The Angband Ladder: Ariku, Draconian Zen-Monk by <pardoz@io.com.remove>

  [sCthangband 1.0.12 Character Dump]

 Name        : Ariku            Age                 89       STR:  20/50       
 Sex         : Male             Height              76       INT:  20/00       
 Race        : Draconian        Weight             157       WIS:  20/70       
 Template    : Zen-Monk         Social Class         3       DEX:  20/30       
                                Birthday        30 Jun       CON:  20/30       
                                                             CHR:  19/50       
                                                                               
   Melee                                            Hit Points:      967/967   
 + To Hit           87      Experience 906887187    Spell Points:    413/413   
 + To Damage        75                              Chi Points:      433/433   
 Attack/Round      8,0                                                         
 Damage/Round   983,20      Exp Factor       250    Gold             4314938   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Stupendous   Perception  : Good         + To AC:         185    
 Bows/Throw  : Stupendous   Searching   : Good         Base AC:          22    
 Saving Throw: Stupendous   Disarming   : Incredible                           
 Stealth     : Very Good    Magic Device: Stupendous   Infra-Vision: 60 feet   
                                                                               
                                                                               
       Everyman Skills         Specialist Skills        Hermetic Skills        
       ===============         =================        ===============        
                                                                               
     Close Combat:    84%     Martial Arts:    100%   Thaumaturgy:     87%     
     Slashing Weaps:  30%                             Necromancy:      97%     
     Stabbing Weaps:  27%     Mindcrafting:    97%    Conjuration:     81%     
     Crushing Weaps:  29%     Chi Balance:     96%    Sorcery:         80%     
     Missile:         33%                                                      
                              Spirit Lore:     86%    Magice Corporis: 97%     
     Toughness:       99%                             Magice Vis:      95%     
                              Hedge Magic:     71%    Magice Naturae:  96%     
     Devices:         100%                            Magice Animae:   85%     
     Resistance:      100%    Innate Powers:   100%                            
                                                      Mana Channeling: 97%     
     Perception:      67%                                                      
     Searching:       69%                                                      
     Item Sensing:    70%                                                      
                                                                               
     Disarming:       100%                                                     
     Stealth:         98%                                                      
                                                                               
                         (Character Background)                                
          You are one of several children of a Draconian Warrior.              
          You have red wings, and red skin.                                    
                                                                               
                                                                               


  [Miscellaneous information]

 Ironman Shops:     OFF
 Maximize Mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Long Stairs:       ON
 Recall Depth:       Level 98 (4900')

 You have conquered the Sewers under Ulthar.
 You have conquered the Sewers under Nir.
 You have conquered the Yeek Kings Lair.
 You have conquered the Orc Tower.
 You have conquered Khufu's Tomb.
 You have conquered the Collector's Cave.
 You have conquered the Vault of the Sword.
 You have conquered the Dragons' Lair.
 You have conquered the Necropolis.
 You have conquered the Demon Spire.
 You have conquered the Conflux of the Elements.
 You have conquered Shelob's Tower.
 You have conquered the Kobold Fort.
 You have conquered the Tower of Koth.

 You have completed 50 quests.
 You have defeated 17245 enemies.


  [Chaos Features]

 You can Mind Blast your enemies.
 You can teleport yourself short distances.
 You are superhumanly strong (+4 STR).
 You are resistant to magic.
 Your body is very limber (+3 DEX).
 You are protected from the ravages of time.


  [Character Equipment]

