The Angband Ladder: Grimm, Dwarf Dashing Hussa by <>

  [Steamband 0.4.0 Character Dump]

 Name   Grimm                                    Self  abcdefghijkl@   Best
 Sex    Male           Age            53  MUS:    647  81..5...*.5.4   997
 Race   Dwarf          Height         50  AGI:    527  8...5.......4   697
 Class  Dashing Hussar Weight        154  VIG:    663  8...5...*....   913
 Title  Major General  Status         42  SCH:    528  ..8.5.4......   698
 WP     -8/143         MaxDepth Lab Lv  20Ego:    245  ....5........   353
 SP     666/669        Preserve        Y  CHR:    366  ....5........   416

 Level           38       Armor    [45,+171]     Saving Throw           Good
 Cur Exp    2139860       Blows       7/turn     Stealth             Abyssal
 Max Exp    2139860       Shots       1/turn     Fighting      Legendary[5+]
 Adv Exp    2231250       Infra       110 ft     Shooting             Heroic
                                                 Disarming        First-rate
          Stat     Skill     Weap.     Total     Magic Device     First-rate
 Melee (+21,+21) (+20,+16) (+15,+25) (+60,+72)   Perception              Bad
 Shoot  (+21,+0)   (+0,+0) (+32,+24) (+57,+24)   Searching              Poor

     You were born in a hearth. You are a node of glamour.  You
     have orange eyes, wavy auburn hair, and a fair complexion.

  [Resists & Abilities]

   Critical:+............   Fthr Fall:.............   Hvy Curse:.............
   Vampiric:.............   Telepathy:.............    Mutation:.............
      Throw:.............   See Invis:.....++..+...    No Magic:.............
     Vorpal:.............    Free Act:+............   No Teleprt.............
     Return:.............   Wraithfrm:.............    Drain SP:.............
  Frce Brnd:+............   Hold Life:....+........    Drain HP:.............
  Fire Brnd:.............     Reflect:.............     Disrupt:.............
  Elec Brnd:.............   Invisible:.............   Drn Items:.............
  Ice Brand:.............   Res Confu:+............   Drn   Exp:.............
  Acid Brnd:.............   Res Blind:.........+...    Teleport:.............
  Psn. Brnd:.............    Res Fear:+...........+   Aggravate:.............
  Fire :129%..+.+.+.+++...  Acid :30% ..+...+.......  Spirt:50% .........+....
  Erth :64% ..+.+...++....  Poisn:65% ..++.....+....
  Air  :79% ..+.+.+.++....  Time :5%  ........+.....
  Water:64% ..+.+...++....  Nethr:15% .........+....
  Elec :125%..+...+.+.....  Light:115%......+..+....
  Ice  :60% ..+...++++....  Dark :15% ......+.......
            abcdefghijkl@*            abcdefghijkl@*            abcdefghijkl@*
            \}=="~[(["]]              \}=="~[(["]]              \}=="~[(["]]

  [Last Messages]

> An Etheric Dimensional Phase Automaton suddenly appears. <12x>
> The Etheric Dimensional Phase Automaton fires a guided missile!
> The wall is blasted down. <3x>
> The Etheric Dimensional Phase Automaton shudders from the attack. <3x>
> The Etheric Dimensional Phase Automaton vibrates from the attack.
> The Etheric Dimensional Phase Automaton shoots a bolt of high-powered
> Your Pea Jacket of Sherlock Holmes is unaffected!
> One of your Cast Iron Gyrocom Mechanisms of Phase Door {10% off} (b) was
> Space warps in front of you and The Etheric Dimensional Phase Automaton
> The Etheric Dimensional Phase Automaton fires a guided missile!
> The Etheric Dimensional Phase Automaton shudders from the attack.
> An Etheric Dimensional Phase Automaton suddenly appears.
> The Etheric Dimensional Phase Automaton fires a guided missile!
> The Etheric Dimensional Phase Automaton shudders from the attack.
> You die.


   Disarming Traps  1
           Stealth  1
         Searching  4
    Pain Tolerance  1
         Stonelore 15
   Neophyte Combat  9
   Standard Combat 15
   Advanced Combat  1
      Power Strike 20
   Critical Strike 20
   Accurate Strike 20
    Vicious Strike 16
        Swift Blow 20
    Weapon Finesse 20
      Martial Arts  1
 Neophyte Firearms  1
            Rifles  1
          Throwing  1
              Axes  4
 Combat Techniques 20
   Elite Maneuvers 20
             Latin  4
       Occult Lore  1
      Ritual Magic  1
      Spirituality  4
    Lesser Warding  3
     Tempered Will  1
     Using Devices  5
  Advanced Devices 15
   Fast Device Use 20
 Device Efficiency 10
  Device Power Amp 20
Advanced Power Amp 20
    Device Bio Amp  8
         Toughness 20
    Dragon's Heart  5
         Athletics 15

  [Steamware & Mutations]

 You can move in quick bursts of speed. 
 Your mind randomly expands and contracts.
 You have alpha level enhanced eyesight (60' infra).
 You have alpha level wired reflexes (+ 3 speed).
 You have beta level dermal plating (+20 ac -1 speed).
 You have alpha level core furnace (+2 Health).

