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The Angband Ladder: Tony II, Human Warrior by Wanderlust

  [Angband 4.0.3 Character Dump]

 Name   Tony II      Age             20          Self  RB  CB  EB   Best
 Race   Human        Height       4'11"   STR:     17  +0  +3  +0  18/20
 Class  Warrior      Weight    9st 11lb   INT:     10  +0  -2  +0      8
 Title  Swordsman    Turns used:          Wis:     10  +0  -2  +0      8      6
 HP     -8/149       Game        166403   Dex:     18  +0  +2  +0  18/20      5
 SP     0/0          Standard     16691   CON:     10  +0  +2  +0     12
                     Resting        765

 Level                 14    Armor       [25,+8]    Saving Throw     32%
 Cur Exp             1397                           Stealth          Bad
 Max Exp             1397    Melee       2d4,+10    Disarming        35%
 Adv Exp             1400    To-hit        44,+3    Magic Devices     28
                             Blows      1.0/turn    Perception    1 in 8
 Gold                 965                           Searching        44%
 Burden          136.9 lb    Shoot to-dam     +0    Infravision    50 ft
 Overweight       -7.0 lb    To-hit        39,-2    Speed         Normal
 Max Depth     600' (L12)    Shots        1/turn

 You are one of several children of a Townsman.  You are a credit to
 the family.  You have brown eyes, straight brown hair, and a dark
 complexion.


rAcid:............. Nexus:.............
rElec:............. Nethr:.............
rFire:............. Chaos:.............
rCold:............. Disen:.............
rPois:............. pFear:.............
rLite:............. pBlnd:.............
rDark:............. pConf:.............
Sound:............. pStun:.............
Shard:............. HLife:.............

Regen:............. Stea.:.............
  ESP:............. Sear.:..+.+........
Invis:............! Infra:.........+...
FrAct:............. Tunn.:.............
Feath:............. Speed:.............
S.Dig:............. Blows:.............
ImpHP:............. Shots:.............
 Fear:............. Might:.............
Aggrv:............. Light:.....+.......


  [Last Messages]

> You stand your ground!
> The Moaning spirit touches you.
> *** LOW HITPOINT WARNING! ***
> The Moaning spirit wails at you.
> *** LOW HITPOINT WARNING! ***
> You stand your ground!
> The Moaning spirit touches you.
> *** LOW HITPOINT WARNING! ***
> The potion makes you vomit!
> You are getting faint from hunger!
> You are paralysed!
> You have no more Violet Speckled Potions of Salt Water (j).
> *** LOW HITPOINT WARNING! ***
> The Moaning spirit touches you.
> You die.

Killed by a Moaning spirit.

  [Character Equipment]

a) a Tulwar of Slay Demon (2d4) (+5,+7)
     Dropped by Brodda, the Easterling at 600 feet (level 12)
     
     Slays demons.
     
     Combat info:
     1.0 blows/round.
     With +2 STR and +0 DEX you would get 1.1 blows
     With +0 STR and +5 DEX you would get 1.1 blows
     Average damage/round: 26.9 vs. demons, and 16.1 vs. others.
     
b) a Sling (x2) (+0,+0)
     Found lying on the floor of a special room at 600 feet (level 12)
     
c) an Aquamarine Ring of Searching <+3>
     Dropped by a Snaga at 600 feet (level 12)
     
     +3 searching skill.
     
e) a Sea Shell Amulet of Searching <+3>
     Found lying on the floor at 550 feet (level 11)
     
     +3 searching skill.
     
f) a Wooden Torch of Brightness (3806 turns) <+2>
     Found lying on the floor at 300 feet (level 6)
     
     Radius 2 light.
     
g) Studded Leather Armour (-1) [12,+0]
     Dropped by an unknown monster at 300 feet (level 6)
     
h) a Cloak [1,+0]
     Bought from a store
     
i) a Small Metal Shield [5,+0]
     Bought from a store
     
j) a Hard Leather Cap of Infravision [2,+5] <+5>
     Found lying on the floor at 550 feet (level 11)
     
     +5 infravision.
     
k) a Set of Leather Gloves [1,+0]
     Dropped by a Cutpurse at 300 feet (level 6)
     
l) a Pair of Iron Shod Boots [4,+5]
     Found lying on the floor at 300 feet (level 6)
     
     Cannot be harmed by fire.
     




