The Angband Ladder: Grumash, Half-Ogre Wizard by <adam_h@worldnet.att.net>

  [sCthangband 1.0.12 Character Dump]

 Name        : Grumash          Age                 46       STR:  20/70       
 Sex         : Male             Height              92       INT:  20/50       
 Race        : Half-Ogre        Weight             274       WIS:  20/60       
 Template    : Wizard           Social Class         1       DEX:  19/70       
                                Birthday        12 Sep       CON:  20/20       
                                                             CHR:  19/00       
                                                                               
   Melee                                            Hit Points:      728/728   
 + To Hit           74      Experience 705887728    Spell Points:    371/430   
 + To Damage        92                              Chi Points:      437/437   
 Attack/Round     6,34                                                         
 Damage/Round   661,48      Exp Factor       130    Gold            10649710   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Stupendous   Perception  : Fair         + To AC:         100    
 Bows/Throw  : Stupendous   Searching   : Fair         Base AC:          23    
 Saving Throw: Stupendous   Disarming   : Incredible                           
 Stealth     : Excellent    Magic Device: Stupendous   Infra-Vision: 30 feet   
                                                                               
                                                                               
       Everyman Skills         Specialist Skills        Hermetic Skills        
       ===============         =================        ===============        
                                                                               
     Close Combat:    35%     Martial Arts:    12%    Thaumaturgy:     88%     
     Slashing Weaps:  62%                             Necromancy:      98%     
     Stabbing Weaps:  38%     Mindcrafting:    99%    Conjuration:     4%      
     Crushing Weaps:  40%     Chi Balance:     97%    Sorcery:         91%     
     Missile:         40%                                                      
                              Spirit Lore:     3%     Magice Corporis: 92%     
     Toughness:       72%                             Magice Vis:      98%     
                              Hedge Magic:     4%     Magice Naturae:  76%     
     Devices:         99%                             Magice Animae:   65%     
     Resistance:      99%     Innate Powers:   15%                             
                                                      Mana Channeling: 96%     
     Perception:      38%                                                      
     Searching:       36%                                                      
     Item Sensing:    29%                                                      
                                                                               
     Disarming:       95%                                                      
     Stealth:         97%                                                      
                                                                               
                         (Character Background)                                
          Your mother was an Ogre, but it is unacknowledged.  You are          
          the adopted child of a Serf.  You are a credit to the                
          family.  You have brown eyes, straight brown hair, and an            
          average complexion.                                                  


  [Miscellaneous information]

 Ironman Shops:     OFF
 Maximize Mode:      ON
 Preserve Mode:      OFF
 Autoscum:           OFF
 Small Levels:       ON
 Arena Levels:       ON
 Long Stairs:       ON
 Recall Depth:       Level 100 (5000')

 You have conquered the Sewers under Ulthar.
 You have conquered the Catacombs under Kadath.
 You have conquered the Sewers under Nir.
 You have conquered the Yeek Kings Lair.
 You have conquered the Orc Tower.
 You have conquered Khufu's Tomb.
 You have conquered the Collector's Cave.
 You have conquered the Vault of the Sword.
 You have conquered the Dragons' Lair.
 You have conquered the Necropolis.
 You have conquered the Demon Spire.
 You have conquered the Conflux of the Elements.
 You have conquered Shelob's Tower.
 You have conquered the Kobold Fort.
 You have conquered the Tower of Koth.

 You have completed 44 quests.
 You have defeated 18612 enemies.


  [Chaos Features]

 Your blood sometimes rushes to your muscles.


