[Angband 3.1.0 beta Character Dump] Sex Male Age 17 STR: 18/61 -1 +2 +8 18/151 Race Kobold Height 37 INT: 14 -1 +1 +6 18/20 Class Rogue Weight 62 WIS: 14 +0 -2 +0 12 Title Rogue Social Liked DEX: 18/52 +2 +3 +6 18/162 HP 504/504 Maximize Y CON: 18/18 +2 +1 +6 18/108 SP 38/52 CHR: 18/15 -2 -1 +0 17 Level 37 Armor [35,+102] Saving Throw 66% Cur Exp 788879 Fight (+29,+39) Stealth Superb Max Exp 788879 Melee (+44,+54) Fighting Heroic Adv Exp 980000 Shoot (+36,+9) Shooting Heroic MaxDepth 2400' (L48) Blows 5/turn Disarming 100% Turns 922618 Shots 1/turn Magic Device Superb Gold 202457 Infra 90 ft Perception 1 in 11 Burden 208.2 lbs Speed 5 Searching 47% You come from a litter of 5 pups. Your father was a fungus farmer, and your mother was a cook. You have brown eyes, a dark brown hide, and small, sharp teeth. Acid:......+.++... Confu:......+...... Elec:......+.++... Sound:......+...... Fire:+.....+.++... Shard:............. Cold:....+.+.++... Nexus:............. Pois:............+ Nethr:............. Fear:......+..+... Chaos:............. Lite:+.......+.... Disen:............. Dark:....+...+.... S.Dig:.......+..... Blind:............. Feath:+............ PLite:+........+... Aggrv:............. Regen:............. Stea.:.......+..... Telep:.........+... Sear.:............. Invis:+........+... Infra:+...........+ FrAct:..........+.. Tunn.:............. HLife:....+........ Speed:+..........+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Spear of Orome (4d6) (+15,+15) (+4) +4 intelligence, infravision, speed. Provides resistance to fire, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Feather Falling. Grants the ability to see invisible things. When activated, it turns rock into mud. It takes 5 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 82 against animals, 96 against giants, 96 against fire-vulnerable creatures, and 68 against normal creatures. b) a Long Bow of Extra Might (x3) (+7,+9) (+1) +1 shooting power. c) a Malachite Ring of Damage (+0,+10) d) a Malachite Ring of Damage (+0,+10) e) The Jewel 'Evenstar' Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. h) a Fur Cloak of the Magi [3,+14] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Slows your metabolism. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Leather Boots of Speed [2,+7] (+2) +2 speed. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] {@m1} b) 4 Books of Magic Spells [Conjurings and Tricks] c) 4 Books of Magic Spells [Incantations and Illusions] {@m3} d) 4 Books of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) 30 Vermilion Potions of Cure Critical Wounds h) 16 Clotted Red Potions of Heroism i) 35 Scrolls titled "nectus relli" of Phase Door j) a Zirconium Rod of Teleport Other k) a Lead Rod of Speed {!!} Cannot be harmed by electricity. l) 4 Aspen Staffs of Teleportation (18 charges) m) 13 Arrows of Frost (1d4) (+8,+5) {@f3} Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 198 against frost-vulnerable creatures, and 66 against normal creatures. 35% chance of breaking upon contact. n) 18 Arrows (1d4) (+8,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 70 against normal creatures. 35% chance of breaking upon contact. o) 93 Arrows (1d4) (+0,+0) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 46 against normal creatures. 35% chance of breaking upon contact. p) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 46 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 20 Vermilion Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. b) 5 Light Green Potions of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. c) 2 Brown Potions of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. d) an Oily Yellow Potion of Restore Mana When ingested, it restores your mana points to maximum. e) 33 Clotted Red Potions of Heroism When ingested, it restores 10 hit points, removes fear and grants you resistance to fear and +12 to-hit for 1d25+25 turns. f) a Cottonwood Staff of *Destruction* (0 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. g) a Banyan Staff of the Magi (1 charge) When used, it restores both intelligence and manapoints to maximum. h) a Platinum Ring of Strength (+2) +2 strength. Sustains strength. i) 2 Gold Rings of Constitution (+3) +3 constitution. Sustains constitution. j) a Mithril Ring of Escaping (+4 speed) +4 speed. Makes you unable to hit foes. k) a Ruby Amulet of ESP (+6) {uncursed} +6 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. l) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. m) a Fur Cloak of Protection [3,+11] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. n) The Hard Leather Cap of Thranduil [2,+9] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. o) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. p) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. q) a Main Gauche of Slay Evil (1d5) (+1,+4) {@w0} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 49 against evil creatures, and 46 against normal creatures. r) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2) +2 dexterity, charisma, stealth. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 64 against orcs, 64 against trolls, and 52 against normal creatures. s) an Executioner's Sword of Flame (4d5) (+8,+8) Provides resistance to fire. Cannot be harmed by fire. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 83 against fire-vulnerable creatures, and 59 against normal creatures. t) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {@w0} +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 93.5 against orcs, 93.5 against trolls, 93.5 against demons, and 66.5 against normal creatures. u) a Shovel of Digging (1d2) (+7,+4) (+2) {@w0} +2 tunneling. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47.5 against acid-vulnerable creatures, and 44.5 against normal creatures. v) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 46 against normal creatures. 35% chance of breaking upon contact. w) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 46 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (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)