The Angband Ladder: Zathras, Lizardman Templar by jujuben

  [Halls of Mist 1.2.1 Character Dump]

 Name   Zathras       Level        17/17           CB  Base  RB  EB  Stat
 Sex    Male          Cur Exp       8108     STR: (+2)  16   +3  -2   17
 Race   Lizardman     Max Exp       8108     MEM: (+1)  10   +1  -3    8
 Class  Templar       Cur Depth       14     WIS: (+1)  13   -1  +0   12
 Title  Philosophus   Min Depth        8     DEX: (+1)  10   +0  +0   10
 Deity  None          Gold            24     CON: (+0)  11   +1  +0   12
                                             PRE: (+0)  11   -2  -1    8
 Wounds         All   Infra    1 squares
 Hits      -5 / 192   Spells   5 squares

                      Burden      92/120                Fighting       21 (+1)
 Reserves   1 /   1   Armor      [9,+13]                Shooting       16 (-1)
                      Blows       1/turn                Throwing        9 (-1)
                      Melee Damage   2d8                Magic Device       22%
                      Shots       1/turn                Saving Throw       46%
                      Thrown Damage   2*
                                                        Stealth           Poor
 You are one of a brood of nine. Your father was a      Perception         47%
 fisher, and your mother was a hunter. Your scales are  Jumping            29%
 black, and your eyes are red.                          Alchemy            36%
                                                        Navigation         23%

  [Resists & Abilities]

  No  Blind:..............  Telepathy:..............      Speed:..............
  Free Actn:..............  See Invis:..............       Mana:..............
  Hold Life:..............  Invisible:..............     Health:......+.......
    Bravery:..............       Luck:..............   Spl. Dur:..............
  No Dsease:..............    Stealth:.....+........   Spl. Dam:..............
    No Stun:..............    Jumping:..............   Spl. Inf:..............
  No Poison:............+.   Percptn.:.....+........      Taint:.............+
     No Cut:..............  Infra-vsn:.....+........    Disrupt:..............
    No Conf:..............     Ambush:..............  Drn Items:..............
      Regen:..............      Blows:..............    Drn Exp:..............
  Fthr Fall:...........+..      Range:..............   Teleport:..............
      Light:+....*........  Mgt Throw:..............  Aggravate:..............

  Acid :11% ............+.  Dises:10% ............+.  Nethr:2%  ............+.
  Elec :6%  ............+.  Light:1%  ............+.  Chaos:2%  ............+.
  Fire :9%  ............+.  Dark :20% +...........+.  Disen:1%  ............+.
  Cold :9%  ............+.  Sound:3%  ............+.
  Water:38% ....+.......+.  Shard:3%  ............+.
  Poisn:26% ............+.  Nexus:4%  ............+.
            abcdefghijkl@*            abcdefghijkl@*            abcdefghijkl@*
            |}  "~( )]]]              |}  "~( )]]]              |}  "~( )]]]



  [Last Messages]

> Aello breathes frost.
> The Black harpy dies.
> Hit.
> Aello appears blinded.
> Ouch. <2x>
> Aello claws you.
> You are struck by electricity!
> You hit the White harpy.
> You have slain the White harpy.
> Ouch. <2x>
> Aello claws you.
> You are struck by electricity!
> A broken back renders you graceless!
> *** A BROKEN BACK RENDERS YOU GRACELESS! ***
> You die.


  [Character Equipment]

a) a Falchion of the Day (+2, 2d8)
   It was dropped by Wormtongue, agent of Saruman on dungeon level 4.
b) a Short Bow (+0, x2, 7)
c) (nothing)
d) (nothing)
e) a Platinum Amulet of Resist Water
f) a Cedar Torch of Thievery <1839> (+1)
g) a Robe of Health [1,+3] (+1)
   It was dropped by an unknown monster on dungeon level 9.
h) (nothing)
i) a Small Leather Shield [2,+0]
j) a Hard Leather Cap [1,+3]
   It was dropped by Brodda, the Easterling on dungeon level 6.
k) a Set of Gauntlets [2,+3]
l) a Pair of Spiked Leather Boots of Slow Descent [3,+5]
   It was dropped by Golfimbul, the hill orc chief on dungeon level 9.