  [Character Equipment]

a) The Mace of Ramses (3d6|4) (+15,+25) <+8, +6, +3>
b) a .303 Lee-Enfield of Ferocity (x3) (+32,+24) <+1>
c) The Ring of Edison <+8>
d) a Pearl Ring of Resist Poison {25% off}
e) The Pectoral of the Kheper (Scarab) [+22] <+5>
f) The Electric Lamp of Edison [3]
g) The Pea Jacket of Sherlock Holmes (-1,+0) [30,+35] <+4>
h) a Fur Cloak [3,+5]
i) The Bull's Tail of the Pharoahs (+5,+10) [5,+40] <+12, +5, +1>
j) The Eye of Ra [0,+32] <+10>
k) a Set of Silk Gloves (Smoldering) [1,+6] <+5>
l) The Pair of Laced Boots of Seven League Strides [6,+3]

  [Character Inventory]

a) 13 "Addington's Phos Ferrone Iron" Tonics of Cure Critical Wounds
b) 5 Cast Iron Gyrocom Mechanisms of Phase Door {10% off}
c) 8 Zinc Micropan Mechanisms of Returning
d) 5 Silver Hydrocom Mechanisms of Power Cell
e) a Portal Generator of Returning
f) a Ruhmkorff
g) a Keyring of the Claus
h) 11 Aluminum Ray Guns of Fire (138 charges)
i) a Rusty Ray Gun of Wind (12 charges)
j) 6 Platinum Ray Guns of Ice (58 charges)
k) 3 Steel-Plated Ray Guns of Voltage (52 charges)
l) a Magnesium Ray Gun of Acid (18 charges)
m) a Tin Ray Gun of Poison (14 charges)
n) a Pearl-Plated Ray Gun of Tachyon Generation (13 charges)
o) a Molybdenum Ray Gun of Clamour (15 charges)
p) 3 Ivory Ray Guns of Phasic Shift (1 charge)
q) 4 Copper-Plated Ray Guns of Befuddlement (65 charges)
r) 6 Gold Ray Guns of Vaporize Solid (36 charges)
s) an Adjustable Tool of Etheric Travel (20 charges)
t) an Adjustable Tool of Etheric Travel (3 charges)

  [Home Inventory]

a Mithril Synchrophonic Mechanism of Protective Force Field
a Chromium Ray Gun of Earth (12 charges)
2 Lead Ray Guns of Steam (27 charges)
a Beryl Ring of Resist Acid
a Grass Ring of Damage (+0,+14)
a Bark Ring of Celerity <+5>
an Agate Amulet of Regeneration
The Amulet of Arbaces <+10, +3, +8>
a Clay Worsted Dress Suit (Etheric) (-4,+0) [20,+17] <+3>
The Set of Petticoats of Mina Harker [5,+8] <+6, +2, -3>
The Top Hat of Edison [6,+24] <+8, +4, +2>
The Bowler of Inspector Bucket [4,+10] <+6, +2>
The Bowler of Sexton Blake (+0,+5) [6,+10] <+2, +5>
The Green-tinted Glasses of Auguste Dupin [8,+8] <+8, +4>
a Set of Silk Gloves of Free Action [1,+14]
a Scimitar of Exigency (2d5|2) (+10,+11) <+9>
a Throwing Hammer of the Deep (2d4|0) (+23,+24) <+4>

  [Current Quest]

To fulfill your task, you must destroy 2 Plague Bearers on dungeon level 22.


Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)

Posted on 6.3.2005 07:04
Last updated on 28.3.2005 15:49

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5118. on the Ladder (of 12038)
88. on the Steamband Ladder (of 264)
55. for this player (out of 101)


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On 6.3.2005 07:04 wrote:
Competition character. A quest for Etheric Clouds ended up shifting a bunch of points from CHR and MUS into AGI and VIG which worked out really well.

Just found a hat box which had 5 hats in it, 4 of which were artifacts! That's terrific, of course, and I don't want to be seen as ungrateful, but looking over his kit, the one piece of equipment which could actually still be in use during a battle against Fu Manchu? His hat, of course. At least he now has a bunch of back-ups. Plus, they'll probably sell for a lot.

On 8.3.2005 03:26 wrote:
(clevel: 32, dlevel: 27) Clearing vaults to get equipment and clearing pits to gain exp. So far, so good.

