The Angband Ladder: Brin, Half-Troll Warrior by roustk

  [Angband 3.0.9 Character Dump]

 Name   Brin                                     Self  RB  CB  EB   Best
 Sex    Female            Age        22   STR:  18/67  +4  +5  +0 18/157
 Race   Half-Troll        Height     84   INT:  18/87  -4  -2  +4  18/67
 Class  Warrior           Weight    176   WIS:  18/52  -2  -2  +3  18/42
 Title  Commando          Status      1   DEX:  18/35  -4  +2  +5  18/65
 HP     544/544           Maximize    Y   CON:  18/43  +3  +2  +1 18/103
 SP     0/0                               CHR:  18/86  -6  -1  +0  18/16

 Level           35       Armor    [45,+85]     Saving Throw   Excellent
 Cur Exp     439015       Fight   (+12,+20)     Stealth             Fair
 Max Exp     439015       Melee   (+20,+33)     Fighting       Legendary
 Adv Exp     540000       Shoot    (+20,+9)     Shooting          Heroic
 MaxDepth   2050 ft       Blows      4/turn     Disarming      Excellent
 Turns      1246735       Shots      2/turn     Magic Device   Very Good
 Gold         73688       Infra       30 ft     Perception          Poor
 Burden   221.2 lbs       Speed          -2     Searching           Fair

 Your father was a Stone-Troll Warrior.  You have puke-yellow eyes,
 oily dark purple hair, and blue ulcerous skin.



      abcdefghijkl@       abcdefghijkl@
 Acid:+.........+.. Blind:+............
 Elec:....+........ Confu:.............
 Fire:..+.......... Sound:.............
 Cold:........+.... Shard:.......+.....
 Pois:......+...... Nexus:.............
 Fear:............+ Nethr:.............
 Lite:+............ Chaos:.............
 Dark:+............ Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.......+.....
Feath:...........+. Sear.:+............
PLite:............. Infra:.............
Regen:............+ Tunn.:.............
Telep:.........+... Speed:.............
Invis:+............ Blows:.............
FrAct:..........+.. Shots:.+...........
HLife:............. Might:.............


  [Character Equipment]

a) The Mace of Feinya (4d4) (+8,+13) (+1) {MazerV 1550'}
   It increases your intelligence and constitution by 1.  It increases
   your searching by 1.  It slays animals.  It is branded with acid.  
   It provides resistance to acid, light, dark, and blindness.  It
   sustains your constitution and charisma.  It grants you the ability
   to see invisible things.  It cannot be harmed by the elements.  
b) a Long Bow of Extra Shots (x3) (+8,+9) (+1) {Mughash 550'}
   It increases your shooting speed by 1.  
c) a Ring of Resist Fire
   It provides resistance to fire.  It cannot be harmed by fire.  
d) a Ring of Damage (+9) {Floor 1750'}
e) an Amulet of Resist Lightning {Floor 1850'}
   It provides resistance to lightning.  It cannot be harmed by 
   electricity.  
f) The Phial of Regabel {Smeagol 550'}
   It usually provides light of radius 3.  It cannot be harmed by the
   elements.  It might have hidden powers.
g) Green Dragon Scale Mail (-2) [30,+13] {Floor 1400'}
   It provides resistance to poison.  It activates for breathe poison
   gas (150) every 450+d450 turns.  It cannot be harmed by the
   elements.  
h) a Cloak of Aman [1,+22] (+3 to stealth) {EtherealD 1950' RShards}
   It increases your stealth by 3.  It provides resistance to shards.  
   It cannot be harmed by the elements.  
i) a Large Leather Shield of Resist Cold [4,+2] {Olog 1800'}
   It provides resistance to cold.  It cannot be harmed by cold.  
j) The Hard Leather Cap 'Narethand' [2,+16] (+3) {Gorbag 1050' ESP}
   It increases your intelligence and wisdom by 3.  It sustains your 
   intelligence.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
k) The Set of Cesti 'Brion' [5,+25] (+5) {QuartetV 1800' ID@A0}
   It increases your dexterity by 5.  It provides resistance to acid.  
   It grants you immunity to paralysis.  It activates for identify
   every 10 turns.  It cannot be harmed by the elements.  
l) a Pair of Hard Leather Boots of Slow Descent [3,+4] {Floor 1950'}
   It makes you fall like a feather.  


