The Angband Ladder: TeKRunneR II, Half-Orc Warrior by TeKRunneR

  [Angband 3.0.9b Character Dump]

 Name   TeKRunneR II                             Self  RB  CB  EB   Best
 Sex    Male              Age        13   STR:  18/73  +2  +5  +4 18/183
 Race   Half-Orc          Height     64   INT:     14  -1  -2  +0     11
 Class  Warrior           Weight    153   WIS:     18  +0  -2  +0     16
 Title  Commando          Status      4   DEX:  18/01  +0  +2  +8 18/101
 HP     366/366           Maximize    Y   CON:     15  +1  +2  +0     18
 SP     0/0                               CHR:     15  -4  -1  +0     10

 Level           33       Armor    [34,+61]     Saving Throw   Excellent
 Cur Exp     238796       Fight   (+17,+25)     Stealth              Bad
 Max Exp     238796       Melee   (+27,+40)     Fighting       Legendary
 Adv Exp     302500       Shoot    (+26,+9)     Shooting          Heroic
 MaxDepth   1900 ft       Blows      5/turn     Disarming      Excellent
 Turns      1100711       Shots      1/turn     Magic Device   Very Good
 Gold         53697       Infra       50 ft     Perception           Bad
 Burden   129.9 lbs       Speed      Normal     Searching           Poor

 Your father was an Orc, but it is unacknowledged. You are the adopted
 child of a Guildsman.  You are the black sheep of the family.  You
 have blue eyes, curly brown hair, and an average complexion.

      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 Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, 
   trolls, undead, and all evil creatures.  It is branded with fire.  
   It provides resistance to fire, fear, and disenchantment.  It
   sustains your strength and dexterity.  It is blessed by the gods.  
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for fire ball (72) every 40 turns.  It cannot
   be harmed by the elements.  
b) a Light Crossbow (x3) (+9,+9)
c) an Emerald Ring of Dexterity (+4)
   It increases your dexterity by 4.  It sustains your dexterity.  
d) a Silver Ring of Damage (+11)
e) a Copper Amulet of Infravision (+2)
   It increases your infravision by 2.  
f) The Star of Elendil
   It usually provides light of radius 3.  It cannot be harmed by the
   elements.  It might have hidden powers.
g) Metal Scale Mail of Resistance (-2) [13,+5]
   It provides resistance to acid, lightning, fire, and cold.  It
   cannot be harmed by the elements.  
h) a Shadow Cloak [6,+7]
i) a Large Metal Shield of Resist Lightning [5,+6]
   It provides resistance to lightning.  It cannot be harmed by 
j) an Iron Helm [5,+7]
k) The Set of Gauntlets 'Paurnimmen' [2,+14]
   It provides resistance to cold.  It slows your metabolism.  It
   activates for frost bolt (6d8) every 7+d7 turns.  It cannot be
   harmed by the elements.  
l) a Pair of Hard Leather Boots of Free Action [3,+6]
   It grants you immunity to paralysis.  

  [Character Inventory]

a) a Pink Potion of Speed
b) 15 Viscous Pink Potions of Cure Critical Wounds
c) an Orange Potion of Healing
d) 14 Scrolls titled "viaes themo" of Phase Door
e) 9 Scrolls titled "ma dia pus" of Identify
f) 4 Scrolls titled "dentus sa" of Satisfy Hunger
g) 2 Zinc Rods of Recall
   It cannot be harmed by electricity.  
h) a Gold Rod of Illumination {1}
i) a Gold-Plated Rod of Detection
   It cannot be harmed by electricity.  
j) 2 Runed Wands of Teleport Other (11 charges)
k) 3 Gnarled Staffs of Teleportation (4 charges)
l) 20 Bolts of Slay Animal (1d5) (+9,+11)
   It slays animals.  
m) 13 Seeker Bolts (4d5) (+5,+5)

