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The Angband Ladder: Ax the Beard, Statue Warrior by HallucinationMushroom

  [Halls of Mist 1.2.1 Character Dump]

 Name   Ax the Beard  Level        26/26           CB  Base  RB  EB  Stat
 Sex    Male          Cur Exp     101656     STR: (+3)  15   +1  +0   16
 Race   Statue        Max Exp     101656     MEM: (-2)   7   -2  +0    5
 Class  Warrior       Cur Depth       30     WIS: (-1)  10   +1  +0   11
 Title  Champion      Min Depth       22     DEX: (+2)  16   -1  +0   15
 Deity  None          Gold           120     CON: (+1)  12   +6  +0   18
                                             PRE: (-2)   7   +0  +0    7
 Wounds Wit & Grace   Infra    5 squares
 Hits     -16 / 352   Spells   6 squares

                      Burden   129.3/144   Laverna      Fighting       34 (+4)
 Reserves   2 /   2   Armor     [31,+42]   Esc++ Ste+   Shooting       27 (+6)
 Escapes    5 /   5   Blows       3/turn                Throwing       28 (+2)
                      Melee Damage   4d3                Magic Device       33%
                      Shots       1/turn                Saving Throw       58%
                      Thrown Damage   2*
                                                        Stealth           Poor
 You are one of two children of a Dwarven Priest.  You  Perception         53%
 are a credit to the family.  You have dark brown       Jumping             8%
 eyes, straight black hair, a two foot beard, and a     Alchemy            25%
 dark complexion.                                       Navigation         41%

  [Resists & Abilities]

  No  Blind:............+.  Telepathy:..............      Speed:..............
  Free Actn:...........+..  See Invis:..............       Mana:..............
  Hold Life:..............  Invisible:..............     Health:..............
    Bravery:..............       Luck:..............   Spl. Dur:..............
  No Dsease:..............    Stealth:..............   Spl. Dam:..............
    No Stun:..............    Jumping:..............   Spl. Inf:..............
  No Poison:..............   Percptn.:..............      Taint:..............
     No Cut:..............  Infra-vsn:..............    Disrupt:..............
    No Conf:..............     Ambush:..............  Drn Items:..............
      Regen:..............      Blows:..............    Drn Exp:..............
  Fthr Fall:..............      Range:..............   Teleport:..............
      Light:.....*........  Mgt Throw:..............  Aggravate:..............

  Acid :55% +.+.........+.  Dises:19% ............+.  Nethr:6%  ............+.
  Elec :55% ..+...+.....+.  Light:42% ........+...+.  Chaos:4%  ............+.
  Fire :55% ...+.+......+.  Dark :50% ........+...+.  Disen:2%  ............+.
  Cold :55% ...+.+......+.  Sound:5%  ............+.
  Water:37% ....+.......+.  Shard:7%  ............+.
  Poisn:19% ............+.  Nexus:6%  ............+.
            abcdefghijkl@*            abcdefghijkl@*            abcdefghijkl@*
            /}=="~[()]]]              /}=="~[()]]]              /}=="~[()]]]



  [Last Messages]

> Ouch.
> *** LOW HITPOINT WARNING! ***
> Ouch.
> *** LOW HITPOINT WARNING! ***
> Hit. <2x>
> Ouch.
> *** LOW HITPOINT WARNING! ***
> Ouch.
> *** LOW HITPOINT WARNING! ***
> Ouch.
> *** LOW HITPOINT WARNING! ***
> Ouch.
> A broken back renders you graceless!
> *** A BROKEN BACK RENDERS YOU GRACELESS! ***
> You die.


