The Angband Ladder: Falstave, Giant no-class by <jmiddendorf@hmc.edu>

                 [Sangband 0.9.9, beta 19 Character Dump]

       Falstave          Age    :             21  STR:   18/40
     the Summoner        Height :    7 ft, 11 in  INT:  18/100
                         Weight :         368 lb  WIS:      11
Gender : Female                                   DEX:       9
Race   : Giant            Slayer of a level 41    Con:      18    18/20
Realm  : Necromancy           Mithril golem       CHR:      18

Max Hitpoints       248  Power                58  Max Mana          105
Cur Hitpoints       -32  Score               633  Cur Mana          105

       (Melee)           Unspent Exp        8174         (Missile)
Blows per round       2  Gold              80796  Shots per round     1
Average Damage       39                           + to Skill          4
     (Wrestling)         Max Depth        Lev 36  Deadliness (%)     60

                          (Character Abilities)
Melee     : Excellent  Saving Throw: Excellent  Magic Device: Superb
Shooting  : Poor       Stealth     : Awful      Dodging     : Very Bad
Throwing  : Bad        Perception  : Very Bad   Fame        : Respected
Digging   : Superb     Disarming   : Bad        Infra-Vision: 0 feet

   Speed       : normal
   Armour      : 59
   Kills       : 2609
   Time Elapsed: 12 days, 15 hours, 15 minutes   (1263570 turns)


  [Character Attributes]

      abcdefghijkl@        Stat Intrnl abcdefghijkl@ Adjust Currnt
Stlth:.............        STR:     16 ...2........4  18/40
Invis:.............        INT:  18/20 ....2....2..4 18/100
Aware:.............        WIS:     11 .........2..2     11
Disar:.............        DEX:     10 ............1      9
Devic:.............        Con:     18 ............2  18/20     18
Speed:.............        CHR:     17 .........2..1     18

      abcdefghijkl@                           abcdefghijkl@
Infra:.............                     NFuel:.....+.......
Tunnl:............5                     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]

There is a wall in the way.
It casts a bolt of electricity.
You have been stunned.
Your Dragon's Claw Amulet of Charisma (v) was destroyed!
You are confused.
There is a wall in the way.
It concentrates on its body.  It starts to move faster.
Really try a Charred Staff of Teleportation (8 charges) (damaged) {@u0!u}?  y
You failed to use the staff properly.
It casts a bolt of electricity.
Low hitpoint warning!
*** LOW HITPOINT WARNING! ***
It casts a frost bolt.
You die.
Replace existing file C:\Games\Angband\sang099b19\lib\user\Falstave.txt?  y


  [Skills]

Wrestling         :  60%    (max 62%)
Spellcasting      :  60%    (max 61%)
Magical Power     :  49%    (max 50%)
Blood Dominion    :  65%    (max 66%)
Magical Device    :  54%
Disarming         :  37%
Dodging           :  50%
Spell Resistance  :  53%    (max 54%)

You have bound yourself to the Black Mystery.


  [Character Equipment]

a Long Bow (x3) (+4,+1)
a Mithril Ring of Deadliness (+10)
     Does 3d10 thrown damage
a Mother-of-Pearl Ring of Strength (+2) {+2}
a Faceted Amulet of Intelligence (+2) {+2}
a Brass Lantern of Phlogiston (lit) [2] {Chest}
     Permanent Light (radius 2)
the Cloak of Thorongil [1,+14] {Zombie}
     Resist Acid.  See Invisible; Free Action.
a Wicker Shield of Resist Fire [2,+5] {Lagduf}
the Metal Cap of Thengel (+5,+5) [3,+12] (+2) {Lagduf}
     +2 INT, WIS, CHR.
a Set of Leather Gloves [1,+4] {Ibun}
a Pair of Hard Leather Boots of Slow Descent [3,-1] {Nar}


  [Character Inventory]

2 Tomes of Necromancy [Beginner's Curses]
     Does 2d9 thrown damage
3 Tomes of Necromancy [Darker Elements]
     Does 4d8 thrown damage
2 Tomes of Necromancy [Frightful Realms]
     Does 5d17 thrown damage
4 Shining Potions of Speed
a Light Blue Potion of Restore Strength
9 Scrolls titled "got lokpeel" of Phase Door
5 Scrolls titled "ast shoot" of Teleportation
5 Scrolls titled "ad wargpad" of Word of Recall {@r0!r}
9 Scrolls titled "koknun brodar" of Recharging
2 Scrolls titled "nun atud" of Satisfy Hunger
a Glass Rod of Light
a Wrought Iron Rod of Summon Hither
an Ivory Rod of Acid Bolts {@z4}
5 Aqueous Rods of Lightning Bolts {@z2}
a Jeweled Rod of Fire Bolts {@z1}
3 Silver Rods of Frost Bolts {@z3}
a Gold Wand of Frost Bolts (8 charges)
a Charred Staff of Teleportation (8 charges) (damaged) {@u0!u}
     Damaged;  Unusually durable
a Fir Staff of Perception (4 charges) {@u1}
     Unusually durable
a Mithril Ring of Deadliness (+10)
     Does 3d10 thrown damage
a Faceted Amulet of Intelligence (+2) {+2}


