The Angband Ladder: Grirbag II, Beastman Warrior by drchung

[Gumband 2.3.1 Character Dump]

 Name        : Grirbag II       Age                 18       STR: 18/***       
 Sex         : Male             Height              57       INT: 18/100       
 Race        : Beastman         Weight             149       WIS:  18/70       
 Class       : Warrior          Social Class         1       DEX: 18/190       
                                Score           10432549     CON: 18/***       
                                                             CHR: 18/218       
                                                                               
 + To Hit          102      Level             50    Max HP      1300           
 + To Damage        85      Experience  10425749    Cur HP      1297           
 + To AC           132      Max Exp     10425749    Max SP         0           
   Base AC          70      Exp to Adv.    *****    Cur SP         0           
   Speed            17      Gold         1101312    Max Dlv     3400           
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Divine   613 Perception  : Bad      7   Blows/Round:  15+4      
 Bows/Throw  : Divine   576 Searching   : Champion 88  Shots/Round:  4         
 Saving Throw: Heroic   72  Disarming   : Heroic   99  Wpn.dmg/Rnd:  90d5+1275 
 Stealth     : Heroic   10  Magic Device: Champion 95  Infravision:  40'       
 Tunneling   : Great    120                                                    
                                                                               
                         (Character Background)                                
          You are the blasphemous crossbreed of unspeakable creatures          
          of Chaos.  You have green reptilian eyes, oily albino fur,           
          and feline feet.                                                     
                                                                               

[Miscellaneous information]

 Maximize Mode:      ON
 Preserve Mode:      ON
 Autoscum:           OFF
 Small Levels:       ON
 Arena Levels:       OFF
 Recall Depth:       Level 68 (3400')

 You have defeated 6326 enemies.

 Your opponents are behaving stupidly.


[Mutations]

 You can spit acid (dam lvl*2).
 You are covered in edible mushrooms.
 You can summon monsters to aid you.
 You can summon elementals to your aid.
 You can summon ants.
 You can emit confusing, blinding radiation.
 You are teleporting randomly.
 You sometimes emit a green radiation.
 You are superhumanly strong (+4 STR).
 You have an extra heart (+4 CON, +2 Speed).
 You have metal bones (+10 percent HPs).
 Your body is covered with sharp spines.
 Your skin is leathery (-1 DEX, +8 AC).
 You are regenerating.
 You are telepathic.
 Your joints ache constantly (-3 DEX).
 You have horns.
 You have vampiric fangs.
 You have a long, venomous tongue.
 You have a pair of wings.
 Your body is twisted into an unnatural shape.


[Known Resistances and Abilities]

       |}=="*[()]]]           |}=="*[()]]]                  |}=="*[()]]]       
       abcdefghijkl@          abcdefghijkl@                 abcdefghijkl@      
Acid : ..+...+.+....  Sound : ......+.....+  Speed        : .+.+..++....+      
Elec : ......+......  Nether: +...+........  Free Action  : +.......+....      
Fire : ......+..+...  Nexus : .....+.....+.  See Invisible: ....+..+.....      
Cold : ......++.....  Chaos : +....+.......  Hold Life    : +....+.....+.      
Poisn: ...........+.  Disnch: ........+....  Telepathy    : ............+      
Light: .............  Fear  : .+...+......+  Slow Digest  : ......+......      
Dark : ....+........  Reflct: .............  Regeneration : ..+.+.......+      
Shard: ..+..........  AuFire: .............  Levitation   : ............+      
Blind: .+..+........  AuElec: .............  Perm Lite    : .............      
Conf : +.+.........+  Spines: ............+  MasterDevices: ....+........      


