The Angband Ladder: Collector, Human Assassin by <Bandobras>

  [Oangband 1.1.0 Character Dump]

 Name    : Collector       Age                  18   STR:     18/20            
 Sex     : Male            Height               59   INT:        18            
 Race    : Human           Weight              170   WIS:         5            
 Class   : Assassin        Social Class         33   DEX:     18/10            
                                                     CON:     18/10            
                                                     CHR:         8            
                                                                               
 Max Hit Points      181   Level                18   Max SP (Mana)         8   
 Cur Hit Points       -4   Experience         4998   Cur SP (Mana)         8   
                           Max Exp            4998                             
        (Fighting)         Exp to Adv.        5300          (Shooting)         
 Blows/Round           2   Gold                988   Shots/Round         1.0   
 + to Skill           26                             + to Skill           16   
 Deadliness (%)       75   Base AC/+ To AC  20/ 14   Deadliness (%)       60   
                                                                               
                            (Character Abilities)                              
 Fighting    : Excellent   Stealth     : Excellent   Disarming   : Excellent   
 Bows/Throw  : Very Good   Perception  : Good        Magic Device: Good        
 Saving Throw: Fair        Searching   : Good        Infra-Vision: 0 feet      
                                                                               
                            (Character Background)                             
          You are one of several children of a Yeoman.  You are a              
          credit to the family.  You have blue-gray eyes, wavy red             
          hair, and a very fair complexion.                                    
                                                                               


  [Specialty Abilities]

Athletics 


  [Last Messages]

> You hit the Orc captain.
> The Orc captain hits you.
> *** LOW HITPOINT WARNING! ***
> The Orc captain hits you.
> *** LOW HITPOINT WARNING! ***
> The Orc captain hits you.
> *** LOW HITPOINT WARNING! ***
> You feel better.
> You have 16 Potions of Cure Serious Wounds {25% off} (g).
> The Orc captain hits you.
> *** LOW HITPOINT WARNING! ***
> The Orc captain hits you.
> *** LOW HITPOINT WARNING! ***
> The Orc captain hits you.
> You die.


  [Character Equipment]

a) a Cutlass of Melting (1d7) (+10,+5) {@w0}
b) a Sling (x2) (+0,+0)
c) (nothing)
d) a Ring of Free Action
e) (nothing)
f) a Brass Lantern (with 12958 turns of light)
g) Hard Leather Armour of Resist Cold (-1) [6,+1]
h) a Cloak [1,+5]
i) a Large Leather Shield [6,-1]
j) a Metal Cap [3,+0]
k) a Set of Leather Gloves of Power (+4,+8) [1,+4] (+1)
l) a Pair of Hard Leather Boots of Stealth [3,+3] (+2 to stealth)

         [Quiver]
0) 24 Lead Shots (1d5) (+0,+0) {@f0}
1) 34 Lead Shots (1d5) (+2,+2)
2) (nothing)
3) (nothing)
4) (nothing)
5) (nothing)
6) (nothing)
7) (nothing)
8) (nothing)
9) (nothing)


  [Character Inventory]

a) a Tome of Necromancy [Beginner's Curses] {@m1}
b) a Tome of Necromancy [Blood Novitiate] {@m2}
c) 2 Rations of Food
d) 4 Flasks of oil
e) a Potion of Speed
f) 6 Potions of Heroism {25% off}
g) 16 Potions of Cure Serious Wounds {25% off}
h) 16 Scrolls of Phase Door
i) 7 Scrolls of Teleportation
j) 7 Scrolls of Teleport Level
k) 5 Scrolls of Word of Recall
l) 6 Scrolls of Monster Confusion
m) 2 Rods of Light
n) a Wand of Wonder (7 charges)
o) a Staff of Perception (12 charges) {@u1}
p) Soft Studded Leather [5,+0]
q) a Wicker Shield [2,+9]
r) a Pair of Hard Leather Boots [3,-4] {cursed}
s) a Dart (Defender) (1d5) (+10,+6) [+1] (+2 to stealth) {@w0@w1}
t) a Pick (1d3) (+0,+0) (+1) {!*}


  [Home Inventory]

a) a Tome of Necromancy [Beginner's Curses] {@m1}
b) 3 Rations of Food
c) 3 Flasks of oil
d) 10 Potions of Cure Critical Wounds
e) 2 Scrolls of Enchant Weapon (Skill)
f) 4 Scrolls of Holy Chant
g) a Staff of Perception (11 charges)
h) a Dart (Defender) (1d5) (+10,+6) [+1] (+2 to stealth)
i) a Light Crossbow (x3) (+6,+3)