  [Character Equipment]

a) a Trident of Corrosiveness (+2, 4d3)
   It was dropped by Azog, king of the Uruk-Hai on dungeon level 25.
b) a Grippli Bow (+4, x4, 7)
c) a Calcite Ring of Resist Acid and Electricity
d) a Corundum Ring of Resist Fire and Cold
e) a Silver Amulet of Resist Water
f) an Eucalyptus Torch of Resist Fire and Cold <3165>
g) Bar Chain Mail of Resist Lightning [19,+2]
   It was dropped by Uldor the Accursed on dungeon level 24.
h) a Cloak [1,+4]
i) a Small Metal Shield of Night and Day [3,+3]
   It was dropped by Wormtongue, agent of Saruman on dungeon level 12.
j) an Iron Helm [3,+0]
k) a Set of Gauntlets [2,+3]
   It was dropped by Ufthak of Cirith Ungol on dungeon level 12.
l) a Pair of Spiked Leather Boots of Free Action [3,+3]
   It was dropped by Bolg, son of Azog on dungeon level 18.


  [Character Inventory]

a) a Holy Book of Prayers [Purifications and Healing]
   It was dropped by Brodda, the Easterling on dungeon level 25.
b) 4 Blue Spotted Mushrooms of Hallucination {squelch}
c) a Green Spotted Mushroom of Stone Skin
d) 10 Light Blue Powder vials of Calming
e) 12 Light Green Powder vials of Blinding Flash
f) a Dark Brown Powder vial of Incineration
g) 8 Puce Potions of Detect Invisible
h) a Brown Potion of Speed
i) 3 Coagulated Crimson Potions of Heroism {10% off}
j) 2 Pink Speckled Potions of Cure Serious Wounds {90% off}
k) 12 Misty Potions of Cure Critical Wounds
l) 4 Yellow Speckled Potions of Healing
m) 12 Scrolls titled "arze zun" of Phase Door {25% off}
n) 2 Scrolls titled "bieder pluish" of Teleportation
o) 5 Scrolls titled "sri nis tribat" of Holy Chant {25% off}
p) a Scroll titled "munging roox" of Protection from Evil
q) a Hemlock Staff of Eden (11 charges)
r) a Cypress Staff of Detect Force (8 charges)
s) a Maple Staff of Detect Invisible (14 charges)
t) 3 Eucalyptus Torches of Resist Fire and Cold <5000>
u) a Falchion of Burning (+7, 2d8)
   It was dropped by an Orc captain on dungeon level 16.


  [Home Inventory]

a) 7 Yellow Mushrooms of Madness {squelch}
b) 4 Puce Potions of Detect Invisible
c) 6 Coagulated Crimson Potions of Heroism {10% off}
d) a Pink Speckled Potion of Cure Serious Wounds
e) 3 Cyan Potions of Cure Disease
f) 3 Tangerine Potions of Restore Life Levels {50% off}
g) 4 Clotted Red Potions of Restore Vigor
h) 2 Oily Yellow Potions of Restore Wit
i) 2 Lavender Potions of Restore Grace
j) 4 Scrolls titled "arze zun" of Phase Door {25% off}
k) 3 Scrolls titled "jogre appmur" of Identify
l) 3 Scrolls titled "toxgre temnej" of Remove Curse
m) a Silver Rod of the Rat-Thing (charging) {Removes Curses}
n) a Hemlock Staff of Eden (6 charges)
o) a Hemlock Staff of Eden (3 charges)
p) 4 Wooden Torches <2000>
q) 2 Wooden Torches <2000>
r) a Teak Torch of Brightness <5000>
s) 2 Spruce Torches of Fearlessness <5000>
t) 2 Eucalyptus Torches of Resist Fire and Cold <5000>
u) 2 Mahogany Torches of Wisdom <5000> (-4 wis) {squelch}
v) a Pike (+0, 4d6)


  [Discarded/Sold Artifacts]

No artifacts have been discarded or sold


  [Uniques]

Elnora                               has been killed on level 2 
Brodda, the Easterling               has been killed on level 25 
Mughash the kobold lord              has been killed on level 8 
Wormtongue, agent of Saruman         has been killed on level 12 
Ufthak of Cirith Ungol               has been killed on level 12 
Ulfast, son of Ulfang                has been killed on level 25 
Shagrat, the Orc Captain             has been killed on level 16 
Bolg, son of Azog                    has been killed on level 18 
Azog, king of the Uruk-Hai           has been killed on level 25 
Uldor the Accursed                   has been killed on level 24 
Total: 10 uniques killed


