The Angband Ladder: Combat Master Blader, High-Elf Weaponmaster by chris

  [Chengband 0.0.57 Character Dump]

                          Name  : Combat Master Blader

 Sex      : Male             Age               119   STR :  18/***
 Race     : High-Elf         Height            110   INT :   18/40
 Class    : Weaponmaster     Weight            229   WIS :   18/58
                             Social Class       64   DEX!:  18/210
 Subspec  : Swords           Align         Neutral   CON!:  18/210
 Spec     : Blades of Chaos                          CHR :  18/187

 Right hand     (+137,+70)   Hit point    999/1040   Fighting   : Legendary[47]
                             SP (Mana)      0/   0   Bows/Throw : Legendary[32]
 Blows/Round          10+0                           SavingThrow: Excellent
 AverageDmg/Rnd      880+0   Level              49   Stealth    : Bad
                             Experience    9900503
 Shooting         (+53,+9)   Max Exp       9900503   Perception : Bad
 Multiplier          x0.00   Exp to Adv   10350000   Searching  : Bad
 Shots/Round          1.00   Gold          1222242   Disarming  : Superb
                                                     MagicDevice: Superb
 AC              [59,+112]   Time     Day 34 11:35
 Speed            (+19+10)   Play time    11:23:27   Infra-Vision: 60 feet


                         (Character Background)
          You are one of several children of a Teleri Warrior.  You
          have light grey eyes, straight black hair, and a fair
          complexion.


          ...Now, you are exploring level 72 of Dragon's lair.


                                                               Modification
 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : High-Elf      STR : 18/118  1  3  1  9 18/***         ..4.......5..
 Class : Weaponmaster  INT :     17  3 -1 -1  4  18/40         ...........4.
 Level : 49            WIS :  18/78 -1 -1 -2  2  18/58         2............
 Hits  : 999/1040      DEX!:  18/90  3  1  2  6 18/210         ..4.....2....
 Mana  : 0/0           CON!: 18/110  1  1  0  8 18/210         ..4......4...
                       CHR :  18/77  3  0  1  7 18/187         .......3.4...
           }     (                  }     (                      }     (
         abcdefghijkl@            abcdefghijkl@                abcdefghijkl@
 Acid  : .......+.....    Sound : ......+......    Speed     : ....+...++.+#
 Elec  : .......+.....    Nether: .++.....+....    FreeAction: .....+.......
 Fire  : .......+.....    Nexus : .+...........    SeeInvisi.: ............+
 Cold  : .+.....+.....    Chaos : +............    Hold Life : ......+......
 Poison: .......+.....    Disnch: ..+...+......    Warning   : .........+...
 Light : ..+.........+    Fear  : ..+..++..+..#    SlowDigest: .............
 Dark  : .............    Reflct: .............    Regene.   : .............
 Shard : .......+..+..    AuFire: .............    Levitation: ........+....
 Blind : .............    AuElec: .............    Perm Lite : .............
 Conf  : .+....++.....    AuCold: .............    Cursed    : .......+.....

                                  }     (                        }     (
             ab@                abcdefghijkl@                  abcdefghijkl@
 Slay Evil : +..    Telepathy : .....+......#    Add Blows   : +..+.........
 Slay Und. : +..    ESP Evil  : .............    Add Tunnel  : ..+..........
 Slay Demon: +..    ESP Noliv.: .............    Add Infra   : .....+.......
 Slay Drag.: +..    ESP Good  : .............    Add Device  : .............
 Slay Human: ...    ESP Undead: .............    Add Stealth : ........+....
 Slay Anim.: ...    ESP Demon : .............    Add Search  : .............
 Slay Orc  : ...    ESP Dragon: .............
 Slay Troll: ...    ESP Human : .............    Riding      : .............
 Slay Giant: ...    ESP Animal: .............    Throw       : .............
 Acid Brand: +..    ESP Orc   : .............    Blessed     : +............
 Elec Brand: ...    ESP Troll : .............    No Teleport : .............
 Fire Brand: ...    ESP Giant : .............    Anti Magic  : .............
 Cold Brand: ...                                 Econom. Mana: .............
 Poison Brd: ...    Sust Str  : .............
 Sharpness : ...    Sust Int  : .............    Drain Exp   : .............
 Quake     : ...    Sust Wis  : .............    Rnd.Teleport: .............
 Vampiric  : ...    Sust Dex  : .............    Aggravate   : .............
 Chaotic   : ...    Sust Con  : .............    TY Curse    : .............
 Force Wep.: ...    Sust Chr  : .............


  [Option Settings]

 Preserve Mode:      ON
 Small Levels:       OFF
 Arena Levels:       OFF


  [Recall Depth]

    Angband         : level  60
    Yeek cave       : level   5
   !Dragon's lair   : level  72
    Anti-magic cave : level  40