  [Birth and Cheat Options]

Adult: Use point based character generation      : no  (adult_point_based)
Adult: Use Autoroller if rolling for stats       : yes (adult_auto_roller)
Adult: Artifacts preserved & no special feelings : yes (adult_preserve)
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 9.5.2006 00:09
Last updated on 12.5.2006 00:05

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16719. on the Ladder (of 19090)
203. on the Oangband Ladder (of 228)
7. for this player (

Comments

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On 9.5.2006 00:29 Bandobras wrote:
This guy is a collector of (1d5) daggers. Please don't laugh. If you new why he collects just that you wouldn't laugh about daggers in his presence. And better don't ask about that nor about his real name. It would be safer for all of us if just call him Collector.

Some time ago, Collector was told finest specimens of well-balanced daggers can be found in Angband, but it took him several trips to Angband before he could finally descend into the dungeon. The reason may seem absurd --- the lack of oil lanterns in Angband shops --- but he knew very well one who enters a dungeon without a lantern never comes back. Actually he proved the very thing to many persons in the past. But I digress...

Fortunately on the very trip that Collector found his first lantern in an Angband shop and so was ready to descend, he was in a really good shape, physically and intellectually. Even more fortunately, a mean looking mercenary that had the unlucky idea of jesting about Collector's long black coat was posthumously found to be an owner of three well-balanced daggers (1d5). Some loud mouthed guy then gave up he was to disclose Collector's whereabouts to some mysterious strangers, but in his belongings only some mediocre boots were found.

The numerous trips to Angband left Collector with almost no money, so he cannot afford a WOR nor a large shield nor any shield nor any scroll nor potion. However, with one dagger wielded and two under his belt he has no doubts he will find his way down and back up. He always did.

On 9.5.2006 00:47 mat wrote:
o_0

On 9.5.2006 13:57 Bandobras wrote:
Don't you believe me, when I talk about Collector, or is it my English? Anyway, Collector is a foreginer so his ways _may_ seem strange. However, he is quite deadly, I assure you...

On 9.5.2006 13:58 Bandobras wrote:
Don't you believe me, when I talk about Collector, or is it my English? Anyway, Collector is a foreginer so his ways _may_ seem strange. However, he is quite deadly, I assure you...

On 9.5.2006 13:59 Bandobras wrote:
Don't you believe me, when I talk about Collector, or is it my English? Anyway, Collector is a foreginer so his ways _may_ seem strange. However, he is quite deadly, I assure you...

On 9.5.2006 14:02 Bandobras wrote:
Don't you believe me, when I talk about Collector, or is it my English? Anyway, Collector is a foreginer so his ways _may_ seem strange. However, he is quite deadly, I assure you...

On 9.5.2006 14:07 Bandobras wrote:
Oops. As I've said, he's ways are strange... :> (And an old lynx is not completely up to oook php.:)

On 9.5.2006 19:02 mat wrote:
now I believe you :) I mean now that 4 people who happen to have the same name confirmed it...

On 9.5.2006 21:09 Bandobras wrote:
I told ya. :) Watch out for his future adventures. He is now on DL3 and killing everything in sight!

On 9.5.2006 21:50 Atriel wrote:
o_O

On 9.5.2006 21:51 Atriel wrote:
Are you roleplaying? its sorta Dom Quixote character? :D

On 9.5.2006 23:06 Bandobras wrote:
I'm roleplaying until the character starts seriously playing himself (until deaths are no longer to traps and drops are no longer wooden torches:). And I'm usually giving some background to the character so as to explain his race/class/specialty/equipment and to give his early/mid levels (so similar for most characters) some direction and some uniqueness. And to prepare some excuse for his early stupid death... :D

On 10.5.2006 00:02 Bandobras wrote:
So, that was my first trip down. I kept on throwing my daggers left and right and no overgrown rodent could harass me. On level 3 I felt my luck is turning (autoscum on). I encountered a shaggy adventurer and shown him my collection of daggers. Looking at my scarred face he promptly extended his shaking hands with around 1000 gold. I've thrown him a ration of food, so that he has a chance to survive and earn some more money, before we meet again. I explored the whole level nearly filling my backpack so I decided to get back to town. On the way up a radiation eye weakened me reducing my number of blows to two per turn. It will be some time, before I learn what attacks monsters have (creating a new character in O does not always export monster recall from a most recently dead character).