a) (nothing) [+5]
b) the Heavy Crossbow 'Oren' (x4) (+19,+11) (+4 infra) {uncursed, 10800}
     It trains your missile skill.
     It adds 4 to your infravision.
     It causes 58 48/60 damage to all monsters.
     It gives you 1,3 shots per turn
     It provides resistance to electricity, cold, nether and nexus.
     It cannot be harmed by the elements.
c) the Ring of Elemental Power (Ice) (1d1) (+11,+11) (+2) {uncursed, 210600}
     It can be activated for...
     large frost ball (200) every 325+d325 turns
     ...if it is being worn.
     You have a 97.0% chance of successfully using it at present.
     It adds 2 to your strength, intelligence, wisdom, dexterity, constitution,
         charisma and movement speed.
     It sustains your intelligence and wisdom.
     It provides immunity to cold and paralysis.
     It provides resistance to life draining.
     It allows you to levitate.
     It allows you to see invisible monsters.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
d) the Ring of Elemental Power (Fire) (1d1) (+10,+10) (+1) {uncursed, 106200}
     It can be activated for...
     large fire ball (120) every 225+d225 turns
     ...if it is being worn.
     You have a 97.0% chance of successfully using it at present.
     It adds 1 to your strength, intelligence, wisdom, dexterity, constitution,
         charisma and movement speed.
     It sustains your strength and dexterity.
     It provides immunity to fire and paralysis.
     It allows you to see invisible monsters.
     It slows your metabolism.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
e) a Copper Amulet of Reflection {uncursed, 30000}
     It reflects bolts and arrows.
f) the Gemstone 'Trapezodedron' (1d1) (+3) {uncursed, 160200}
     It can be activated for...
     clairvoyance and recall, draining you
     ...if it is being worn.
     You have a 97.0% chance of successfully using it at present.
     It provides light (radius 3) forever.
     It adds 3 to your intelligence, wisdom and movement speed.
     It provides resistance to life draining, confusion and chaos.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
g) (nothing) [+75]
h) the Shadow Cloak of Nyogtha [6,+20] (+2) {uncursed, 66000}
     It can be activated for...
     restore life levels every 450 turns
     ...if it is being worn.
     You have a 97.4% chance of successfully using it at present.
     It adds 2 to your intelligence, wisdom, charisma, stealth and movement
         speed.
     It provides resistance to acid, fire, cold and confusion.
     It cannot be harmed by the elements.
i) the Small Metal Shield 'Vitriol' (1d2) [3,+25] (+4) {uncursed, 64100}
     It adds 4 to your strength and constitution.
     It provides immunity to acid and paralysis.
     It provides resistance to confusion, sound and chaos.
     It cannot be harmed by the elements.
j) the Hard Leather Cap of the Mindcrafter [2,+12] (+2) {cursed, (62000)}
     It adds 2 to your intelligence and wisdom.
     It provides resistance to blindness and disenchantment.
     It gives telepathic powers.
     It is heavily cursed.
     It cannot be harmed by the elements.
k) the Set of Cesti of Combat (1d1) (+10,+10) [5,+20] (+4 dex) {uncursed,
127300}
     It can be activated for...
     a magical arrow (150) every 90+d90 turns
     ...if it is being worn.
     You have a 97.4% chance of successfully using it at present.
     It adds 4 to your dexterity.
     It provides immunity to paralysis.
     It provides resistance to acid.
     It gives telepathic powers.
     It cannot be harmed by the elements.
l) the Pair of Metal Shod Boots of Omnipotence (1d1) [6,+12] (+4) {uncursed,
48600}
     It adds 4 to your wisdom, constitution, charisma and movement speed.
     It provides resistance to dark and chaos.
     It cannot be harmed by the elements.
m) a Viscous White Potion of Iocaine (20d20) {useless, 0}
n) a Cloudy Potion of Restore Mana (1d1) {350}
o) a Bluish-Purple Potion of Healing (1d1) {300}
p) a Cloudy Potion of Restore Mana (1d1) {350}
q) a Metallic Blue Potion of *Healing* (1d1) {1500}
r) a Tangerine Potion of Restore Life Levels (1d1) {10% off, 360}


  [Character Inventory]