  [Options]

Birth options:
Allow purchase of stats using points         : no  (birth_point_based)
Allow specification of minimal stats         : no  (birth_auto_roller)
Preserve artifacts when leaving level        : yes (birth_preserve)
Restrict the use of stairs/recall            : no  (birth_ironman)
Restrict the use of stores/home              : no  (birth_no_stores)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Generate better (harder) levels              : no  (birth_autoscum)
No level feelings                            : no  (birth_no_feelings)
Pre-shop for some basic items                : no  (birth_start_kit)
Monsters act smarter in groups               : no  (birth_smart_packs)
Monsters exploit players weaknesses          : no  (birth_smart_cheat)
Monsters chase current location              : yes (birth_flow_by_sound)
Monsters chase recent locations              : yes (birth_flow_by_smell)
Generate hitpoints randomly                  : yes (birth_random_hp)
All levels will be generated as small        : yes (birth_force_small_lev)
Easy mode                                    : no  (birth_easy_mode)
Nightmare mode                               : no  (birth_nightmare_mode)
Retain squelch settings                      : no  (birth_retain_squelch)
Allow specification of stat weighings        : no  (birth_weighted_roller)
Cheat options:
Peek into object creation                    : no  (cheat_peek)
Peek into monster creation                   : no  (cheat_hear)
Peek into dungeon creation                   : no  (cheat_room)
Know complete monster info                   : no  (cheat_know)
Allow player to avoid death                  : no  (cheat_live)
No automatic saves upon death                : no  (cheat_no_save)
Allow access to debug mode                   : no  (cheat_debug)
Activate wizard mode                         : no  (cheat_wizard)
No respawning monsters                       : no  (cheat_no_respawn)



Posted on 20.9.2012 16:26
Last updated on 21.9.2012 18:22

Download this dump

13483. on the Ladder (of 18449)
33. on the Halls of Mist Ladder (of 59)
40. for this player (out of 47)

Comments

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On 20.9.2012 16:26 HallucinationMushroom wrote:
This character has added altars to my playing experience. Ax has had a much easier time... no Brodda or Wormtongue and not many threats, really. I attempted to do some notes... I should've got 'in character', but I mostly talk in my 'player' voice.

On 20.9.2012 16:55 Psi wrote:
I'm slightly concerned by the viagra truncheon you're wielding.

On 20.9.2012 16:56 HallucinationMushroom wrote:
Ah, my notes I made are not showing up. Perhaps I have to do something different than using :, or maybe I have to do something else?

If you're going to use characters from the ladder to help perpetuate the lore of your world, then I suggest allowing for the manual re-writing of character backgrounds.

I wish this were O styled combat. I'm not good at assessing balance, but it seems odd that you have all these awesome 2d13, 2d15, 3d10, 3d7, 5d4, and on and on and on differentiating weapon dice, but a very light 3 attacks a round weapon nets me more damage most of the time. That's just sooo Angband!

On 20.9.2012 16:57 HallucinationMushroom wrote:
Stiff competition.

On 20.9.2012 17:08 Scatha wrote:
My issue is that I'm too used to the trope that strength increases damage (in Sil, but also in a _lot_ of other games).

Actually the damage dice seem to be something of a distraction. Variance is of slight importance, but really all you need to know is average damage and number of attacks.

(Aside: I have notes in my head about how you could sensibly use Sil-style combat in longer games and/or ones wanting a more usual levelup system. Would that be any good to anyone?)

On 20.9.2012 17:13 Mikko Lehtinen wrote:
Ah, it's just a very good weapon. Vargrs get very good starting weapons. With your stats you can use all kinds of weapons well. If a character has STR 14 and DEX 7, he will definitely want to wield heavy weapons. DEX 9 gives two blows, DEX 14 three blows, DEX 18 four blows; weapon weight limits the number of blows but heavy weapons deal lots of damage per blow.

