The Angband Ladder: Rahta, Hobglib Alchemist by will_asher

  [DaJAngband version 1.1.1 Character Dump]

 Name   Rahta                                    Self  RB  CB  EB   Best
 Sex    Male              Age        38   STR:  18/22  +1  -1  +0  18/22
 Race   Hobglib           Height     63   Int:     17  +2  +2  +0  18/30  18/20
 Class  Alchemist         Weight    188   Wis:     10  -2  -1  +3     10      9
 Title  Psuedo Doctor     Status      9   DEX:     16  -1  +0  +0     15
 HP     -3/200            Maximize    Y   CON:     11  +2  -1  +0     12
 SP     40/48                             CHR:     11  -3  -1  +3     10

 Level           28       Armor    [15,+62]     Saving Throw          62
 Cur Exp      62315       Fight    (+3,+15)     Fighting             108
 Max Exp      65041       Melee   (+10,+21)     Shooting             103
 Adv Exp      77000       Shoot   (+10,+13)     Throwing             107
 MaxDepth    Lev 29       Blows      1/turn     Disarming             54
 Turns      1101020       Shots      1/turn     Magic Device          72
 Gold         60253       Stealth        11     Alertness             27
 Burden   159.7 lbs       Energy        90%     Searching             33

 You've forgotten who your parents are. People have reluctantly
 accepted you into their town.



      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:.............      :.............


  [Last Messages]

> *** LOW HITPOINT WARNING! ***
> The Skeezix touches you.
> You are covered with frost!
> *** LOW HITPOINT WARNING! *** <2x>
> The Skeezix bites you.
> *** LOW HITPOINT WARNING! ***
> You feel your life draining away!
> The Skeezix misses you.
> There is a wall in the way!
> You failed to use the staff properly.
> The Skeezix claws you.
> *** LOW HITPOINT WARNING! ***
> The Skeezix misses you.
> The Skeezix bites you.
> You die.


  [Character Equipment]

a) The flail 'Totila' (2d13) (+7,+6) (+2 to stealth) {@w0 floor L20}
   It increases your stealth by 2.  It slays all evil creatures.  It is
   branded with fire.  It provides resistance to fire, confusion, and 
   charming.  It activates for confuse monster every 15 turns.  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 55 against evil creatures, 74
   against fire-vulnerable creatures, and 36 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 16.
   
b) a short bow of Extra Might (ML3) (+7,+13) (+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.
   
c) a Jacinth Ring of Protection [+8]
     
   
d) a Star Ruby Ring of Damage (+11)
     
   
e) a Crystal Amulet of Alertness (+3)
     It increases your alertnessby 15.  
   
f) a brass lantern (12635 turns) {@w4}
     It usually provides light of radius 2.  It cannot be harmed by 
   fire.  
   
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) a cloak of Stealth [1,+6] (+3 to stealth)
   It increases your stealth by 3.  
   
i) a small metal shield [3,+4]
     
   
j) The metal cap of Thengel [3,+12] (+3)
   It increases your wisdom and charisma by 3.    It provides
   resistance to confusion.  It cannot be harmed by the elements.  
   
k) a set of mail gauntlets [2,+4]
     
   
l) a pair of soft leather boots [2,+6]
     
   


  [Character Equipment -- Quiver]

n) 30 arrows (1d4) (+0,+0) {@f1=g}
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 40.6.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 38.
   
o) 13 arrows of Wounding (1d4) (+13,+4) {@f2=g}
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 51.1.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 26.
   
p) 20 arrows of Slay Giant (1d4) (+4,+7) {@f3=g}
     It slays giants.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 177 against giants, and 59 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 32.
   
q) 4 throwing daggers (1d4) (+6,+5) {@v1=g}
     It is balanced for throwing and can't be used for melee.  You can
   throw 2 of these weapons in one turn.
   
   This weapon can be thrown for an average damage of 10.5.  Your
   chance of scoring a critical hit when throwing this weapon is 1 in
   24.
   
r) 2 throwing daggers of Flame (1d4) (+1,+5) {@v3=g}
     It is branded with fire.  It is balanced for throwing and can't be
   used for melee.  It cannot be harmed by fire.  You can throw 2 of
   these weapons in one turn.
   
