[Sangband 0.9.9, beta 21 Character Dump]
Big Vis Age : 22 STR: 18/118
the Controller Height : 5 ft, 8 in INT: 18/140
Weight : 175 lb WIS: 18/30
Gender : Male DEX: 18/50
Race : Half-Orc Slayer of a level 47 CON: 18/95
Realm : Necromancy Dread CHR: 18/62
Max Hitpoints 343 Power 66 Max Mana 177
Cur Hitpoints 343 Score 425 Cur Mana 177
(Melee) Unspent Exp 5051 (Missile)
Blows per round 4 Gold 73499 Shots per round 1
+ to Skill 11 + to Skill 5
Deadliness () 87 Max Depth 1600 ft Deadliness () 90
(Character Abilities)
Melee : Superb Saving Throw: Excellent Magic Device: Superb
Shooting : Fair Stealth : Fair Dodging : Excellent
Throwing : Iffy Perception : Heroic Fame : Well-known
Digging : Very Good Disarming : Excellent Infra-Vision: 30 feet
Speed : normal
Armour : 106
Kills : 6286
Time Elapsed: 24 days, 0 hours, 48 minutes (2403376 turns)
[Character Attributes]
abcdefghijkl@ Stat Intrnl abcdefghijkl@ Adjust
Stlth:3............ STR: 18/88 .1..........2 18/118
Invis:............. INT: 18/60 ....3....2..3 18/140
Aware:............. WIS: 18/40 ............1 18/30
Disar:............. DEX: 17 ..6.......... 18/50
Devic:............. CON: 18/75 ............2 18/95
Speed:............. CHR: 18/92 ............3 18/62
abcdefghijkl@ abcdefghijkl@
Infra:............3 NFuel:.....+.......
Tunnl:...........2. 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 sold a Mother-of-Pearl Potion of Restore Experience (f) for 472 gold.
You have no more Mother-of-Pearl Potions of Restore Experience (f).
You bought 10 Nephrite Potions of Cure Critical Wounds (c) for 1820 gold.
You have 34 Nephrite Potions of Cure Critical Wounds (e).
Cancelled.
Selling a Zinc Rod of Frost Bolts (i).
You sold a Zinc Rod of Frost Bolts (i) for 1653 gold.
You have no more Zinc Rods of Frost Bolts (i).
You are no longer full.
There is a wall in the way. <9x>
Selling a Beaked Axe of Venom (2d6) (+10,+10) (n).
You sold a Beaked Axe of Venom (2d6) (+10,+10) (n) for 3965 gold.
You have no more Beaked Axes of Venom (2d6) (+10,+10) (n).
That command does not work in stores. <2x>
Replace existing file C:\Game\sangband\lib\user\BigVis.txt? y
[Skills]
Swordsmanship : 34
Clubbing : 16
Jousting : 50
Spellcasting : 66
Magical Power : 62
Blood Dominion : 71
Magical Device : 63
Perception : 65
Stealth : 30
Disarming : 20
Dodging : 55
Spell Resistance : 70
Magical Infusion : 30
You have bound yourself to the Black Mystery.
[Quests]
Defeated 6 Skeleton kobolds at 150 feet
Defeated 12 Kobold dart-throwers at 250 feet
Defeated 11 Clay golems at 350 feet
Defeated 24 Harpies at 500 feet
Defeated 24 Air hounds at 650 feet
Defeated 26 Nrulings at 800 feet
Defeated 14 Hardened warriors at 900 feet
Defeated 13 Slingers at 1050 feet
Defeated 36 Mountain ogres at 1150 feet
Defeated 15 Black knights at 1350 feet
Defeated 17 Manticores at 1500 feet
Defeated 19 Berserkers at 1600 feet
[Character Equipment]
The Spear 'Nimloth' (1d6) (+11,+13) (+3 to stealth) {Nar}
+3 Stealth. Slay Undead. Brand Frost.
Well-Balanced. Resist Cold. See Invisible.
A Long Bow of Velocity (x3) (+5,+14) (+1) {Gorbag}
+1 STR.