Upon reaching the town I immediately lost half of my fortune for a potion of Restore Strength. I've also noticed that half my backpack contains not yet pseudo-identified fighting implements. Perhaps town council could decree that all items carried into town by adventurers are immediately pseudo-identified for free? Or at least, could they provide a cheap mass-pseudo-identify service? I've done some shopping, played with some town-folk (the daggers are really well balanced:) and got bored, so I half-descended and half-dropped to level 1 (connected stairs off) to find some dark place to sleep.

Could you believe I got shivers entering DL1 and immediately felt this short trip is going to turn my luck? I haven't believed, but having nothing better to do I explored the whole level and found an {average} scimitar. How predictable. A whip found on level 3 turned out to be quite {good}. The scimitar is too heavy to use (not enough fighting skill with such badly balanced weapons), the whip is a bit too heavy too (but still 3 blows), but since it is {good}, I will currently use my daggers for throwing and the whip for melee. When I got to town all my gear was finally pseudo-identified and the shops were restocked. Some more shopping and now I'm ready for a dive. This will not be below DL9, because non-evil packs of monsters (e.g. Wolves) are a problem for me, especially when generated awake while I rest, when I regenerate spell-points used for detection spells (I have _so_ little SP!). Teleport Level scrolls are not _that_ cheap for me yet, especially if I store some expendable stuff on the floor, while carrying war-gear around for pseudo-identification.

On 10.5.2006 21:18 Bandobras wrote:
Good feeling on DL2. How is one supposed to dive in such circumstances? I find some {excellent} gloves that reduce SP from 5 to 3, but increase STR. Who needs SP, anyway? Worn. At DL 5 I make a hunt after Smeagol and Bullroarer. Infravision and a wand of Wonder allow me to avoid robbery, except for two times.

Another good feeling at DL6. A potion of Charisma. I guess my scars are beyond healing, because CHA increased only to 8. Another good feeling at DL8. Shortly a bunch of Novice Paladins and a confusing Dark Elf ambush me in a large room. All healing used up, half of Phase Door used, lots of random wandering when confused, but no luck with escaping the open room. So, after quaffing the last healing potion I sadly teleport out of the good level (I really miss the short duration of confusion in Un).

I guess I should return to town at this moment but DL7, I magically got teleported to, again greets me with "You have a good feeling". After exploring it I drop to DL8 and DL9 just to set the recall counter to something more serious. Then I see a strange pattern of Black Harpies and Master Yeeks and decide it must be vault, though the level is only "You like the look of this place". After some luring and backing off I kill all the master yeeks only to be greeted by a horde of animals breaking through a door at me. After reading WOR and all the remaining Phase Door scrolls I have 25 HP remaining and I'm lucky enough to escape the animal pit and be recalled back to town. Non-evil monsters are really a pain, because I cannot detect them...

Still no more daggers (1d5). And they were supposed to be so common... A battle scarred veteran in his last words told me a guy called Wormy, prowling around DL 10, has a really nice dagger (1d5) and will drive it through my body with pleasure. Nice hint. I start the hunt right now.

On 11.5.2006 12:37 Bandobras wrote:
I recall back to the dungeon. Some minor demons and stairs up near them. I decide to reach the stairs without waking them up. And here he is. Wormtongue. (I swear I didn't know I will meet him right away.) A Dark Elf in detection range too. I will first kill the demons, then the elf, so that he does not confuse me. Then I go for Wormtongue. When I'm fighting demons I see there are also some pink ants and Brodda around. After three scrolls of Blessing and two of Phase Door I manage to wound Brodda enough to kill him and all remaining monsters in melee with 25HP to spare. I clear the ant nest. An orc shaman drops a dagger (1d5) --- that's more like it! The Small Sword dropped by Brodda appears to be {excellent}. I wear it despite only 2 blows with it. The dagger is only {average} --- I wonder if it's balanced well enough for me...