a) 18 Lumps of Sulphur (1d1) {100}
b) 4 Necromancy Books [Black Prayers] (1d1) {2% off, 98}
c) 5 Necromancy Books [Black Mass] (1d1) {4% off, 960}
d) 4 Necromancy Books [Necronomicon] (1d1) {25000}
e) 3 Necromancy Books [Kitab Al Azif] (1d1) {100000}
f) 5 Conjuration Books [Minor Conjurings] (1d1) {100}
g) a Conjuration Book [Book of Eibon] (1d1) {25000}
h) 4 Thaumaturgy Books [Sign of Chaos] (1d1) {3% off, 97}
i) 5 Thaumaturgy Books [Chaos Mastery] (1d1) {3% off, 970}
j) 6 Thaumaturgy Books [The King in Yellow] (1d1) {25000}
k) a Thaumaturgy Book [Revelations of Glaaki] (1d1) {100000}
l) 6 Sorcery Books [Master Sorcerer's Handbook] (1d1) {3% off, 970}
m) 2 Sorcery Books [R'Lyeh Text] (1d1) {25000}
n) a Grey Potion of Curing (1d1) {250}
o) 13 Bluish-Purple Potions of Healing (1d1) {300}
p) 3 Cloudy Potions of Restore Mana (1d1) {350}
q) 11 Tangerine Potions of Restore Life Levels (1d1) {8% off, 368}
r) a Lead-Plated Rod of Curing (1d1) {15000}
     You have a 97.0% chance of successfully using it at present.
s) a Maple Staff of the Magi (1d2) (3 charges) {5175}
     You have a 97.0% chance of successfully using it at present.
     It can be harmed by acid and fire.
t) a Maple Staff of the Magi (1d2) (2 charges) {4950}
     You have a 97.0% chance of successfully using it at present.
     It can be harmed by acid and fire.
u) a Mistletoe Staff of Holiness (1d2) (3 charges) {5175}
     You have a 97.0% chance of successfully using it at present.
     It can be harmed by acid and fire.
v) 2 Golden Staffs of Healing (1d2) (3 charges) {5750}
     You have a 97.0% chance of successfully using it at present.
     It can be harmed by acid and fire.


[Home Inventory (Celephais)]

a) a Necromancy Book [Necronomicon] (1d1) {25000}
b) a Necromancy Book [Kitab Al Azif] (1d1) {100000}
c) a Conjuration Book [Book of Eibon] (1d1) {25000}
d) a Conjuration Book [Liber Ivonis] (1d1) {100000}
e) a Thaumaturgy Book [The King in Yellow] (1d1) {25000}
f) a Thaumaturgy Book [Revelations of Glaaki] (1d1) {100000}
g) a Sorcery Book [R'Lyeh Text] (1d1) {25000}
h) 18 Grey Potions of Curing (1d1) {250}
i) 42 Potions of Healing (1d1) {300}
j) 18 Metallic Blue Potions of *Healing* (1d1) {1500}
k) 6 Copper Speckled Potions of Life (1d1) {5000}
l) 18 Cloudy Potions of Restore Mana (1d1) {350}
a) 2 Turquoise Rings of Extra Attacks (+2 attack speed) {uncursed, 110000}
     It adds 2 to your attack speed.
     It can be harmed by electricity.
b) the Amulet of Abd Al'Hazred (+3) {uncursed, 91350}
     It can be activated for...
     dispel evil (x5) every 300+d300 turns
     ...if it is being worn.
     You have a 97.0% chance of successfully using it if you wear it.
     It adds 3 to your wisdom, charisma and infravision.
     It provides immunity to paralysis.
     It provides resistance to acid, electricity and cold.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
c) the Iron Helm 'Skullkeeper' (1d3) [5,+10] (+2) {uncursed, 102000}
     It can be activated for...
     detection every 55+d55 turns
     ...if it is being worn.
     You have a 97.9% chance of successfully using it if you wear it.
     It adds 2 to your intelligence, wisdom and searching.
     It provides resistance to blindness.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
d) the Pair of Soft Leather Boots of the Iron Lord (1d1) [2,+9] (+2 str)
{uncursed, 15257}
     It adds 2 to your strength.
     It provides immunity to cold.
     It provides resistance to dark.
     It cannot be harmed by the elements.
e) the Pair of Hard Leather Boots 'Regenerator' (1d1) [3,+17] {uncursed, 17762}
     It can be activated for...
     teleport away every 200 turns
     ...if it is being worn.
     You have a 98.2% chance of successfully using it if you wear it.
     It provides resistance to acid, fire, cold and disenchantment.
     It cannot be harmed by the elements.
f) the Pair of Hard Leather Boots of Ra (1d1) [3,+12] (+4) {uncursed, 16762}
     It adds 4 to your wisdom and infravision.
     It provides resistance to acid and life draining.
     It cannot be harmed by the elements.
g) the Pair of Hard Leather Boots 'Curator' (1d1) [3,+11] (+2 con) {uncursed,
8312}
     It can be activated for...
     vampiric drain (3*100) every 400 turns
     ...if it is being worn.
     You have a 98.2% chance of successfully using it if you wear it.
     It adds 2 to your constitution.
     It provides resistance to blindness.
     It cannot be harmed by the elements.
h) the Pair of Metal Shod Boots of the Black Reaver (1d1) [6,+20] (+10)
{uncursed, 238000}
     It adds 10 to your strength, constitution and movement speed.
     It provides resistance to blindness.
     It aggravates nearby creatures.
     It cannot be harmed by the elements.
i) the Pair of Metal Shod Boots 'Batsna' (1d1) [6,+18] (+2) {uncursed, 17100}
     It can be activated for...
     temporary ESP (dur 25+d30) every 200 turns
     ...if it is being worn.
     You have a 97.9% chance of successfully using it if you wear it.
     It adds 2 to your strength, dexterity, constitution and charisma.
     It sustains your strength.
     It provides resistance to cold.
     It allows you to levitate.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
j) the Dagger 'Icicle' (2d4) (+9,+9) (+2) {uncursed, 68600}
     It can be activated for...
     frost ball (48) every 5+d5 turns
     ...if it is being worn.
     You have a 98.1% chance of successfully using it if you wear it.
     It trains your close combat skill.
     It adds 2 to your dexterity, movement speed and attack speed.
     It causes 788 30/60 damage via cold and poison.
     It causes 686 damage to all other monsters.
     It gives you 9,20 blows per turn
     It provides resistance to cold.
     It allows you to see invisible monsters.
     It slows your metabolism.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
k) the Long Bow 'Punisher' (x3) (+14,+20) {uncursed, 24570}
     It trains your missile skill.
     It causes 175 30/60 damage to all monsters.
     It gives you 2,36 shots per turn
     It sustains your constitution.
     It provides resistance to disenchantment.
     It fires missiles excessively fast.
     It cannot be harmed by the elements.

