirements to the top of the Dragon's Lair hoping for some FA, but only got armor of resist acid and another armor of resist cold. Bah!

I can't really wear this damage ring yet as I'm still using Boldor's ring of light resistance. Still, I can dream ...

On 15.7.2012 05:28 chris wrote:
[CL34:Cloning Pits] 06:12
I went for a rematch vs Judge Mortis. To recap, last time he double nether breath instakilled my weapon master. I was only base speed of 3, only had 546hp, lacked nether resistance, but was doing 570 damage per round so felt confident ... too confident.

This time, I had 670hp, +5 speed, both poison and nether resistance, but only 300 damage per round. We fought a while and that guy dishes it out (He also follows if you panic teleport). But then he triple moved, triple breathed Nether ... Poison ... Nether and I decided to just give up. From 670hp to 70hp in one freakin' round. That's about 1k for a resistance lacker, which is normal by the time he starts showing up. So I guess characters need to just hang at L30 until they resist all, have +10 base speed, and 800+hp? Insane ... Speed rings start at L80! That's too hard ... But Jack of Shadows can dish out a couple thousand hp in a single round and shows up at around the same time ... If a +10 speed monster triple moves a +5 speed player, what does a +55 speed monster do?

Anyway, shortly thereafter something tarnished my speed sling, putting me back to +4 speed. Not sure what, since I was really on the lookout for disenchanters ... sigh. In frustration, I did the Cloning Pits without Chaos resistance, and freakin' rolled it. So I'm powerful enough for the pits, but not for Judge Mortis? I want another rematch :D

On 15.7.2012 05:40 chris wrote:
Odds of Judge Mortis breathing 3 times in a row are 1 in 4629. So even if he does luck into a triple move, that is just unlikely. What are the odds of him getting 3 moves to my 1? I get 15 energy per game turn and he gets 20 so he should only move 33% faster then me. But my math isn't good enough to figure out those odds ...

On 15.7.2012 06:15 chris wrote:
[CL34:Old Castle] 06:44
Old Castle in under 7 hours, and only at CL34! Wow! I paid a steep price in !Healing. Garm required 4 and the Raals 2.

But check this out:
The Broad Spear 'Haradekket' (2d11) (+9,+13) (+4 to stealth) {Sl|VQ/*}

That is by far my best ever. Except for the whole quake thing, but I guess I need to learn how to play with that now don't I? At least until Destiny shows up.

On 19.7.2012 15:31 chris wrote:
Well, I was getting bored with guy anyway. Weaponmasters really aren't my playstyle as you are reduced to less than 1% of all weapons that generate (As an aside, I only found a single artifact longsword all game ... Can you guess which one? So even weapons that seem common usually aren't). I managed a couple ego broad spears, but no artifacts other than The Old Castle and the DQII, both of which were splendid. But even so, effective damage output was low (below 200) and my accuracy was in the mid 50% with even a high race/personality.

Reaping seems useless, and that is probably a playstyle thing. Paying 40hp to have a 45% chance (which is my accuracy after factoring in the -40 to hit) of doing 80hp of damage hardly seems worthwhile, and at this stage of the game, I simply never get surrounded. Plus 80hp isn't going to land the death blow on anything (and if it did, I fight 1v1 so the wraithform won't give any bonus anyway).

Trip, on the other hand, is useful. Since battles are 2x as long as normal for a 5 attack character, being able to steal rounds from your opponent every so often is essential. It allowed time for my vampiric weapon to regain hp. My strategy was to remove Anarion and entrench prior to engaging my sleeping foe (though the 1 in 5 attack on move was *hugely* annoying ... more like a liability than anything else). Uniques were fairly resistant, but even so, it worked maybe 4 or 5 times (out of ~30) vs Elbra. Mycen was risky with my light vulnerability and I had to use healing, despite the nearly 1500hp gained by my vampiric weapon. Without trip, it would have been much worse, but monsters are ticked off by the talent so its hard to say.

