The Angband Ladder: Oriduk, Vampire Mage by Mangojuice

  [Z+Angband 0.3.1 Character Dump]

Name     : Oriduk               Age            109     STR:   16.8
Sex      : Male                 Height          79     INT:   24.1
Race     : Vampire              Weight         185     WIS:   10.8
Class    : Mage                 Social Class    51     DEX:   14.9
Magic    : Sorcery, Illusion                           CON:   18.2
Title    : Conjurer                                    CHR:   14.3

+ Skill          5     Level                26     Max Hit Points     174
% Deadliness   135     Experience        41446     Cur Hit Points      -3
+ To AC         53     Max Exp           41446     Max SP (Mana)       65
  Base AC       21     Exp to Adv.       16054     Cur SP (Mana)       53
                       Gold              42192

                         (Miscellaneous Abilities)
Fighting    : Fair           Perception  : Fair           Blows/Round : 2
Bows/Throw  : Bad            Sensing     : Poor           Shots/Round : 1.0
Saving Throw: Superb         Disarming   : Excellent      Avg.Dam./Rnd: 20
Stealth     : Superb         Magic Device: Chaos Rank     Infra-Vision: 50'




  [Miscellaneous information]

 Preserve Mode:      ON
 Small Levels:       ON
 Maximum Level Reached:    64 (3200')


Stat Intrnl Rce Cls Mod Actual Currnt  abcdefghijkl@
Str:   16.8   3  -5   2   16.8         .............
Int:   18.1   3   3   0   24.1         .............
Wis:   11.8  -1   0   0   10.8         .............
Dex:   14.9  -1   1   0   14.9         .............
Con:   19.2   1  -2   0   18.2         .............
Chr:   11.3   2   1   0   14.3         .............

Skill     abcdefghijkl@ 
BonusSP:  ............. 
Stealth:  ............. 
Search :  ............. 
Infra  :  ............. 
Tunnel :  ............. 
Speed  :  ............. 
Blows  :  ............. 

        abcdefghijkl@
Acid  : ........+....
Elec  : .............
Fire  : +............
Cold  : ............+
Poison: ............+
Fear  : +............
Light : ............v
Dark  : ............*
Shard : .............
Blind : .............
Conf  : .............
Sound : .............
Nether: ............+
Nexus : .............
Chaos : .............
Disnch: .............

           abcdefghijkl@
Reflect  : .............
Aura Acid: .............
Aura Fire: .............
Aura Elec: .............
Aura Cold: .............
No Magic : .............
Free Actn: ..........+..
SeeInvis.: ...+.........
Hold Life: ............+
Telepathy: .............
SlwDigstn: .............
Regen.   : .............
Levitate : .............
PermLite : +...........+
Mutate   : .............
Patron   : .............
Good Luck: .............
WeirdLuck: .............
Pass Wall: .............
GhulTouch: .............

           abcdefghijkl@
Pr Animal: .............
Pr Evil  : .............
Pr Undead: .............
Pr Demon : .............
Pr Orc   : .............
Pr Troll : ....+........
Pr Giant : ....+........
Pr Dragon: .............
Cursed   : .............
AutoCurse: .............
Teleport : .............
NoTeleprt: .............
Aggravate: .............
DrainStat: .............
Drain Exp: .............
Slow Heal: .............
Can't Eat: .............
EvilCurse: .............
                        

 You have defeated 1559 enemies.


  [Top 10 deepest kills]

 3 Ice troll                            Level 44 (2200')
 1 Young red dragon                     Level 41 (2050')
 2 Vampire bat                          Level 38 (1900')
 1 Agent of Benedict                    Level 37 (1850')
 1 Green wraith                         Level 34 (1700')
 2 Killer stag beetle                   Level 33 (1650')
 1 Killer crimson beetle                Level 33 (1650')
 1 Dark elven lord                      Level 32 (1600')
 1 Water vortex                         Level 32 (1600')
 2 Killer white beetle                  Level 32 (1600')


  [Character Equipment]

