The Angband Ladder: TuqTuk, Half-Orc Ranger by John McCoy

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             14   STR:     18  +2  +2  +4  18/80
 Race   Half-Orc     Height          66   INT:     17  -1  +2  +2  18/20
 Class  Ranger       Weight         153   WIS:     15  +0  +0  +2     17
 Title  Pathfinder   Social       Liked   DEX:  18/89  +0  +1  +2 18/119
 HP     -54/378      Maximize         Y   CON:     17  +1  +1  +5  18/60
 SP     34/58                             CHR:     15  -4  +1  +2     14


 Level               36   Armor    [26,+84]     Saving Throw         63%
 Cur Exp         702404   Fight    (+18,+8)     Stealth           Superb
 Max Exp         702404   Melee   (+27,+17)     Fighting          Heroic
 Adv Exp         770000   Shoot   (+27,+14)     Shooting       Legendary
 MaxDepth   2100' (L42)   Blows      7/turn     Disarming            61%
 Turns          1961607   Shots      3/turn     Magic Device      Superb
 Gold            292011   Infra       30 ft     Perception       1 in 27
 Burden       181.2 lbs   Speed           4     Searching            24%

 Your father was an Orc, but it is unacknowledged. You are the adopted
 child of a Yeoman.  You are a credit to the family.  You have
 blue-gray eyes, straight brown hair, and an average complexion.


 Acid:......+.+.... Confu:.............
 Elec:......+.+.... Sound:.............
 Fire:......+.+.... Shard:......+......
 Cold:......+.+.... Nexus:......++.....
 Pois:............. Nethr:.............
 Fear:+............ Chaos:.............
 Lite:+.......+.... Disen:.............
 Dark:........+...+ S.Dig:.............
Blind:.........+... Feath:.............

PLite:+............ Aggrv:.............
Regen:....+........ Stea.:.......+...+.
Telep:.........+... Sear.:.............
Invis:+............ Infra:............+
FrAct:+.........+.. Tunn.:.............
HLife:............. Speed:+......+.....
ImpHP:............. Blows:+............
ImpSP:............. Shots:.+...........
 Fear:............. Might:.............


  [Last Messages]

> The 5-headed hydra bites you.
> You smite the 5-headed hydra.
> You miss the 5-headed hydra.
> You smite the 5-headed hydra.
> You miss the 5-headed hydra.
> You smite the 5-headed hydra.
> It was a great hit!
> You smite the 5-headed hydra.
> The 5-headed hydra misses you.
> The 5-headed hydra bites you.
> The 5-headed hydra misses you.
> You smite the 5-headed hydra.
> You have slain the 5-headed hydra.
> The Dracolisk breathes fire.
> You die.

Killed by a Dracolisk.

  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+9,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 24 against animals, 24 against
     evil creatures, 27.5 against orcs, 27.5 against undead, and 20.5
     against normal creatures.
b) a Long Bow of Extra Shots (x3) (+9,+14) (+1)
     +1 shooting speed.
c) a Fluorite Ring of Accuracy (+10)
d) an Emerald Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
e) an Ivory Amulet of Regeneration
     Speeds regeneration.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) a Set of Caestus of Free Action (+0,+3) [2,+9]
     Prevents paralysis.
l) a Pair of Iron Shod Boots of Stealth [3,+8] (+3)
     +3 stealth.


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) 5 Rations of Food
h) 15 Cyan Potions of Cure Critical Wounds
i) 7 Bubbling Potions of Restore Life Levels
j) 6 Metallic Blue Potions of Speed
k) 15 Scrolls titled "ileo cum aguo" of Phase Door
l) 14 Scrolls titled "cra vulambo" of Identify
m) 6 Scrolls titled "ta abontas ta" of Word of Recall
n) a Scroll titled "in pro conoveo" of *Destruction*
o) 5 Titanium Rods of Curing
     Cannot be harmed by electricity.
p) a Tin Wand of Teleport Other (9 charges)
q) 3 Aspen Staffs of Speed (13 charges)
r) a Hemlock Staff of Identify (10 charges)
s) 3 Arrows (1d4) (+8,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 64.5 against
     normal creatures.
     35% chance of breaking upon contact.
t) 18 Arrows (1d4) (+1,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 49.5 against
     normal creatures.
     35% chance of breaking upon contact.
u) 93 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 49.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Books of Magic Spells [Sorcery and Evocations]
b) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 8 Dark Blue Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
d) a Gold Speckled Potion of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
e) 8 Azure Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
f) 3 Scrolls titled "in pro conoveo" of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
g) an Aquamarine Ring of Strength (+4)
     +4 strength.
     Sustains strength.
     
h) a Jasper Ring of Intelligence (+4)
     +4 intelligence.
     Sustains intelligence.
     
i) a Marble Ring of Dexterity (+5)
     +5 dexterity.
     Sustains dexterity.
     
j) a Ruby Ring of Damage (+0,+8)
k) a Zircon Ring of Slaying (+6,+3)
l) a Bloodstone Ring of See Invisible
     Grants the ability to see invisible things.
     
m) a Robe of Permanence [2,+13]
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Stops experience drain.
     