[Character Equipment]

a) The Runesword 'Stormbringer' (6d5) (+25,+25) (+2 attacks) {cursed}
b) The Sling of Medhbh of the Long Arm (x3) (+20,+20) (+3 speed)
c) The Ring of Extra Attacks 'Lothtirfaug' [+13] (+4)
     It affects your constitution.
     It affects your searching.
     It affects your attack speed.
     It provides resistance to acid.
     It provides resistance to confusion.
     It provides resistance to shards.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
d) a Ring of Speed (+7)
e) The Rabbit's Foot of Burglary (+4) {cursed}
     It is worthless in the eyes of shopkeepers.
     It affects your intelligence.
     It affects your dexterity.
     It affects your stealth.
     It affects your searching.
     It affects your infravision.
     It sustains your intelligence.
     It sustains your dexterity.
     It provides resistance to dark.
     It provides resistance to blindness.
     It provides resistance to nether.
     It makes you skilled with magical devices.
     It allows you to see invisible monsters.
     It speeds your regenerative powers.
     It is cursed.
     It cannot be harmed by the elements.
f) The Runestaff ! (+3,+3) [+3] (+5) (47 turns)
g) The Full Plate Armour of Erekose (+5,+5) [35,+15] (+2) {cursed}
     It is worthless in the eyes of shopkeepers.
     It affects your strength.
     It affects your constitution.
     It affects your speed.
     It provides resistance to acid.
     It provides resistance to electricity.
     It provides resistance to fire.
     It provides resistance to cold.
     It provides resistance to sound.
     It slows your metabolism.
     It is cursed.
     It cannot be harmed by the elements.
h) The Vadhagh Robe of Corum (+3,+3) [4,+20] (+3) {cursed}
     It can be activated for...
     recharge item I every 70 turns
     ...if it is being worn.
     It is worthless in the eyes of shopkeepers.
     It affects your strength.
     It affects your dexterity.
     It affects your constitution.
     It affects your speed.
     It provides resistance to cold.
     It allows you to see invisible monsters.
     It is cursed.
     It cannot be harmed by the elements.
i) The Buckler of Akebono [2,+10] (+4)
     It affects your charisma.
     It affects your searching.
     It sustains your charisma.
     It provides immunity to paralysis.
     It provides resistance to acid.
     It provides resistance to disenchantment.
     It cannot be harmed by the elements.
j) The Iron Helm of Holy Smoke (+14,+13) [5,+19] (+2) {uncursed}
     It affects your dexterity.
     It affects your constitution.
     It affects your charisma.
     It affects your stealth.
     It sustains your constitution.
     It provides resistance to fire.
     It cannot be harmed by the elements.
k) a Set of Leather Gloves of Slaying (+9,+6) [1,+14] {cursed}
     It has hidden powers.
l) The Pair of Sandals of Jade [1,+13] (+3)
     It affects your charisma.
     It affects your stealth.
     It affects your searching.
     It provides resistance to life draining.
     It provides resistance to poison.
     It provides resistance to nexus.
     It cannot be harmed by the elements.


[Character Inventory]

a) 3 Potions of Speed
b) 4 Potions of Heroism
c) 21 Potions of Cure Critical Wounds {75% off}
d) 3 Potions of Healing
e) 3 Scrolls of Teleport Level
f) a Scroll of Recharging
g) 4 Scrolls of Holy Chant
h) 5 Scrolls of Protection from Evil
i) a Rod of Perception (8 turns)
j) a Rod of Recall (31 turns)
k) a Rod of Detection
l) a Rod of Detection (39 turns)
m) 3 Rods of Teleport Other
n) a Staff of Speed (3 charges)
o) The Iron Shield of Celegorm [4,+20]
     It makes you completely fearless.
     It provides resistance to acid.
     It provides resistance to electricity.
     It provides resistance to fire.
     It provides resistance to cold.
     It provides resistance to light.
     It provides resistance to dark.
     It cannot be harmed by the elements.


[Home Inventory]