  [Character Inventory]

a) 2 Potions of Speed
b) 55 Potions of Cure Critical Wounds
c) 2 Potions of Healing {!*}
d) 40 Scrolls of Phase Door
e) 4 Scrolls of Word of Recall {!*!*}
f) 5 Scrolls of Magic Mapping
g) 7 Scrolls of Satisfy Hunger
h) a Rod of Detection {@z0 Floor 1300'}
   It cannot be harmed by electricity.  
i) 3 Rods of Disarming
j) 7 Rods of Light {@z1}
k) 3 Rods of Acid Bolts {@z5}
l) 6 Rods of Lightning Bolts {@z2}
m) 4 Rods of Fire Bolts {@z4}
n) 6 Rods of Frost Bolts {@z3}
o) 4 Wands of Teleport Other (12 charges)
p) 5 Wands of Stone to Mud (24 charges)
q) 4 Staffs of Teleportation (28 charges) {!*}
r) a Robe of Elvenkind [2,+11] (+2 to stealth) {OrcPit 1800' RConf}
   It increases your stealth by 2.  It provides resistance to acid, 
   lightning, fire, and cold.  It cannot be harmed by the elements.  It
   might have hidden powers.
s) 84 Arrows (1d4) (+0,+0) {@f0=g}
t) 99 Arrows (1d4) (+0,+0)


  [Home Inventory]

a) 3 Scrolls of *Identify*
b) a Ring of Free Action {Orcs 900'}
   It grants you immunity to paralysis.  
c) a Ring of Intelligence (+5) {Floor 2050'}
   It increases your intelligence by 5.  It sustains your intelligence.
   
d) a Ring of Constitution (+6) {BlMarket 2050'}
   It increases your constitution by 6.  It sustains your constitution.
   
e) a Ring of Damage (+9) {Floor 1900'}
f) an Amulet of Charisma (+4) {^r^z}
   It increases your charisma by 4.  It sustains your charisma.  
g) Chain Mail of Resistance (-2) [14,+19] {MazerV 1550'}
   It provides resistance to acid, lightning, fire, and cold.  It
   cannot be harmed by the elements.  
h) The Large Leather Shield of Raurufin [4,+13] (+3) {MazerV 1550'}
   It increases your wisdom by 3.  It makes you fall like a feather.  
   It activates for fire bolt (9d8) every 8+d8 turns.  It cannot be
   harmed by the elements.  
i) an Iron Crown of Night and Day [0,+10] {MazerV 1550'}
   It provides resistance to light, dark, and blindness.  It usually
   provides light of radius 1.  It grants you the ability to see
   invisible things.  It cannot be harmed by acid.  
j) a Golden Crown of Seeing [0,+7] (+4 to searching) {MazerV 1550'}
   It increases your searching by 4.  It provides resistance to 
   blindness.  It grants you the ability to see invisible things.  It
   cannot be harmed by acid.  
k) The Iron Helm of Amirindis [5,+13] (+3) {QuartetV 1800'}
   It increases your wisdom and dexterity by 3.  It provides resistance
   to light.  It sustains your wisdom and dexterity.  It grants you the
   ability to see invisible things.  It cannot be harmed by the
   elements.  
l) The Set of Leather Gloves of Lador [1,+16] (+3) {Ufthak 850'}
   It increases your wisdom and dexterity by 3.  It grants you immunity
   to paralysis.  It cannot be harmed by the elements.  
m) a Pair of Metal Shod Boots of Free Action [6,+6] {Floor 2050'}
   It grants you immunity to paralysis.  
n) The Dagger of Anaerost (1d4) (+5,+5) {Brodda 1600'}
   It is branded with acid.  It provides resistance to acid and light.  
   It grants you the ability to see invisible things.  It cannot be
   harmed by the elements.  
o) The Tulwar of Lagduinwe (2d4) (+5,+2) {MazerV 1550'}
   It is branded with fire.  It provides resistance to fire and sound.  
   It cannot be harmed by the elements.  
p) The Executioner's Sword of Gionarfin (4d5) (+9,+13) {QuartetV 1800'}
   It slays orcs and trolls.  It is branded with electricity.  It
   provides resistance to lightning.  It sustains your intelligence.  
   It makes you fall like a feather and speeds your regeneration.  It
   cannot be harmed by the elements.  
q) The Pike 'Eriath' (2d5) (+4,+8) {MazerV 1550' FrostBolt}
   It provides resistance to cold.  It activates for frost bolt (6d8)
   every 7+d7 turns.  It cannot be harmed by the elements.  
r) a Sling of Accuracy (x2) (+7,+11)
s) a Short Bow of Power (x2) (+8,+24) {MazerV 1550'}
t) a Light Crossbow of Extra Shots (x3) (+8,+9) (+1) {Floor 800'}
   It increases your shooting speed by 1.  
u) a Heavy Crossbow of Accuracy (x4) (+17,+13)


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : yes (adult_no_preserve)
Adult: Don't generate connected stairs       : yes (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : yes (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): yes (adult_ai_smart)
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 25.2.2008 19:35
Last updated on 1.4.2008 23:41

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4064. on the Angband Ladder (of 6502)
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On 25.2.2008 19:35 roustk wrote:
Trying a Half-Troll Warrior.