Sorry, I didn't mean that you should use in-game notes. I don't use them myself, I don't know much about them. Use whatever method is most comfortable for you, notepad or whatever, and copy it here on comments, a new thread, or just email them me. There should probably be an in-game way to write stories...

IMO it's most fun if you incorporate the background on character sheet to the background story?

On 20.9.2012 17:18 Mikko Lehtinen wrote:
BTW, in Halls of Mist warrior doesn't have to max both STR and DEX! Having 14 in either of them is enough optimization. Stat points may be more useful in other stats, like getting MEM+WIS to 20 for a Lore point, usable for either Identify or Alertness.

On 20.9.2012 17:25 Mikko Lehtinen wrote:
My last comment gives the reason for STR not adding to damage in Halls of Mist (or in EyAngband). I like a lot the fact the warriors can take whatever stats they like, and only give up some flexibility with different weapons and a minor bonus to hit for not maxing both STR and DEX.

It's okay to use player voice in diary, I do too. You may also tell stories about the world in player voice if you like.

On 20.9.2012 17:33 Mikko Lehtinen wrote:
Actually that Viagra Truncheon doesn't seem to be a very good weapon, it only does 12 damage? The Viagra Broad Axe does the same. I'd imagine something like Bastard Sword being the best (starting) weapon for this character: two blows and big damage.

On 20.9.2012 17:34 Mikko Lehtinen wrote:
How about switching to either Cudgel or Glaive in your inventory? They both deal 14 damage per round.

On 20.9.2012 18:05 HallucinationMushroom wrote:
I'm trying to soak all this in. So, str doesn't lend to damage directly like in the angband of yore? Oh, okay! That screws up my idea that the truncheon was doing more damage becase it stacked my str bonus multiple times. I should really read the manual I guess.

The truncheon seems to take out stegocentipedes faster than the glaive. Does the average damage calculate critical chance and damage? Maybe the difference is that at three attacks I have more chance for criticals with the truncheon, and better constant stream of damage since I will unlikely miss 3 times, whereas with the glaive a miss = a turn with no damage. I don't really like the truncheon, but my original weapon got cursed and there have been scant equipment drops. I bought the glaive, but it didn't melt through enemies like I thought that it would. This sort of disconnection is probably because I haven't played V, or a V based variant in a looong time.

On 20.9.2012 18:18 Mikko Lehtinen wrote:
Mist combat is nothing like V combat. :)

You may (l)ook at enemies to see your hit chance and critical chance. Once it raises over 90% you start getting criticals even against non-distracted monsters. The probability raises fast beyond 90% hit chance.

That may not help much against genuinely dangerous enemies who often have a high armor class. You will not get any criticals if the monster is not distracted and your hit chance is 90% or lower.

With three blows you have more chances for criticals, but criticals just multiply damage, so on average a heavy weapon is on par. Warrior gets super powerful melee criticals. A light weapon is often better against opponents with low hitpoints, even with slightly lower damage.

On 20.9.2012 18:21 Mikko Lehtinen wrote:
Now we have at least 5 really different combat systems in variants. Old V combat, v4 combat, O combat, Sil combat, and Ey/HoM combat. Nice!

On 20.9.2012 18:23 HallucinationMushroom wrote:
Alright, I'll take the glaive back out for a spin. Maybe I'll understand this one of these days. It usually takes me longer than most to figure stuff out. My normal routine is... play, make assumptions, die. Repeat. Get told on forum and ladder than I'm really actually quite wrong. Learn. Play, make assumptions....

Thanks for the taking the time to help me with this.

On 20.9.2012 18:29 Mikko Lehtinen wrote:
No problem. I think criticals aren't handled very well at the moment. It's the one thing I most need to improve in the combat system. The system works very well in practice but is unelegant and hard to understand.

