The Angband Ladder: Xerina, Magic Gnome Alchemist by Matthias

  [DaJAngband v1.0.99 8/27/09 update Character Dump]

 Name   Xerina                                   Self  RB  CB  EB   Best
 Sex    Female            Age        72   STR:     13  -1  -1  +3     14
 Race   Magic Gnome       Height     36   INT:  18/38  +2  +2  +2  18/98
 Class  Alchemist         Weight     75   WIS:     15  +0  -1  +5  18/10
 Title  Expert            Status      1   DEX:     16  +2  +0  +1  18/10
 HP     182/305           Maximize    Y   CON:  18/19  +1  -1  +6  18/79
 SP     13/105                            CHR:     14  -1  -1  +3     15

 Level           31       Armor   [23,+101]     Saving Throw          72
 Cur Exp     222558       Fight     (+3,+2)     Fighting             102
 Max Exp     222558       Melee   (+16,+23)     Shooting             156
 Adv Exp     231000       Shoot   (+21,+18)     Throwing             110
 MaxDepth   2400 ft       Blows      1/turn     Disarming             70
 Turns       557729       Shots      1/turn     Magic Device          82
 Gold         69788       Stealth         9     Alertness             17
 Burden   124.7 lbs       Energy       180%     Searching             29

 You are one of several children of a Gnome Braggart.  You are the
 black sheep of the family.  You have hazel eyes, straight red hair,
 and an average complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+...+.. Blind:.............
 Elec:......+...... Confu:.........+...
 Fire:....+.+.+.... Sound:..+..........
 Cold:......+...... Shard:.............
 Pois:+............ Nexus:.............
1/2Po:............. Nethr:.............
 Fear:.+......+..+. Chaos:.............
 Lite:....+........ Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:..+.......... Stea.:......+......
Feath:..........+.. Alert:.............
PLite:....++..+.... Tunn.:.............
Regen:............. Speed:.++.....+..+.
Telep:.........+... Blows:.............
Dkvis:............. Shots:.............
Invis:...+......... Might:.+...........
FrAct:.+......+...+      :.............


  [Character Equipment]

a) The broad axe 'Barukkheled' (2d6) (+13,+19) (+3)
   It increases your constitution by 3.  It slays orcs, trolls, and all
   evil creatures.  It provides resistance to poison.  It cannot be
   harmed by the elements.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 38.2 against evil creatures, 
   47.8 against orcs, 47.8 against trolls, and 28.6 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 13.
   
b) The long bow of Bard (ML4) (+18,+18) (+1)
   It increases your dexterity by 1.  It increases your speed and 
   shooting power by 1.  It slays dragons.  It provides resistance to 
   fear.  It grants you immunity to paralysis.  It cannot be harmed by
   the elements.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
c) a Diamond Ring of Slow Digestion of Eregion (+2 to speed)
   It increases your speed by 2.  It provides resistance to sound.  It 
   slows your metabolism.  
   
d) an Iolite Ring of See Invisible
   It grants you the ability to see invisible things.  
   
e) a Granite Amulet of Devotion (+3)
   It increases your wisdom and charisma by 3.  It provides resistance
   to fire, light, dark, and life draining.  It sustains your wisdom 
   and charisma.  It usually provides light of radius 1.  
   
f) The Phial of Galadriel
   It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 turns.  It cannot be harmed by the
   elements.  
   
g) The soft leather armour 'Hithlomir' [4,+20] (+4)
   It increases your stealth by 4.  It provides resistance to acid, 
   electricity, fire, cold, and dark.  It cannot be harmed by the
   elements.  
   
h) an ethereal cloak [0,+14]
   It cannot be harmed by the elements.  
   
i) The large metal shield of the Sun [6,+18] (+4 to speed)
   It increases your speed by 4.  It provides resistance to fire and 
   fear.  It usually provides light of radius 4.  It grants you 
   immunity to paralysis.  It activates for daylight and berserk rage
   every 250+d50 turns.  It cannot be harmed by the elements.  
   
