The Angband Ladder: KillOnSight, Power Sprite Barbarian by Matthias

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

 Name   KillOnSight                              Self  RB  CB  EB   Best
 Sex    Female            Age        26   Str:  18/56  +5  +6 +11 18/276 18/257
 Race   Power Sprite      Height      4   Int:     16  -3  -3  +0     10      6
 Class  Barbarian         Weight      3   Wis:     12  -1  -1  +3     13     10
 Title  Chieftain         Status      5   Dex:  18/71  +2  +1  +4 18/141 18/118
 HP     -24/408           Maximize    Y   Con:     16  +1  +2  +7  18/80  18/40
 SP     22/22                             Chr:     17  +0  -1  +4  18/20     15

 Level           36       Armor    [47,+92]     Saving Throw          68
 Cur Exp     735857       Fight   (+31,+23)     Fighting             344
 Max Exp     735857       Melee   (+40,+49)     Shooting             333
 Adv Exp     742500       Shoot    (+45,+6)     Throwing             272
 MaxDepth   2550 ft       Blows      5/turn     Disarming             58
 Turns       564061       Shots      1/turn     Magic Device          46
 Gold        284165       Stealth         7     Alertness             44
 Burden   220.0 lbs       Energy        50%     Searching             12

 You are from a tribe of barbaric sprites89:54:38:51playful careless
 spritesYou have light grey eyes, straight black hair, and a fair
 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:+............      :.............


  [Last Messages]

> You miss the chaos drake.
> The chaos drake breathes gravity.
> Gravity warps around you.
> You feel yourself moving slower!
> You have been stunned.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You feel very good.
> You are no longer stunned.
> You have 31 Red Potions of Cure Critical Wounds (d).
> The chaos drake breathes gravity.
> Gravity warps around you.
> You have been stunned.
> You die.
> Illegal edit key!


  [Character Equipment]

a) The battle axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3) {@w1}
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.   It increases your alertness by 15.  It slays orcs, 
   trolls, and demons.  It provides resistance to acid, electricity, 
   fire, cold, and blindness.  It makes you fall like a feather and 
   speeds your regeneration.  It grants you immunity to paralysis.  It
   cannot be harmed by the elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 127.3 against orcs, 127.3
   against trolls, 127.3 against demons, and 55.1 against other monsters.
b) mini crossbow of Steady Aim (ML2) (+14,+6) (+1)
    It increases your alertness by 5.  It provides resistance to 
   confusion, charming, and static.  
   
   A launcher with an multiplier level (ML) of 2 actually multiplies
   damage by x1.75
   Examine ammo to see average damage.
   
c) a Spinel Ring of Slaying of Eregion (+5,+5) (+2 to speed) {dis}
   It increases your speed by 2.  It provides resistance to 
   disenchantment.  
   
d) a Zircon Ring of See Invisible of Eregion (+2 to speed) {poi}
   It increases your speed by 2.  It provides resistance to poison.  It
   grants you the ability to see invisible things.  
   
e) a Limestone Amulet of Wisdom (+3)
   It increases your wisdom by 3.  It sustains your wisdom.  
   
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 mithril plate mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides
   resistance to acid, electricity, fire, cold, dark, and 
   disenchantment.  It activates for banishment every 500 turns.  It
   cannot be harmed by the elements.  
   
h) a cloak of Protection [1,+15]
   It provides resistance to shards.  It cannot be harmed by the
   elements.  
   
i) a main gauche of Extra Attacks (1d3) (+9,+8) [2,+6] (+2) {!d!k!v}
   It increases your attack speed by 2.  
   
   With this weapon, you would currently get 7 blows per round.  You
   can wield this weapon in your off hand for defence.
   Each blow will do an average damage of 21.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 13.
   
j) The iron helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, electricity, fire, cold, and fear.  It
   usually provides light of radius 4.  It provides damage reduction
   against monster breath.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
   
k) a set of steel gauntlets of Throwing (+4,+2) [3,+6] (+4)
    It increases your throwing power by 3.  It also applies its damage
   bonus to throwing weapons instead of melee.  
   
l) a pair of leather sandals of Stability [1,+7]
   It provides resistance to nexus.  It makes you fall like a feather.  
   