Started with stats of 18/30 STR, 8 INT, 8 WIS, 13 DEX, 18 CON, 3 CHR, and 2300 gold. Sold starting sword and armor. Bought Main Gauche, Long Bow (enchanted to +2), 40 arrows, pile of food and torches, 10 ?Phase Door, 1 ?WoR, 10 ?Identify, 10 ?Object Detection, and a couple of !CSW (no CCW in stock).

Playing big screen for the first time -- *very* scummy. Start each level by detecting objects, collect them, and continue down.

On 25.2.2008 19:43 roustk wrote:
First trip was uneventful. Reached 500' and ran out of object detection, so went home.
Killed Fang and Grip at about 250' without noticing it (thought they were Jackals). Only other unique I've seen is Wormtongue, who stole coins and couldn't be found again.

Found Blessed Rapier (with SI, worth losing a blow), Sling (+9,+13), 2 CHR potions, and a CON potion. The armor wasn't good enough to identify, but at least I'm no longer naked. And that potion of Lose Memories that I just quaffed is neat (it is nice to have a possibly dangerous potion before 2000').

Gear for second trip (aiming at 1000') is 6 CCW, 4 Speed, misc potions, 10 ?PD, 2 ?WoR, 20 ?ID, 11 ?ObjectDetection, Rod of Trap Location, newly-bought Staff of Teleport, and a pile of food, torches, and shots.

On 25.2.2008 20:11 roustk wrote:
Just for the record, this is a plain-vanilla 3.0.9, except that I have moved *ID* to be a level 10 scroll (instead of level 30) and added a 10/1 allocation entry. This should compensate for randarts requiring more experimentation (or *ID*). If I find too many on this trip (before I reach 1000'), I'll take out the 10/1. If I'm still finding too many by about 2000', I'll put it back at level 30.

Level 5 and 5/1 was far too much for my previous try, who died at 550' having found as many *ID* as ID. (That was a *ugly* death -- go downstairs into dark room, take a step, Hummerhorn swoops in, confuses in first round, breeds in second, and so on. I try to fight despite confusion until I see four Is, then try using my 4 (total) CSW and CCW to recover and read ?PD. I never have a chance to read, and ultimately die (despite taking out dozens of them). It was my first trip, so I didn't have any escapes and insufficient healing.)

On 26.2.2008 19:22 roustk wrote:
Second trip was a bit more interesting. Lots of uniques (Grishnakh, Smeagol, Mughash, Lagduf, Golfimbul, Wormtongue, Boldor, Nar, Orfax, Ufthak, Ulfast), three or four Orc pits, and one Fire Hound that burned both my ?WoR and _Teleport at 900', just as I was going to go down. Turned around, climbed to 750', found (and tried) a ?TeleLevel, and then finally found a new ?WoR on 800'. Came home with 1 Waybread (but not hungry).

Lots of inconsequential loot, plus the Phial, a Bow and XBow of extra shots, and a pile of interesting gloves. I'd run out of ?ID, so I knew that I had Gloves of Slaying (+5,+5), an artifact with +3 to DEX and WIS, and an excellent pair. Back in town, a scroll of ID and one of *ID* (found at 600') revealed that both the artifact and the excellent pair had Free Action.

Geared up for my third trip: still using Blessed Rapier (SI), Bow of extra shots, the Phial, artifact gloves with Free Action, and a pile of junk jewelry and armor. Gear is all my !Speed (3 used to date), !Healing, 20 !CCW, 20 ?PD, 50 ?ID, 2 _Teleport, 99 Arrows, and Rods/Staffs of Trap, Door, and Object detection. Still using Food because there were no ?SatisfyHunger in stock. Have Rods of Light for offense.

Weapon is *really* weak, but it is my only source of SI. That, and I haven't found anything high ego weapons of any weight, light weapons of slay whatsit (not orc), and some good light weapons probably not worth the ?ID.