  [Home Inventory]

3 Red Spotted Mushrooms of Mana
9 Shining Potions of Speed
an Ashen Potion of Restore Experience
an Icky Green Potion of Slime Mold Juice
5 Light Brown Potions of Apple Juice
6 Scrolls titled "clotud lun unhoot" of Learn Magic {75% off}
a Scroll titled "s-smat ko grunvok" of *Identify*
an Iron Rod of Acid Balls (charging) {@z2}
a Verdigreed Wand of Clone Monster (3 charges)
a Fir Staff of Perception (16 charges)
     Unusually durable
a Golden Staff of Cure Medium Wounds (11 charges)
     Unusually durable
a Golden Staff of Cure Medium Wounds (7 charges) {@u3}
     Unusually durable
a Golden Staff of Cure Medium Wounds (18 charges)
     Unusually durable
a Cherry Staff of Dispel Evil (9 charges) (damaged)
     Damaged;  Unusually durable
a Serpent Ring of Sustain Body
a Turquoise Ring of Sustain Mind
a Silver Ring of Free Action
an Onyx Ring of Dexterity (+2) {+2}
a Granite Ring of Constitution (+2) {+2}
a Hard Leather Cap of Serenity [2,-1] {Angamaite}
     Resist Sound, Confusion.
a Dagger of Venom (1d4) (+3,+5) {Ghost21}
the Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) {Floor16}
     +3 Stealth.  Slay Evil, Orc.  Brand Frost.  Vorpal.
     Resist Cold.  Slow Digestion.
a Trident (foully corroded) (1d7) (-15,-17) [4,+0] (-2 to saving throw (
     -10 Save.   Cursed.
the Flail 'Totila' (3d6) (+14,+14) (+2) {28}
     Activates for confuse monster every 15 turns.  [48% fail]
     +2 Stealth.  Slay Evil.  Brand Fire.
     Resist Fire, Confusion.  Permanent Light (radius 1)


  [Special Advantages and Disadvantages]
You were rolled up 177872 times before being accepted.


Posted on 13.10.2005 01:30
Last updated on 14.10.2005 23:10

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154. on the Sangband Ladder (of 287)

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On 13.10.2005 01:30 jmiddendorf@hmc.edu wrote:
Hey, look, it's another comic attempt at a necromancer giant. I swear, they're pretty good. The extra hit dice on the giant will help offset the oath, and you get blessing really early (to go with wrestling). And of course, genocide is that good (once you get it).

I'm going to try for a sub power 100 win again. One of these days I might even be sucessful. Disarming will cut off at 40 or so, and magic device around 70. Other than that, everything is going all the way to 100 (if I make it). That should leave me at power 99. I wonder when automatic free action, res conf, and res sound come into play with wrestling. Oh, hey, they start up around 90. I've got a ways til then...

Now if I could only get RES_FIRE, I'd do that quest...Fire Giants.

On 13.10.2005 03:38 jmiddendorf@hmc.edu wrote:
Hmm...a player ghost got 7 attacks on me *after* I threw it to the ground (stole some energy). That killed me. I think maybe that's a bug. I got a char dump, so maybe I'll recreate the character in wizard mode, as I'm pretty sure was on the recieveing end of a bug. The bugger hadn't been quad moving me earlier... (I'm not 100% sure he got 2 attacks, but I'm fairly sure).

On 13.10.2005 04:06 jmiddendorf@hmc.edu wrote:
Here's the death dump.

On 13.10.2005 21:41 jmiddendorf@hmc.edu wrote:
Well, I just decided to rerun this character (not like anything particulary awesome had dropped). It took a bit of time, but I've recouped my losses (more or less). One QR was a potion of con, which was nice; nothing else terribly grand so far. *Another* Fire giant quest coming up. =oInt+2 is nice though. Pretty much done with disarming. The rest will continue.

On 13.10.2005 23:30 jmiddendorf@hmc.edu wrote:
Well well well. I've found a few art since I last posted. Glamdring is useless, as I plan on wrestling the whole game. Thengel and Thorongil are most definately not, though. Not having to worry about free action and see invis is great, and good combat and bonuses to int are also great. Throw in some free ac from each, and I'm happy as a clam. A little speed and con sould be nice (nevrast? :), but other than than I can't complain. I've finally purchased a rod of llghtning bolts, so I can practice my magic devices a litle easier. Quest reward for Cloud giants (no RES_ELEC) was helm of wisdom +2, aka, useless.