  [Character Inventory]

a) 8 Rations of Food
b) 3 Slime Molds
c) 2 Flasks of oil
     Branded with fire.
     
d) 3 Azure Potions of Cure Light Wounds
e) 3 Silver Speckled Potions of Boldness
f) a Crimson Potion of Resist Heat
g) 4 Red Potions of Resist Cold
h) a Black Potion of Resist Poison
i) a Light Green Potion of True Seeing
j) 3 Scrolls titled "fectueo sato" of Phase Door
k) 2 Scrolls titled "infinus se tus" of Treasure Detection
l) a Scroll titled "qui qualto" of Trap Detection
m) 4 Scrolls titled "rum cestia mum" of Detect Invisible
n) a Scroll titled "ilitas la sue" of Blessing
o) 2 Magnesium Wands of Slow Monster (18 charges)
p) a Titanium Wand of Stone to Mud (4 charges)
q) 2 Wooden Torches (5000 turns) <+1>
     Radius 1 light.
     
r) a Lance (2d8) (+0,+0)
     Found lying on the floor at 600 feet (level 12)
     
     Combat info:
     1.0 blow/round.
     With +8 STR and +0 DEX you would attack a bit faster
     With +14 STR and +0 DEX you would get 1.1 blows
     With +2 STR and +5 DEX you would attack a bit faster
     With +8 STR and +5 DEX you would get 1.1 blows
     With +0 STR and +12 DEX you would attack a bit faster
     With +2 STR and +12 DEX you would get 1.1 blows
     With +0 STR and +15 DEX you would get 1.1 blows
     Average damage/round: 13.
     
s) a Maul (4d4) (+0,+0) {@w1}
     Found lying on the floor at 100 feet (level 2)
     
     Combat info:
     1.0 blow/round.
     With +4 STR and +0 DEX you would attack a bit faster
     With +8 STR and +0 DEX you would get 1.1 blows
     With +0 STR and +5 DEX you would attack a bit faster
     With +4 STR and +5 DEX you would get 1.1 blows
     With +0 STR and +12 DEX you would get 1.1 blows
     Average damage/round: 13.6.
     
t) a Shovel (1d2) (+0,+0) <+1> {@w2}
     Bought from a store
     
     +1 tunneling.
     
     Combat info:
     1.1 blows/round.
     With +1 STR and +0 DEX you would get 1.3 blows
     With +0 STR and +5 DEX you would get 1.3 blows
     Average damage/round: 5.2.
     




  [Character Quiver]

0) 23 Bolts (1d5) (+6,+2)
1) 13 Arrows of Lightning (1d4) (+2,+2)
     Branded with lightning.
     
2) 4 Rounded Pebbles (1d2) (+0,+0)
     Combat info:
     Hits targets up to 100 feet away.
     Average damage/round: 3.
     25% chance of breaking upon contact.
     
3) 8 Iron Shots (1d4) (+0,+0)
     Combat info:
     Hits targets up to 100 feet away.
     Average damage/round: 5.
     25% chance of breaking upon contact.
     


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
       507     50'  Reached level 2
       507     50'  Reached level 3
      2135    100'  Reached level 4
      2980    100'  Reached level 5
      3488    100'  Reached level 6
      3889    150'  Killed Fang, Farmer Maggot's dog
      4278    150'  Reached level 7
      6152    200'  Reached level 8
      6718    200'  Reached level 9
      9211    250'  Reached level 10
      9417    250'  Killed Grip, Farmer Maggot's dog
     10411    300'  Reached level 11
     11068    550'  Reached level 12
     12816    550'  Reached level 13
     14664    600'  Reached level 14
     15889    600'  Killed Brodda, the Easterling


  [Options]

  [User interface]