*ID* levels seem okay. I've found 3, had 2 destroyed, and used 1 when I returned to town (on Lador artifact gloves). I'm off my 500'-per-trip pace, although I went through most of 13 levels last trip. Maybe I can do that again and make 1500' on trip 3.

On 8.3.2008 00:47 roustk wrote:
Brief report on third trip: more bad luck with hounds at 900'.

Recalled down, landed in a long horizontal hallway. Fire hounds as far as I can see to the left. Water hounds as far as I can see to the right. Try to use a teleport staff (as I had no teleport scrolls), fail, and get blasted. By the beginning of my next turn, I no longer have either teleport staff and now have orcs as far as I can see down-screen, as a cave orc decided to open the door to their pit...

Phase door couldn't get me out of the area, so I ended up having to fight the two packs of hounds and the orc pit until recall kicked in.

On 8.3.2008 01:17 roustk wrote:
Fourth trip was more interesting. Moved quickly from 900' through 1500' picking off Gorbag, Bolg, Ugluk, Sangahyando, Ulwarth, and Beorn with little trouble. Got an artifact helm with ESP from Gorbag and found a Green DSM on the floor at 1400' -- my first resistance item since finding jewelry shallower than 500'. Lots of Free Action: ring at 900' from an orc herd and boots at 1450'.

After clearing 1500' I examined my supplies and decided that reaching 2000' might be plausible: I still had plenty of food, arrows, perception, and CCW (although I had only 1 !Speed, 1 !Healing, and 6 ?PD). When I activated my rod of Detection on 1550', however, plans changed: a Mazer vault was on the level.

Uniques on the level outside the vault: Bullroarer, Lugdush, Mim.
Uniques inside the vault: Uldor, Vargo, Medusa, Gorlim.
Other big nasties inside the vault: AMHD, Great Hell Wyrm.
With under 400 HP and my only resistance being Poison, things looked bad.

In the end, I cleared almost the entire pit (leaving the AMHD and Golrim alone, teleporting away lots of others) and found:
* artifact Mace (4d4) with acid brand and resist light/dark/blind and SI.
* artifact shield, tulwar, and pike
* chain mail of resistance, crown of night and day, and crown of seeing.
* Short bow of power

Now I'm geared up for my fifth trip, returning to 1550' and hoping to make 2000' this trip. Using Mace (4d4), Short bow of Power, and Green DSM (and hoping to fill base resistance holes with rings/amulets). Carrying 10 Food and 10 Satisfy Hunger, 30 !CCW, all remaining !Speed and !Heal (none of either), 60 ?PD, 20 ?ID, 13 charges of tele other, 21 charges of tele, 28 charge Perception, and 2 full stacks of arrows.

Look for AAR thread regarding the Mazer pit (title about AMHD and Green DSM).

On 8.3.2008 06:26 eddiegrove@hotmail.com wrote:
You should use an extra-shots launcher rather than the shortbow. Also, try to carry less stuff so you are not slowed.
You can always return to town to get more ?satisfy or arrows.


On 8.3.2008 07:58 roustk wrote:
Good point on the bow -- I'd done the math only on the bonuses, which gave a slight edge to the short bow (2*24 vs 2*3*7). Including even base damage the extra shots wins out (53 vs 57). Plus, I'm getting deep enough to find occasional good arrows.

As for speed -- I'm 0.1lbs past the -2 threshold, and 30.1lbs past the -1 threshold. Stashing a stack of arrows in a quiet corner takes care of most of the problem. I'll probably drop some phase door and ID as well -- 60 PD seems like overkill, but I left Mim alive because I didn't have enough to blip around. I'll have to reconsider my stack of ID in light of this -- I was debating grabbing more before recalling, but the weight is a bit much. Too bad the Town isn't selling anything of note.

Thanks Eddie



On 8.3.2008 09:05 eddiegrove@hotmail.com wrote:
Even with slightly less damage, the flexibility of two shots would make it worth using extra shots. It is easy to think of situations where it takes 4 rounds to kill two creatures with say 70 hp each using shortbow, but 3 rounds are enough with extra shots.
Or killing weak breeders. The decision is not as close as avg dam/round might make you think. Also, you can enchant it.

On 8.3.2008 15:51 roustk wrote:
I could enchant it, if the shop would carry scrolls -- I haven't seen anything other than enchant armor the last two times. (And my only enchantable armor are the gauntlets and boots, both at +4 right now -- moving from 100 to 110 AC isn't that significant.)