a) The Dagger 'Narthanc' (1d6) (+6,+30%) (charging)
   You have full knowledge of this item.  It can be activated for fire
   bolt(11d8) every 8-16 turns if it is being worn.  It increases your
   strength by +2.  It does extra damage from fire.  It returns when thrown. 
   It provides resistance to fire and fear.  It is perfectly balanced for
   throwing.  It provides permanent light.  It cannot be harmed by the
   elements.  It was in a chest (level 9).  
b) (nothing)
c) a Pearl Ring of Fear
   It produces an aura of fear.  You bought it in a Copper Jeweler in Duneris
   Hold.  
d) a Sapphire Ring of See Invisible
   It allows you to see invisible monsters.  You found it in a vault in a
   quest (level 14).  
e) an Obsidian Amulet of Protection from Trolls
   It provides protection from trolls and giants.  You found it on the floor
   on dungeon level 29.  
f) (nothing)
g) a Hard Leather Armor (-1) [6,+6]
h) The Cloak 'Colannon' [1,+15] (+3)
   This item may have hidden powers.  It can be activated for teleport every
   45 turns if it is being worn.  You found it on the floor on dungeon level
   20.  
i) a Tower Shield of Resist Acid [8,+15]
   It provides resistance to acid.  It cannot be harmed by acid.  You bought
   it in a Arcane Warrior Hall in Herunel View.  
j) a Hard Leather Cap [2,+5]
k) a Set of Gauntlets of Free Action [2,+6]
   It provides immunity to paralysis.  It was in a chest (level 14).  
l) a Pair of Soft Leather Boots [2,+6] {cursed}


  [Character Inventory]

a) 3 Sorcery Spellbooks [Beginner's Handbook] {@m1@b1@G1!k!K!d!v=g3}
b) a Sorcery Spellbook [Master Sorcerer's Handbook] {@m2@b2@G2!K!k!d!v=g3}
c) 3 Illusion Spellbooks [Sleight of Hand] {@m5@b5@G5!k!K!d!v=g3}
d) an Illusion Spellbook [Smoke and Mirrors] {@m6@b6@G6!K!k!d!v=g3}
e) 6 Dark Green Mushrooms of Cure Critical Wounds
f) 7 Silver Speckled Potions of Cure Serious Wounds
g) 3 Spicy Potions of Cure Critical Wounds
h) 3 Coagulated Crimson Potions of Healing
i) 2 Brownish Potions of Curing
j) 6 Scrolls titled "ood wergwerg" of Teleportation {25% off}
k) 6 Scrolls titled "wahmi mon" of Word of Recall {25% off}
l) 23 Scrolls titled "ere eepyp" of Alchemy
m) 2 Scrolls titled "mararze jahu" of Dimension Door
n) a Gold-Plated Rod of Pesticide
o) 5 Silver Rods of Light
p) 4 Nickel-Plated Wands of Stone to Mud (15 charges)
q) a Tungsten-Plated Wand of Fire Bolts (8 charges)
r) a Tin-Plated Wand of Frost Bolts (10 charges)
s) 3 Lead Wands of Lightning Bolts (31 charges)
t) a Darkwood Staff of Detection (15 charges)
u) a Driftwood Staff of Cure Medium Wounds (7 charges)
v) an Obsidian Ring of Blindness Resistance
   It provides resistance to blindness.  It was dropped by a Berserker in a
   quest (level 28).  


  [Home Inventory - Herunel View]

a) 3 Oily Yellow Potions of Restore Strength
b) a Vermilion Potion of Restore Dexterity
c) a Clear Red Potion of Restore Constitution


  [Spells]

You have learned 23 spells and/or improvements.

You have 3 tier-1 slots (levels 1-10) remaining.
You have 7 tier-2 slots (levels 1-20) remaining.
You have 10 tier-3 slots (levels 1-30) remaining.
You have 13 tier-4 slots (levels 1-40) remaining.
You have 12 tier-5 slots (levels 1-50) remaining.


Sorcery Magic:

Book 1:                        Cost    Fail%   Power%
--------------------------------------------------------
Detect Monsters                   1       4%       0%  
Phase Door                        2       4%       0%  
Detect Doors and Traps            3       4%       0%  
Light Area                        3       4%     +10%  
Detect Objects and Treasure       3       4%       0%  
Teleport                          5       4%       0%  
Magic Mapping                     7       4%     +10%  


Book 2:                        Cost    Fail%   Power%
--------------------------------------------------------
Identify                         10       4%       0%  
Teleport Away                    12      11%       0%  
Haste Self                       16      29%       0%  




Illusion Magic:

Book 1:                        Cost    Fail%   Power%
--------------------------------------------------------
Light                             1       4%     +10%  
Phantom Arrow                     1       3%     +10%  improved
Noble Visage                      3       4%       0%  
Invisibility                      2       4%       0%  
Detect Magic                      5       4%       0%  
See Invisible                     5       4%       0%  
Ray of Light                      7       4%       0%  


Book 2:                        Cost    Fail%   Power%
--------------------------------------------------------
Hypnotic Pattern                  8       4%       0%  
Phantasmal Horror                10       4%       0%  
Horrid Visage                    11       4%       0%  
Magic Mapping                    11       6%     +10%  
Globe of Darkness                12       6%     +10%  improved
Scream                           16      24%       0%  


  [Quests]

====Active quests==== 

Defeat the giant camp south of Falun.  

Defeat the troll camp north-east of Mithtaur.  