Use the roguelike command keyset             : yes (rogue_like_commands)
Use sound                                    : no  (use_sound)
Show damage player deals to monsters         : yes (show_damage)
Use old target by default                    : no  (use_old_target)
Always pickup items                          : no  (pickup_always)
Always pickup items matching inventory       : yes (pickup_inven)
Show flavors in object descriptions          : yes (show_flavors)
Highlight target with cursor                 : no  (show_target)
Disturb whenever viewable monster moves      : yes (disturb_near)
Show walls as solid blocks                   : yes (solid_walls)
Show walls with shaded background            : no  (hybrid_walls)
Color: Illuminate torchlight in yellow       : yes (view_yellow_light)
Color: Shimmer multi-colored things          : yes (animate_flicker)
Center map continuously                      : yes (center_player)
Color: Show unique monsters in purple        : yes (purple_uniques)
Automatically clear '-more-' prompts         : no  (auto_more)
Color: Player color indicates % hit points   : yes (hp_changes_color)
Allow mouse clicks to move the player        : no  (mouse_movement)
Notify on object recharge                    : yes (notify_recharge)

  [Birth]

Randomise the artifacts (except a very few)  : no  (birth_randarts)
Word of Recall has no effect                 : yes (birth_no_recall)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Don't stack objects on the floor             : no  (birth_no_stacking)
Lose artifacts when leaving level            : no  (birth_no_preserve)
Don't generate connected stairs              : yes (birth_no_stairs)
Don't show level feelings                    : no  (birth_no_feelings)
Increase gold drops but disable selling      : no  (birth_no_selling)
Use previous set of randarts                 : no  (birth_keep_randarts)
Start with a kit of useful gear              : no  (birth_start_kit)
Monsters learn from their mistakes           : no  (birth_ai_learn)
Force player descent                         : yes (birth_force_descend)


Posted on 2.12.2015 08:45
Last updated on 3.12.2015 03:30

Download this dump

15013. on the Ladder (of 16382)
4848. on the Angband Ladder (of 5213)
32. for this player (out of 54)

Comments

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On 2.12.2015 09:00 Wanderlust wrote:
My second character; another human fighter.

Since I'm new to this game (and in love with it), I decided to experiment a bit with the birth options. I'm fascinated by the way seemingly simple options can completely change the decision-making space of the game.

Over the years playing dungeon crawling games, I've always kinda resented the prominence of shopping and managing mountains of almost-worthless junk that I still can't throw away because I just might need them some day (although of course that day usually never comes). So I decided to try Angband's ironman mode.

I love Brogue for the way it forces you to use what you find. That way you can't really fall into a rut of using the same strategy every time. The Angband ironman settings seem like a way to bring a version of that kind of forced flexibility into this game. For the same reason, i turned off the starting equipment option.

I started with 591 gold and I guess this is the only chance I'll ever have to spend it. I bought a very basic fighter's kit with a small supply of food, torches, oil, a shovel, 2 potions of cure light wounds, and a small stack of phase door scrolls. No decent weapons were available in town so I bought a mace from the temple, as it was the cheapest weapon available.

Hopefully that will be enough to allow me to survive until I find some better kit.

On 2.12.2015 10:20 Estie wrote:
Ironman is a very different game from the default. It often places you in do-or-die situations, and to increase the chances of overcoming those, it is mandatory that you get the most out of the easy levels - that is, spend a long time farming.

Whether one or the other gametype is better is a matter of taste, but regardless of which one you are going to enjoy more eventually, I strongly recommend playing the default at first. The reason is that you learn the game much faster that way, as you dont spend that much time on the same beginner problems and get to see the later stages with different challenges (and new ways to die) sooner.



On 2.12.2015 13:40 Thraalbeast wrote:
I prefer Ironman settings. Agreed it is hard for non- veterans. But if your goal is to enjoy the game and you don't get too attached to a single run, it is viable. You will struggle even to get to dl 30 of 100. Resources like food and light becomes more important and you will naturally explore more of each level. To win ironman style is however a really big challenge until you really know the game well.

On 2.12.2015 20:50 Wanderlust wrote:
I'm really enjoying these ironman settings so far. It definitely changes the game radically. Every item I find seems to have far more significance, especially food and light items, which were almost meaningless when I had access to the stores. I've been making my way down and upgrading my kit as I can.

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