The Angband Ladder: Kirdil, Human Alchemist by will_asher
[DaJAngband version 1.1.0 Nov 20, 09 update Character Dump] Name Kirdil Self RB CB EB Best Sex Male Age 22 STR: 17 +0 -1 +3 18/10 Race Human Height 74 INT: 18 +0 +2 +0 18/20 Class Alchemist Weight 159 Wis: 10 +0 -1 +0 9 6 Title Chemist Status 1 DEX: 12 +0 +0 +0 12 HP 160/160 Maximize Y Con: 13 +0 -1 +0 12 11 SP 35/35 CHR: 10 +0 -1 +0 9 Level 20 Armor [13,+6] Saving Throw 44 Cur Exp 5869 Fight (+3,+4) Fighting 88 Max Exp 5869 Melee (+6,+8) Shooting 90 Adv Exp 6966 Shoot (+9,+4) Throwing 84 MaxDepth Lev 13 Blows 1/turn Disarming 43 Turns 622657 Shots 1/turn Magic Device 50 Gold 1157 Stealth 3 Alertness 28 Burden 140.5 lbs Energy 100% Searching 22 You are one of several children of a Serf. 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:............. Dark:............. Charm:............. abcdefghijkl@ abcdefghijkl@ S.Dig:...+......... Stea.:+............ Feath:............. Alert:+...+........ PLite:............. Tunn.:............. Regen:+............ Speed:............. Telep:............. Blows:............. Dkvis:............. Shots:............. Invis:............. Might:............. FrAct:+............ ThrwM:............. HLife:............. :............. [Character Equipment] a) a scimitar (Defender) (2d4) (+3,+4) [+4] (+1 to stealth) {@w0} It increases your stealth by 1. It increases your alertness by 5. It provides resistance to acid, electricity, fire, and cold. It speeds your regeneration. It grants you immunity to paralysis. It cannot be harmed by the elements. It might have hidden powers. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 13. Your chance of scoring a critical hit with this weapon is 1 in 22. b) a sling (ML2) (+6,+4) A launcher with an multiplier level (ML) of 2 actually multiplies damage by x1.75 Examine ammo to see average damage. c) a Zircon Ring of Strength (+3) It increases your strength by 3. It sustains your strength. d) a Citrine Ring of Slow Digestion It slows your metabolism. e) a Sea Shell Amulet of Alertness (+1) It increases your alertness by 5. f) a brass lantern (11342 turns) {@w4} It usually provides light of radius 2. It cannot be harmed by fire. g) soft leather armour [4,+1] h) a cloak [1,+0] i) a small leather shield [2,+0] j) a metal cap [3,+0] k) (nothing) l) a pair of hard leather boots [3,+0] [Character Equipment -- Quiver] n) 53 iron shots (1d4) (+0,+0) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 11.3. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 46. o) 4 throwing daggers (1d4) (+0,+0) {@v1=g} It is balanced for throwing and can't be used for melee. This weapon can be thrown for an average damage of 3.7. Your chance of scoring a critical hit when throwing this weapon is 1 in 34. p) 6 throwing daggers of Critical Weight (1d4) (+5,+4) {@v3=g} It increases likelihood of critical hits and is balanced for throwing and can't be used for melee. This weapon can be thrown for an average damage of 9.3. Your chance of scoring a critical hit when throwing this weapon is 1 in 17. [Character Inventory] a) 2 Books of Alchemy [Beginner's Mixing] {@p1} b) 2 Books of Alchemy [Commonly Used Potions] {@p2} It cannot be harmed by acid. c) a Book of Alchemy [Chemical Detections & Tools] {@p3} d) 5 rations of food e) 2 flasks of oil f) a Green Potion of Berserk Strength g) 5 Misty Potions of Cure Serious Wounds {@q2} h) 8 Dark Red Potions of Cure Critical Wounds {@q1} i) 6 Scrolls titled "graiens tus" of Phase Door {@r1} j) a Scroll titled "chrurius" of Teleport Level {@r7 !*} k) 6 Scrolls titled "fabo memo" of Word of Recall {@r3} l) 2 Tin-Plated Rods of Trap Location {@z3} m) a Copper-Plated Rod of Fire Bolts {@z5} n) a Hippocampus Tail Wand of Teleport Other (10 charges) o) a Harpy Feather Wand of Light (7 charges) p) a Troll Bone Wand of Sleep Monster (20 charges) q) a Keplie Mane Wand of Slow Monster (9 charges) r) a Minotaur Horn Wand of Wonder (16 charges) It cannot be harmed by the elements. s) a Willow Staff of Teleportation (1d5) (+0,+0) (7 charges) {@u9} With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 6. Your chance of scoring a critical hit with this weapon is 1 in 39. t) a Mistletoe Staff of Identify of Slay Orc (1d5) (+3,+3) (10 charges) {@w1 @} It slays orcs. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 21 against orcs, and 9 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 34. u) a Scorched Staff of Light (1d5) (13 charges) {@u2, cursed} With this weapon, you would currently get 1 blow per round. v) a shovel (1d2) (+0,+0) (+1) {@w0} It increases your tunneling by 1. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 4.8 (add +1.2 damage against creatures vulnerable to rock remover). Your chance of scoring a critical hit with this weapon is 1 in 34. [Home Inventory] a) a Green Potion of Berserk Strength b) a Clotted Red Potion of Restore Mana c) a Magenta Potion of Restore Intellect d) 7 Scrolls titled "quo inclum" of Identify {@r2} e) 2 Gargoyle Wing Wands of Stone to Mud (11 charges) f) 3 Harpy Feather Wands of Light (24 charges) g) 3 Keplie Mane Wands of Slow Monster (27 charges) h) a Cottonwood Staff of Treasure & Object Location (1d5) (+0,+0) (15 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 6. Your chance of scoring a critical hit with this weapon is 1 in 39. i) a Citrine Ring of Slow Digestion It slows your metabolism. j) a dagger (1d4) (+2,+5) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 8.1. Your chance of scoring a critical hit with this weapon is 1 in 45. k) a long bow (ML3) (+1,+1) A launcher with an multiplier level (ML) of 3 actually multiplies damage by x2.625 Examine ammo to see average damage. l) 22 arrows (1d4) (+6,+2) {@f3=g} m) 25 arrows (1d4) (+0,+0) {@f1=g} n) a Treasure map o) a docile tan dust bunny [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): no (adult_randarts) A: Randomize randart names (if randarts is on): yes (adult_randnames) 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 28.4.2008 05:55
16360. on the Ladder (of 19090)
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