j) The iron helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to confusion.  It grants you the power of telepathy.  It
   activates for detection every 55+d55 turns.  It cannot be harmed by
   the elements.  
   
k) The set of mail gauntlets 'Paurnen' [2,+15]
   It provides resistance to acid.  It makes you fall like a feather.  
   It activates for acid bolt (5d8) every 5+d5 turns.  It cannot be
   harmed by the elements.  
   
l) The pair of metal shod boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  
   


  [Character Equipment -- Quiver]

n) 14 arrows (1d4) (+0,+0) {@f0}
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 215.1 against dragons, and 71.7 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 30.
   
o) 10 arrows of Slay Animal (1d4) (+4,+7) {@f2}
   It slays animals.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 192.4 against animals, 288.6 against dragons, 
   and 96.2 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 27.
   
p) 7 arrows of Flame (1d4) (+4,+9) {@f9}
   It is branded with fire.  It cannot be harmed by fire.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 309.6 against dragons, 309.6 against
   fire-vulnerable creatures, +25.8 when both a slay and brand apply, 
   and 103.2 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 27.
   


  [Character Inventory]

a) 2 Books of Alchemy [Beginner's Mixing] {@m1}
   
   
b) 2 Books of Alchemy [Commonly Used Potions] {@m2}
   It cannot be harmed by acid.  
   
c) 2 Books of Alchemy [Chemical Detections & Tools] {@m3}
   
   
d) a Book of Alchemy [Quick Getaways: Thieves' edition] {@m4}
   
   
e) a Book of Alchemy [Chemical Combat] {!k @m5}
   It cannot be harmed by the elements.  
   
f) 5 Maroon Potions of Speed
   
   
g) 7 Crimson Potions of Cure Critical Wounds
   
   
h) 3 Dark Blue Potions of Healing
   
   
i) a Steaming Potion of Enlightenment
   
   
j) 7 Scrolls titled "co ilectus" of Teleportation
   
   
k) 2 Scrolls titled "hor expugnio" of Word of Recall
   
   
l) 7 Scrolls titled "troger deo ino" of Identify {@r4}
   
   
m) 3 Lead-Plated Rods of Light {@z1}
   
   
n) 4 Nickel-Plated Rods of Lightning Bolts
   
   
o) a Gold Rod of Fire Balls {@z4 !!}
   
   
p) 2 Harpy Feather Wands of Teleport Other (6 charges)
   
   
q) 5 Wyvern Scale Wands of Stone to Mud (25 charges)
   
   
r) a Golem Clay Wand of Lightning Balls (8 charges)
   It cannot be harmed by lightning.  
   
s) a Blue Diamond Ring of Feather Falling of Eregion (+1 to speed)
   It increases your speed by 1.  It makes you fall like a feather.  It
   might have hidden powers.
   
t) an Aquamarine Ring of Accuracy of Eregion (+10) (+2 to speed)
   It increases your speed by 2.   It increases your throwing power by
   1.  
   


  [Home Inventory]

a) 3 Books of Alchemy [Chemical Detections & Tools] {@m3}
   
   
b) a Furry Mushroom of Pricy Luckfinding
   
   
c) 4 pieces of elvish waybread
   
   
d) 20 Light Blue Potions of See Invisible
   
   
e) 6 Maroon Potions of Speed
   
   
f) 10 Crimson Potions of Cure Critical Wounds
   
   
g) 6 Dark Blue Potions of Healing
   
   
h) 3 Gloopy Green Potions of Restore Mana
   
   
i) a Misty Potion of Super Spellcasting
   
   
j) 13 Scrolls titled "nequo scurper" of Phase Door
   
   
k) 31 Scrolls titled "co ilectus" of Teleportation
   
   
l) 3 Scrolls titled "vesico noco" of Teleport Level {!*}
   
   
m) 99 Scrolls titled "troger deo ino" of Identify {@r4}
   
   
n) 7 Scrolls titled "sector tas" of Enchant Weapon To-Dam
   
   
o) a Pinchbeck Rod of Frost Bolts
   
   
p) a Wyvern Scale Wand of Stone to Mud (6 charges)
   
   
q) a Yew Staff of Teleportation (1d5) (5 charges) {good}
   
   
   With this weapon, you would currently get 1 blow per round.
   