[Home Inventory (Dylath-Leen)]

a) a Sorcery Book [Unausprechlichen Kulten] (1d1) {100000}
b) a Platinum Ring of Constitution (+5) {uncursed, 1500}
     It adds 5 to your constitution.
     It can be harmed by electricity.
c) a Ring of Constitution (+4) {uncursed, 1300}
     It adds 4 to your constitution.
     It can be harmed by electricity.
d) a Shining Ring of Nether Resistance {uncursed, 14500}
     It provides resistance to life draining and nether.
e) a Turquoise Ring of Extra Attacks (+1 attack speed) {uncursed, 105000}
     It adds 1 to your attack speed.
     It can be harmed by electricity.
f) an Amulet of Brilliance (+6) {uncursed, 2900}
     It adds 6 to your intelligence and wisdom.
     It cannot be harmed by the elements.
g) the Amulet of Lobon (+2 con) {uncursed, 60400}
     It can be activated for...
     protection from evil every 225+d225 turns
     ...if it is being worn.
     You have a 97.0% chance of successfully using it if you wear it.
     It adds 2 to your constitution.
     It provides resistance to fire.
     It cannot be harmed by the elements.
h) the Star Essence of Xoth (1d1) (+1 movement speed) {uncursed, 35500}
     It can be activated for...
     magic mapping and light every 50+d50 turns
     ...if it is being worn.
     You have a 97.7% chance of successfully using it if you wear it.
     It provides light (radius 3) forever.
     It adds 1 to your movement speed.
     It provides resistance to life draining.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
i) the Star Essence of Polaris (1d1) (+1 search) {uncursed, 10100}
     It can be activated for...
     illumination every 10+d10 turns
     ...if it is being worn.
     You have a 98.2% chance of successfully using it if you wear it.
     It provides light (radius 3) forever.
     It adds 1 to your searching.
     It cannot be harmed by the elements.
j) the Soft Leather Armour of the Kobold Chief [4,+20] (+4 stealth) {uncursed,
49400}
     It adds 4 to your stealth.
     It provides resistance to acid, electricity, fire, cold, dark and nether.
     It cannot be harmed by the elements.
k) the Cloak 'Shade' [1,+10] {uncursed, 9000}
     It provides immunity to paralysis.
     It provides resistance to acid.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
l) a Small Leather Shield of Reflection (1d1) [2,+14] {uncursed, 16430}
     It reflects bolts and arrows.
     It cannot be harmed by the elements.
a) the Large Leather Shield 'Rawhide' (1d2) [4,+20] {uncursed, 16000}
     It provides resistance to acid, electricity, fire, cold, light, dark and
         nexus.
     It cannot be harmed by the elements.
b) the Large Metal Shield 'Demon' (1d3) [5,+20] (+4) {uncursed, 12950}
     It adds 4 to your strength, charisma and searching.
     It provides resistance to acid.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
c) the Metal Cap of Holiness (1d1) [3,+12] (+3) {uncursed, 24400}
     It adds 3 to your wisdom and charisma.
     It cannot be harmed by the elements.
d) the Dragon Helm of Power (1d3) [8,+20] (+4) {uncursed, 303400}
     It can be activated for...
     rays of fear in every direction
     ...if it is being worn.
     You have a 97.4% chance of successfully using it if you wear it.
     It adds 4 to your strength, dexterity and constitution.
     It provides resistance to acid, electricity, fire, cold, light and
         blindness.
     It provides permanent light.
     It allows you to see invisible monsters.
     It gives telepathic powers.
     It cannot be harmed by the elements.
e) the Set of Leather Gloves of Light [1,+10] {uncursed, 31000}
     It can be activated for...
     magic missile (2d6) every 2 turns
     ...if it is being worn.