On 20.9.2012 18:31 Mikko Lehtinen wrote:
Hey, do you get two blows with the the Cudgel? If you do, it will be better for you than the Glaive. Same 14 damage per turn but a more constant stream of damage.

On 20.9.2012 18:33 HallucinationMushroom wrote:
I'll give it a go next chance I get. I'm still sitting on the dungeon floor playing mumbly peg, waiting for work to let up.

On 20.9.2012 19:10 debo wrote:
@Scatha: I'd like to hear about how you'd migrate Sil combat to a longer game!

On 20.9.2012 19:49 HallucinationMushroom wrote:
I had a fun fight with two unique orcs, back to back. Repelling evil was the key to victory. One of the bodyguard managed to inflict me with a severe injury in an attempt to gather the loot.
I sustained my first severe injury at the very beginning of the game... something gave me a nasty gash that I wear with pride. This brings me to a question... can these injuries be healed? Should I try to heal them? How can I heal them?

On 20.9.2012 19:52 HallucinationMushroom wrote:
Wait, it's only listing one unique orc? I take it back... even my unique recall lists just the one. I thought there were two... maybe there was just a really tough regular in there.

On 20.9.2012 21:13 Mikko Lehtinen wrote:
There are two rare ways to heal injuries. Drinking from a fountain and finding a deep priest spellbook with the ritual Cure Wound - inspect the dungeon books to read how to use rituals.

On 20.9.2012 23:29 HallucinationMushroom wrote:
This 4d6, 14lb pike effectively doubles my damage output! I went from 7.5 dmg per round x2 to 14 dmg per round x2, and I can really see the improvement in wig splitting.

Just sacrificed for a wisdom improvement... lame! That first altar I found, conflict, gave me str and regen.

Eden staves are wonderful, as are scrolls of protection of evil. These arrows I bought do good damage. I never shoot arrows, but the damage output is just too tempting to resist.

Maybe I'll get some more playtime in tonight without work or kids distracting me. Fat chance.

On 20.9.2012 23:31 HallucinationMushroom wrote:
Oh yeah, thanks for the wound advice. So, I'll have to learn about these rituals. I can use rituals? I know I can't read or gain spells or use magic... but, rituals. I will check the manual!

On 20.9.2012 23:32 HallucinationMushroom wrote:
Well, 7.5 per attack x2 and 14 damage per attack x2, to be precise.

On 21.9.2012 03:50 HallucinationMushroom wrote:
A very interesting last few levels. I was able to plow through everything pretty easily, so I went back to taking two levels at each junction. When I got to 16, I was ready to go up, but there was no up staircase! Same at 18! Same at 20! I guess you have to successfully make a navigation roll to have a way out? I'm assuming navigation would be based on Wisdom or Memory, I'll check later. That's my best guess since after I completed a circle which restored my mem/wis/pre I found a way back on the very next staircase.

I was still hanging tough at 20'. I skipped back to town at 22' immediately since I was -1 to speed and promptly blew way too much money.

On 21.9.2012 08:26 Mikko Lehtinen wrote:
Wisdom boosts from deities are not useless -- your Perception skill goes up fast and you will find more stuff. MEM: Mapping and Alchemy. WIS: Perception and Saving Throw.

You're doing pretty well! Nice weapon. That wand of Stone to Shards is useful for breaking through walls to treasure rooms but you probably don't have enough Magic Device to use it very well?

On 21.9.2012 08:28 Mikko Lehtinen wrote:
Oh, rituals. With your MEM+WIS, they are not very good -- only 25% chance of doing anything. Again: mental stats are very important even for warriors.

On 21.9.2012 12:23 Scatha wrote:
Mikko: I appreciate making all of the stats relevant, I just find something a little bit odd about this way of doing it. Also it seems that a major effect is to make Con simply the standout most useful stat for warriors. (I also think that you're making life harder for yourself than it needs to be by keeping so many stats. I think 2-3 physical stats and 1-2 mental stats should be plenty. Could you sensibly move to just using Vigor, Wit, and Grace?)

debo: OK, when I get time and the right mood I'll write a thread.