a) 7 Mushrooms of Restoring
b) 26 Potions of Speed
c) a Potion of Berserk Strength
d) 14 Potions of Cure Critical Wounds
e) 18 Potions of Healing
f) 16 Potions of Resistance
g) 2 Potions of New Life
h) 12 Scrolls of Teleportation {25% off}
i) 33 Scrolls of Recharging {25% off}
j) 6 Scrolls of *Destruction*
k) a Scroll of Genocide
l) 6 Scrolls of Brand Weapon
a) 2 Wands of Teleport Other (8 charges)
b) 2 Wands of Stone to Mud (10 charges)
c) 3 Staffs of Teleportation (6 charges)
d) 4 Staffs of Speed (5 charges)
e) 3 Staffs of *Destruction* (3 charges)
f) 2 Staffs of *Destruction* (2 charges)
g) 2 Staffs of Alteration (3 charges)
h) The Ring 'Narya' (+15,+15) [+5] (+1)
i) The Ring 'Nenya' (+10,+10) [+5] (+2)
j) The Red Amulet (+3)
k) an Amulet of Resistance
     It provides resistance to acid.
     It provides resistance to electricity.
     It provides resistance to fire.
     It provides resistance to cold.
     It provides resistance to light.
     It cannot be harmed by electricity.
l) The Star of Elendil (+1 speed) {uncursed}
a) The Full Mail of Caspanion (-2) [15,+20] (+3)
     It has hidden powers.
b) The Full Plate Armour of Jet and Gold [25,+25] (+1)
c) The Leather Scale Mail 'Globe of Huon' (+12,+14) [11,+9] (+5) {uncursed}
     It affects your wisdom.
     It affects your dexterity.
     It sustains your strength.
     It sustains your constitution.
     It provides resistance to fire.
     It provides permanent light.
     It cannot be harmed by the elements.
d) The Chaos Shield 'Lothelen' [8,+11] (+4)
     It can be activated for...
     elemental breath (450) every 500 turns
     ...if it is being worn.
     It affects your strength.
     It affects your wisdom.
     It provides resistance to electricity.
     It provides resistance to fire.
     It provides resistance to shards.
     It provides resistance to chaos.
     It cannot be harmed by the elements.
e) The Iron Crown of the Gods [0,+4] (+4)
     It affects your constitution.
     It provides resistance to acid.
     It provides resistance to electricity.
     It provides resistance to blindness.
     It provides resistance to confusion.
     It provides resistance to chaos.
     It provides resistance to disenchantment.
     It cannot be harmed by the elements.
f) The Hard Leather Cap of Craig Don [2,+18] (+3)
     It affects your strength.
     It affects your wisdom.
     It affects your dexterity.
     It affects your charisma.
     It affects your infravision.
     It affects your speed.
     It sustains your charisma.
     It makes you completely fearless.
     It provides resistance to fire.
     It provides resistance to cold.
     It provides resistance to light.
     It provides resistance to sound.
     It provides resistance to nexus.
     It gives telepathic powers.
     It cannot be harmed by the elements.
g) The Steel Helm of Hammerhand [6,+20] (+3)
     It has hidden powers.
h) The Set of Leather Gloves 'Honesty' [1,+13] (+4)
     It affects your wisdom.
     It affects your stealth.
     It affects your searching.
     It sustains your charisma.
     It provides resistance to life draining.
     It provides resistance to dark.
     It provides resistance to shards.
     It cannot be harmed by the elements.
i) The Set of Leather Gloves 'Cammithrim' [1,+11]
j) The Set of Gauntlets of the Keva [2,+11] (+4)
     It affects your strength.
     It sustains your strength.
     It provides resistance to electricity.
     It provides resistance to cold.
     It provides resistance to sound.
     It cannot be harmed by the elements.
k) The Set of Gauntlets 'Sheet' [2,+18] (+4)
     It affects your wisdom.
     It affects your searching.
     It provides resistance to poison.
     It cannot be harmed by the elements.
l) The Set of Gauntlets 'Paurnimmen' [2,+15] {uncursed}
     It can be activated for...
     frost bolt (9d8) every 7+d7 turns
     ...if it is being worn.
     It provides resistance to cold.
     It provides resistance to nexus.
     It cannot be harmed by the elements.
a) The Pair of Hard Leather Boots 'Frimarite' [3,+12] (+3)
     It affects your constitution.
     It provides immunity to cold.
     It provides resistance to cold.
     It provides resistance to shards.
     It cannot be harmed by the elements.
b) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+3)
c) The Cleaver 'Hackmeat' (2d4) (+6,+19) (+3)
     It affects your strength.
     It affects your constitution.
     It poisons your foes.
     It is especially deadly against orcs.
     It is especially deadly against trolls.
     It is especially deadly against giants.
     It makes you completely fearless.
     It provides resistance to poison.
     It provides resistance to disenchantment.
     It cannot be harmed by the elements.
d) The Broad Axe 'Barukkheled' (2d7) (+13,+19) (+3)
e) The Spear of Mag-an-Mag (1d6) (+13,+13) (+2 attacks)
     It affects your stealth.
     It affects your infravision.
     It affects your attack speed.
     It is very sharp and can cut your foes.
     It makes you completely fearless.
     It provides resistance to cold.
     It provides resistance to dark.
     It provides resistance to disenchantment.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
f) a Glaive (Holy Avenger) (3d5) (+15,+18) [+4] (+2 attacks) {!k}
     It is worthless in the eyes of shopkeepers.
     It affects your wisdom.
     It affects your attack speed.
     It drains life from your foes.
     It strikes at demons with holy wrath.
     It strikes at undead with holy wrath.
     It fights against evil with holy fury.
     It sustains your constitution.
     It makes you completely fearless.
     It allows you to see invisible monsters.
     It has been blessed by the gods.
g) The Harpoon 'Osondir' (3d4) (+16,+19) [+5] (+3) {uncursed}
h) The Whip of Entanglement (1d5) (+5,+8) [+4] (+2)
i) The Huge Mace of Arjavh (3d7) (+15,+15) [+25] (+2)
j) The Sling 'Catapult' (x3) (+20,+10) (+2)
     It can be activated for...
     a ball of pitch (50) every 25+d25 turns
     ...if it is being worn.
     It affects your dexterity.
     It affects your infravision.
     It speeds your regenerative powers.
     It fires missiles with extra might.
     It cannot be harmed by the elements.
k) The Long Bow of Bard (x4) (+17,+19) (+3)
l) The Long Bow 'Raukomel' (x3) (+5,+14) (+3)
     It can be activated for...
     dispel good (400) every 300+d300 turns
     ...if it is being worn.
     It affects your ability to tunnel.
     It provides resistance to nexus.
     It speeds your regenerative powers.
     It fires missiles excessively fast.
     It cannot be harmed by the elements.