  [Character Equipment]

a) the Broad Sword of Xura (2d7) (+20,+12) (+4) {uncursed}
     It trains your slashing weapons skill.
     It adds 4 to your strength, dexterity and constitution.
     It causes extra damage via cold.
     It causes extra damage to dragons, demons, undead and evil monsters.
     It sustains your strength and constitution.
     It provides immunity to paralysis and fear.
     It provides resistance to cold, life draining, confusion, nether and
         chaos.
     It allows you to see invisible monsters.
     It slows your metabolism.
     It speeds your regenerative powers.
     It has been blessed by the gods.
     It cannot be harmed by the elements.
b) the Long Bow of Serpents (x5) (+17,+19) (+3 dex) {uncursed}
     It trains your missile skill.
     It adds 3 to your dexterity.
     It provides immunity to paralysis.
     It provides resistance to blindness.
     It fires missiles with extra might.
     It cannot be harmed by the elements.
c) a Ring of Damage (+20) {powerful}
d) a Ring of Damage (+19) {uncursed, 25% off}
     It can be harmed by electricity.
e) an Amulet of Brilliance (+6) {uncursed}
     It adds 6 to your intelligence and wisdom.
     It cannot be harmed by the elements.
f) the Gemstone 'Trapezodedron' (1d1) (+3) {cursed}
     It can be activated for...
     clairvoyance and recall, draining you
     ...if it is being worn.
     You have a 97.1% chance of successfully using it at present.
     It provides light (radius 3) forever.
     It adds 3 to your intelligence, wisdom and movement speed.
     It provides resistance to life draining, confusion and chaos.
     It allows you to see invisible monsters.
     It is cursed.
     It cannot be harmed by the elements.
g) the Chain Mail 'Heartguard' (1d4) (-2) [14,+15] (+2) {uncursed}
     It adds 2 to your strength and charisma.
     It provides resistance to acid, electricity, fire, cold, poison, shards
         and nexus.
     It cannot be harmed by the elements.
h) the Cloak 'Shifter' [1,+15] (+3 stealth) {uncursed}
     It can be activated for...
     teleport every 45 turns
     ...if it is being worn.
     You have a 98.2% chance of successfully using it at present.
     It adds 3 to your stealth.
     It provides resistance to acid.
     It cannot be harmed by the elements.
i) the Small Metal Shield 'Vitriol' (1d2) [3,+21] (+4) {uncursed}
     It adds 4 to your strength and constitution.
     It provides immunity to acid, paralysis and fear.
     It provides resistance to confusion, sound and chaos.
     It cannot be harmed by the elements.
j) the Hard Leather Cap of the Mindcrafter [2,+10] (+2) {uncursed}
     It adds 2 to your intelligence and wisdom.
     It provides resistance to blindness and sound.
     It gives telepathic powers.
     It cannot be harmed by the elements.
k) the Set of Leather Gloves 'Calfskin' (+8,+8) [1,+15] (+2) {uncursed}
     It adds 2 to your strength and constitution.
     It provides immunity to paralysis.
     It cannot be harmed by the elements.
l) the Pair of Soft Leather Boots 'Total Eclipse' (1d1) (+14,+7) [2,+12] (+4)
{uncursed}
     It adds 4 to your strength and wisdom.
     It sustains your wisdom.
     It provides resistance to cold, blindness and sound.
     It cannot be harmed by the elements.
m) (nothing)
n) a Potion of *Healing* (1d1) {powerful}
o) a Potion of *Healing* (1d1) {powerful}
p) a Potion of *Healing* (1d1) {powerful}
q) a Potion of *Healing* (1d1) {powerful}
r) a Potion of *Healing* (1d1) {powerful}


  [Character Inventory]

