[Sangband 0.9.9, beta 15d Character Dump]
Banzai! Age : 428 STR: 18
the Lion Warrior Height : 6 ft, 0 in INT: 18/10
Weight : 148 lb Wis: 10 11
Gender : Female DEX: 18/10
Race : High-Elf Slayer of CON: 15
Realm : Nature Magic Ufthak of Cirith Ungol CHR: 13
Max Hit Points 162 Power 40 Max Mana 15
Cur Hit Points -12 Score 8 Cur Mana 14
(Melee) Unspent Exp 176 (Missile)
Blows/Round 2 Gold 1102 Shots/Round 1
+ to Skill 9 + to Skill 5
Deadliness (%) 36 Max Depth Lev 15 Deadliness (%) 36
(Character Abilities)
Melee : Excellent Saving Throw: Excellent Magic Device: Good
Shooting : Superb Stealth : Good Dodging : Iffy
Throwing : Iffy Perception : Excellent Fame : Spoken of
Digging : Bad Disarming : Superb Infra-Vision: 0 feet
Speed : normal
Armour : 37
Kills : 1511
Time Elapsed: 6 days, 15 hours, 36 minutes (665042 turns)
[Character Attributes]
abcdefghijkl@ Stat Intrnl abcdefghijkl@ Adjust Currnt
Stlth:............. STR: 17 ............1 18
Invis:............. INT: 16 ............3 18/10
Aware:............. Wis: 10 ............1 11 10
Disar:............. DEX: 16 ............3 18/10
Devic:............. CON: 14 ............1 15
Speed:............. CHR: 10 ............3 13
abcdefghijkl@ abcdefghijkl@
Infra:............. NFuel:.............
Tunnl:............. Steal:.............
Save :............. NoMag:.............
Mana :............. Telep:.............
Light:.....2....... Aggra:.............
Drain:.............
Curse:.............
abcdefghijkl@ abcdefghijkl@ abcdefghijkl@
Acid :............. Light:............+ Food :....+........
Elec :............. Dark :............. Feath:...........+.
Fire :..+.......... Sound:............. Shine:.............
Cold :............. Shard:............. Regen:.............
Pois :............. Nexus:............. ESP :.............
Fear :............. Nethr:............. SeeIn:............+
Blind:............. Chaos:............. FrAct:...+.........
Confu:............. Disen:............. HLife:.............
[Last Messages]
> You strike the Uruk.
> You hit the Uruk.
> The Uruk hits you.
> *** LOW HITPOINT WARNING! ***
> The Uruk hits you.
> *** LOW HITPOINT WARNING! ***
> The Uruk hits you!
> *** LOW HITPOINT WARNING! ***
> The Uruk hits you!
> *** LOW HITPOINT WARNING! ***
> The Uruk hits you!
> *** LOW HITPOINT WARNING! ***
> The Uruk hits you!
> You die.
> Replace existing file C:\Documents and
Settings\Silas\Desktop\Vesta\Sangband\lib\user\Banzai_.txt? y
[Skills]
Swordsmanship : 17%
Clubbing : 9%
Jousting : 35%
Archery - Xbows : 20%
Archery - Bows : 40%
Spellcasting : 33%
Magical Power : 33%
Wizardry : 30%
Nature Lore : 30%
Magical Device : 14%
Burglary : 20%
Perception : 35%
Stealth : 26%
Disarming : 27%
Dodging : 40%
Spell Resistance : 33%
Weaponsmithing : 25%
Bowmaking : 40%
Armor Forging : 15%
[Character Equipment]
a Broad Axe of Slay Evil (2d6) (+9,+6)
a Long Bow (x3) (+5,+6)
a Ruby Ring of Resist Fire
a Sapphire Ring of Free Action {Grishnakh, the Hill Orc}
a Shark's Tooth Amulet of Slow Digestion
a Brass Lantern [2] <Fuel: 14785> {25% off}
Soft Studded Leather (copper) [5,+2]
a Cloak [1,+2]
a Small Leather Shield [3,+5]
a Metal Cap [3,+4]
a Set of Mail Gauntlets [2,+3] {Bill Ferny}
a Pair of Leather Sandals of Slow Descent [1,+4]
a Pouch (holding 8 essences of 6 types)
28 Arrows (1d4) (+0,+0)
[Character Inventory]
2 Stones of Nature [Call of the Wild]
a Stone of Nature [Communion with Nature]
3 Blue Mushrooms of Mana
15 Green Mushrooms of Boldness
4 Rations of Food
a Flask of oil
7 Blue Potions of Cure Serious Wounds
20 Scrolls titled "ninbyt orgel" of Phase Door
3 Scrolls titled "nelgnis flit" of Word of Recall
a Corundum Rod of Trap Location
4 Tarnished Rods of Light
4 Palladium Wands of Stinking Cloud (10 charges)
Hard Leather Armour (-1) [6,+0]
a Cloak [1,+0]
[Home Inventory]
a Stone of Nature [Call of the Wild]
a Stone of Nature [Communion with Nature]
3 Blue Mushrooms of Mana