  [Home Inventory]

a) 6 Viscous Pink Potions of Cure Critical Wounds
b) 2 Cloudy Potions of Restore Life Levels
c) a Gloopy Green Potion of Restore Strength
d) 3 Silver Speckled Potions of Restore Intelligence
e) 2 Grey Speckled Potions of Restore Dexterity
f) 2 White Potions of Restore Constitution
g) a Chromium Rod of Door/Stair Location
h) a Runed Rod of Teleport Other
i) a Silver Staff of Speed (5 charges)
j) an Alexandrite Ring of Free Action
   It grants you immunity to paralysis.  
k) a Jet Ring of Strength (+3)
   It increases your strength by 3.  It sustains your strength.  
l) an Aquamarine Ring of Constitution (+3)
   It increases your constitution by 3.  It sustains your constitution.
m) a Lapis Lazuli Ring of Slaying (+5,+5)
n) The Phial of Galadriel
   It usually provides light of radius 3.  It cannot be harmed by the
   elements.  It might have hidden powers.
o) The Dagger 'Narthanc' (2d4) (+4,+6)
   It is branded with fire.  It provides resistance to fire.  It
   activates for fire bolt (9d8) every 8+d8 turns.  It cannot be harmed
   by the elements.  
p) a Dagger of *Slay Dragon* (1d4) (+7,+3) (+1)
   It increases your constitution by 1.  It is especially deadly
   against dragons.  It provides resistance to fear.  
q) a Long Sword (Holy Avenger) (2d5) (+9,+12) [+4] (+2)
   It increases your wisdom by 2.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear.  It is blessed by
   the gods.  It grants you the ability to see invisible things.  It
   might have hidden powers.
r) a Long Sword of Flame (2d5) (+9,+5)
   It is branded with fire.  It provides resistance to fire.  It cannot
   be harmed by fire.  
s) a Two-Handed Sword of *Slay Animal* (3d6) (+9,+9) (+2)
   It increases your intelligence by 2.  It slays animals.  It slows
   your metabolism.  
t) a Glaive of Slay Evil (2d6) (+10,+16)
   It slays all evil creatures.  
u) a Glaive of Venom (2d6) (+3,+10)
   It is branded with poison.  
v) a Whip of Gondolin (1d3) (+15,+15)
   It slays orcs, trolls, dragons, and demons.  It provides resistance
   to dark.  It usually provides light of radius 1.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by acid or fire.  It might have hidden powers.
w) a Short Bow of Extra Might (x2) (+8,+12) (+1)
   It increases your shooting power by 1.  
x) 26 Bolts of Slay Dragon (1d5) (+16,+9)
   It slays dragons.  


Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (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 : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (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    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (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            : yes (score_know)
Score: Allow player to avoid death           : no  (score_live)

Posted on 5.6.2010 22:34
Last updated on 9.6.2010 00:02

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8329. on the Ladder (of 15698)
3067. on the Angband Ladder (of 4920)
Second best for this player (out of 2)


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On 5.6.2010 22:34 TeKRunneR wrote:
Started playing Angband a week ago, trying out this character dump thingy...

On 5.6.2010 22:56 TeKRunneR wrote:
Hm, so could someone confirm that I'm doing more damage with the morning star (2 blows / turn) than with the dagger (4 blows), at least against non-acid resistant monsters?

On 5.6.2010 23:51 TeKRunneR wrote:
Eh, ok, I think that I correctly understand how brands work now. If I'm not wrong, I'm doing 4*(2.5 + 15) = 70 per turn with the dagger, and 2*(7 + 14) = 42 with the MS, so the dagger looks like a clear winner...

On 6.6.2010 20:17 TeKRunneR wrote:
So, as far as I can tell I'm doing ok, with the basic resistances covered, FA and a SI swap ring. Now I'm supposed to stay around 1800 for a while to get my stats up, right? I really wouldn't mind getting some more int, so as to be able to use -to and _speed...

On 7.6.2010 00:02 AceRimmer wrote:
You are playing version 3.0.9b (instead of the most recent 3.1.2). Recent changes to Angband have discouraged the whole philosophy of 'hang around at 1600 - 1800 feet until I've maxed out my stats'. But in 3.0.9b, there was some merit to waiting for stat gain. Especially if you could boost your constitution. The drawback is that a player can start getting pretty bored. Your character will become far too powerful compared to the monsters at those levels, with the danger that once you start descending again, you won't be mentally alert for real opposition.