a) 2 Necromancy Books [Black Mass] (1d1)
b) 2 Necromancy Books [Necronomicon] (1d1)
c) a Necromancy Book [Kitab Al Azif] (1d1)
d) 2 Thaumaturgy Books [Sign of Chaos] (1d1)
e) 2 Thaumaturgy Books [Chaos Mastery] (1d1)
f) 2 Sorcery Books [Beginner's Handbook] (1d1) {5% off}
g) 2 Sorcery Books [Master Sorcerer's Handbook] (1d1)
h) a Sorcery Book [R'Lyeh Text] (1d1)
i) a Sorcery Book [Unausprechlichen Kulten] (1d1)
j) 16 Mushrooms of Restoring
k) 20 Potions of Healing (1d1) {3% off}
l) a Potion of Life (1d1) {powerful}
m) 18 Potions of Restore Mana (1d1)
n) 24 Potions of Resistance (1d1)
o) 19 Scrolls of Satisfy Hunger {2% off}
p) a Wand of Shard Balls (1d1) (3 charges)
     You have a 97.1% chance of successfully using it at present.
q) a Staff of Teleportation (1d2) (0 charges)
     You have a 97.9% chance of successfully using it at present.
r) a Staff of the Magi (1d2) (0 charges)
     You have a 97.1% chance of successfully using it at present.
s) a Staff of Healing (1d2) (1 charge)
     You have a 97.1% chance of successfully using it at present.
t) the Lead Crown of the Universe (1d1) (+125) {cursed}
     It adds 125 to your strength, intelligence, wisdom, dexterity,
         constitution, charisma and infravision.
     It provides resistance to acid, electricity, fire, cold, poison, light,
         dark, confusion and nexus.
     It provides permanent light.
     It allows you to see invisible monsters.
     It gives telepathic powers.
     It prevents teleportation.
     It is permanently cursed.
     It cannot be harmed by the elements.
u) the Mighty Hammer of Worlds (9d9) (+5,+25) [+10] {uncursed}
     It trains your crushing weapons skill.
     It can cause earthquakes.
     It causes a lot of extra damage to dragons.
     It causes extra damage to orcs, trolls, demons, undead, evil monsters and
         animals.
     It provides resistance to acid, electricity, fire and cold.
     It allows you to see invisible monsters.
     It gives telepathic powers.
     It produces an anti-magic shell.
     It aggravates nearby creatures.
     It cannot be harmed by the elements.


[Home Inventory (Celephais)]

a) the Amulet of Lobon {uncursed}
b) the Amulet of Abd Al'Hazred (+3) {uncursed}
     It can be activated for...
     dispel evil (x5) every 300+d300 turns
     ...if it is being worn.
     You have a 97.1% chance of successfully using it if you wear it.
     It adds 3 to your wisdom, charisma and infravision.
     It provides immunity to paralysis.
     It provides resistance to acid, electricity and cold.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
c) the Star Essence of Polaris (1d1) {uncursed}
     It provides light (radius 3) forever.
d) the Cloak 'Shade' [1,+10] {uncursed}
     It provides immunity to paralysis.
     It provides resistance to acid.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
e) the Steel Helm of Hammerhand (1d3) [6,+20] {uncursed}
     It may inhibit mindcrafting.
f) the Battle Axe 'Spleen Slicer' (2d8) (+4,+3) {uncursed}
     It trains your crushing weapons skill.

[Home Inventory (Ulthar)]

a) a Necromancy Book [Necronomicon] (1d1)
b) a Thaumaturgy Book [Sign of Chaos] (1d1)
c) a Sorcery Book [R'Lyeh Text] (1d1)
d) a Ring of Damage (+9) {uncursed}
e) a Ring of Chaos Resistance {uncursed}
f) a Ring of Speed (+9) {uncursed}
     It adds 9 to your movement speed.
     It can be harmed by electricity.
g) a Robe of Resist Acid [2,+10] {uncursed}
h) a Small Metal Shield of Reflection (1d2) [3,+9] {uncursed}
i) the Large Metal Shield of Stability (1d3) [5,+20] {uncursed}
     It sustains all of your stats.
     It provides resistance to acid, electricity, fire, cold and nether.
     It cannot be harmed by the elements.
j) the Terror Mask (1d3) (+25,+25) [5,+10] {cursed}
     It may inhibit mindcrafting.
     It is cursed.
k) the Dagger of Assassin (2d4) (+10,+15) [+5] (+4) {uncursed}
     It trains your close combat skill.
     It adds 4 to your dexterity, stealth and searching.
     It causes extra damage via poison.
     It causes extra damage to orcs, trolls and evil monsters.
     It sustains your dexterity.
     It provides immunity to paralysis.
     It provides resistance to dark.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
l) the Broad Sword 'Brightblade' (2d5) (+10,+15) {uncursed}
     It trains your slashing weapons skill.
a) the Spear of Hagen (1d6) (+11,+13) (+3) {uncursed}
     It trains your stabbing weapons skill.
     It adds 3 to your stealth, infravision and movement speed.
     It causes extra damage via cold.
     It causes extra damage to undead.
     It provides resistance to cold and dark.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
b) the Flail 'Totila' (3d6) (+6,+8) {uncursed}
     It trains your crushing weapons skill.
c) the Long Bow 'Sureshot' (x3) (+20,+22) (+3) {uncursed}
     It trains your missile skill.
     It adds 3 to your dexterity and stealth.
     It provides resistance to disenchantment.
     It fires missiles excessively fast.
     It cannot be harmed by the elements.