  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  4
  Wormtongue, Agent of Saruman             (Dungeon level:   2) - level 10
  Warg problem                             (Danger  level:   5) - level 10
  Mughash the Kobold Lord                  (Dungeon level:   4) - level 11
  Brodda, the Easterling                   (Dungeon level:   6) - level 11
  Mauhur, the Orc Captain                  (Dungeon level:   8) - level 12
  King Duosi, the Chief of Southerings     (Dungeon level:  10) - level 13
  Ufthak of Cirith Ungol                   (Dungeon level:  12) - level 13
  Orc Camp                                 (Danger  level:  15) - level 20
  The Sewer                                (Danger  level:  15) - level 20
  Meng Huo, the King of Southerings        (Dungeon level:  14) - level 21
  Doom Quest 1                             (Danger  level:  15) - level 21
  Mime, the Nibelung                       (Dungeon level:  16) - level 21
  Hagen, Son of Alberich                   (Dungeon level:  18) - level 21
  Sangahyando of Umbar                     (Dungeon level:  20) - level 22
  Angamaite of Umbar                       (Dungeon level:  22) - level 22
  Old Man Willow Quest                     (Danger  level:  22) - level 28
  Gachapin                                 (Dungeon level:  24) - level 28
  Dark Elven Lords Quest                   (Danger  level:  25) - level 28
  The Ultimate Dungeon Cleaner             (Dungeon level:  26) - level 28
  Ulfang the Black                         (Dungeon level:  28) - level 28
  The Barrow Downs                         (Danger  level:  35) - level 28
  The Mimic's Treasure                     (Danger  level:  25) - level 29
  Lord Borel of Hendrake                   (Dungeon level:  30) - level 36
  The Greater Hell Magic Mushroom Were-Quylthulg (Dungeon level:  34) - level
36
  Scylla                                   (Dungeon level:  36) - level 36
  Judge Fire                               (Dungeon level:  38) - level 36
  Glaurung, Father of the Dragons          (Dungeon level:  40) - level 36
  Garm, Guardian of Hel                    (Dungeon level:  42) - level 36
  Vapor Quest                              (Danger  level:  25) - level 38
  The Cloning Pits                         (Danger  level:  45) - level 38
  The Lonely Mountain                      (Danger  level:  45) - level 38
  The Old Castle                           (Danger  level:  50) - level 38
  Itangast the Fire Drake                  (Dungeon level:  44) - level 48
  Khamul the Easterling                    (Dungeon level:  46) - level 48
  Thuringwethil, the Vampire Messenger     (Dungeon level:  48) - level 48
  The Lernean Hydra                        (Dungeon level:  50) - level 48
  Druaga                                   (Dungeon level:  52) - level 48
  Daoloth, the Render of the Veils         (Dungeon level:  54) - level 48
  Vlad Dracula, Prince of Darkness         (Dungeon level:  56) - level 48
  The Yamata-no-Orochi                     (Dungeon level:  58) - level 48
  Tselakus, the Dreadlord                  (Dungeon level:  60) - level 48

< Failed Quest >
  Logrus Master                            (Danger  level:  25) - level 22
  The Vault                                (Danger  level:  30) - level 22
  Rolento                                  (Dungeon level:  32) - level 36


 Arena:  0 Victory


  [Defeated Monsters]

You have defeated 7027 enemies including 140 unique monsters in total.

< Unique monsters top 10 >
  Y'golonac                                (level  75)
  Biketal of Fire                          (level  73)
  Uriel, Angel of Fire                     (level  73)
  Huan, the Hound of Valinor               (level  72)
  Iketa, the Brave                         (level  70)
  Tselakus, the Dreadlord                  (level  68)
  Fiona the Sorceress                      (level  68)
  Glaaki                                   (level  67)
  Bleys, Master of Manipulation            (level  67)
  Invisible Pink Unicorn                   (level  67)


  [Virtues]

Your alighnment : Neutral

You are virtuous in Vitality.
You are the polar opposite of Compassion.
You are the living embodiment of Harmony.
You are the living embodiment of Temperance.
You are virtuous in Patience.
You are an enemy of Sacrifice.
You are somewhat virtuous in Justice.
You have sinned against Valour.


  [Mutations]

You can teleport at will.


  [Character Equipment]

a) The Blade of Chaos 'Yggr-drasill' (6d5) (+20,+17) (+2 attacks)
{AtWi;Ca;Bs|A/*DUL}
b) The Large Leather Shield 'Snowlets' (+11,+7) [6,+10] {CoCfNtNx, !! Fire Bolt
!!}
c) The Gun 'Skullbasher' (x0) (+10,+9) (+4) {StDxCnDg;LiNtDiFe}
d) a Ring of Extra Attacks (+3 attacks) {At, !*!*}
e) a Ring of Speed (+9) {Sp}
f) The Torque 'Aanbragas' (+8,+10) (+2 to infravision) {If;Fe;Fa~Tele}
g) The Star 'Silmaril Jr.' {CfSoDiFe;Hl, !! Enlightenment !!}
h) The Bronze Dragon Scale Mail 'Maiden's Hope' (-2) [40,+24] (+3) {cursed,
Ch;AcElFiCoPoShCf}
i) a Pair of Dragon Wings of Thievery [4,+22] (+2 to speed) {SpDxSl;Nt;Lv}
j) The Hard Leather Cap 'Brilliant of Laurelin' [2,+7] (+4 to speed)
{SpCnCh;Fe;Wr, $}
k) a Set of Cesti of Power (+5,+4) [5,+10] (+5) {St;Sh}
l) The Pair of Soft Leather Boots 'the Eye of the Aethiopica' [2,+9] (+4 to
speed) {SpIn, !! Stinking Cloud !!}


  [Character Inventory]

a) 34 Rations of Food
b) 25 Potions of Cure Critical Wounds
c) a Potion of Healing {!k!q}
d) 8 Potions of Restore Life Levels
e) a Potion of New Life {!*!*}
f) 14 Scrolls of Teleportation {25% off}
g) 7 Rods of Trap Location {@z1!s!d!k}
h) 7 Rods of Recall {@zr!s!d!k!!}
i) 2 Rods of Detection {@z3!s!d!k!!}
j) a Rod of Healing {@zh!s!d!k!!}
k) 8 Rods of Teleport Other {@zt!s!d!k}
l) 8 Rods of Stone to Mud (3 charging) {@z9!s!d!k}
m) a Staff of Perception (21 charges) {@u1!s!d!k}
n) The Mirror of the Everlasting [0,+28] (+3 to speed)


  [Home Inventory]

 ( page 1 )
a) 4 Books of Kendo [Gorinnosho]
b) 17 Mushrooms of Restoring {!E}
c) 50 Potions of Speed {!k!q}
d) 7 Potions of Resist Heat {!q!k}
e) 15 Potions of Resist Cold {!q!k}
f) 39 Potions of Heroism
g) 36 Potions of Healing {!k!q}
h) 12 Potions of *Healing* {!k!q}
i) a Potion of Life {!k!q}
j) a Potion of Restore Strength
k) 4 Potions of Dexterity {!k}
l) 4 Potions of Constitution {!k}