This is why many players advocate that you continue to descend. The idea is: the stuff you need is abundant... if only you go deep enough. To do this, you will need lots of detection (detect evil, detect objects, detect doors/stairs, magic mapping, and if you luck out, telepathy). You will also want escapes (destruction, teleport level, deep descent, teleport other, teleport, banishment). And never stray too far from the closest stairs.

My current character (a half-orc warrior) didn't find speed until about 3700'. He has still yet to find rBlind, and he's been hanging around 4900' for awhile now.

But back to your question: if you would feel more secure waiting to gain stats, then that's what I'd do. You'll probably die eventually (we all do), but in the process, you should learn more about the deeper monsters and how to handle them.

On 8.6.2010 00:25 TeKRunneR wrote:
Hey, thanks for the advice! I don't feel like 1800' is too easy at for now, still have to run away from a bunch of stuff (including pretty much all the uniques), and I really want to be able to use that -to (and maybe that _speed too), so I'm thinking I'll stay there for a little while.

Today was a really strange day, by the way. Things started ok, got some str, wis, int and chr gain. Then I found what I think was a small fault, which I managed to clear by _to'ing the ant queen away, but not before she summoned a large swarm of fire ants. I was slowly killing them when I suddenly noticed that they had burnt all but one of my WoR scrolls... and before I could drop that last one, it was burnt too...

So I guessed I had no choice but to go up by myself. Fortunately, I had 2 potions of enlightenment (one of which let me find and clear some sort of small pit with 2 dragons, a unique, a mindflayer and a couple of {excellent} on the floor). I also found a -door very fast, which is the only reason I didn't go crazy doing this.

However, I very stupidly read a non-ID'd scroll at around 1500', thinking it couldn't hurt me. And that's how I turned my whip of extra attacks (+7,+9) (+2) into a broken whip (-7,-6) {cursed}... I wasn't sure I'd make it back to the surface like this, but very fortunately at 1450' I found another un-ID'd scroll, which I read... and uncursed the whip! So I took it off, equipped a dagger with some decent plusses that I had found before running out of ID, and slowly made my way back up.

Then, at 350', I find a ?WoR. Heh. Anyway, I go to ID the loot I've been carrying from the vault and the small pit (_perception had run out), and first thing I get... a Whip of Gondolin (1d3) (+15,+15).

Man, I feel quite lucky to have made it out of the mess I put myself into, with an even better weapon to boot. Quite an interesting experience.

On 8.6.2010 00:29 TeKRunneR wrote:
Oh, and I also brought back two rings, an STR+3, and a CON+3. Which one is best, harder hitting or more HP?

On 8.6.2010 05:47 fizzix wrote:
Strength is better if it gives you an extra blow (it won't with the whip) Otherwise, might as well stick on the Con ring. It won't give you much HP, but it'll give you some. =Dex is probably what you most want now, that might give you an extra blow.

Be on the lookout for =rpois, you'll want to wear that as soon as you find one, although I think it's not native until 2000'

On 9.6.2010 00:02 TeKRunneR wrote:
Highlights of the day were:
- some stat potions here and there
- a few uniques killed
- finally found some decent ammo, so made myself a +9,+9 crossbow
- found Anduril, and at the very end of the day a DEX+4 ring, which seems to have upped my damage quite a bit
- also found a -detection, which I guess I'll use and abuse to start going deeper.

I have a question also: does the max selling price of a shop ever change? Almost all the {excellent} I got today were melee weapons (I could really have used a helmet btw), and that weaponsmith bastard only buys up to 5k, so I've been tried to keep in my home as many of the weapons hitting the cap as possible, but I'm running out of space...

On 10.6.2010 10:23 TeKRunneR wrote:
Uh, RoS+4 for 700k in the BM? How am I supposed to afford that? D:

On 10.6.2010 10:26 pav wrote:
In 3.1.x the speed ring prices are about 1/20 of what you're seeing in your game.

On 11.6.2010 00:14 TeKRunneR wrote:
Eh. Go down the stairs to 2950', use rod of illumination, the time hound breathes, the time hound breathes, [...], you die. Too bad, I felt I was starting to get the hang out of that being fairly deep thing. 2 rods of detection and 540 HP admittedly helped.

Oh well, time to enjoy the nifty features of 3.1.2?

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