Defeat the troll camp west of Narhim Watch.  

Defeat the orc camp south-east of Annin Town.  

Defeat the orc camp west of Menlonde.  

Defeat the troll camp south of Golbrith.  

Defeat the troll camp east of Mithtaur.  

Defeat the orc camp south of Duneris Hold.  

From a Courier in Sulgor (Danger level 0):
   Carry a message to Abiemar V in The Drunken Board.  

From a Castle in Sulgor (Danger level 6):
   Kill Smeagol.  

From a Castle in Herunel View (Danger level 9):
   We have heard that a group of strange substances have been rampaging the area
near Herunel View.  Discover their stronghold and destroy them all.  (3
levels)  

From a Rangers' Guild in Sulgor (Danger level 13):
   Kill 2 Baby black dragons.  You have killed 0.

From a Warriors' Guild in Herunel View (Danger level 15):
   Kill 5 Orc shamans.  You have killed 0.

From a Town Hall in Annin Town (Danger level 16):
   Clear 1 level of a certain mine south-east of Annin Town.  

From a Castle in Duneris Hold (Danger level 17):
   Kill The Borshin, who is guarding dungeon level 17. 

From a Mages' Guild in Annin Town (Danger level 18):
   Boldor, King of the Yeeks and his followers have been terrorizing the area
north-east of Annin Town.  Find his hideout and terminate him.  

From a Thieves' Guild in Sulgor (Danger level 20):
   Find the relic of Fiona, which is hidden in an underground temple, south-east
of Golbrith.  

From a Cathedral in Duneris Hold (Danger level 24):
   Clear 1 level of a certain underground city north-east of Gundush.  

From a Keep in Gundush (Danger level 27):
   Clear 2 levels of a certain underground city south of Gundush.  

From a Thieves' Guild in Duneris Hold (Danger level 29):
   Clear 2 levels of a certain underground city east of Duneris Hold.  

From a Keep in Golbrith (Danger level 30):
   Clear 2 levels of a certain underground city south-east of Golbrith.  
(Current)

From a Keep in Mithtaur (Danger level 37):
   Too many fiery monsters have been spreading evil in the area south-west of
Mithtaur.  Discover their hideout and kill them
all.  

From a Keep in Narhim Watch (Danger level 41):
   A Gug has been killing people in the area south-west of Narhim Watch.  Track
it to its hideout and kill it.  

From a Keep in Taler Keep (Danger level 43):
   Many religious fanatics have been troubling the area near Taler Keep. 
Discover their stronghold and kill them all.  (3 levels)  

From a Cathedral in Narhim Watch (Danger level 52):
   Clear 3 levels of a certain underground city north-west of Narhim Watch.  

From a Cathedral in Mithtaur (Danger level 53):
   Kill one Crypt thing, who is guarding dungeon level 53. 

From a Mages' Guild in Duneris Hold (Danger level 55):
   Find the relic of the Dwarves, which is hidden in a lair, north of Mithtaur. 


From a Warriors' Guild in Gundush (Danger level 66):
   Clear 4 levels of a certain pit south-east of Gundush.  

====Completed/failed quests==== 

From a Castle in Dulduz Town (Danger level 8):
   Find the relic 'Colannon', which is hidden in an underground temple,
south-east of Taler Keep.  (Found)

====Finished quests==== 

Defeat the undead camp north of Taler Keep.  (Finished)

Defeat the orc camp south of Duneris Hold.  (Finished)

(Danger level 1):  We have heard that a number of wolves have been running amok
in the area south-east of Duneris Hold.  Discover their den
and terminate them all.  (Finished)

(Danger level 4):  Orfax, Son of Boldor has been troubling the area west of
Golbrith.  Track him to his hideout and exterminate him.  (Finished)

(Danger level 5):  A Zombified kobold has been lurking in the area near Narhim
Watch.  Track it to its lair and exterminate it.  (Finished)

(Danger level 5):  A Manes has been troubling the area near Narhim Watch.  Track
it to its lair and destroy it.  (Finished)

(Danger level 5):  A Zombified kobold has been troubling the area south of
Mithtaur.  Track it to its den and
exterminate it.  (Finished)

(Danger level 11):  A group of bears have been discovered in the area south of
Taler Keep.  Discover their home and kill them all.  (Finished)

(Danger level 11):  A Dark elf and his followers have been spotted in the area
south-east of Gundush.  Find their stronghold and slay them. 
(Finished)

(Danger level 11):  Clear 1 level of a certain mine near Sulgor.  (Finished)

(Danger level 14):  We have heard that a group of elves have been hiding in the
area south of Duneris Hold.  Discover their hideout and kill them
all.  (Finished)