6 Brown Potions of Speed
a Yellow Potion of Restore Experience
3 Scrolls titled "fa klisso ur" of Recharging
a Tin-plated Wand of Disarming (12 charges) {Wormtongue, Agent of Saruma
a Tin-plated Wand of Disarming (12 charges) {Lagduf, the Snaga}
a Cypress Staff of Perception (12 charges)
a Cypress Staff of Perception (12 charges)
a Corundum Ring of Resist Acid
a Fluorite Ring of Resist Cold
a Battle Cape (-2) [4,+5] {Grishnakh, the Hill Orc}
a Pair of Leather Sandals [1,+2] {Brodda, the Easterling}
a Rapier of Freezing (1d9) (+3,+4) {Wormtongue, Agent of Saruman}
a Small Sword of Melting (1d6) (+7,+8)
a Trident (1d11) (+5,+4) [4,+0]
30 Arrows (copper) (1d4) (+2,+0)
3 empty Bottles (Glass)
2 blank Parchements (Paper)
a chunk of Bronze
[Special advantages and disadvantages]
You were rolled up 9993 times before being accepted.
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Posted on 18.7.2005 07:56
Last updated on 21.7.2005 02:26
Download this dump
220. on the Sangband Ladder (of 287)
Comments
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On 18.7.2005 07:56 Elliott946@aol.com wrote: (power:26, dlevel:8) Ok, I have no idea what I'm doing, but its my very first character and he's not dead yet. The objective is to go for a Ranger sort of character. Primarily an archer, but with good spear skill, some nature magic, and a little stealth and other theivery skills.
I'm considering turning that lump of copper into a bow, but I don't know how the system works, and I'm loath to risk blowing up his current bow (the only long bow he's seen so far).
On 18.7.2005 15:24 jmiddendorf@hmc.edu wrote: Nice trident; SAngband damage is proportionate to the base damage of the weapon.
As for crafting, you always create a new item when you craft, so there's no risk to your current bow. Bonuses to hit will pay off well, so don't blindly pump dmg like in other angband; it's not as effective here. I don't think you'll be able to do better than short bow (+4, +4) with a piece of copper (regardless of skill). It will take bronze or better to make a long bow.
Nature Magic is pretty good in SAng; good versatility, and ignite blaze is a killer (you can kill Morgoth without LoS). Necromancy has genocide and a few other really good spells too, and Wizardry and Piety are kinda weak, I think.
Have you considered taking the Oath of Yavanna? You'll be able to pump mana to 100 (instead of 50), get some bonus mana (IIRC), and lose some HP, and gain (an additional) +2 to your wisdom. Your wisdom's pretty low, so the +2 might bring down your spell failure rates. You'll probably be only using magic for utility until statgain becuase of you low wisdom (why not use autoroller to get a decent wisdom?), so bear that in mind.
On 18.7.2005 17:23 Elliott946@aol.com wrote: Thanks for the comments. This is literally the first Sang character I've created, so that's all quite useful information.
In other bands, I've found # of weapon dice is generally more valuable than the size of the dice (assuming the two are reasonably close) and +to-dam is usually far more valuable of launchers, so its good to know those don't hold here. I'm also glad to hear that my totally uninformed decision to go with Nature wasn't a bad one.
I nearly took the Oath of Yavanna, but I was concerned about the impact on hp, since I had heard people commmenting on how it was hard to build up hp in Sangband.
Nature magic is driven by Wisdom? Didn't realize that. I assumed INT, and that's what I had the auto-roller shoot for.
On 18.7.2005 21:53 jmiddendorf@hmc.edu wrote: Priestly and Nature are Wisdom, and Wizardy and Necromancy are Intelligence.
Combat is kinda different in Sang/Oang/Zang these days.
You roll your base damage (i.e. 2d5 for a longsword getting between 2-10), which is then multiplied by your "deadliness", which is partially determined from str, +dmg, and maybe something else.