 ( page 2 )
a) 9 Potions of Enlightenment
b) 10 Potions of Self Knowledge
c) 35 Potions of Resistance {!q!k}
d) 7 Potions of New Life {!*!*}
e) 2 Potions of Polymorph
f) 25 Scrolls of Phase Door {90% off}
g) 2 Scrolls of *Identify*
h) 2 Scrolls of Remove Curse
i) 7 Scrolls of *Remove Curse*
j) 31 Scrolls of Holy Chant
k) 16 Scrolls of *Destruction* {!*}
l) 5 Scrolls of Genocide {!*}

 ( page 3 )
a) 5 Rods of Door/Stair Location {@z2!s!d!k!!}
b) 5 Rods of Illumination {@z5!s!d!k}
c) 2 Rods of Enlightenment {@zm!s!d!k!!}
d) a Rod of Pesticide {!s!d!k}
e) 15 Wands of Teleport Other (180 charges) {@at!s!d!k}
f) a Wand of Stone to Mud (11 charges) {@am!s!d!k}
g) a Wand of Rockets (4 charges)
h) 3 Staffs of Perception (3x 21 charges) {@u1!s!d!k}
i) 2 Staffs of Enlightenment (2x 11 charges) {@um!s!d!k}
j) a Staff of Enlightenment (8 charges) {@um!s!d!k}
k) 25 Staffs of Speed (25x 8 charges) {@us!s!d!k}
l) 2 Staffs of Speed (2x 7 charges)

 ( page 4 )
a) 3 Staffs of Speed (3x 6 charges)
b) a Staff of Speed (5 charges)
c) a Staff of Genocide (4 charges) {!s!d!k}
d) a Staff of *Destruction* (5 charges)
e) 2 Staffs of *Destruction* (2x 4 charges)
f) 4 Staffs of *Destruction* (4x 3 charges)
g) a Ring of Levitation {unidentified}
h) a Ring of Resist Cold
i) a Ring of Flames [+8] {!!}
j) a Ring of Free Action and Slaying (+2,+1) {Fa}
k) a Ring of Damage (+18)
l) a Ring of Damage (+10) {25% off}

 ( page 5 )
a) a Ring of Slaying (+8,+8)
b) a Ring of Slaying (+8,+6)
c) a Ring of Speed (+7)
d) 2 Rings of Speed (+6)
e) 3 Rings of Speed (+5)
f) a Ring of Speed (+3)
g) The Ring 'Hhelalda' (+3) {Ch;CoBl;Fa}
h) a Ring of Fear Resistance
i) a Ring of Light and Darkness Resistance
j) 2 Rings of Nether Resistance
k) a Ring of Nether Resistance {unidentified}
l) a Ring of Nexus Resistance {unidentified}

 ( page 6 )
a) a Ring of Confusion Resistance {unidentified}
b) a Ring of Shard Resistance
c) a Ring of Shard Resistance {unidentified}
d) a Ring of Lordly Protection [+16] {PoCaDi;FaHl}
e) a Ring of Lordly Protection and Ball Lightning [+11] {PoBlDiFe;FaHl}
f) The Amulet 'Hhohydflitod' (+4) {StDxCn;ElFe;Hl}
g) The Amulet 'Uuannagl' (+3) {In;ElShDi;Fa~Tele}
h) an Amulet of Resistance {AcElFiCoPo, BM 100k}
i) The Amulet 'Aalor' (+10,+2)
j) The Bead 'Oorlok' (+4,+7) [+7] (+4 to speed) {SpDx;Ac;Hl}
k) The Inro 'Ddanliniant' (+4) {StDxCnCh;Fe;Fa[M}
l) The Amulet 'Hhaurlothlin' (+12,+4) (+3 to speed) {SpSt;Fa, !! Whirlwind
Attack !!}

 ( page 7 )
a) The Amulet 'Iiharzeappapp' {BlNx;Fa}
b) The Collar Harness 'Oochrom' {FiCo;RfFa}
c) The Pendant 'Rrnin' (+3) {InDx;AcElLi;Fa}
d) The Pendant 'Sscarnel' (+2 to infravision) {If;So;Sd~Evil}
e) The Feanorian Lamp 'Corona' [+10] {Cf;Hl}
f) The Incandescent Light 'Planaria' (+3 to searching) {CnSr;DkSo}
g) The Phial 'Pathfinder' (+2 to infravision) {StWiIf;ElBl}
h) The Phial 'Aquilon Lamp' (+2 to searching) {CnSr;So;Hl}
i) The Stone 'Moonglow' (+3) {InCh;Fe, !! Resistance !!}
j) The Crystal Ball 'Suncaller' (+4 to stealth) {Sl;Hl~TeleEvil}
k) The Levitation Stone of the Trapped Genie (+3 to speed) {SpChIf;So}
l) The Metal Scale Mail 'Living Armour' (-2) [13,+15] (+3) {StDx;PoFe;Rf}

 ( page 8 )
a) Augmented Chain Mail of Elvenkind (-2) [16,+20] (+2 to stealth)
{Sl;AcElFiCoCf}
b) The Augmented Chain Mail 'Lightning Conductor' (-2) [16,+6] (+2)
{StIn;ElLiBl;Te}
c) The Bar Chain Mail of Volta (-2) [18,+24] (+4 to infravision) {If;Ca[E}
d) The Metal Brigandine Armour 'Ivory Tower' (-3) [19,+29] (+3 to speed)
{SpInCnIf;Nx;RfFa}
e) Partial Plate Armour of Resistance (-3) [22,+11] {AcElFiCoDi}
f) The Partial Plate Armour of Diamond (-3) [22,+11] {AcElFiCo;Rf}
g) a Robe of Permanence [2,+20] {AcElFiCoNx;Hl(StInWiDxCnCh}
h) The Robe of the Ruler of Wallachia [2,+11] {ShBlNtCa}
i) The Soft Leather Armour 'Die Hard' [4,+14] (+2 to speed) {SpStDx;Rg(St}
j) The Hard Leather Armour of Gondor (-1) [6,+10] {Ca;Si~Evil, !! Stone to Mud
!!}
k) The Rhino Hide Armour 'Oozearmor' (-1) [8,+20] {AcElFiCoShBlNx, !! Drain Life
!!}
l) Leather Scale Mail of Elvenkind (-1) [11,+10] (+1 to stealth)
{Sl;AcElFiCoSo}