  [Character Inventory]

a) 2 Green Spotted Mushrooms of Cure Light Wounds
b) 11 Yellow Spotted Mushrooms of Cure Confusion
c) 5 Blue Spotted Mushrooms of Cure Serious Wounds
d) 3 Golden Powder vials of Confusing
e) 4 Light Green Powder vials of Sleeping
f) 6 Violet Powder vials of Calming
g) 2 Orange Powder vials of Blinding Flash {25% off}
h) 4 Grey Powder vials of Ghost-Dark
i) 2 Metallic Green Potions of Cure Disease
j) 2 Scrolls titled "trii nej" of Phase Door
k) 2 Scrolls titled "fidash vivmung" of Holy Chant
l) a Scroll titled "doehe nisbar" of Summon Undead
m) 2 Dragon Talismans of Light
n) a Zirconium Wand of Swap Places (12 charges)
o) a Mahogany Staff of Cure Light Wounds (5 charges)
p) 4 Wooden Torches <2000>
q) 2 Cedar Torches of Thievery <5000> (+1)
r) 30 Tough Arrows (+0, 1d5, -2)
s) 9 Silver-Tipped Arrows (+0, 1d7, +0)
t) 37 Iron-Tipped Arrows (+0, 1d7, +0)


  [Home Inventory]

a) an Aluminum-Plated Wand of Wonder (19 charges)
b) Hard Leather Armour [6,+0]
c) a Lizardman Broad Sword (+6, 2d5)
d) a Lizardman Two-Handed Sword (+0, 4d7)
e) a Backsword (+4, 2d15)


  [Discarded/Sold Artifacts]

No artifacts have been discarded or sold


  [Uniques]

Brodda, the Easterling               has been killed on level 6 
Wormtongue, agent of Saruman         has been killed on level 4 
Golfimbul, the hill orc chief        has been killed on level 9 
Total: 3 uniques killed


  [Options]

Birth options:
Allow purchase of stats using points         : no  (birth_point_based)
Allow specification of minimal stats         : no  (birth_auto_roller)
Preserve artifacts when leaving level        : yes (birth_preserve)
Restrict the use of stairs/recall            : no  (birth_ironman)
Restrict the use of stores/home              : no  (birth_no_stores)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Generate better (harder) levels              : no  (birth_autoscum)
No level feelings                            : no  (birth_no_feelings)
Pre-shop for some basic items                : no  (birth_start_kit)
Monsters act smarter in groups               : no  (birth_smart_packs)
Monsters exploit players weaknesses          : no  (birth_smart_cheat)
Monsters chase current location              : yes (birth_flow_by_sound)
Monsters chase recent locations              : yes (birth_flow_by_smell)
Generate hitpoints randomly                  : no  (birth_random_hp)
All levels will be generated as small        : yes (birth_force_small_lev)
Easy mode                                    : no  (birth_easy_mode)
Nightmare mode                               : no  (birth_nightmare_mode)
Retain squelch settings                      : no  (birth_retain_squelch)
Allow specification of stat weighings        : no  (birth_weighted_roller)
Cheat options:
Peek into object creation                    : no  (cheat_peek)
Peek into monster creation                   : no  (cheat_hear)
Peek into dungeon creation                   : no  (cheat_room)
Know complete monster info                   : no  (cheat_know)
Allow player to avoid death                  : no  (cheat_live)
No automatic saves upon death                : no  (cheat_no_save)
Allow access to debug mode                   : no  (cheat_debug)
Activate wizard mode                         : no  (cheat_wizard)
No respawning monsters                       : no  (cheat_no_respawn)



Posted on 21.9.2012 01:28
Last updated on 21.9.2012 04:34

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16773. on the Ladder (of 19051)
50. on the Halls of Mist Ladder (of 59)
Third best for this player (

Comments

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On 21.9.2012 01:33 jujuben wrote:
Started life a s a Lizardman Templar, just got turned into an Angel, on the first level with altars, no less. Went for high Str to get the most out of Fencing, which did Wormy in nicely, and netted me that really really great falchion. Sure, he dropped me to 0 gold (thieves vs. Templars = very nasty indeed...), but for that, totally worth it. Not only can I get by with just a regular torch now (a real lifesaver considering the Templar's cash-flow issues), but it regularly blinds my foes with a regular melee attack! No need to waste expensive powders on most baddies.