Critical hits allow for "extra dice", so a crtical with a long sword might deal 4d5 or 5d5 or 6d5 base dmg, which is then multiplied.
I find that I hit too infrequently with weapons, so I think that pumping +toHit is more important.
Wrestling and Karate deal out *tons* more dmg in the early and midgame than weapons, though are generally bad in the lategame (once you find a good weapon).
With the oath, you'll also be capped at 50 for swords, polearms, and hafted.
Although you'll have fewer HP, you'll have more mana. And there are some good healing spells in the final book, so you'll have prolific healing (in the endgame, it's kinda bad before then). I may be biased, as I've won 2x with oath of Yavanna characters and no others.
Sorry to be filling your comment space so much.
On 19.7.2005 04:26 Elliott946@aol.com wrote: (power:34, dlevel:13) Lagduf may be the highest level unique Banzai has killed, but Orfax was MUCH more dangerous, and Wormtongue was actually the hardest to pin down and kill.
Currently playing with different weapons, trying to figure out which one she should be using. Nothing has really thrown much in the way of elemental attacks at her yet, so the rAcid from the current sword is probably unnecessary at this depth. Melee is doing most of the heavy lifting so far, with the bow serving to soften enemies up as they approach and to knock them down when they try to flee.
Don't really have a good handle on the skill system yet, so hopefully I haven't wasted too many points. The trident has the best dice and its his best melee skill, but the swords both have elemental brands and better to-hit and to-dam bonuses. I'd be interested in whatever advice on this anyone may feel like sharing.
No problem. Write as much as you like. If you want to see REALLY verbose, check out some of my higher level dumps in other variants.
On 21.7.2005 02:31 Elliott946@aol.com wrote: (power:40, dlevel:15) Bah. Working on quest for Uruks down on 15. Classic YASD: didn't think an Uruk could do that much damage in one round. It got a double move. Those things were tougher than I expected.
I've tried a bunch of other characters since starting Banzai, pretty much all of whom are also dead. Hopefully the next attempt will get farther.
On 21.7.2005 14:49 jmiddendorf@hmc.edu wrote: Well, of the trident and the swords, I'd've chosen the rapier. The cold brand is probably enough to make it dish out more dmg, and there's a chance it's vorpal (rapiers have a "MAYBE_VORPAL" flag). Besides, I think rapiers are cool :)
Uruks dish out a bunch of damage. Dodging becomes ineffective quickly with heavy loads and with big shields. I'd try to start a new character (maybe a giant wrestler, possibly with nature magic?) as something easy to get you going. Until statgain, you will be dealing an incredible amount of damage more with wrestling, and to boot, you will get some str stat pumps (all the time, not just when wrestling), and some bonuses to tunnelling (having tunnelling at +2 is a good thing).
Wands of disarming are sellbait in my mind. You have a fairly long list of skills. I for one think that in general, weaponsmithing is a wasted skill, as there is only one slot to fill, and good artifacts to fill with, whereas, there are a lot of armors to make, and you may not find them, and the bows you can make are ridiculously good.
I've tried buglary off and on. I'm not sure it's worth it unless you're going to focus on it. The traps are good, and the early cash is good, but unless you remember to use it, it's an expensive skill. Sure it pumps some other skills indirectly, but I don't think it's worthwhile.
On 21.7.2005 23:23 Elliott946@aol.com wrote: Thanks for the advice. The rapier would be better, even though skill in jousting was much higher than skill with swords? How about that axe? Does slay evil make it worthwhile? It did fine against the Uruks, but I wasn't exactly overwhelmed. Dodging helped a bit during that fight, seemed like an attack would be dodged every 2nd or 3rd round. I think that was enough to warrant the investment, but I understand it fades in value later.
Too many skills was something I agonized over at the time, but I figured it was all stuff I'd want later, so I may as well bump them up a bit while it was cheap to do so. Skipping weaponsmithing makes sense.
I really wanted Burglary to work out because of the skill boosts and various abilities (poison arrows sounds neat), but no matter how much sneaking and trap laying I did, it went yellow relatively early on, and all my efforts accomplished was to prevent it from getting even worse. And being yellow, it got pretty expressive quite quickly. I had just about given up on it. Unless the later benefits are really valuable, raising it to 10 or maybe 15 for the extra bonuses is probably worthwhile for a character of this type, but probably no more than that.
Thanks again for the advice.
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