On 21.9.2012 14:18 HallucinationMushroom wrote:
Yes, I'm starting to see the value of the mind! I don't throw the powders, I save them for the few circles I find and have noticed the abysmal success rates I have.

I really love the circles, by the way. They are well done and add a lot of atmosphere. I want to take more advantage of them as battlegrounds, but like I said, poor success rates. I did manage to escape a gelatinous cube by escaping which sucked me back to a circle on the far side of the map. I haven't come across many circles, and would like to see many more of them.

Altars always seem to come in twos or threes. I'll go many levels without seeing one, then come across 2 in adjacent rooms. I think I've found 1 well with this guy. Perhaps the special scenery increases with frequency?

Anyway, onward!

On 21.9.2012 14:31 Mikko Lehtinen wrote:
There are six dungeon styles, and nearby rooms are often of the same style. That's the reason for multiple altars. Seeing a cave painting is also a sign that altars might be nearby.

That reminds me that Scatha was asking about the frequency of altars, too. That inspired me to think of a possible mechanic that allows you to find altars or circles when you want to:
http://angband.oook.cz/forum/showpost.php?p=72909&postcount=92

For your character, throwing powders may actually be a very useful tactic. Distract a tough enemy with a powder of Confusion, Blinding Flash and Ghost-Dark, then kill him in melee with powerful criticals.

On 21.9.2012 14:37 HallucinationMushroom wrote:
Yes, I need to take more advantage of tactical play like that! I am very much stuck in my no-ranged-attack rut. I actually shot a few arrows with this character, and for me, that is like, a really big deal. Seriously.

On 21.9.2012 14:42 Mikko Lehtinen wrote:
BTW, scaring monsters (for example in melee or with a Powder Vial of Ghost-Dark) is much more efficient in Halls of Mist than in most other variants. Monsters don't automatically recover from fear when they hit a dead end, they just cower in fear and do nothing. Getting damaged doesn't end fear either.

On 21.9.2012 16:25 HallucinationMushroom wrote:
Alright, slew my first dragons and have learned to properly respect old hags! I haven't encountered a summoner in quite a while.

Found Purifications and Healing! So, I must complete a circle and drop yon book. Cool.

I'm an ape, well, at least for a level or two. That lets me use the mouth water 2d23 claymore of probably not as much damage as my falchion of burninating. But, it's 2d23. Can I port it to FA?

What else? Oh, all this different torchwood actually provides different magical properties?! I thought it was just flavor. I brought out my teak torch and it was like, bright. Far out.



On 21.9.2012 16:40 Mikko Lehtinen wrote:
All hail Ax the Beard, Ape Warrior!

Most of the ego torches are bright (radius 3), of Brightness is *extra* bright.

Before trying the ritual, use all possible cheats to raise your mental stats! For example, one of your torches is probably a Torch of Memory or Wisdom.

On 21.9.2012 17:21 debo wrote:
LOL @ at an Ape being born to a Dwarf Priest. (Just saw the birth description.)

On 21.9.2012 17:31 HallucinationMushroom wrote:
Okay, now I am a statue. The -5 to speed is worrisome. Hope this wand of stone blasting doesn't suddenly explode...

Killed Azog. I love how my attacks target two squares... it makes taking on 2 or 3 at a time not such a big deal. I later murderate lots of orcs and trolls in a room I bumbled myself into from the stairs.

On 21.9.2012 18:22 HallucinationMushroom wrote:
Easily avoidable death. I'm not sure why I was trying to stretch my supplies by taking risks at low hp. Oh well, I've learned with Ax. I wonder what I'll make next...

On 21.9.2012 23:34 Mikko Lehtinen wrote:
Well done, HallucinationMushroom! Based on your nick, you might like Shamans. :)

On 21.9.2012 23:57 HallucinationMushroom wrote:
You know, I tried out some shamans after this character. I didn't get very far... maybe clvl 15?, but it's a neat idea being able to eat shrooms for victory.

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