     You have a 98.1% chance of successfully using it if you wear it.
     It sustains your constitution.
     It provides immunity to paralysis.
     It provides resistance to light.
     It provides permanent light.
     It cannot be harmed by the elements.
f) a Set of Cesti of Power (1d1) (+1,+1) [5,+14] (+5 str) {uncursed, 15200}
     It adds 5 to your strength.
     It provides resistance to disenchantment.
     It inhibits spellcasting.
     It can be harmed by acid and fire.
g) the Pair of Metal Shod Boots 'Roko' (1d1) [6,+19] (+3) {uncursed, 48700}
     It can be activated for...
     charm monster every 400 turns
     ...if it is being worn.
     You have a 97.9% chance of successfully using it if you wear it.
     It adds 3 to your wisdom, constitution, stealth and movement speed.
     It sustains your dexterity and constitution.
     It cannot be harmed by the elements.
h) the Pair of Metal Shod Boots of the Holy Grail (1d1) [6,+18] (+3 int)
{uncursed, 33900}
     It adds 3 to your intelligence.
     It provides immunity to electricity and paralysis.
     It provides resistance to electricity and disenchantment.
     It prevents teleportation.
     It cannot be harmed by the elements.
i) the Scimitar 'of Randolph Carter' (2d5) (+9,+11) (+2) {uncursed, 123911}
     It trains your slashing weapons skill.
     It adds 2 to your intelligence, wisdom and attack speed.
     It causes 640 10/60 damage to dragons, demons and undead.
     It causes 589 40/60 damage to evil monsters and animals.
     It causes 539 11/60 damage to all other monsters.
     It gives you 7,31 blows per turn
     It provides resistance to life draining, confusion, nether, nexus, chaos
         and disenchantment.
     It allows you to see invisible monsters.
     It has been blessed by the gods.
     It cannot be harmed by the elements.
j) the Broad Sword of Xura (2d7) (+20,+12) (+4) {uncursed, 130600}
     It trains your slashing weapons skill.
     It adds 4 to your strength, dexterity and constitution.
     It causes 510 damage to dragons, demons and undead.
     It causes 510 damage via cold.
     It causes 461 22/60 damage to evil monsters.
     It causes 412 44/60 damage to all other monsters.
     It gives you 5,31 blows per turn
     It sustains your strength and constitution.
     It provides immunity to paralysis and fear.
     It provides resistance to cold, life draining, confusion, nether and
         chaos.
     It allows you to see invisible monsters.
     It slows your metabolism.
     It speeds your regenerative powers.
     It has been blessed by the gods.
     It cannot be harmed by the elements.
k) the Bastard Sword 'Selfslayer' (5d4) (-20,+20) (+5 con) {cursed, (101800)}
     It trains your slashing weapons skill.
     It adds 5 to your constitution.
     It causes 784 28/60 damage to dragons.
     It causes 633 57/60 damage to trolls and demons.
     It causes 558 44/60 damage to evil monsters.
     It causes 483 32/60 damage to all other monsters.
     It gives you 5,31 blows per turn
     It provides resistance to disenchantment.
     It aggravates nearby creatures.
     It is heavily cursed.
     It cannot be harmed by the elements.
l) the Runesword 'Stormbringer' (6d6) (+16,+16) (+2) {cursed, (26500)}
     It trains your slashing weapons skill.
     It adds 2 to your strength and constitution.
     It drains life from your foes.
     It causes 519 18/60 damage to all monsters.
     It gives you 5,31 blows per turn
     It provides immunity to paralysis.
     It provides resistance to life draining, confusion, nether, nexus and
         chaos.
     It prevents teleportation.
     It drains experience.
     It is cursed.
     It will curse itself.
     It cannot be harmed by the elements.