 ( page 9 )
a) The Cloak 'Cloth of Vice' [1,+13] (+3 to speed) {SpSt;Di}
b) The Cloak of Illusion [1,+18] (+3 to stealth) {SlSr;So;Lv, !! *Id* !!}
c) The Cloak of Super Model [1,+12] (+3 to searching) {ChSr;DkBl}
d) an Elven Cloak [4,+4] (+4 to stealth) {SlSr}
e) an Elven Cloak of Thievery [4,+13] (+5 to speed) {SpDxSlSr}
f) The Fur Cloak 'Miniskirt' [3,+10] (+3) {Ch;Cf(Ch}
g) a Pair of Dragon Wings [4,+19] {LiCa;Lv}
h) a Pair of Dragon Wings of Stealth [4,+21] (+3 to stealth) {Sl;Nt;Lv}
i) The Large Metal Shield of Hyper Nature [8,+9] (+2 to speed) {SpCnCh;Cf}
j) The Large Metal Shield 'Muffler' [8,+24] {CoNtFe}
k) a Dragon Shield [8,+16] {AcSoFe}
l) a Dragon Shield [8,+14] {FiSoNt}

 ( page 10 )
a) a Dragon Shield [8,+6] {PoNt}
b) a Dragon Shield [8,+15] {Ca}
c) a Dragon Shield [8,+13] {Ac}
d) an Iron Crown of Telepathy [0,+1] {~Tele~DP, !*!*}
e) an Iron Crown of Might [0,+7] (+3) {StDxCn;Fe;Fa(StDxCn, Cloning Pits}
f) The Iron Crown 'Iron Maiden' [0,+19] {So;Rg}
g) a Golden Crown of Telepathy [0,+12] {~Evil~pLZ}
h) The Golden Crown 'Healing Bottle' [0,+21] (+4 to speed) {SpDxIf;Po;Si}
i) The Jewel Encrusted Crown of Minotaur [0,+15] (+2 to stealth) {Sl;Fe}
j) The Hard Leather Cap of Celebrimbor [2,+25] (+3 to speed) {SpIn;Sh(In}
k) The Metal Cap 'Soul Helper' [3,+12] (+2) {StWi}
l) The Iron Helm of Harmony [5,+15] (+3) {Wi;PoCfCaDi}

 ( page 11 )
a) The Steel Helm 'Shambler' [6,+7] (+2) {Ch;AcElCa;Rf(Cn}
b) The Steel Helm 'Oath of Mages' [6,+19] {(InDx}
c) The Set of Leather Gloves 'Eternal Bastion' [1,+8] (+4 to speed) {SpWi;So, !!
Enlightenment !!}
d) The Set of Leather Gloves 'Deja-Vu' [1,+16] (+3 to infravision)
{StInIf;Fa(In}
e) The Set of Leather Gloves of Resist Smasher [1,+20] (+2) {Dx;PoCaFe, !!
Heroism Bless !!}
f) The Set of Leather Gloves 'Halogen' (+3,+5) [1,+16] {AcCoCa;Fa}
g) The Set of Leather Gloves 'Iron Maiden' (+3,+7) [1,+7] {Li, Armoury !! 200hp
Cold Ball !!}
h) a Set of Gauntlets of Slaying (+7,+8) [2,+6]
i) The Set of Gauntlets of Resist *Lightning* [2,+17] (+4 to speed)
{SpCh;AcEl;Fa}
j) a Set of Dragon Gloves [4,+19] {So}
k) a Set of Dragon Gloves [4,+17] {Po}
l) a Pair of Soft Leather Boots of Speed [2,+9] (+3) {Sp}

 ( page 12 )
a) a Pair of Soft Leather Boots of Levitation [2,+7] {Cf;Lv}
b) a Pair of Soft Leather Boots of Levitation [2,+5] {Sh;Lv}
c) The Pair of Soft Leather Boots of Marinera [2,+7] (+3 to speed) {SpCn}
d) a Pair of Hard Leather Boots of Thievery [3,+6] (+2 to speed) {SpDxSl}
e) a Pair of Dragon Boots [5,+22] {Ca}
f) a Pair of Dragon Boots [5,+16] {Nx}
g) a Pair of Dragon Boots of Levitation [5,+23] {CfNx;Lv}
h) The Pair of Metal Shod Boots 'Red Belet' [6,+29] (+3) {InCn;NxDi(Cn}
i) The Dagger 'Snickersnee' (1d4) (+9,+9) (+4 to speed) {SpStWi;Bs|Q(StWi}
j) The Dagger 'Lord of Flies' (1d4) (+13,+17) (+2 to speed) {SpIf;Dk/XL/D}
k) The Dagger 'Elfrist' (2d5) (+20,+16) (+3) {StWi;Bs|V}
l) The Broad Sword of Genocide (2d5) (+18,+7) (+3 to stealth) {Sl;Di|V~Tele}