   


  [Character Equipment -- Quiver]

n) 14 bolts (1d5) (+5,+5)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 24.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
o) 20 bolts of Flame (1d5) (+8,+7) {@f1}
   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 84 against fire-vulnerable creatures, and 28
   against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
p) 7 bolts of Wounding (1d5) (+9,+10) {@f2}
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 33.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
q) 14 bolts of Wounding (1d5) (+7,+7) {@f2}
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 28.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
r) 8 bolts of Slay Dragon (1d5) (+11,+8) {@f3}
   It slays dragons.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 89.1 against dragons, and 29.7 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 10.
   
s) 14 bolts (1d5) (+2,+4)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 22.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
t) 17 bolts (1d5) (+4,+5)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 24.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   


  [Character Inventory]

a) 3 Books of Nature Magic [Call of the Wild] {@m1 #Boring Book is boring}
   
   
b) a Book of Nature Magic [Communion with Nature] {@m2 #almost better than rod}
   
   
c) 3 Books of Nature Magic [Natural Combat] {#Can't cast that yet book}
   It cannot be harmed by the elements.  
   
d) 31 Red Potions of Cure Critical Wounds
   
   
e) 3 Dark Blue Potions of Healing
   
   
f) 15 Scrolls titled "moneus progo" of Phase Door
   
   
g) 10 Scrolls titled "laci sa debero" of Identify {@r4}
   
   
h) a Scroll titled "ario scundo" of *Identify*
   
   
i) 4 Scrolls titled "comis cuicalio" of Recharging
   
   
j) 3 Scrolls titled "edo reo" of Deep Descent {!*}
   
   
k) a Scroll titled "co mo pero" of Banishment
   
   
l) 2 Tin-Plated Rods of Recall {@z0}
   It cannot be harmed by lightning.  
   
m) 2 Iron-bound Rods of Detection (1 charging) {@z7 !!}
   It cannot be harmed by lightning.  
   
n) 2 Steel Rods of Teleport Other
   
   
o) 5 Nickel-Plated Rods of Light {@z1}
   
   
p) 5 Harpy Feather Wands of Teleport Other (33 charges)
   
   
q) 4 Cockatrice Beak Wands of Stone to Mud (12 charges)
   
   
r) a Wych Elm Staff of Teleportation (1d5) (+0,+0) (6 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 22.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
s) a Hickory Staff of Speed (1d5) (+0,+0) (1 charge)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 22.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
t) a Birch Staff of Mana-free Spellcasting (1d5) (+5,+4) (4 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 26.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 13.
   
u) a pair of hard leather boots of Free Action [3,+11]
   It grants you immunity to paralysis.  
   
v) a halberd of Raging Elementals (3d5) (+7,+16) {!d!k!v #megaswitch @w2}
   It is branded with acid, lightning, fire, frost, and poison.  It 
   drains experience.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 148.8 against acid-vulnerable
   creatures, 148.8 against electricity-vulnerable creatures, 148.8
   against fire-vulnerable creatures, 148.8 against frost-vulnerable
   creatures, 148.8 against poison-vulnerable creatures, +10.4 when two
   different brands apply, +20.8 when three different brands apply, +
   31.2 when four different brands apply, and 65.6 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 7.
   


  [Home Inventory]

a) 2 Books of Nature Magic [Bombadil's Songs] {Sing, singsingsingsing}
   It cannot be harmed by the elements.  
   
b) a Puffy Mushroom of Fast Attacks {#PuffPuff Morgy Dies}
   
   
c) 51 Vermilion Potions of See Invisible
   
   
d) 4 Bubbling Potions of Speed
   
   
e) 25 Red Potions of Cure Critical Wounds
   
   
f) an Orange Speckled Potion of *Healing*
   
   
g) 36 Scrolls titled "moneus progo" of Phase Door
   
   
h) 29 Scrolls titled "supesto la" of Teleportation
   
   
i) 35 Scrolls titled "laci sa debero" of Identify {@r4}
   
   
j) 7 Scrolls titled "comis cuicalio" of Recharging
   
   
k) 20 Scrolls titled "mus pato brum" of Protection from Evil
   
   
l) 2 Scrolls titled "hor aus pes" of *Destruction*
   
   
m) a Scroll titled "co mo pero" of Banishment
   
   
n) 4 Copper-Plated Rods of Illumination
   
   
o) 4 Steel Rods of Teleport Other
   
   
p) 4 Harpy Feather Wands of Teleport Other (27 charges)
   
   
q) 2 Wych Elm Staffs of Teleportation (1d5) (+0,+0) (13 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 22.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
r) a Star Sapphire Ring of Free Action of Warfare (+6,+1)
   It grants you immunity to paralysis.  
   
s) a Bloodstone Ring of Constitution (+5)
   It increases your constitution by 5.  It sustains your constitution.
   
   
t) The Star of Elendil
   It usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for magic mapping every 50+d50
   turns.  It cannot be harmed by the elements.  
   
u) a cloak of Dungeon Sight (+2) [1,+17]
   It provides resistance to blindness.  It grants you darkvision.  It
   cannot be harmed by acid.  
   
v) The hard leather cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to blindness.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
   
w) a set of steel gauntlets of Magic Mastery [3,+9] (+2)
    It increases your magic device skill by 16.  
   