Posted on 31.5.2009 16:45
Last updated on 4.6.2009 01:34

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13. on the Competition No.69 Ladder (of 13)

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On 31.5.2009 16:46 drchung wrote:
The =oSpeed came early, and this one is off to the races. The next big challenge is the lich quest coming up

On 1.6.2009 08:19 are2@illinois.edu wrote:
The main thing you need is *Identify* scrolls. One of those arts might have See invisible or something and you'd be able to get a Sustain dex ring for the liches. Or they might have sustain dex. Otherwise you'd need to pack lots of restore dex pots.

On 1.6.2009 15:48 drchung wrote:
I was able to grab a store artifact that had see invisible, and dealt with the master liches with the whip of earthquakes (+ a =oDamage) that allowed me to take a lot of dex damage and still swing for the fences. I spent quite a bit of play time yesterday, will upload my save soon.

On 2.6.2009 00:46 drchung wrote:
After taking out the L's, things moved pretty quickly. Like are2, I dawdled at the enchantress quest, failing it several times while Grirbag stat-gained and leveled up to about 39. I was using Osondir at the time and got a full artifact kit from the antique store.

The dracolisk quest was pretty scary at one point, when I got to a bad position with a couple of them and Corum, forcing a teleport out. For that quest, I switched to Hackmeat for rPois, and am mostly using it with Osondir for extra punch, and the extra attack vampiric for big living bodies (better than healing potions!)

Right now tracking something called the Horned Bear.



On 3.6.2009 02:51 drchung wrote:
I've slain more greater wyrms (as parts of quests) than I can shake a stick at. Besides enchantresses and dracolisks, there are greater ice wyrms, greater nexus wyrms, and (just beyond this save) greater law wyrms. The vampiric branded great axe is my main dragon slayer weapon-- it makes those fights really easy. I am carrying the spear of Mog as disenchant insurance.

I'd sort of like to just drop to level 98, but have to go through a bunch of quests first.

On 3.6.2009 02:54 drchung wrote:
Also, after going through most of the game with excellent luck in mutations, I happened to get stuck with random teleport and twisted body late. The first is not too inconvenient, but very dangerous, and the second seems not too dangerous, but really annoying. I really don't want to lose some of my mutations, but wondering whether I should give a whirl drinking the mutation potions and hoping to get lucky.