A Corundum Ring of Dexterity (+6)
A Rhodonite Ring of Protection [+16]
A Coral Amulet of Intelligence (+3)
A Brass Lantern of Phlogiston (lit) [2]
Permanent Light (radius 2)
Chain Mail of Resistance (-2) [14,+12]
Resist Acid, Lightning, Fire, Cold.
A Cloak of Protection [1,+12] {Wormtongue}
A Small Metal Shield of Resistance [5,+13]
Resist Acid, Lightning, Fire, Cold.
A Barbut of Intelligence [4,+6] (+2)
A Set of Steel Gauntlets of Free Action [3,+7]
A Pair of Soft Leather Boots of Earthquakes [2,+8] (+2)
A Pouch (holding 186 essences of 18 types)
[Character Inventory]
a Tome of Necromancy [Beginner's Curses]
Does 2d9 thrown damage
a Tome of Necromancy [Darker Elements]
Does 4d8 thrown damage
2 Tomes of Necromancy [Frightful Realms]
Does 5d17 thrown damage
13 Ashen Potions of Resist Poison
34 Nephrite Potions of Cure Critical Wounds
14 Scrolls titled "t-werg smat-ad" of Word of Recall {254567574ff}
6 Stubby Rods of Blinking
11 Pewter Rods of Lightning Bolts
a Mithril Rod of Cold Balls
5 Galvorn Wands of Disarming (38 charges)
7 Carbonized Wands of Stone to Mud (92 charges)
a Tungsten Wand of Fire Bolts (16 charges)
a Maple Staff of Perception (9 charges)
Unusually durable
[Home Inventory]
a Tome of Necromancy [Frightful Realms]
Does 5d17 thrown damage
a Set of Mail Gauntlets of Power (+7,+7) [2,+6] (+4)
a Set of Mail Gauntlets of Power (+5,+8) [2,+5] (+4)
33 Dark Red Mushrooms of Mana
14 Auburn Potions of Speed
18 Turgid Potions of Healing
a Grey Speckled Potion of Restore Mana
7 Scrolls titled "grunlud lun kalgaf" of *Identify* {254567574ff}
a Scroll titled "mor-ad u odwerg" of *Enchant Weapon*
3 Scrolls titled "ar'gul" of Recharging {754567574ff}
2 Scrolls titled "uthuth" of Acquirement
a Shimmering Rod of Disarming
a Sapphire Rod of Fire Bolts
5 Rhodium Wands of Clone Monster (19 charges)
9 Glittering Wands of Acid Bolts (92 charges)
a Damascened Wand of Cold Balls (9 charges)
a Waterwood Staff of Teleportation
a Walnut Staff of Speed (8 charges)
Unusually durable
an Obsidian Ring of Nether Resistance {Azog}
a Gold Ring of Free Action
a Platinum Ring of Combat (+6,+5)
Does 4d10 thrown damage
the Broad Axe of Balli Stonehand (2d8) (+11,+14) [+5] (+2)
+2 STR. Slay Orc, Troll. Resist Blindness.
Regeneration.
a Jeweled Amulet of Magical Item Mastery (+3)
3 chunks of Iron
Does 2d9 thrown damage
[Special Advantages and Disadvantages]
You were rolled up 198515 times before being accepted.
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Posted on 13.5.2006 22:03
Last updated on 18.7.2006 04:33
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124. on the Sangband Ladder (of 287)
Comments
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On 13.5.2006 22:03 fiatvictrix@gmail.com wrote: Half-orcs don't get enough love, and I didn't see a half orc necro doing well, so I thought I'd post mine. Unfortunately, I need some ideas... how am I supposed to take down hardened warriors? They do excellent damage and have too many HP to simply cut down with death claw. Run around and raise magical devices? Scum for better protection? Just wait for about power 50 to go down there? I'm all ears.