x) a great sword of Raging Elementals (4d5) (+10,+8) {#holy cow}
   It is branded with acid, lightning, fire, frost, and poison.  It 
   drains experience.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 149.8 against acid-vulnerable
   creatures, 149.8 against electricity-vulnerable creatures, 149.8
   against fire-vulnerable creatures, 149.8 against frost-vulnerable
   creatures, 149.8 against poison-vulnerable creatures, +11.1 when two
   different brands apply, +22.2 when three different brands apply, +
   33.3 when four different brands apply, and 60.6 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 6.
   
y) a great axe of *Slay Dragon* (4d4) (+7,+6) (+2) {!d!k!v #Dragon?!? What dra}
   It increases your constitution by 2.  It is especially deadly
   against dragons.  It provides resistance to fear.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 214.5 against dragons, and 
   54.1 against other monsters.  Your chance of scoring a critical hit
   with this weapon is 1 in 8.
   
z) a ceremonial mace (Holy Avenger) (2d4) (+7,+12) [+3] (+3)
   It increases your wisdom by 3.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear and life draining.  
   It sustains your intelligence.  It is good and hates evil.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 70.2 against evil creatures, 
   95.3 against demons, 95.3 against undead, and 45.1 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 10.
   
{) mini crossbow of Extra Might (ML3) (+13,+27) (+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.
   
|) a mumak tusk of Natural Light (1d9) (+5,+7)
   It slays undead.  It provides resistance to dark and nether.  It
   sustains your charisma.  It usually provides light of radius 1.  It 
   is blessed by the gods and is good and hates evil.  It grants you 
   the ability to see invisible things.  It cannot be harmed by fire.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 97.8 against undead, and 42.6
   against other monsters (add +6.9 damage against creatures vulnerable
   to light).  Your chance of scoring a critical hit with this weapon
   is 1 in 9.
   


  [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 17.9.2009 19:14
Last updated on 19.9.2009 22:24

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9458. on the Ladder (of 19090)
11. on the DaJAngband Ladder (of 100)
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Comments

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On 17.9.2009 19:14 Matthias wrote:
A Sprite Barbarian?!? And it is holding 50 times its weight in stuff..

I'm not diving with this one, instead I'll attack each and every unique on the first encounter, so any larger vault will likely kill this faerie

The offweapon I'm wielding has a very nice (and maybe unintended) side-effect of giving the damage bonuses to the other weapon. Oh and that +2 attacks as well :)

On 17.9.2009 19:17 Matthias wrote:
There's also something strange about the character description

On 17.9.2009 19:53 will_asher wrote:
If that main gauche is giving you +2 blows and damage bonus, that's definetly a bug. I guess in this game, you can consider it a highly advantageous exploit.

On 18.9.2009 02:45 Matthias wrote:
Balli Stonehead from old man willow (thanks). Also found a rod of detection and Thranduil, so I'm finally seeing and as a result fighting more uniques.

Survived multiple fights that I wouldn't have fought in a normal game like against a somewhat OOD Mim (who dropped nothing) or unhasted against Uvatha.
Of course non of those got close to the fight against everyone's favorite dragon kavlax. I found that dragonkiller earlier and was keeping it as a switch especially for him. Too bad that I missed 3 out of 4 on my first attack while he breathed cold for 300 damage. One scared teleport and some turns later we found each other again, and this time the sword did its job and cut him to pieces with only three attacks

On 18.9.2009 06:55 will_asher wrote:
Wow. I really need to fix that off-hand weapon bug with extra attacks. this is way overpowered.

On 18.9.2009 15:36 Matthias wrote:
While it clearly is overpowered, you might still consider not taking it out. The chance to actually find a +2 attack speed weapon that can be used on the shield slot is very small, so ignoring Artifacts this offers the trade-off of getting early combat bonuses versus getting early defensive bonuses. You could let brands be as effective as ring brands. For the armor value alone, noone will ever wield such a weapon instead of a shield, I only put it there to save inventory space :)

On 19.9.2009 22:24 Matthias wrote:
Meh. Was too tired to play apparently. Second death against a chaos drake in a row. Maybe I'll learn it this time. Wasn't really paying attention to the game, one eye closed. "Oh, gravity breath, almost dead, let's drink ccw because that'll solve everything"...

Found some nice arts and a +4 throwing glove and was able to throw 4 rubble per turn for 125 damage with the mighty throw spell active. Not useful enough for the normal play, but I considered throwing Morgy to death just for the luls.
Minor bug there: When the spell runs out, it is impossible to drop or destroy those bolders. It's only a minor problem if you casted the spell and can rescast it again, but I once got that buff from a potluck mushroom, that could have ended nasty..

Also found one very last bug when trying to write the char dump: It is not possible to use the upper case K in the name. All other letters, upper and lower case work.

I won't be able to test any new version in the near future as I have a lot of rl stuff upcoming.

On 20.9.2009 04:10 Matthias wrote:
Oh and I just realized that I am using K as a macro, so that's what was causing the last thing

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