Does anyone even read these character dumps?

On 14.10.2005 03:16 Bandobras wrote:
To the last letter. :)

Nice tricky character. Why is dodging Bad after so much skill points? Is disarming skill a good idea? Aren't there some rods of disarming? Is the fail rate of the skill lower than of the rods? Or couldn't you just ignore the disarming problems?

On 14.10.2005 14:53 jmiddendorf@hmc.edu wrote:
Dodging is bad because 1) I'm a giant, and it advances slowly for us. 2) I've got a lot of gear on me and I've got a shield (big shields hurt more).

As for disarming, I want to be able to navigate GV without too much trouble. I've stopped increasing it now. Disarming is a relatively cheap skill too (cost 4), so it's not a big deal, and I'd like to save the inventory slot.

Actually, I think I have an unided rod of disarming in my inventory currently (not in the dump), and they do exist. They can fail, however, and I find that normal disarming is a little more reliable.

On 14.10.2005 14:54 jmiddendorf@hmc.edu wrote:
Oh, right the real reason for dodging is so I can wear heavier armor without a mana penalty.

On 14.10.2005 16:12 jmiddendorf@hmc.edu wrote:
Not a whole lot has happened. The grey wraith I killed was *summoned* 15 lvls ood. I didn't think that could happen (not that it really matters).

Just got genocide (haven't used it to any effect). Falstaff, once he reached power 92 (his final power, trying for a win), simply used it to get rid of annoying things (hounds, golems, etc.) with poor drops. But he got it later than I did. Let's hope I don't kill myself with it :)





On 14.10.2005 17:31 jmiddendorf@hmc.edu wrote:
Actually, my dodging has nothing to do with giants being bad at it; I just have a bad dex: my bad.

In other news, the weaponshopkeeper dislikes me:

Selling a Trident (1d7) (+5,+1) [4,+0] (q).
The shopkeeper stares hard at your trident...
Suddenly, it mutates! It is, in fact, an evilly cursed Trident (foully corroded)!
How dare you peddle this hideous crap here? GET OUT OF MY STORE!
The doors are locked.


On 14.10.2005 18:06 Bandobras wrote:
Wow! Is that the hidden curse, I've heard about? If not, I hope Lean reads this as thoroughly as I do. What will be your final power? A newbie question: can I raise skills after power 100?

On 14.10.2005 19:49 jmiddendorf@hmc.edu wrote:
Yes, that's one hidden curse. Another turned bolg's sling drop (unided) into a sling (-2, -3) when worn.

No, I'm 100% sure that's one of those items that turns cursed when wielded or sold.

You can raise skills after (if) you get to power 100, but it continues to count against your score. At least, that's how it used to be. My final power will be something like 99 (though maybe a tad less), depending on xp drain, and where exactly I decide to stop dodging, spell resistance, disarming, and magic devices. I tried for 92 with Falstaff, but got vaguely unlucky with Ancalagon (he breathed on me twice, both for things I only singly resisted when I wasn't at full to begin). I think he had a good chance at making it all the way too (ringil and narya already). i could have telep, but necro telep has a *huge* fail rate (ok, at that point it was 3%), so I blinked instead, wrong choice, I guess)

On 14.10.2005 23:10 jmiddendorf@hmc.edu wrote:
Ok, it's over this time, and legitimately too.

I *hate* confusion. I should have worn the hat of serenity. That would have let me escape reading scroll or using telep. Doesn't help that the mage double moved me bolting me for *both* my basic resistance holes (he had hasted). Doesn't help that I *never* found RES_ELEC *all game* (yes, I'm power 58, aka level 29). That's any source, not just a convenient one.

Doesn't help that I got robbed blind by my (failed) quest for 19 (yes 19!) master rogues. I thought I'd just sit on the stairs and see if I could kill one, but after I realized I wasn't dying, I thought I could kill them (wrong, they're fast and steal *all* the time). The stole my only high book, which led to some frustrated and aggressive play. I ran out of CCW, as I didn't have res_conf (also due to aggressive play).

All in all, I got screwed by items that game. Only 2/4 usable artifacts, *no* ego armor the entire game.

Sigh. I swear the concept works, I just need some reasonable luck. An armor of resist cold or elec prob would have saved me that game. I was closish to interrogate (had I recovered mysteries of angmar), so I prob would have found some in short order.

I should remember to use my gut feeling on which quests to strictly avoid, or perhaps just not quest at all next time, esp. if I want to try to finish quickly.

On 15.10.2005 15:48 Bandobras wrote:
:)

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