[Home Inventory (Hlanth)]

a) the Ring of Magic (+1) {uncursed, 76400}
     It can be activated for...
     a strangling attack (100) every 100+d100 turns
     ...if it is being worn.
     You have a 97.0% chance of successfully using it if you wear it.
     It adds 1 to your strength, intelligence, wisdom, dexterity, constitution,
         charisma, stealth and searching.
     It provides resistance to poison.
     It allows you to see invisible monsters.
     It cannot be harmed by the elements.
b) the Mithril Plate Mail of the Orcs (2d4) (-2) [15,+40] (+4) {uncursed,
157700}
     It can be activated for...
     genocide every 500 turns
     ...if it is being worn.
     You have a 97.4% chance of successfully using it if you wear it.
     It adds 4 to your strength and charisma.
     It provides resistance to acid, electricity, fire, cold, dark, blindness
         and disenchantment.
     It cannot be harmed by the elements.
c) the Pair of Soft Leather Boots of Dancing (1d1) [2,+15] (+5) {uncursed,
43500}
     It can be activated for...
     remove fear and cure poison every 5 turns
     ...if it is being worn.
     You have a 98.1% chance of successfully using it if you wear it.
     It adds 5 to your dexterity and charisma.
     It sustains your constitution and charisma.
     It provides immunity to paralysis.
     It provides resistance to confusion, nether and chaos.
     It cannot be harmed by the elements.
d) the Long Sword of Karakal (2d5) (+8,+12) (+2) {uncursed, 168800}
     It can be activated for...
     a getaway every 35 turns
     ...if it is being worn.
     You have a 97.9% chance of successfully using it if you wear it.
     It trains your slashing weapons skill.
     It adds 2 to your strength, constitution, movement speed and attack speed.
     It produces chaotic effects.
     It causes 647 33/60 damage to demons.
     It causes 647 33/60 damage via electricity.
     It causes 597 4/60 damage to evil monsters.
     It causes 546 35/60 damage to all other monsters.
     It gives you 7,31 blows per turn
     It sustains your strength, intelligence, wisdom and constitution.
     It provides immunity to paralysis and fear.
     It provides resistance to electricity, light, dark and disenchantment.
     It provides permanent light.
     It allows you to see invisible monsters.
     It slows your metabolism.
     It speeds your regenerative powers.
     It cannot be harmed by the elements.
e) the Short Bow 'Mundwine' (x3) (+20,+16) [+11] (+2 wis) {., uncursed, 27100}
     It trains your missile skill.
     It adds 2 to your wisdom.
     It causes 88 48/60 damage to all monsters.
     It gives you 1,36 shots per turn
     It provides resistance to cold, confusion, shards, chaos and
         disenchantment.
     It fires missiles with extra might.
     It induces random teleportation.
     It cannot be harmed by the elements.

[Home Inventory (Ilek-Vad)]

a) a Jasper Ring of Damage (+16) {powerful, 2100}
     It may be able to be be harmed by electricity.
b) a Ring of Constitution (+4) {uncursed, 1300}
     It adds 4 to your constitution.
     It can be harmed by electricity.
c) a Turquoise Ring of Extra Attacks (+1 attack speed) {uncursed, 105000}
     It adds 1 to your attack speed.
     It can be harmed by electricity.
d) the Small Leather Shield of Locutus (1d1) (+13,+14) [2,+12] (+2 movement
speed) {uncursed, 29280}
     It adds 2 to your movement speed.
     It provides resistance to acid, cold and dark.
     It cannot be harmed by the elements.