   This weapon can be thrown for an average damage of 31.5 against
   fire-vulnerable creatures, and 10.5 against other monsters.  Your
   chance of scoring a critical hit when throwing this weapon is 1 in
   27.
   
s) a dagger of Slay Troll (1d4) (+3,+3) {@v2=g}
     It slays trolls.  It is better for throwing than most melee weapons.
   
   
   With this weapon, you would currently get 2 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 23.3 against trolls, and 17.1
   against other monsters.  This weapon can be thrown for an average
   damage of 19.8 against trolls, and 6.6 against other monsters.  Your
   chance of scoring a critical hit with this weapon is 1 in 36 (less
   when thrown).
   
t) a salamander tooth (1d4) (+6,+4) {@v3=g}
     It is branded with fire.  It is better for throwing than most
   melee weapons.  
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 25.5 against fire-vulnerable
   creatures, and 18.5 against other monsters.  This weapon can be
   thrown for an average damage of 23.4 against fire-vulnerable
   creatures, and 7.8 against other monsters.  Your chance of scoring a
   critical hit with this weapon is 1 in 30 (less when thrown).
   


  [Character Inventory]

a) 3 Books of Alchemy [Beginner's Mixing] {@p1}
     
   
b) 3 Books of Alchemy [Commonly Used Potions] {@p2}
     It cannot be harmed by acid.  
   
c) 3 Books of Alchemy [Chemical Detections & Tools] {@p3}
     
   
d) a Book of Alchemy [Quick Getaways: Thieves' edition] {@p4}
     
   
e) a Book of Alchemy [Chemical Combat] {@p5}
     It cannot be harmed by the elements.  
   
f) a Bubbling Potion of Speed {@q7}
     
   
g) 8 Purple Speckled Potions of Cure Critical Wounds {@q1}
     
   
h) 9 Scrolls titled "reo imenus" of Phase Door {@r1}
     
   
i) a Scroll titled "dens ciestus" of Teleport Level {@r7 !*}
     
   
j) 5 Scrolls titled "adenus" of Word of Recall {@r3}
     
   
k) 11 Scrolls titled "ede pro deo" of Identify {@r2}
     
   
l) 2 Scrolls titled "cancidus matus" of Deep Descent {@r7 !*}
     
   
m) 3 Tarnished Silver Rods of Trap Location {@z3}
     
   
n) 4 Tin Rods of Light {@z4}
     
   
o) 3 Lead-Plated Rods of Frost Bolts {@z5}
     
   
p) a Manticore Quill Wand of Teleport Other (6 charges)
     
   
q) 3 Gorgon Hair Wands of Stone to Mud (21 charges)
     
   
r) a Beech Staff of Teleportation (1d5) (+0,+0) (4 charges) {@u9}
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 32.
   
s) a Redwood Staff of Detect Invisible (1d5) (+0,+0) (14 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 32.
   
t) a Blackthorn Staff of Sleep Monsters (Holy Avenger) (1d5) (+14,+7) [+4] (10
cha
     It slays demons, undead, and all evil creatures.  It provides
   resistance to fear and life draining.  It sustains your wisdom.  It 
   is good and hates evil.  It cannot be harmed by fire.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 30 against evil creatures, 36
   against demons, 36 against undead, and 24 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 21.
   
u) a wooden club of Gondolin (2d3) (+6,+7) (+0) {@w2}
     It decreases your throwing powerby -1.  It slays orcs, trolls, 
   dragons, and demons.  It provides resistance to dark.  It usually
   provides light of radius 1.  It is better for throwing than most
   melee weapons.  It grants you immunity to paralysis and the ability
   to see invisible things.  It cannot be harmed by acid or fire.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 39 against orcs, 39 against
   trolls, 39 against dragons, 39 against demons, and 25 against other
   monsters (add +1.7 damage against creatures vulnerable to light).  
   This weapon can be thrown for an average damage of 46.2 against
   orcs, 46.2 against trolls, 46.2 against dragons, 46.2 against
   demons, and 15.4 against other monsters.  Your chance of scoring a
   critical hit with this weapon is 1 in 25 (less when thrown).
   