r) a Knotted Staff of the Magi (1d5) (+0,+0) (4 charges)
   
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 4.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 30.
   
s) a Diamond Ring of Slow Digestion of Eregion (+1 to speed)
   It increases your speed by 1.  It slows your metabolism.  It might
   have hidden powers.
   
t) a wooden torch of Darkvision (0 turns)
   It usually provides light of radius 1, though this is reduced when
   running of out fuel.  It grants you darkvision.  
   
u) The augmented chain mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
   
v) a set of mail gauntlets of Agility [2,+5] (+4)
   It increases your dexterity by 4.  
   
w) a pair of hard leather boots of Stability [3,+8]
   It provides resistance to nexus.  It makes you fall like a feather.  
   
   
x) a long sword of Extra Attacks (2d5) (+4,+4) (+2)
   It increases your attack speed by 2.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 12.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 17.
   
y) a spear of *Slay Troll* (1d6) (+4,+5) (+2)
   It increases your strength by 2.  It slays trolls.  It speeds your
   regeneration.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 22.1 against trolls, and 10.7
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 26.
   
z) a trident of Randomness (1d8) (+12,+13) (+1)
   It increases your charisma by 1.  It increases your stealth and 
   speed by 1.  It is branded with lightning.  It provides resistance
   to chaos and charming.  It sustains your charisma.  It makes you
   fall like a feather.  It prevents hit point regeneration.  It cannot
   be harmed by lightning.  It might have hidden powers.
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 32.5 against
   electricity-vulnerable creatures, and 19.5 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 20.
   
{) a sling of Extra Might (ML3) (+14,+16) (+1)
   It increases your shooting power by 1.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
|) 19 mithril shots (3d4) {good}
   
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (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 7.9.2009 01:17
Last updated on 10.9.2009 13:35

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Comments

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On 7.9.2009 01:17 Matthias wrote:
An Alchemist. Not sure what I should think about this class. It's a strange mix of rogue and priest maybe. One or two new interesting spells (mist of amnesia, skill buff) but she is lacking in battlepower. My biggest offensive power has been a lucky rod of Fireball together with lots of stinking clouds and some arrows. And more stinking clouds. Anything I am missing? Is this supposed to be played as a stealth type class?

What I think is missing in any case, is something that makes the class special, a reason to play it instead of one of the many other combinations.

The first thing I missed was mixing potions. If it is in the last books that's way too late. Maybe add a spell that turns two potions into a random third one, outcome depending on character level and potion value. Or alchemy on wands to power them up.

On 7.9.2009 07:51 will_asher wrote:
Those are good ideas. and when I say something is a good idea it's very likely to find it's way into DaJAngband as long as it isn't too complicated (and I don't think it is). When I get around to it is another story.
I haven't tested the alchemist class that much (thanks for testing, I'm sure it needs it). It's people like you who are willing to play the not-well-tested classes before they are very good who will give me the ideas to make those classes better. I could use some more suggestions on how to make the alchemist class special. I am aware that they are too weak in the area of offence, and I should probably make some of the spells in the chemical combat book more effecient.
Hmmm, ability to make offensive throwing potions might be good.. Or there is this other idea I had earlier that I wasn't sure if it would be a good idea, but it might be good to use it to make this class more interesting. I'll work on it.

On 10.9.2009 13:35 Matthias wrote:
For this character I deactivated autoscum, but while I'm finding less vaults (still more then I remember from V) I'm finding a lot of Arts. Bard's bow has kind of solved the not enough power problem, and looking at my shooting stats, I might have solved the problem earlier by using missiles more. So the Alchemist might indeed be a rogue priest, instead of the mage priest I tried him to be. I still want to mix potions :)

Xerina is going on a vactation while I'm back to crushing the dungeon with my Umber Hulk

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