Buying a 16 gauge shotgun and some some ammo got him through the early levels until he found that billy club which conveniently coincided with him starting to not hit things with the shotgun. He switched to a pretty good rifle he bought from the Black Market. That combo worked for a bit, and then he found that big banger of a gun he's currently using. He uses melee for most opponents, switching to the shotgun for special occasions or when something resists blunt weapons.

On 10.3.2005 10:55 wrote:

What is the reason for raising standard combat up to 15? wouldn't those 5 points over 10 be better spent at neophyte combat? If i understand how things work in steam (well, prolly i dont:) than the only new skill you get over 10 is advanced combat (not particulary useful if you have all the subskills already). or were you concerned about opening advanced combat early enough so you can max it without having to spend gold?

On 14.3.2005 05:57 wrote:
(clevel:36, dlevel:19) Very disappointing. Had been out of town for a few days, and just got back. Within an hour or so of playing Grim again, BAM, he's dead. Those Ether Stalkers just hit too darn hard.

I think lack of speed is what did him in. With the benefit of hindsight, I think bumping Athletics up enough to give him burst of speed probably would have been worthwhile, and probably would have saved him. Oh well. Maybe next time.

On 14.3.2005 06:05 wrote:
Of course, accidentally reading phase door scrolls rather than etheric travel scrolls twice in a row didn't help, either. Grimm had killed a couple of the Stalkers, but the level was being taken over by summoning demons.

Grimm had entered the "desperately teleporting around, hoping to survive until Return kicks in" phase, but he failed to survive.

As for taking standard combat up to 15... I still hadn't decided whether Grimm's end-game offense was going to come from melee or missle weapons, so I tried to open every skill that might be useful as early as I could, and then hoped to fill in when I made up my mind (which I figured would happen about 10 seconds after Grimm found a weapon that warranted it. That shotgun was pretty close to being worth it, though, so if he didn't find anything else, I was going to go with that shotgun).

Plus, I think you need Adv Combat at 1 to open Critical strike, but I could be wrong about that.

On 14.3.2005 06:14 wrote:
Bad luck. Still 20 dlevs and 12 clevs better than my best so far.

On 14.3.2005 19:23 wrote:
Can anyone tell me what Pain Tolerance does?

On 24.3.2005 22:14 wrote:
Competition character take 2.

Well, a few more than 2, but this is the first one to get past the first one I posted.

On 24.3.2005 22:31 wrote:
(clevel: 36, dlevel: 2) Well, Grimm #2 has exceeded Grimm #1 but just a tad. Don't let the quest fool you (2 remaining Plague Bearers on level 22), he's actually on level 2 and going for Moreau. Yes, I'm probably overconfident, but I actually think he can do it.

As you can see from his skill points, this Grimm started as a device-user and has gradually evened out, with melee and rayguns each covering about half his offense.

He got off to an insanely good start when, around clevel 10, he found a stack of 9 harpoons of exigency. Not only did it provide him with a nice melee weapon, FA, SI, and nice stat boosts, but he sold a bunch of them, netting 120k au.

Then when he hit clevel 20 or so, he found the Bulltail and the Eye. Otherwise, the equipment pickings were mighty slim. 3 awesome items, but crap for everything else.

Finally, on level 22 while going after that quest for Plague Bearers, Grimm ran into the biggest and nastiest vault I've ever seen. Nazi Panther Tanks, Lion Men, Jack the Ripper... tons of nastiness. Fortunately, the walls were all indestructable, the vault was set up so Grimm could mostly fight things one at a time, plus Grimm happened to be totally loaded for heavy game going in.

Much careful fighting later, Grimm had advanced from level 32 to 35 and cleared the vault, and had emptied ALL of his wands except the befuddlement ones (they're great in certain situations, but mostly kind of suck compared to the others. Clamor rocks, though. Wish he had found more than 1).

The vault was full of great stuff. The mace of Ramses, the ring of edison, the pea coat of Holmes, the glasses of Dupin, Edison's hat, Mina's petticoat, a couple rifles of ferocity, the throwing hammers of the deep, 10(!) books, and a ton of stat gain potions.

After recalling, requipping, and re-recalling into the dungeon, Grimm so thorough owned everything he ran into that it became clear he needed to head for the big boys and try to win now. Lets see how it goes.

On 24.3.2005 22:43 wrote:
woah. very bold to try that with so little means of healing. Although 140 WP is nice enough so you actually stand a chanche. also your stats are pretty high considering your level and that you have a low dragon's heart.
i really wonder how much damage you can deal with those devices. I was regretting not taking the skills and wasting my skill points on ranged weapons that i never used. must be a good thing to be able to actually hurt those nasty 'V'-s.
anyhow, a brilliant victory it would be if you could pull it. good luck.