 ( page 13 )
a) The Broad Sword 'Ogresmacher' (2d5) (+9,+14) (+2) {StInWiDxCn;Bs|F}
b) The Broad Sword 'Warrior's Stand' (2d5) (+20,+16) (+3) {St;AcDi/XU/Z}
c) The Katana 'Taminalbringer' (3d4) (+19,+16) (+3 to speed) {SpDx;Wr|V/*Z}
d) The Two-Handed Sword 'Ice Blast' (6d6) (+12,+18) (+4 to speed) {Sp;Bl|Co}
e) The Two-Handed Sword 'Deamonbane' (3d6) (+9,+13) (+2 attacks)
{AtWiSrIf;Bs/L}
f) a Blade of Chaos (6d5) (+8,+10)
g) a Blade of Chaos (6d5) (+8,+7) {Ca}
h) a Blade of Chaos (6d5) (+7,+7) {Ca}
i) a Blade of Chaos (6d5) (+8,+5)
j) a Blade of Chaos (6d5) (+3,+4)
k) a Blade of Chaos (6d5) (+0,+0)
l) a Blade of Chaos (6d5) (-5,-5) {cursed}

 ( page 14 )
a) a Blade of Chaos (6d5) (-9,-2) {cursed}
b) a Blade of Chaos of Slay Giant (6d5) (+5,+11)
c) The Blade of Chaos 'Angel's Love Song' (6d5) (+9,+19) [+15] (+1 attack)
{AtWi;Ca;SdBs/L~Good, !! Heal 1000hp !!}
d) a Poison Needle (1d1) {average}
e) a Poison Needle (1d1) {average}
f) The Awl-Pike 'Fervent Soul' (1d8) (+21,+19) {SdLu|FCo}
g) The Lajatang 'Patriot' (2d7) (+7,+8) {Dk/oP~Evil}
h) The Fishingpole 'Valorous Charge' (2d2) (+16,+10) (+4) {St;DiFe/*}
i) The Quarterstaff 'Fury' (1d9) (+15,+18) (+2 attacks) {AtDxCh;Ac|P/T}
j) The Jo Staff of Crushing (1d7) (+16,+12) (+3 to speed) {SpCnDg}
k) The Flail 'Phaser' (5d7) (+23,+16)
l) The Great Hammer 'Crash of Rhinos' (4d6) (+12,+8) (+3 to speed) {SpStDxCnIf}

 ( page 15 )
a) The Mattock 'Demonbane' (1d8) (+18,+26) (+2 attacks) {AtDg;Nt;Fa/*L}
b) a Short Bow of Extra Might (x3) (+12,+8) {Ca;Xm}
c) The Short Bow of blessing (x3) (+25,+20)
d) The Short Bow 'Angrist' (x2) (+11,+12) {FaLuXs}
e) The Light Crossbow 'Pandemonium' (x4) (+9,+9) (+2 to speed) {Sp;Ca;Xm}
f) The Light Crossbow 'Werebane' (x3) (+18,+9) (+4 to stealth) {Sl;LuXs}
g) The Heavy Crossbow of Finndo (x4) (+11,+22) (+2) {Dg;FaWrXs}
h) 27 Steel Bolts (3d5) (+0,+0)
i) 51 Arrows (1d4) (+0,+0) {@f1=g}
j) 50 Iron Shots (1d3) (+0,+0) {@f1=g}
k) The Skeleton of Freesia {Wanted!k!k!k}
l) The Corpse of Grip, Farmer Maggot's dog {Wanted!k!k!k}

 ( page 16 )
a) The Corpse of Hobbes the Tiger {Wanted!k!k!k}
b) The Corpse of Lady Zhurong, the Avater of Flame Spirit {Wanted!k!k!k}
c) The Corpse of The Variant Maintainer {Wanted!k!k!k}
d) The Corpse of Wutugu, the Chief of Southerings {Wanted!k!k!k}
e) The Corpse of Gorbag, the Orc Captain {Wanted!k!k!k}
f) The Corpse of Rogrog the Black Troll {Wanted!k!k!k}
g) The Corpse of Malekith the Accursed {Wanted!k!k!k}
h) The Corpse of Fafner the Dragon {Wanted!k!k!k}
i) The Corpse of Fiona the Sorceress {Wanted!k!k!k}


  [Museum]

 ( page 1 )
a) The Feanorian Lamp 'Blacklight' {cursed, Cf;Ag}
b) The Bolt 'Disciple of Law' (1d5) (+11,+7) {|M/p}
c) The Black Arrow 'Body Power' (2d5) (+7,+9) {/XL/P}


  [Check Sum: "0710eb855ec3d5ccec"]


Posted on 13.8.2011 20:05
Last updated on 17.8.2011 00:09

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5577. on the Ladder (of 18936)
104. on the Chengband Ladder (of 491)
179. for this player (

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Wild Indeed

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On 13.8.2011 20:05 chris wrote:
[CL29:DL40] 02:46
I resisted the urge to specialize in Diamond Edges, knowing how freakin' common Blades of Chaos are. And what's an extra 1d5 among friends? Plus, there is the small matter of Stormbringer and I'm feeling lucky ;)

First pack of Bloodletters in the Anti-magic caves stiffed, but the pack was only 4 strong. Next pack was 15 or so, and good for 4 blades!

Now I can dual wield with the Fire technique!

On 14.8.2011 02:35 kingvictory2003 wrote:
I won't say anything about the name, I won't say anything about the name :)

On 14.8.2011 03:41 chris wrote:
Hah! Well, at least I didn't specialize in "long swords" :D

On 14.8.2011 09:22 Djabanete wrote:
>>> k) The Set of Leather Gloves 'Iron Maiden' (+3,+7) [1,+7] {Li, Armoury !! 200hp
Cold Ball !!}

You might want to take these off before you go much farther with this kind of character, Chris...

On 14.8.2011 15:17 chris wrote:
The minds of 10 year olds ...

[CL31:DL40] 03:44
I'm trying desperately to build skill with two hands, but despite my persistent efforts, I'm still only a beginner. Oh, well, the time to build skill is when you are young and inexperienced.