So how did I die? It was actually an interesting death. A huge vault, of course, which I would have left alone were I not just bored with this guy (barring a dice boosted broad spear, of course). But my quake weapon actually allowed me to gain traction, and was a pleasant vault weapon. Up in the top left was a tiny vault room with excellent items, and an Iron Mask, so I thought I'd give it a go. Only Fiona and the Norsa stood between me and a potential mask of terror. I wasn't quite ready to enter the room, and was trying to quake away a sleeping Norsa by beating up on a hapless ent on the other side of a permanent wall. But the quake woke up Fiona and removed the Icky status of the vault tiles allowing her to command me to return. Since the Norsa was still sleeping, I thought I'll just get Fiona to blink and that helm is mine, right?

Nope! I missed the message about the Norsa waking up and it double breathed me from full hp to what you see here. So in the end, the Earthquakes killed me ... Ah well.

On 19.7.2012 19:58 Arjen wrote:
Maybe it's an idea to boost the likeliness of your chosen weapon to drop. So you can actually find them. What bothers me with weaponmasters is that it's hard to find the interesting weapon types. You need to be end-game before you can find them. And as you just noticed yourself, sometimes even normal ones don't drop.

It would make weaponmasters maybe a little bit more interesting (as I like playing them, but die 90% of the time before I even find my chosen weapon).

On 19.7.2012 20:12 Antiguard@gawab.com wrote:
Or just do as i originally stated and allow whole subclass of weapons. In the scheme of things even that is not so much.

Maybe some +shots / level as it basically is a melee char with no crowd control / area attack.

Also monster retaliation needs to be capped 1-2 hits/turn. Some mobs get ridiculous if you are dual wielding otherwise. I have no clue how many mobs have it now other than monks but if any high mobs do they will pretty much 1 shot a dual wielder. 1 shot 1 dude dual wielding vs stormbringer without double moves 600hp->-50. Replace that with Ares or something if he does retaliate.. oh well.

On 19.7.2012 20:55 chris wrote:
I definitely agree that the weapons this class can use need to be broadened. Gumband is the only variant I can recall that did the Weaponmaster and it allowed any weapon with a given tval (Blunt, Polearms, Axes and Swords) to be used interchangeably for the specialist. I took a quick look at the source, and the bonuses granted were insane, so I don't think we want to go there.

Personally, I play a lot of ninjas, and find their weapon restrictions severely limiting. But, they can use a whopping total of 12 possible weapon types (not counting poison needle, fishing poles or sticks). That really blows the weaponmaster's single allowed weapon option out of the water, but even there, I often find my ninjas grinding for good weapons "in class".

If it were up to me, I would make the following changes:

[1] Class gets 6 attacks max with any weapon in class, not just sub speciality weapon. They get 1 attack max with any weapon out of class. This is for melee specialities only as we still want slingmasters to be able to fight a bit. Or perhaps they get 5 blows max for non-sub-speciality weapons in class but 6 blows max for sub-speciality weapon.

[2] Class either gets a combat bonus when using sub-speciality weapon, perhaps (+10, +10) pro-rata level. Or, the get a penalty when using non-sub-speciality weapons from their group, perhaps (-10, -10) or maybe (-20, +0).

[3] Class loses ability to wear Terror Mask. Anti-magic now disrupts talents.

[4] Class gets all abilities with any weapon in class. However either
[4a] Abilities have non-trivial fail rates when not using sub-speciality weapon
[4b] Abilities are somewhat gimped when not using sub-speciality weapon. For example, the polearm master has penalties to hit for various techniques, and these penalties could be larger when using a non-sub-speciality weapon.

There needs to be some incentive to not specialize in the uber weapon from each class. To retain the flavor of Dave's original design, you should still strongly prefer the weapon you choose at startup, but you should have other options as well in case things don't work out as planned (Other than grinding for that one artifact that you can use ...)

That's just my two cents, of course.

On 19.7.2012 21:06 Djabanete wrote:
Why not make the character subspecialize in the end rather than the beginning? All weapons in family can be available at the outset, and the weaponmaster can have the ability "Choose Subspecialty" permanently available. Whenever he/she feels ready, the player can go into a subspecialty. Once it is chosen, "Choose Signature Weapon" becomes unlocked, and the weaponmaster can choose one of those too (when ready to do so). This preserves the flavor while letting the player stay flexible about weapons until it makes sense to commit to something.

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