On 13.5.2006 22:30 Bandobras wrote: All ears? Doesn't sound too good. If you were all muscles... ;>
Seriously, what I'd do would be to dig enough boulders, or buy enough spikes, turn into a bat and throw at them, until they are dead. Phase Door, if they come from two directions at once.
Oh, but you have no Throwing skill (aren't Orcs good at that?) and no missile combat skills. Hmm. Offensive spells? Wands?
BTW. What is your Magical Infusion for?
On 13.5.2006 22:38 jmiddendorf@hmc.edu wrote: Hardened warriors? I know they're tough, but I rarely have large issues with them. Of course, my usual recourse is to hide around a corner and melee them, which works pretty well for me.
Have you tried the hinderance spells? Slow and/or confused things are *way* easier than unhindered monsters.
Besides, you have _CMW, whuch should be pretty reliable, no? If you choose your terrain and keep them from coming several at a time at you (you should be able to detect them, I think), I think you'll be fine.
Of course, you can always fail the quest. It's no shame.
If you want to clear it, I'd invest in some wands of something (lightning or cold bolts) and a bunch of recharging, and hit things as they come to you with them. If multiple come, stone to mud into a wall, heal, and melee or wand them.
Magic devices is plenty good to last basically the whole game (except the very beginning).
If you don't mind having badish melee and can isolate them, you can try pillardancing them as a bat (hack - back - back, IIRC).
You can also try to maledict them or horrify them -- that might keep things away from you so you can use wand combat better.
On 13.5.2006 23:55 fiatvictrix@gmail.com wrote: The infusion is for the recharging talent, the intent is to use magical devices as my ranged weapon skill. It's a bit low, as I typically refuse to spend on anything with penalties and I didn't want to waste useful wands and staves. I haven't been able to recharge much, but I appreciate having the option.
I'll load up on supplies and attempt the quest tonight, probably try to get up to 35% for wand of lightning bolts use. I'm trying to clear every quest I get, and take every quest I can, which has made for some interesting fights. I've never gotten to power 100, so I'm not sure when I'm going to run out of skills to boost, but I think dodging and infusion are done...
On 14.5.2006 02:01 fiatvictrix@gmail.com wrote: I hadn't really considered using bat form, but it works great for luring single warriors out to where you can avoid those horrific crossbow bolts. finding a rod of lightning bolts didn't hurt either. Thanks for the advice, hardened warriors killed a couple of other attempts at necros so I was a bit worried. I've now got both a ring of SI and a ring of FA, but I hate to lose my other ones. Res fire, +16 AC, +6 dex, +3 con... ugh, the choices. I'll probably hang around 1000' until my equipment gets better to go farther down, keep investing in the bookstore and the magic shop to see what comes up.
On 14.5.2006 02:07 jmiddendorf@hmc.edu wrote:
Unless you're playing the version I've changed, there is no absolute cap on experience spent.
As for recharging via the infusion skill, I think it's probably a poor long term solution -- it's more powerful but more costly than scrolls of recharging, as it costs essences rather than money. Of course, you'll only have one use for those essences unless you increase a crafting skill.
Carry a big pile of CCW and ?PD and ?tele, and consider carrying a scroll of teleport level as a guaranteed escape -- you can usually come back to a level unless you leave it for a long time or too many times.
On 14.5.2006 02:11 jmiddendorf@hmc.edu wrote:
For the record, I consider SI optional until you get to dlevel 40 or so, where not having it becomes way obnoxious. FA, OTOH, I equip as soon as I find it.
Unfortunately, dex +6 doesn't give you extra attacks, so it's useless right now, and the extra hp you get from con+3 is pretty minimal right now. I'd equip FA and either prot or SI.
No firebreather will be a problem at this point, and you can always teleport and leave a level if they are.
On 21.5.2006 21:54 fiatvictrix@gmail.com wrote: Slingers hit hard, as do mountain ogres, but not hard enough to do Big Vis in. Unfortunately, I've run out of room to improve my Jousting skill, but look! Shiny! It and Black Blessing took me through most of the ogres, chugging !CCW and using the staff when not stunned. Still no result out of bookstore investment, but I got that int +3 out of the magic shop. Potion of strength from the Mountain Ogres, the quest reward was a sword of slay animal. Sigh.