On 24.3.2005 23:26 wrote:
(clevel:38, dlevel: -4(?)) Moreau went down as easily as expected. Manchu, after some rather anti-climactic encounters with previous characters, finally busted out with some good moves. He cloned himself, not once, but twice, he summoned uniques, and when he got damaged, he started teleporting Grimm away every time he got into LOS. Then, just to mix it up, he tossed in some time storms, which Grimm didn't really resist very well.

Fortunately, Grimm, though awfully light on healing supplies (16 CCW, 1 cure mortal wounds, and 1 healing) and with no regeneration equipment, held his own quite nicely. Using wands of vaporize, he dug tunnels to limit the battlefield, and then used phasic shift (which is very handy once it starts beaming consistently) on a massive scale to keep the sheer number of enemies under control.

Grimm finally got Manchu down to 4 stars and killed a clone, but Manchu teleported away, I just couldn't find him.

Grimm recalled, reloaded his wands, and headed back down. Manchu teleported in, and while Grimm was in a hallway, he was in the middle of a hallway and there were monsters around. Figuring the best defense is a good offense, Grim charged, and stuck to Manchu like glue, whacking him at every turn. Manchu only used melee this time, and Grimm had a great roll of luck, landing major critical after major critical. Soon, Manchu was down... and a magical staircase appears? Grimm isn't a winner?

So Grimm is now up to level 4 of The Lab and a bit puzzled.

On 24.3.2005 23:44 wrote:
(clevel:38, dlevel: -13) Lab level 13. How high does this thing go?

On 25.3.2005 01:55 wrote:
puzzling indeed. my Grimm didn't get a magical staircase after killing Manchu, but he did get a title.

I think you should submit your savefile before you go any further anyhow, because the lowest turn wins (and i would think that if you killed Manchu you do count as a winner even if for some weird reason it doesn't show up on your dump?)
(hasn't the same thing happened to your Heng archer? maybe the gods of Angband got bored of you winning too much:)

either way. Congrats! very nice low level win. btw. what level were you exactly in the final battle? I'd imagine you having a hard time with the clones. I had to kill like 4 of them before getting the right one with my Grimm.

On 25.3.2005 02:26 wrote:
Thank you. Congrats on YOUR win.

My Heng archer ended up getting his title when he retired. Maybe that'll happen here, too. Yeah, I just submitted the save file a little while ago. Grimm is going to keep running up stairs until his supplies actually run out (I'll be surprised if he gets past level 20. At this point, he's really just running up the stairs. He probably kills only 2-3 monsters per level.), at which point I'll retire him.

Made level 37 with the exp from killing Moreau, and level 38 with the exp from killing Manchu. I'd guess he was at around 650-700k turns when he killed Manchu.

Those clones were obnoxious! I tried to phasic shift them away, but Manchu must have swapped places with one, because Manchu was gone, but a clone was left.

On 25.3.2005 02:33 wrote:
Oh, as for the wands - they do great at mowing down big groups of monsters, even at the end. Almost everything has a hole in its resistances, so by trying different things, you find the one that works, get a bunch of monsters lined up in a hallway, and BAM BAM BAM. Lots of dead monsters.

The ray guns really do enough damage to kill monsters, even at the end (with 20/20 device amp and adv amp). In that enormous pit, my Grimm was wielding that scimitar of exigency when he ran into the Nazi Panther tanks. They laughed at his feeble attempts to melee them, but wands of voltage and clamor took them out. Maybe 12-15 shots to kill each one, and there aren't many monsters tougher than them. For another example, rayguns of fire take 5-7 shots to kill Nazi secret service and they beam almost all the time at the end. 7 charges for an entire hallway of those guys is a good tradeoff. Plus, when you've got a big stack of wands, each scroll of power cell charges EACH wand. Very efficient.

On 25.3.2005 02:34 wrote:
Er, vault, not pit.

On 28.3.2005 15:49 wrote:
(clevel:38, dlevel: -20) Sadly, my version of Grimm was finally blasted to pieces by a pack of dimensional etheric phase automata on level 20 of The Lab. The last few levels had been tough (maybe having autoscum on wasn't such a good idea), with packs of major demons snapping at his heels at every turn. Finally, he went up the stairs to level 20. His first move was to map the surrounding area with Store Lore and the big pack of automata that were in the same room with him, but out of the range of his light, annihilated him before he got to make a second move.

Anyway, it was a fun competition and I had a great time.

On 28.3.2005 15:52 wrote:
Still not a winner, it seems. Oh well. He certainly had an interesting life.

That line at the top of his Last Messages kinda says it all:
"An Etheric Dimensional Phase Automaton suddenly appears. <12x>". 12x? Oh, S**T! Bye, bye, Grimm.

On 28.3.2005 16:57 wrote:
insane bad luck. i don't think those thingies should get a turn on you after spawning, sort of unfair this way.
still almost certainly a competition winner.

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