[Home Inventory (Dylath-Leen)]

a) a Ring of Speed (+7) {uncursed}
     It adds 7 to your movement speed.
     It can be harmed by electricity.
b) the Necklace of the Dwarves (+3) {uncursed}
     It adds 3 to your strength, constitution and infravision.
     It provides immunity to paralysis.
     It provides permanent light.
     It allows you to see invisible monsters.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
c) the Star Essence of Xoth (1d1) (+1 movement speed) {uncursed}
     It can be activated for...
     magic mapping and light every 50+d50 turns
     ...if it is being worn.
     You have a 97.7% chance of successfully using it if you wear it.
     It provides light (radius 3) forever.
     It adds 1 to your movement speed.
     It provides resistance to life draining.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
d) the Set of Cesti of Combat (1d1) (+10,+10) [5,+20] (+4 dex) {uncursed}
     It can be activated for...
     a magical arrow (150) every 90+d90 turns
     ...if it is being worn.
     You have a 97.4% chance of successfully using it if you wear it.
     It adds 4 to your dexterity.
     It provides immunity to paralysis.
     It provides resistance to acid.
     It gives telepathic powers.
     It cannot be harmed by the elements.
e) the Dagger 'Charity' (1d4) (+4,+6) {uncursed}
     It trains your close combat skill.
f) the Spear 'Runespear' (4d6) (+15,+25) [+5] (+4) {uncursed}
     It can be activated for...
     lightning ball (100) every 500 turns
     ...if it is being worn.
     You have a 98.0% chance of successfully using it if you wear it.
     It trains your stabbing weapons skill.
     It adds 4 to your intelligence and wisdom.
     It causes extra damage via fire and electricity.
     It causes extra damage to orcs, trolls and giants.
     It provides immunity to paralysis.
     It provides resistance to electricity, fire and light.
     It provides permanent light.
     It slows your metabolism.
     It has been blessed by the gods.
     It cannot be harmed by the elements.
g) the Lochaber Axe of the Dwarves (3d8) (+12,+17) {uncursed}
     It trains your crushing weapons skill.
h) the Light Crossbow 'Mingaertal' (x4) (+15,+14) (+2) {uncursed}
     It can be activated for...
     charm monster every 400 turns
     ...if it is being worn.
     You have a 98.0% chance of successfully using it if you wear it.
     It trains your missile skill.
     It adds 2 to your wisdom, dexterity and charisma.
     It provides resistance to poison.
     It fires missiles with extra might.
     It cannot be harmed by the elements.
i) a Heavy Crossbow of Extra Might (x5) (+11,+16) {uncursed}
     It trains your missile skill.
     It provides resistance to nexus.
     It fires missiles with extra might.
     It can be harmed by acid and fire.

[Home Inventory (Ilek-Vad)]