On 15.8.2011 00:28 kingvictory2003 wrote:
Don't want to get...worn out...going too fast though

On 15.8.2011 02:59 chris wrote:
[CL34:DL40] 04:42
OK, last joke, I promise :D

Practice makes perfect and I am now an expert with two hands. It seems I can no longer improve no matter how hard I try!

But seriously, I'm not sure if dual wielding will be feasible for the end game as Blades of Chaos are heavy! I can add blessing for another +10 to hit, and I have a loooong way to go boosting up my strength. Plus, my equipment still sucks. But still, I might need Genji. Unless my rand-art blades come with +20 to hit!

Soon, I will gather courage for the Dragon's Lair and Mr. Strormbringer. I'm just having real good luck finding stat potions where I am at, and other than Great Crystal Drakes and Body Building, not much is scaring me at the moment. I would like 600hp for Stormy since his cuts hurt so bad :(

On 15.8.2011 04:31 chris wrote:
[CL34:DL60] 05:03
Hmm ... Yeah! The Lair really speeds things up. A couple remarks, though:

[1] Make sure you didn't leave disturb near turned off from when you were farming granite walls. A hell wyrm "snuck" up on me while I was resting with only 300hp and no double resist! I'm really not sure why he failed to breathe.

[2] Blood Blade is the technique to use, not Burning Blade (for automatic hits) nor Holy Blade (for extra damage). Definitely ... most definitely ... Blood Blade. Getting back 50hp per round in a 50 to 60 round battle is pretty important :)

[3] Even dual wielding Blades of Chaos can have crappy damage output. Geez, I feel weaker than a ninja!

First amulet was a winner. First ring was worse then my ring of free action, and that's saying something! First star ... well, that is just beautiful! Enlightenment and gobs of goodness, including the uber hard to get hold life. So, I'll juggle lights since resistance activation is actually probably even more important, at least until the very end game.

On 15.8.2011 06:12 chris wrote:
[CL37:DL60] 06:27
It took forever to find Stormbringer. I even checked quests down to DL42 and only stopped when Garm nearly killed me (no darkness resist). Stormy is DL45 and could conceivably have been locked up in my DL44 quest, but I decided it was just too risky.

But, at last, he was hanging out at the top of the lair after all.
The Blade of Chaos 'Angel's Love Song' (6d5) (+9,+19) [+15] (+1 attack) {AtWi;Ca;SdBs/L~Good, !! Heal 1000hp !!}

I was desperately hoping for Kill Evil or something cool, but this will do. The activation is pretty nice :)

On 15.8.2011 06:50 kingvictory2003 wrote:
c) The Gun 'Skullbasher' (x0) (+9,+9) (+4) {StDxCnDg;LiNtDiFe}

Do you use this to pistol-whip anything that gets too close?

On 15.8.2011 14:16 chris wrote:
Yeah, with no direct attacks, 'Skullbasher' seems like a poor name! Perhaps it makes me into a Skullbasher, thanks to the +4 fighting stats?

On 15.8.2011 15:00 chris wrote:
[CL38:Old Castle] 06:59
I can't believe I got so screwed by Stormy. The Old Castle reward, which does not even bother trying to give something good, was this:

The Blade of Chaos 'Yggr-drasill' (6d5) (+20,+17) (+2 attacks) {AtWi;Ca;Bs|A/*DUL}

Better attacks, better slays, better plusses. Dual wielding is close to becoming attractive, but not quite. Accuracy is below 50% even with blessing, and much worse without.

On 15.8.2011 15:15 chris wrote:
Hmmm ... I think Order Blade might be the way to go. 882 damage per round, nice and consistent!! Well, there's still the small matter of accuracy (~70%) and monster AC damage reduction (~15%), but still, that's sweet damage.

On 15.8.2011 15:17 chris wrote:
That calc is with Slay Evil: 6d5 = 30 * 2 = 60 + 66 = 126 * 7 = 882.

For Slay Dragon, it is better: 6d5 = 30 * 3 = 90 + 66 = 156 * 7 = 1092.

On 15.8.2011 15:22 chris wrote:
Ooops ... I need to update my calcs one last time:

Evil: 6d5 = 30 * 2 = 60 + 48 = 108 * 10 = 1080.
Dragon: 6d5 = 30 * 3 = 90 + 48 = 138 * 10 = 1380.

First =ExtraAttacks is *again*, +3 :)

On 15.8.2011 16:41 chris wrote:
[CL40:DL60] 07:37
I'm not sure I like Wild Blade or not ... But being catapulted up to Light Speed is pretty sweet.

On 15.8.2011 18:11 chris wrote:
[CL41:DL62] 08:20
I attacked Ancalagon and he responded with 600hp of whoop a$$! I guess relying on a Wild Blade for hasting and double resisting, or at least invulnerability for crying out loud, is hardly prudent. Something will squish me shortly!

On 15.8.2011 20:55 chris wrote:
[CL45:DL69] 09:23
Nasty combos abound ... A Master lich nearly did me in while facing down a nest of 95 Dracoliches. How? You'll see :D

They ought to call me Crazy Blade. My wild blade has been up exclusively since CL40. In fact, I think now is the first time I turned it off, since Dio commanded me to return and my first round of hits gave Light Speed and Invulnerability, plus, and this is critical, no berserk. When you are in a battle rage, you can't think clearly, which means you can't dismiss your techniques! Every other time I wanted to dismiss the crazy blade, I was always berserk ... sigh.

I just picked up vorpal ... We'll see if its effects are noticeable.

Oh, and Ancalagon down at last. I was careful, got lucky, and picked up early invulnerability and only lost it to gain wraithform, which is just as good :D

On 15.8.2011 23:50 dzhang wrote:
Glad to hear the Wild Blade is making the game fun!