  [Home Inventory]

a) 7 Books of Alchemy [Beginner's Mixing] {@p1}
     
   
b) 2 Books of Alchemy [Commonly Used Potions] {@p2}
     It cannot be harmed by acid.  
   
c) 10 Bubbling Potions of Speed {@q7}
     
   
d) a Gold Potion of Restore Mana
     
   
e) 4 Scrolls titled "copon pro ins" of Teleportation {@r9 !*}
     
   
f) 26 Scrolls titled "dens ciestus" of Teleport Level {@r7 !*}
     
   
g) 2 Scrolls titled "tereceo trum" of *Identify*
     
   
h) a Rusty Iron Rod of Teleport Other {@z7}
     
   
i) 4 Tin Rods of Light {@z4}
     
   
j) a Manticore Quill Wand of Teleport Other (8 charges)
     
   
k) 2 Gorgon Hair Wands of Stone to Mud (13 charges)
     
   
l) a Gargoyle Wing Wand of Sleep Monster (16 charges)
     
   
m) 2 Mandrake Root Wands of Wonder (16 charges)
     It cannot be harmed by the elements.  
   
n) a Cedar Staff of Darkness of Slay Evil (2d5) (+9,+8) (9 charges) {@w1}
     It slays all evil creatures.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 37 against evil creatures, 
   and 28 against other monsters.  Your chance of scoring a critical
   hit with this weapon is 1 in 24.
   
o) a Cottonwood Staff of Summoning of Lightning (1d5) (+2,+3) (5 charges)
     It is branded with lightning.  It provides resistance to 
   electricity.  It cannot be harmed by lightning.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 32 against
   electricity-vulnerable creatures, and 20 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 30.
   
p) 2 Beech Staffs of Teleportation (1d5) (+0,+0) (13 charges) {@u9}
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 32.
   
q) a Redwood Staff of Detect Invisible (1d5) (+0,+0) (14 charges) {tried}
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 32.
   
r) a Hemlock Staff of Slow Monsters (1d5) (+0,+0) (7 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 32.
   
s) a Marble Amulet of Slow Digestion
     It slows your metabolism.  
   
t) a broad sword of Extra Attacks (2d5) (+6,+10) (+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 32.  Your chance of scoring a
   critical hit with this weapon is 1 in 17.
   
u) a hatchet of Critical Weight (1d5) (+5,+6) {@w0}
     It increases likelihood of critical hits.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 24.8.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
v) a natace of Slay Demon (1d4/1d4) (+9,+7)
     It slays demons.  It is a double weapon (easier to get multiple
   attacks, especially if you are not using a shield).  
   
   With this weapon, you would currently get 2 blows per round.  You
   would get 3 blows with this weapon if you weren't wearing a shield.
   
   Each blow will do an average damage of 33.3 (29.4 on the 2nd hit)
   against demons, and 23.1 (21.8 on the 2nd hit) against other monsters.
    26.
   
w) 2 javelins (1d7) (+3,+7) {@v3=g}
     It is balanced for throwing and can't be used for melee.  
   
   This weapon can be thrown for an average damage of 15.4.  Your
   chance of scoring a critical hit when throwing this weapon is 1 in
   23.
   
x) a quarterstaff of Slay Giant (1d8/1d5) (+10,+6) {@w0}
     It slays giants.  It is a double weapon (easier to get multiple
   attacks, especially if you are not using a shield).  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 44.9 against giants, and 26.3
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 17.
   
y) 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 15.8 (add +1.2 damage against
   creatures vulnerable to rock remover).  Your chance of scoring a
   critical hit with this weapon is 1 in 29.
   
z) 22 mithril arrows (3d4) (+2,+3) {@f3=g}
     It cannot be harmed by acid or fire.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 61.6.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 33.
   
{) 23 iron shots (1d4) (+4,+6)
     
   


  [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 8.12.2009 08:28
Last updated on 9.12.2009 07:53

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13308. on the Ladder (of 19090)
38. on the DaJAngband Ladder (of 100)
47. for this player (

Comments

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On 8.12.2009 08:28 will_asher wrote:
There appears to be a bug when throwing might gets chosen as the random power for an ego which doesn't normally have a pval. Throwing might uses a pval, but I found an ego with that as a random power but no pval.

On 9.12.2009 07:53 will_asher wrote:
failed staff of teleport. shoud've used deep decent.

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