a) a Ring of Constitution (+5) {uncursed}
     It adds 5 to your constitution.
     It can be harmed by electricity.
b) the Ring of Magic (+1) {uncursed}
     It can be activated for...
     a strangling attack (100) every 100+d100 turns
     ...if it is being worn.
     You have a 97.1% chance of successfully using it if you wear it.
     It adds 1 to your strength, intelligence, wisdom, dexterity, constitution,
         charisma, stealth and searching.
     It provides resistance to poison.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
c) an Amulet of Resistance {uncursed}
     It provides resistance to acid, electricity, fire, cold and poison.
     It cannot be harmed by the elements.
d) the Augmented Chain Mail of the Ogre Lords (1d4) (-2) [16,+20] (+3)
{uncursed}
     It can be activated for...
     door and trap destruction every 10 turns
     ...if it is being worn.
     You have a 97.8% chance of successfully using it if you wear it.
     It adds 3 to your intelligence, wisdom and constitution.
     It provides resistance to acid, poison, light and confusion.
     It cannot be harmed by the elements.
e) the Metal Brigandine Armour of Serpents (1d4) [19,+15] (+2) {uncursed}
     It adds 2 to your strength and dexterity.
     It provides resistance to acid, electricity, fire, cold, light, confusion
         and sound.
     It cannot be harmed by the elements.
f) a Robe of Yith [2,+11] (+3 stealth) {uncursed}
     It adds 3 to your stealth.
     It provides resistance to acid, electricity, fire, cold and blindness.
     It cannot be harmed by the elements.
g) Hard Studded Leather of Yith (1d2) (-1) [7,+10] (+2 stealth) {uncursed}
     It adds 2 to your stealth.
     It provides resistance to acid, electricity, fire, cold and nether.
     It cannot be harmed by the elements.
h) the Leather Scale Mail 'Wyvernscale' (1d1) (-1) [11,+25] (+3 dex) {uncursed}
     It adds 3 to your dexterity.
     It provides resistance to acid, blindness and shards.
     It cannot be harmed by the elements.
i) the Metal Cap of Holiness (1d1) [3,+12] (+3) {uncursed}
     It adds 3 to your wisdom and charisma.
     It cannot be harmed by the elements.
j) the Iron Helm 'Skullkeeper' (1d3) [5,+10] (+2) {uncursed}
     It can be activated for...
     detection every 55+d55 turns
     ...if it is being worn.
     You have a 97.9% chance of successfully using it if you wear it.
     It adds 2 to your intelligence, wisdom and searching.
     It provides resistance to blindness.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
k) the Set of Leather Gloves of Light [1,+10] {uncursed}
     It can be activated for...
     magic missile (2d6) every 2 turns
     ...if it is being worn.
     You have a 98.1% chance of successfully using it if you wear it.
     It sustains your constitution.
     It provides immunity to paralysis.
     It provides resistance to light.
     It provides permanent light.
     It cannot be harmed by the elements.

  [Last Ten Messages]

You feel yourself yanked upwards!
In your pack: the Lead Crown of the Universe (1d1) (+125) {cursed} (t).
In your pack: the Mighty Hammer of Worlds (9d9) (+5,+25) [+10] {uncursed} (u).
$!Do you want to retire? [y/n] n
$!Replace existing file ./lib/user/Grumash.txt? [y/n] y
Character dump successful.
ERROR: Invalid keypress
$!Do you want to retire? [y/n] y
Goodbye, Grumash!
$!Replace existing file ./lib/user/grumash.txt? [y/n] y

Posted on 11.6.2003 06:11
Last updated on 14.6.2003 21:38

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2. on the sCthangband Ladder (of 13)

Comments

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On 11.6.2003 06:11 adam_h@worldnet.att.net wrote:
Having fun with this guy. sCthang is quite a difficult variant to get started in, at least as a mage, but I think I've finally gotten the hang of it. It's pretty tough to gain power until those potions of Constitution start rolling in. Finally killed Shelob, and now I'm not sure where to go next. Tried the Demon Spire but I'm stuck on a quest for Medusa, somewhere before the top part of it. Her tons of hit points, plasma bolts, and hydra summoning have been prohibitive. Kind of nasty that fast monsters will fire a couple volleys of spells at me to my one bow shot, even though I'm at +9 or +10 speed. Had more than a couple double curse close calls with Shelob. But anyway, I'm uploading this guy because it's my best effort yet. :)

On 12.6.2003 01:13 adam_h@worldnet.att.net wrote:
Well, cruising along. The big power booster was finding a GCV in the Vault of the Sword. Got some good items there. Finally found enough con potions to see a difference in hit points. Down to five or so dungeons left. Really having fun with this guy. Had a number of close calls in that GCV (three dracoliches, among others), including one druj (I forget which type). Somehow I made up my mind to fight it out with him. I tossed a potion of ruination at him, which does 20d20 damage. What I didn't realize was that it did that kind of damage in a RADIUS, thus I nearly killed myself with the attack, which would have really put a damper on any immediate future sCthangband playing. But fortunately I just knocked myself rather low, and didn't die, and ended up finishing the druj. Anyway, it's been cool so far. Got a small list of bugs to send to the maintainer.