On 16.8.2011 00:08 chris wrote:
Too bad it is not fun for you!!! :D

[CL48:DL72] 10:11
Trying to get a dump for posting, and it took a while for me to line up berserk and stone skin for some reason? Anyway, I finally shed my Oozearmor for something sexier: Maiden's Hope and the result is better AC, if not too much else. Oh, and poison resist now frees up my gloves for ... Dunno? Genji if I can get some. Otherwise, I guess my early Iron Maiden will work here. Or perhaps just some ordinary gloves of power.

I've found a few Order weapons and even a Wild One. Debugging shows about a 0.3% chance of getting one, so I must just be lucky!

On 16.8.2011 00:09 chris wrote:
And I must confess: I absolutely hated Wild Blade at first. It takes some getting used to! Now, I don't use anything else :)

On 16.8.2011 00:47 dzhang wrote:
Yeah, I miss playing :-( But alas, I'm busy again until the end of August. I still frequent the Google Code site and oook.cz, but completing my Slingmaster is going to have to wait.

On 16.8.2011 15:03 chris wrote:
After your slingmaster, you still need to handle an axemaster, a staffmaster, a clubmaster and a blademaster. And don't forget, someone needs to teach the rest of us how to play "Flying Daggers"!!!

We can wait :)

Actually, I'm coding up the shovelmaster right now. Probably, this will be it for a while. Also, that might be the specialty that makes me go back to standard arts (Nain). But I've always loved digging!

On 16.8.2011 18:24 dzhang wrote:
BTW, what are you and Victor's overall opinions of the Weaponmaster subclasses so far? Fun? Overpowered?

On 16.8.2011 20:37 chris wrote:
Well, I've only played Slings and Daggers for the early game. Clubs and Swords I've played a bit longer, but I haven't won like Victor and Aver. Also, I'm probably the wrong person to ask about balance having recently managed to make a Craft HM too overpowered ;P

Fun? Yes.
Frustrating? Yes.
Overpowered? No.

First, my frustrations should be obvious: You are at the mercy of finding just the right kind of gear. So, not only do you need to find awesome stuff which is hard, but you need to pass that 1 in 100 roll that it is the weapon you specialized in. Of course, picking Blades of Chaos or Diamond Edges or Maces of Disruption is to blame here. But I also had a really bad time picking something like ninjato. I'd be curious about relative weapon distributions in a typical game. It might be useful to know when picking your specialization (e.g. Diamond Edges are 0.001% of all the weapons you find, while daggers and long swords are 5%).

So, that is a *huge* power biff. Although, things like the Old Castle reward help to mitigate that somewhat. Also on the frustration list is the fact that I don't like playing detection-less characters :)

What is fun? Well, the classes all have thematically designed abilities, which are well thought out and cool. Also, exactly that which is frustrating tends to drive me to play: namely, the thought of getting a specialty weapon so that I can use my powers!

I'll just throw some thoughts out there. I'm not saying anything needs to change, just some ideas:

[1] Give penalties for using non-favored weapons. Big penalties. This will make things more frustrating in one sense, but less so in another. My Mace of Disruption guy is frustrated by finding a Blade of Chaos that doubles my damage output. Grrrrr! But if I couldn't use the BoC so effectively, then, I would only Grrrr (one fewer 'r' on the growl). My vote is that Weaponmasters can only become "Unskilled" at weapons not on their list. This includes shooters for melee guys, and weapons for shooters. Too hard?

[2] Give bonus for favored weapons. More bonus, the more favored. So, start with (+5, +5) for weapons in your group, (+10, +10) for your specialty and (+15, +15) for your signature. Or something like that.

[3] Allow access to specialty abilities even when not using a specialty weapon. Toggles could require paying an upkeep cost. Active abilities could gain +30% fail rates and +50% casting costs. Etc. But at least you aren't completely cut off from your powers. Dunno about this idea as everybody will just play Diamond Edges (They might already do that :)

The goals of [1] - [3] are to force playing in character, while giving some power boost until you can locate a specialty weapon.

[4] More powers? I know it is hard to come up with these, but I can't help comparing the number of abilities to what someone like a samurai has, which is 32 (And they can use any weapon they like! Grrrrrrrr). 7 powers seems to few. Ideas for everybody might be:

[4.1] Improve Weapon. An enchantment ability for subspecialty and specialty weapons only. (+10, +10) max for subspecialty. (+15, +15) max for specialty. Caps level dependent.

[4.2] Sensing. Detects nearby favored objects.

Ideas for specific types? That's your job :D (Just kidding ...) I'm not sure we need more powers if they are not thematic nor useful. So, if we can't come up with more goodness, then it is probably OK to keep it as is. Also, 32 is probably too many and I've heard complaints that Samurai are currently overpowered. How about shooting for 10?

Anyway, all of that being said, I am really enjoying playing these guys, so perhaps they are just fine as is. I just need to learn how to play without Detect Monsters and Resistance, as well as how to become one with the RNG so that it rewards me with in class goodness.

On 16.8.2011 20:54 chris wrote:
Swordmaster:
Acid Blade (Just an Acid Brand)
Poison Blade (Monsters get a poison counter which saps their hp)
Quick Blade (More attacks)

Clubs:
Give back Earthquake! (Until I make EQ destroy artifacts, at least)

Hmmm, thinking of new stuff is hard. I change my mind: 7 abilities is just fine :D

On 16.8.2011 21:57 dzhang wrote:
I like (1), and dislike (2). For (3), I think an alternative solution is to move a few active abilities into the Subspecialization column from the Specialization column. So you have *some* active/toggled abilities, but not all. Alternatively, maybe we could just make a few more Subspecialization abilities.

For (4), I think part of the problem is that a lot of the Passive abilities are "invisible" to the player, so the 7 abilities feel like less than 7. Part of this can be remedied by just displaying Passive abilities under "B"rowse and "M"agic, so that the players know what they have.

As a general principle, I'd rather have fewer abilities that are each distinctive and useful rather than have a ton of fillers that no one really uses. I don't know about Samurai, but for Mage spells, I've basically never used the following:

1. Cause *** Wounds.
2. Cure Medium/Critical Wounds.
3. Turn Undead
4. Slow/Charm Monster, Animal Taming
5. Explosive Rune
6. Wonder
7. Summon Animal/Demon/Manes/Angel
etc.