On 4.6.2009 01:40 drchung wrote:
Slugged it out with greater nexus wrm and greater chaos wyrm quests and a variety of uniques, with Norsa, which actually got dangerous when it summoned a couple of uniques (GWAR members, Flattus and Sleazy).

I also ran into Elric, heh heh. With Stormbringer and the ring of attacks, things are getting a bit surreal. The body twisting though is causing damage to be rather inconsistent. I have a Greater Balrog quest, yuck. It is getting tiresome having to hack down 20 big breathers for many of these quests.

On 5.6.2009 05:12 drchung wrote:
Ah, sadly Grirbag II died.

Was doing the Greater Balrog test, and got stunned enough to get knocked out. I am pretty sure that it was from my attacks and getting pinged with Aura of Fire (I got knocked out I think while I was swinging) and never came out of stun.

I am not sure I can recover the dump- it's on a different computer. Will try to update when I have time.

On 6.6.2009 05:21 rdanhenry wrote:
Oh, no! I was hoping for a winner. Well, you got pretty far. Any comments or suggestions? (I already plan to create a better type of quest, although it'll be awhile before I try it. I won't even attempt it until I've gone through the Elric books and done a content update based on them. That's when I'll start hitting more basic stuff like the magic system, quests, dungeon generation...)

On 10.6.2009 17:10 drchung wrote:
Hi I enjoyed the variant a great deal. My suggestions actually would be focused more in line on porting over some of the UI-like features of other variants.

For instance, it was odd to have a default player save location-- I'm even now not quite sure how it works, as I had to move the comp save file to PLAYER. I'm not sure if I could have simultaneous save files to work with.

More importantly for me, the lack of console support is really a downer. When I play for instance, I like having a visible monsters window, overhead view window, inventory window, and monster recall window-- not having that info was a real downer.

When using the 'look' command, I found that I could not look at items beyond my current screen. That was annoying for when I drank !oEnlightenment and wanted to see what the items on the far side of the dungeon were.

And squelch would be nice (although honestly I just assumed it wasn't there, if it was, my bad).

The one feedback about gameplay is quests-- I found it interesting, but the later quests got monotous-- having to slog through 20 great wyrms of ice, then nexus, then law, then chaos was getting kinda boring. The fact that you had to do them and had to kill that many was a downer. Maybe focus the quests more on uniques or cut down on the number of monsters (say to about 7-10) on later quests?

The mutations were very interesting-- the only one a had a real complaint about was the twisted shape mutation, more because it added this really big degree of randomness (having damage either x2 or halved is annoying to me as a player).

That said, it was lots of fun. The quests added a strategic element that is good for the game. I don't remember having a character which felt quite so uber before. And the Elric flavor is very strong (and GWAR is hilarious).

Dean

On 12.6.2009 07:15 rdanhenry wrote:
Thank you for your feedback. I do want to improve the UI, but my ideas about what that means differs from some others. I only quit arguing against superdupervision and squelch because it was clear nobody was listening, not because I became convinced they were a good idea. Then again, I still think allowing multiple items to stack on the floor was a major mistake and the source of the whole TMJ dissatisfaction that followed. I do, however, admit that drops in Gumband need to get under better control. I'll be working on that. I actually think I've already improved the situation somewhat with my monster changes.

I do not like any implementation of quests I have seen yet in a *band. The Gumband quests do add a common experience touch to competition play, which is why I went with them. I have plans to completely redo the quest structure after I reach the post-Elric-series-revision stage of development. In the meantime, they are optional, so I don't sweat it.

Well, I can see not liking having the randomness in the twisted shape mutation, but it does increase your damage on the average and mutations are not supposed to be an entirely beneficial thing.

The version of Zangband that Gumband branched off of was quite high-powered and Gumband has added some high-powered stuff, so the characters can be quite "uber". Unfortunately, that version of Zangband is quite ancient and the code as well, so adding UI changes from more modern *bands is not trivial and I am not by any means an expert coder. If I were, it'd have big screen. If I could give you a slew of windows with all sort of nifty info tomorrow, I would. I'll just be slowly adding improvements as I go alone and can get them to work.

My last Grirbag died after the comp closed, dying on the Dracolich quest even forewarned. Argh!

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