Still, it looks like it's going to be a while before my next spellbook, so I'm going to take it slow and keep questing. The cash is useful, and fighting OOD monsters makes for good XP. Is there anything I should be looking out for beyond some resistance armor? I'm just barely in artifact depth now.
On 21.5.2006 23:48 jmiddendorf@hmc.edu wrote: A source of basic4 resistances is useful, but you can get by without it until dlevel 40-50 (2000-2500'), if you are careful.
You might consider not taking quests for a bit, and instead diving a bit. Overall drop quality should increase, I expect.
With the wands you have, and some recharging scrollls, you can probably go a fair amount deeper. You're also pretty close to genocide, which you can use to clear Vaults and the like.
Watch out for any source of teleport other, basic resistances, confusion, and blindness. Apart from that, stay alive, and keep your con as high as possible.
Finding a swap for FA and a better ring for Protection would be good.
On 4.7.2006 11:39 fiatvictrix@gmail.com wrote: I've had a lot less time to play, but moving past the black knight quest (and on to manticores, which I expect will be much akin to chimeras and gryphons: Hard to detect, hit hard, but are cake if you have some time to zap them from range) helped. Some scumming around led me to read an unided scroll of acquirement and get a wisdom potion out of it, but the main issue is, atm, gear. Do I wear the ring of nether resistance and use the FA gloves? Or do I use the slaying, ring of FA, and suck up the casting penalties like I've been doing? Still haven't covered the base 4 resists, so I'm starting to seriously consider armor crafting. All I've ever really crafted have been arrows or potions for burglar types, most of which haven't gotten that far. Worth it, and can you ever buy the materials?
Also, just how much do I have to invest to see a freaking dungeon book in the shop? I'm tired of having 5 spells to be learned staring at me in the face, but i'm worried about diving more until I've at least got the basic 4 covered. Rods of frost bolt may be sell fodder because the dazed effect has been way more useful than I expect 1d8 of damage to be.
On 5.7.2006 02:47 jmiddendorf@hmc.edu wrote: The bookstore is pretty hard to get dungeon books from. I'm not sure how much you need. I pretty much always get books from the dungeon. check store.c for more info.
1d8 damage? They should do a lot more than that.
Personally, I'd leave the ring of nether resist at home for a long while. Those are some seriously good gloves of power. Hold onto them, but use FA gloves for now, and swap in Nimloth to cover resist cold. Look out for elec resist. The brand on Nimloth should make it comparable to balli stonehand, I expect.
Hold onto the rods. I expect they're actually pretty good, damagewise.
On 18.7.2006 04:33 fiatvictrix@gmail.com wrote: Berserkers were, as assumed, glass cannons. Mental awareness meant only 5 of them ever reached me, and mists of death cleaned up everything else in my way. quest reward was useless, so I may drop the constant questing and drop down to around 2000 for the scrolls of acquirement. I'd like to see how useful *enchant weapon* is before I play around with any crafting, as I kind of regret those 30 skill points of infusion and 20 of stealth looking back.
It's not 1d8 but 1d8 more damage comparing the lightning bolt and the frost bolt rods, or at least it was before I upgraded to the new unofficial bugfix version. Haven't checked snce then, as I haven't used them much except as blind shots down hallways to finish fleeing enemies.
In the long run, I think my compulsive recovery of drained xp and stats has killed a lot of these turns, town-scumming for the right potions and once recently WoR scrolls. No doubt my tunneling for gold and resting a lot messes with it too. Beyond that, I wasted a fair amount of gold in investing in the bookstore with nothing to show for it. the only shops I've really gotten much out of have been the temple and the alchemy shop for statpotions and healing, with a couple of lucky buys from the armor store.
Complaints from the new version: The investment screen doesn't work for imported characters, at least in that I've never seen how much I have invested in a store, and I liked the old boulder look more than the new #. I've gotten used to the new town look, though.
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