(Danger level 15):  A Tengu and its legion have been seen in the area north-west
of Mithtaur.  Find their home and kill them.  (Finished)

(Danger level 18):  A Hill giant has been troubling the area north-west of
Duneris Hold.  Track him to his hideout and kill him.  (Finished)

(Danger level 21):  A Werewolf chieftain has been seen in the area near Sulgor. 
Track him to his den and destroy him.  (Finished)

(Danger level 29):  A Green wraith has been discovered in the area north-east of
Mithtaur.  Track it to its stronghold
and terminate it.  (Finished)

(Danger level 31):  A Hardened warrior and his followers have been hiding in the
area near Mithtaur.  Find their den and exterminate them.  (Finished)



  [Message Log (last 50 messages)]

The wall turns into mud!
You have 23 charges remaining.
You have 22 charges remaining.
You have 21 charges remaining.
There is a wall blocking your way.
The wall turns into mud!
You have 20 charges remaining.
You have 19 charges remaining.
You have 18 charges remaining.
You have 17 charges remaining.
The wall turns into mud!
You have 16 charges remaining.
You failed to disarm the weird rune. <2x>
You set off the weird rune!
You failed to disarm the weird rune.
You have disarmed the weird rune.
You sense the presence of objects!
You sense the presence of monsters!
The wall turns into mud!
You have 15 charges remaining.
The Gibbering mouther creates a mesmerising illusion.
You disbelieve the feeble spell.
The Gibbering mouther crawls on you.
You receive a dose of poison!
You are poisoned!
You miss the Gibbering mouther. <2x>
The Gibbering mouther crawls on you.
You receive a dose of poison!
You miss the Gibbering mouther.
You hit the Gibbering mouther.
You have slain the Gibbering mouther.
You failed to disarm the gas trap.
You have disarmed the gas trap.
You are no longer poisoned.
You miss the Phantom beast. <2x>
The Phantom beast misses you.
The Phantom beast hits you.
You activate it...
Your dagger is covered in fire...
The Phantom beast wails.
The Phantom beast hits you.
The Phantom beast misses you.
You grin and bare your fangs...
The Phantom beast is unaffected!
Yechh. That tastes foul.
The Phantom beast hits you.
Low hitpoint warning!
*** LOW HITPOINT WARNING! ***
The Phantom beast hits you.
I will not yield.  You die.



Posted on 18.11.2008 06:37
Last updated on 19.11.2008 18:33

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72. on the Z+Angband Ladder (of 120)
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On 18.11.2008 06:37 Mangojuice wrote:
After a ... LOT... of dead mages and high mages, trying to test out Illusion, I'm finally back up over 20th level for the first time since great stupidity brought down Orodael.

My thoughts on Illusion so far: I know about Illusion's power spells later in the game, but Illusion is very hard to survive with. Phantom arrow is serviceable in the early levels but because it is illusionary, is vastly inferior in the mid-game. Illusion also has no detect monsters spell, and no blink or teleport spell. Illusion/Chaos was a combo I tried for a while, but it felt like Illusion was adding little that Chaos needed, and I would have been better off with Chaos/Sorcery or Chaos/Life or something.

So this is my second attempt at Sorcery/lllusion, and so far I have a lot of spell slots to spare. I'm discovering that Hypnotic Pattern is good. Really, REALLY good... a very effective escape and much more tactical than teleporting. I haven't been out against large groups in open areas, but Phantasmal Horror is excellent early in a battle for its massive disruption of the enemy. Sorcery gives me all the utility I've been lacking, but the damage is still a bit tough.

Globe of Darkness is going to be my main workhorse, but it's going to be lousy against unique orcs, who resist darkness and who aren't vulnerable to my ray of light spell.

Oriduk has a truly crappy and very dangerous Wilderness; so far I've only found four towns, but I have found about a dozen dungeons and pits. I nearly got killed in the wilderness thanks to: a couple great eagles, a pack of phase spiders, a Troll priest, and a young dragon, where I teleported but kept on not getting far enough away. On top of that, Vampires barely recover mana during the day, so I'm particularly ill-suited.


On 19.11.2008 07:09 Mangojuice wrote:
I have finally, finally, broken through the really tough wilderness to an area with some new cities and quests to explore and profit from.

Consistent damage is still a problem, and my equipment is miserable. I am finding that some of the nasty illusions are actually useful; phantasmal horror has been nice in open areas, for instance. I could really use an Int boost, though... for 24th level, 55 mana seems really really low.

On 19.11.2008 18:33 Mangojuice wrote:
Died, stupidly, to a phantom beast in a vault I couldn't have cleared because of lack of digging.

Things I learned: Rings of Fear are really really powerful, and should probably be deeper and/or rarer than they are now.

And, Phantom Beasts are very dangerous in Melee.

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