n) The Cloak of Thorongil [1,+10]
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
o) a Cloak of the Magi [1,+10] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Stops experience drain.
     
p) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) an Iron Helm of Regeneration [5,+8]
     Speeds regeneration.
     
r) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
s) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 29.5 against undead, 29.5
     against frost-vulnerable creatures, and 22.5 against normal
     creatures.
t) a Trident of Acid (2d10) (+5,+9)
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 48 against acid-vulnerable
     creatures, and 26 against normal creatures.
u) a Halberd of Extra Attacks (3d5) (+4,+12) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 27 against normal creatures.
v) a Shovel of Earthquakes (1d2) (+15,+17) (+7)
     +7 strength, tunneling.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 33.5 against acid-vulnerable
     creatures, and 30.5 against normal creatures.
     Sometimes creates earthquakes on impact.
w) a Heavy Crossbow of Extra Might (x4) (+3,+9) (+1)
     +1 shooting power.
     
x) 99 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 49.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
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 23.3.2009 03:26
Last updated on 10.4.2009 01:26

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9338. on the Ladder (of 18933)
3907. on the Angband Ladder (of 6480)
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Comments

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On 23.3.2009 03:26 John McCoy wrote:
It's been five years, but I've developed a hankering for Angband again. Gvee the Kobold Rouge overthrew Morgoth and claimed his rightful place as lord of all evil. Let's see if TuqTuk the Half-Orc Ranger can do the same.

Right now he's level 20 and is doing all right. His Defender comes in handy more for its resistances and the See Invisibility than it does for actually killing stuff. When he runs into anything tough he relies on his crossbow.

On 23.3.2009 15:17 Donald Jonker wrote:
Since you're at clvl 20, you should switch to a longbow so you can take advantage of the extra shot. That xbow is only (+10, +6) anyway, which you can easily approach with a longbow by enchanting it up.

On 28.3.2009 04:10 jfm399@gmail.com wrote:
Thanks for the pointer on the bow. I'm not really up on the nuances of Rangers. I actually only just switched over, for awhile there I was getting better damage from my Sling of Power even with just the one attack.

I'm still moving right along. I cleared a couple of small vaults and was rewarded with a nice cloak and some gloves. However either Superb levels aren't what they used to be or I'm missing something. I've gone through two without finding anything more interesting than a Cloak of Stealth. I just got Dethanc off a Novice Warrior and wish I had see invis from somethign other than my trusty Defender Cutlass.

On 30.3.2009 02:37 PowerDiver wrote:
You currently do more damage with unenchanted arrows than you would with Dethanc when you include better skill with arrows. You should be joyous that you have a defender. Be sure to buy every single unenchanted arrow for sale every time you visit town, even if just to stock extras in your home.

On 31.3.2009 05:19 jfm399@gmail.com wrote:
You're right of course. I chose a Ranger on a whim and I guess I'm having trouble coming to terms with the fact that my role in life is to stick everything full of arrows. I've revamped my equipment somewhat to make better use of my bow. Finding an even nicer Defender is a bonus. Although when I really need to smack something down I switch to my new Shovel of Earthquakes. Because beating things to death with a shovel is good fun. +7 strength gives nice bonus to hnd with the bow as well.

On 2.4.2009 04:39 jfm399@gmail.com wrote:
TuqTuk has now wrested Sting from the clutches of Draebor the Imp and Thranduil from the clutches of... the dungeon floor. Things are looking good.

On 7.4.2009 04:21 jfm399@gmail.com wrote:
Things have grown distinctly harder the last few levels. Lots more running away. I ran into a Vampire Lord who nearly killed me a couple of times until I fled the level. So I'm slowing down a bit until I either get substantially tougher or find some better equipment or both.

On 9.4.2009 04:48 jfm399@gmail.com wrote:
I've toughened up significantly and will be proceeding downward now.

On 10.4.2009 01:26 jfm399@gmail.com wrote:
Ouch! A Dracolisk killed me with a single fire breath attack. I knew it was nasty but I had no idea it could incinerate me like that right through two levels of fire resistance. Live and learn. Well, learn anyway...

On 10.4.2009 07:36 Pete Mack wrote:
It can't. with double resistance, max Fire damage is 1600/9 = 177. For a Dracolisk, it is 3500/3/9 = 129. So either your temporary resistance had run out, or you didn't have double resist in the first place, or you were already way down on HP.

Note that:
1. Resistances are not cumulative. You get 1/3 elemental damage from any number of rFire or temporary resist from scarabtrices, or 1/9 from rFire and temporary rFire.

2. At a little over 300 HP, that dracolisk could have blown you away anyway, by breathing Nexus. With Nexus resist, he can do 328 damage in a single turn. Without it, he can do 400. One turn of melee with the 5-headed hydra would have been enough to make you vulnerable.


On 10.4.2009 14:20 John McCoy wrote:
Ah. I'd misunderstood the nature of multiple resistances. Apparently I had only a single resistance to fire going for me, so *poof*, I'm a cinder. Although as you essentially go on to point out, the real issue here is that the Dracolisk had me totally outclassed.

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