I should find a couple of to-Dam scrolls in the dungeon this trip, which will let me finish the bow. Making it +8 brings the bows to parity on dam/round.

The breeder point is excellent -- I'm not finding area-effect wands (even stinking cloud). Plus, Black Oozes (the breeding black j's) are aparently close to depth, as I had to kill dozens of them in the Mazer vault. It would be good to take those out faster.

On 8.3.2008 20:53 roustk wrote:
Ready for fifth trip -- extra shots bow and 30 ?ID now.

On 9.3.2008 00:39 Pete Mack wrote:
Have you not even found a shield of Resist Element (like Cold or Electricity?)

Your current shield is doing you essentially no good. With your gear, I'd wear an Amulet of Resist Lighting certainly, and a Shield of Resist Cold, if possible.




On 9.3.2008 01:30 roustk wrote:
I've had just terrible luck with armor (and weapons) -- until that Mazer vault I hadn't found any ego cloaks, shields, or weapons (aside from a Blessed rapier and some minor slays like animal). Even the Green DSM was my first body armor with a resistance (at 1400'). And, I still haven't seen an Amulet of Resist Lightning (and no rings or amulets with resistances since entering Hound depths -- the =ResistFire is from the Black Market after 1550').

I'd go with a Ring of Resist Cold (or Ice or Lightning) in lieu of Damage at this point. (Although the first Ancient White Dragon wasn't too bad -- took one full-power breath but then was able to soften him with arrows. I'm lucky that Blue and White are the small Ancients.)

On 11.3.2008 18:06 roustk wrote:
Proceeded from 1550' with little excitement. Picked off Brodda, Angamaite, Khim, Uldor, Lokkak, and all three Stone Trolls with little difficulty. Only find of note here was a largely standard artifact dagger from Brodda (Anaerost +5+5, Acid Brand).

1800' was a significant improvement: it started with an Orc pit (that dropped a Robe of Elvenkind (RConf) and an Olog pack (that dropped a Shield of Resist Cold -- woohoo). That was followed by taking on a Mirrored Quartet Vault. Lots of new nasties that needed to be teleported away, and a slew of artifacts.

The only unique I killed from the vault was the Queen Ant (the inertia hounds in the area made it interesting). Also killed several Ancient Dragons, a few greater demons (had a demonic Q with hockey stick on me), and plenty of smaller creatures. I just teleported away (or left locked up) these: Lorgan, Castamir, Waldern, Uvatha, a cherub, great crystal drake, dark elven sorcerer, 11-headed hydra, and greater titan.

Finds included disturbing numbers of spell books (Scarabtarices, Raal's, and Mordenkainen's, plus Ethereal Openings), my first ego cloak (Stealth+1), artifact cesti with identify activation, artifact helm (DEX+3,SI), and an artifact executioners sword.

Several rooms were empty, so presumably the Greater Titan and uniques were carrying (or crushing) the non-artifact items.

I was running low on arrows, so I recalled home and sold off the books. Now, returning to 1800' for my sixth trip and hoping to make up some ground -- maybe reach 2500' before recall.

Equipment: Feinya (Light, Dark, Blind), Long Bow XShot, =RFire, =Dam+9, "Infra+3, Phial, Green DSM, Cloak of Stealth, Shield RCold, Narethand (ESP), Brion (ID), Boots of FA.

Backpack: 62 CCW, 60 PD, 10 Magic Mapping, 20 Satisfy Hunger; all my Speed (0), Healing (0), and ?Teleport (4) (and I'm not using any); 28 charge teleOther, 20 charge teleSelf, Elvenkind robe for swap, 99+99+39 standard arrows.

I haven't seen a potion of speed in a long time, and only one potion of healing in the last trip (shattered on floor by Ancient Blue).

Looking at my internal stats, maybe I should go play with some Nexus hounds...

On 1.4.2008 23:41 roustk wrote:
Ready to recall for seventh trip, starting from 2050'. The trip from 1800' to 2050' was uneventful, although I finally lost my last Teleport staff to an Ancient Black Dragon just before running into Lorgan. His first action: summoning Ibun, Mim, Kavlax, Gorlim, and two Ds. Read recall and used ?PD to get out of line of sight.

I finally filled my basic resistance holes, finding an Amulet of Resist Lightning on 1850'.

Recall equipment: 2 !Speed, 2 !Healing, 55 CCW, 40 ?PD, 4 WoR, 5 ?Mapping, 7 ?SatHunger, 12 charge TeleOther, 28 charge Tele, no ?Tele, 84+99 arrows.

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