On 13.6.2003 01:06 adam_h@worldnet.att.net wrote:
Well, took out another dungeon: The Collector's Cave. Funny who the "Collector" turned out to be. Anyway, beat up a horde of uniques on that last level. Had a few close calls but managed to kick enough ass to finish it. I don't recall finidng any good item in particular, but I've decided to start carrying Necromonicon around, which in sCthang seems fairly common. Next dump should see my character with a much higher Necromancy skill. Seems Mindcraft has become my principle weapon, as melee leads monsters to get multiple spell attacks on me (sometimes) but I haven't seen this happen with Mindcraft yet. Next dungeon: The Dragon's Lair. Glaurung and Anglacon (sp?) are supposedly housed there. Ought to be interesting. Down to 4 dungeons left. :)

On 13.6.2003 23:58 adam_h@worldnet.att.net wrote:
Wiped out a couple more places... the Dragon's Lair last night, and just finished the Tower of Koth today. I have to say, I really enjoy the tower-level quests. Dangerous because you don't know what you're going to face, other than it will be in your face when you go up a level. In case you haven't played sCthang, monsters get a free round of whacks on you when you go up or down a staircase. Can make for some scary moments--possibly even insta-death, if you are weak enough, or if the monster(s) are powerful enough (especially with all the built-in random quest levels). Also interesting about towers is they are one screen. So expect some fast playing excitement. Thus far I haven't had any really major problems with them with this guy. But who knows what Necropolis, or the last place (Kadash, is it?) has in store for me.

Kit only changed slightly--instead, I've been working on Necromancy and have continued to beef up Mindcraft. I'm still hungry for some better spellbooks. And my endurance skill has barely budged, despite my use of melee for dragons and some other high hit point monsters. It's rather stingy, apparently, for late-game advance.

Hope to conquer Necropolis late tonight or tomorrow. This game should be over, one way or another, this weekend. Grumash appreciates your silent prayers for his success. :)



On 14.6.2003 18:05 adam_h@worldnet.att.net wrote:
Well, finished up the Necropolis. Picked up the good dungeon Necromancy book, but my necromancy skill isn't quite high enough to warrant using its best spells. Aside from lowering fail rate, higher skill also means you can cast the spells faster. Otherwise, you'll get off one spell, and some nearby spellcaster will blast you 4 times during the time it takes you to cast it. Seeing as how some of the guys at this depth can cast mana storm (bone golem, anyone?), I need to be *very* careful in that regard.

On 14.6.2003 21:38 adam_h@worldnet.att.net wrote:
Woo-hoo! Got the win. The overall end game (last 1000') really wasn't too difficult, with my mind wave being as high as it was, and then getting Hellfire to a decent fail rate. Unlike other *bands, speed items weren't a big issue (won with +13 speed) because spells have their own speed rates, depending on skill. Movement speed doesn't affect it at all. So end game equipment wasn't the huge issue it normally is in most *bands.

The game was certainly fun. Thanks to all who have contributed to making sCthangband a terrific variant. It'd be cool if other people gave it a shot--once you get over the hump of getting a character started, it's lots of fun. My only success at doing this came from approaching all the dungeons in order, starting with the one with the lowest depth unique guardian, and so on, on to the end.



On 14.6.2003 21:41 pav wrote:
Congratulations, sir!

On 14.6.2003 22:38 fentonaa@yahoo.com wrote:
Congratulations! What's the deal with the numbers after items, e.g. "a Potion of Life (1d1)"? Is that the damage it does when thrown?

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