Now I approach Wormtongue. He is still asleep. I will throw one of my daggers at him and, if he survives, aim the Wand of Confusion or my Wand of Wonder. Ouch! The dagger penetrates him, but he's lost only two stars. Let it be Wonder --- heals him by one star, then wounds him, then teleports away. I cannot detect him. Oh well... Then he returns, my Wand of Wonder goes empty, several uses of Wand of Confusion do not affect him, but he merely approaches, only casting a Stinking Cloud once. What to do now? I decide to try to confuse him, until he comes close. That was around 10 tries and he is not affected. I Phase, quaff Heroism and start throwing. The daggers either miss or do only 1 star of damage. Wow, the new dagger got him for two stairs, it must be really well balanced. He is now at three stars and I'm out of daggers. I fire one Iron Shot, with no effects, he closes in, I hack him once with the sword, he dies! That has to be a really powerful sword. Unfortunately Wormtongue drops no daggers, only a ring. But this is quite a useful ring --- a ring of Free Action.

A Cutlass is excellent, too. Both are of Melting. Down two levels to DL11. A skeleton player ghost's roar greets me. He boasts he can terrify and summons ants and spiders. No way! I flee back up to DL10. Good feeling on DL9, again. And again the same ghost, but this time he is unannounced (until I reloaded the game). Some more diving and I recall from DL12 to the town.

On 11.5.2006 22:10 Bandobras wrote:
After much diving I got a Dart (1d5) (Defender) and I use it as a swap weapon to my Cutlass of Melting. I keep the Dart in the quiver and then swapping the weapons is quite time-consuming --- I have to take off the dart, wield it, and then I have to take off to inventory and then again wield it in the quiver. It would me much nicer if one could wield a weapon directily from the quiver. It would be perfect if the exchanged weapon went to the quiver instead of inventory, if it's inscribed {@v1}, etc.

Thank you.

On 12.5.2006 00:05 Bandobras wrote:
Some more diving and YASD on DL19 (CL18). There were rumours that orcs carry lots of daggers, so I lured too many orcs (half the orc pit) to a rubble heap in a corridor, killed most of them, got bored, and instead of teleporting, counted on CSW to heal me quickly enough. An Orc Captain hit me for all the healing plus all previously remaining HP at once. ;<

Result of the game: 4 well-balanced daggers (1d5). Poor!

On 12.5.2006 00:08 Bandobras wrote:
(The daggers (1d5) are not in my inventory, because I killed fleeing orcs with them and they remained on the ground. Now they are probably kept by the orcs, but in time I will recover them all.)

On 12.5.2006 04:40 HallucinationMushroom@Yahoo.egg wrote:
I never found many well-balanced daggers or darts either, until I started playing dwarven warriors that is... Play someone that uses daggers as toothpicks or paperweights and then you'll get a ton of 'em.



On 12.5.2006 19:15 Bandobras wrote:
I'll try that. Actually I'll try a Hobbit Rogue with Sling specialization and no Mighty Throw. Should be enough for RNG. ;>

On 13.5.2006 01:21 Bandobras wrote:
Not enough. And 423 pounds Half-Troll Warrior is not enough, either (both YASD:). I guess I'll try puny Hunams again.

On 14.5.2006 20:58 thazar AT ntlworld.com wrote:
I'm sad to see the Collector pass.

Congrats on one of the more, intriguing, characters on the ladder.
Well done and may your next char prosper.

On 18.5.2006 02:32 Bandobras wrote:
Thank you very much for kind words. :)

I've actually led to a similar death several other Human Assassins, but none of then found even one (!) dagger (1d5). Some notes after playing Rangers: in the early game Assassins are actually more powerful missile users than Rangers themselves. Moreover, Assassin missile weapons do roughly twice the damage melee does ({good} launchers versus {good} weapons, etc.). Throwing does even less damage, even at sleeping creatures. I would suggest that the missile damage bonus for Assassins is removed, that 'thancs are more common early and that ego throwing weapons are more common early and the higher-end throwing weapons are more common early (they are mostly lousy melee weapons, so no danger here, BTW why throwing axe is so lousy even as a throwing weapon (small critical dice)?). The ratio of well-balanced versus ordinary throwing weapons seems right, though.

I guess this lack of early game balance is caused by the changes in 1.1.0 wrt 0.7.0. Many weapons have better dice, but not the light weapons Assassins prefer. Missiles have better dice, but not the throwing weapons. (Were the throwing weapon multipliers reduced vs. 0.7.0? It almost feels like this. Perhaps higer multiplier or easier criticals would be good...) On the other hand, dice variability is reduced and then reduced drops mean less chance to sieve out exceptionally high-diced throwing weapons. A pity, because the wonderful dagger belt at last makes throwing (almost) an option...

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