  [Last Ten Messages]

You drop a Copper Speckled Potion of Life (1d1) {5000} (p).
You have no more Copper Speckled Potions of Life (1d1) {5000}
You have 3 Cloudy Potions of Restore Mana (1d1) {350} (p).
You have 5 Cloudy Potions of Restore Mana (1d1) {350} (p).
You have readied a Cloudy Potion of Restore Mana (1d1) {350} (n).
You have readied a Cloudy Potion of Restore Mana (1d1) {350} (p).
You were wearing a Grey Potion of Curing (1d1) {250} (o).
You have readied a Viscous White Potion of Iocaine (20d20) {useless, 0} (m).
The Gemstone 'Trapezodedron' drains life from you!
$!Replace existing file C:\SCTHANGBAND\lib\user\Ariku.txt? [y/n] y

Posted on 28.6.2003 20:22
Last updated on 9.7.2003 02:48

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1. on the sCthangband Ladder (of 13)

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On 28.6.2003 20:22 pardoz@io.com.remove wrote:
Finally getting the hang of this variant, and having a blast. Finding the Amulet of Brilliance meant I've ended up being a much more effective spellcaster than I'd originally planned (I'd planned on picking up some utility Necromancy, mostly). Just finished stat gain in the Conflux of the Elements and heading off to the Collector's Cave.

On 30.6.2003 03:35 pardoz@io.com.remove wrote:
Finished off the Collector's Cave. The Collector himself (cute) wasn't that tough, at least once I teleported away his mass unique summons and the summons they'd gotten off. Toughest level was at 2150': quest level for 25 (!!) Great Hell Wyrms; also the most productive, skills-wise.

On 30.6.2003 23:58 pardoz@io.com wrote:
Day 35. 4 unique Ds killed. V. good. Off to Tower of Koth.

Still not King.

On 30.6.2003 23:58 pardoz@io.com wrote:
Day 35. 4 unique Ds killed. V. good. Off to Tower of Koth.

Still not King.

On 30.6.2003 23:58 pardoz@io.com wrote:
Day 35. 4 unique Ds killed. V. good. Off to Tower of Koth.

Still not King.

On 2.7.2003 03:08 pardoz@io.com.remove wrote:
Finished off the Tower of Koth without too many problems (Pulverise is my friend...). Off to the Necropolis for some final skill polishing before attempting to tackle Kadath. Still hoping for some decent +CON gloves or shield so I can swap out one of the Con rings for the RoExtra Attacks I just picked up. More attack speed is always good :-)

On 5.7.2003 01:52 pardoz@io.com.remove wrote:
Finished off the Necropolis. Vecna wasn't too tough, but I had a long slog finishing off Bast, and Tselakus the Dreadlord damn near did me in (had me down to under 80 HP at one point). Fast spellcasters are *ugly* in sCth. Still looking for decent +Con gear. Still not king.

On 8.7.2003 02:32 pardoz@io.com.remove wrote:
Down to 4200' under Kadath, and boy have things gotten ugly in the last 100' or so. After a fairly unexceptional period I've hit half a dozen seriously hairy uniques and picked up some phenomenal kit. Still hoping to pick up that last 1% in MA to get the extra attack (although my shiny new ring helps a *lot* with that).

On 8.7.2003 07:36 adam_h@worldnet.att.net wrote:
Go Ariku go! Glad to see someone else enjoying this variant.

On 9.7.2003 02:53 pardoz@io.com wrote:
Down to 4900'. Hoping pick off Yog-Sothoth and Great Cthulhu hisself (itself?) before descending for the penultimate battle again. (Tried it once, but had to split since about six very heavy uniques were generated on the level. Went up 50' and five of 'em were generated again. Two antisummoning corridors and a whole stack of healing and restore mana later, it was Ariku: 5, Cthulhoid monstrosities: 0). Got me some very, very nice toys in the ensuing cleanup (basically waved a wand of acid balls and started IDing anything that survived, to happy result).

adam_h - yeah, this variant's a hoot, isn't it? Dunno why it doesn't get much attention.

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