On 16.8.2011 22:06 dzhang wrote:
Wait, it is 11 abilities right now, if you count the Subspecialization and Superspecialization ones... 1, 5, 10, 15, 20, 25, 30, 35, 40, 45, and 50.

Oh quick question about Superspecialization: it doesn't seem to give RDisenchant... was this intentional?

Also, playing with the Monkey King a little in Debug Mode, I'm wondering if he's too fragile. A single Nether breath basically kills him. Maybe he should have 2/3 your max HP instead of 1/3? Casting him still costs 1/3 HP.

On 16.8.2011 22:14 chris wrote:
Weaponmaster tweaks/changes are totally your call! I think your sense of game balance is waaaay better than mine anyway.

For spells, I've already set precedent by removing spells that I don't use in Craft. I'm quite open to tweaking other realms as well! Any and all ideas will be considered!

Let's remove the Life Cause Wounds spells since they never work, and are out of character with the Life Realm which has no business having any offense whatsoever. Wonder is actually very useful, at least I always thought so with the Wild Talent. I agree on the others you mention, except that summoning may be more useful now that the monster allocator has been beefed up. Dunno, since I never play with pets anyhow.

Superspec. & disenchantment: I took this to mean the weapon can not get disenchanted. I'm not sure where I got that idea, but I can easily change it to be resist disenchantment instead.

On 16.8.2011 22:17 chris wrote:
Oh, you should definitely rethink Summon Angel. Of all the summoning spells, including everything that Trump has to offer, that spell is clearly the best. (At least last time I checked ... I might have to try Summon Ancient Dragon again one of these days).

On 16.8.2011 22:32 dzhang wrote:
So... did I convince you to list all the Passive abilities of a class under the Browse and Magic menus? Things like the free action to draw Daggers are probably not obvious at all to novice players who don't read spoilers. This would also apply to other classes with passive abilities, like all the Duelist abilities, for example. I can totally imagine someone never figuring out that you can attack your Foe even when you're in Fear.

On 16.8.2011 22:47 chris wrote:
I'm not sure the spell list is the place for it. It will require me to create a dummy spell that you can never cast, and requires me to come up with short names for the powers as well (like "Enhanced Digging" for Diggers or "Free Wielding" for Daggers). Perhaps "List Mutations" could become "List Intrinsic Powers" which include mutations, but to which we could add other stuff like "You can dig more effectively" and "You can equip daggers very quickly". Thoughts?

I agree that hidden powers are a problem. I never knew Rogues only get charged half energy when they throw weapons, did you?

On 17.8.2011 00:09 chris wrote:
[CL49:DL72] 11:23
I thought the Wild Blade had finally met its match with Uriel, Angel of Fire. But no, I persevered despite close calls due to singly resisted fire breaths, starbursts and psycho-spears, and a general spamming of los for splash effects. At least he never went Invulnerable, unlike myself! Still, I had to teleport myself at deaths door 4 times, which was not prudent.

Now for my first Sky Drake attempt. Again, I can't help thinking: Unwise!

On 17.8.2011 00:24 dzhang wrote:
Quick question: How is AC handled when monsters attack monsters (i.e. the Monkey Clone)? Is is based off 60% damage reduction for the player or 20% damage reduction for monsters? The Monkey Clone is really squishy, somehow...

Also, Spellwarp automatons seem to be "immune" to hits by the Monkey King. Hrm, somehow that's not what I expected.

On 17.8.2011 01:32 chris wrote:
Code Research (tm) reveals:

[1] Monsters get the 60% AC damage reduction scale when they battle each other.

[2] Metal Babbles are immune to damage from other monsters. The game thinks Spellwarp Automatons are metal babbles because they both have the resist all flag (Sloppy coding used Resist All flag to equal Metal Babble, which is no longer true).

[3] Monsters damage each other by effectively casting short range magic missiles back and forth. Odd, but true ... This is relevant because in order to allow your pets to damage spellwarps with melee, I have to also allow them to damage spellwarps with magic missiles. It might not come up in practice, though.

On 17.8.2011 01:40 chris wrote:
Monkey squishiness is because his hp are too low. Maybe he should get 2x player hp?

On 17.8.2011 03:49 dzhang wrote:
Well, I don't want the Monkey clone to be too invincible, and was striving for a good balance of "strong but not overpowering." Are monster high resistances handled the same way as for the player (i.e. 5/(6+1d4) multiplier)? I think 2x player HP is way too high, but maybe 2/3 player HP or just player HP would be good. Will need more playtesting, I'm tempted to say let's try 2/3 player HP for now.

On 17.8.2011 10:10 dzhang wrote:
One other quick thought: the Monkey Clone doesn't follow me around when I teleport. That's normal pet behavior, but maybe we can make an exception to keep the Monkey Clone close to @ at all times? Maybe reset his energy to 0 after teleport with player.

On 17.8.2011 14:06 chris wrote:
HP: That's right, I haven't pushed the 2/3 change yet, so you are still playing with 1/3. You will find that 2/3 is squishy too, I think.

Resists: No, it looks like everything for monsters is different then for players. For example, nether resist by player is x -> 6x/(7+d4) while for monsters is x -> 3x/(6+d6). So monkey boy gets a lot of breaks!

Teleport: I'll try to add this change, but probably he should only follow if he is next to you when you teleport. Or within close proximity, so that he can see you leaving thru that teleportation portal and make a mad monkey dive to follow.

On 17.8.2011 19:50 dzhang wrote:
That sounds reasonable. Maybe require LoS and limit distance to 7 squares.

On 18.8.2011 04:28 chris wrote:
Currently, Mr. Monkey needs to be 2 squares away and does not check los. I can change later if needed ...

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