On 21.9.2012 04:40 jujuben wrote:
Tengu are very very nasty if you don't have good escapes (phase door wasn't enough, and a Templar at this stage can't really afford _tele) and there are big armies around. Should have started chugging un-IDed consumables (staff, mushrooms) but I didn't think of it until I was already dead.

On 21.9.2012 08:15 Mikko Lehtinen wrote:
Tengu are probably nastier than in other variants because monsters come now almost always in groups.

What a perfect weapon for a Templar!

Re: identify problems. With most characters it's a good idea to start planning how to get MEM+WIS to 30 in order to get *Lore* proficiencies and to identify your whole pack. Circle of Knowledge is almost always a part of the equation with its +7 bonus. Ego weapons or torches that raise mental stats and blessings from deities are often enough to bring you there (temporarily).

On 21.9.2012 08:19 Mikko Lehtinen wrote:
I didn't notice at first that you didn't get two blows with the Falchion. Warriors have slightly a slightly better blows/weapon weight table, they probably would. Perhaps templars should often carry two weapons -- one for Fencing, the other against non-humanoids/persons or when you want to save Lore points for identify.

I've no idea how good templar is compared to warrior.

On 21.9.2012 11:43 Scatha wrote:
What does "of the Day" do?

Mikko: Don't the differing blows/weight tables make balancing weapons really hard?

On 21.9.2012 12:54 Mikko Lehtinen wrote:
Scatha, I feel that the six stats as they are now make it possible to have very different "builds", increasing replay value. Having only six stats would make equipment/worship decisions too easy, and that's the most important strategic decision in the game.

For some reason I don't find anything weird in how STR and DEX function. It's close to v4 combat, just much simpler. (The combat system is legacy from Ey, not my original idea.)

At least in my mind the mental stats are clearly defined, too. Wisdom is practical intelligence and perception, Memory is bookish and arcane knowledge and being able remember maps, Presence is your "mystical aura". That's quite close to how the stats are defined in modern D&D.

I can imagine running a tabletop RPG with these six stats. I would intuitively know what stat to roll in a given situation.

If CON is too important, it's effect can easily be toned town.

Would renaming a stat or two help you?

'of the Day' has a light brand (especially efficient against many orcs and other light hating monsters), +1 light radius, and it often blinds monsters.

There are two different blows/weight tables. Warriors and Shamans use the better one. The weapons that require 14 STR to use are usually the best ones for warriors, and I've paid special attention to them. I feel weapons are now pretty well balanced but it has taken me several versions.

On 21.9.2012 12:54 Mikko Lehtinen wrote:
Oops, I meant "having only 3 stats" in the first paragraph.

On 21.9.2012 12:57 Mikko Lehtinen wrote:
Oh, and I seem to have answered to two different questions in comments for different characters.

On 21.9.2012 14:30 Mikko Lehtinen wrote:
There are six dungeon styles, and nearby rooms are often of the same style. That's the reason for multiple altars. Seeing a cave painting is also a sign that altars might be nearby.

That reminds me that Scatha was asking about the frequency of altars, too. That inspired me to think of a possible mechanic that allows you to find altars or circles when you want to:
http://angband.oook.cz/forum/showpost.php?p=72909&postcount=92

For your character, throwing powders may actually be a very useful tactic. Distract a tough enemy with a powder of Confusion, Blinding Flash and Ghost-Dark, then kill him in melee with powerful criticals.

On 21.9.2012 14:32 Mikko Lehtinen wrote:
Whoops, again the wrong thread. :) Having to sign in before posting comments confuses me.

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