[Angband 3.1.0 beta Character Dump] Sex Male Age 17 STR: 18/98 -1 +2 +16 18/*** Race Kobold Height 37 INT: 18/55 -1 +1 +3 18/85 Class Rogue Weight 62 WIS: 18/88 +0 -2 +6 18/128 Title Master Thief Social Well-liked Dex: 18/75 +2 +3 +6 18/185 18/161 HP 962/962 Maximize Y CON! 18/100 +2 +1 +6 18/190 SP 131/131 Chr! 18/100 -2 -1 +5 18/120 18/90 Level 50 Armor [25,+102] Saving Throw 87% Cur Exp 9715304 Fight (+44,+39) Stealth Superb Max Exp 9715304 Melee (+62,+57) Fighting Legendary Adv Exp ******** Shoot (+54,+14) Shooting Legendary MaxDepth 4950' (L99) Blows 5/turn Disarming 100% Turns 1637734 Shots 1/turn Magic Device Heroic Gold 1703317 Infra 50 ft Perception 1 in 11 Burden 169.2 lbs Speed 28 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 Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6) +6 strength, tunneling. Provides immunity to fire. Provides resistance to fire, dark, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 120 against animals, 120 against evil creatures, 151.5 against dragons, 151.5 against fire-vulnerable creatures, 214.5 against undead, and 88.5 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. d) a Fluorite Ring of Speed (+12) +12 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) {!!} +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. f) The Arkenstone of Thrain (charging) Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, rRadius 3 light. g) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. h) a Fur Cloak of the Magi [3,+7] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Slows your metabolism. i) The Large Metal Shield of Anarion [5,+19] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. j) The Golden Crown of Gondor [0,+15] (+3) (charging) {!!} +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 250 turns to recharge after use. Radius 1 light. k) The Set of Leather Gloves 'Cambeleg' (+7,+6) [1,+13] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots 'Dal-i-thalion' [2,+12] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1} b) 2 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] {@m3} d) 3 Books of Magic Spells [Sorcery and Evocations] e) 2 Books 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) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) 9 Vermilion Potions of Cure Critical Wounds i) a Light Green Potion of Healing j) 7 Scrolls titled "nectus relli" of Phase Door k) 5 Zirconium Rods of Teleport Other l) a Bronze Rod of Identify {!!@z1} Cannot be harmed by electricity. m) a Lead Rod of Speed (charging) {!!} Cannot be harmed by electricity. n) a Fluorite Ring of Speed (+12) +12 speed. o) a Jade Ring of Acid [+17] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. p) 6 Seeker Bolts of Slay Giant (4d5) (+16,+16) {@f3} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 378 against giants, 378 against fire-vulnerable creatures, and 126 against normal creatures. 25% chance of breaking upon contact. q) 16 Seeker Bolts of Slay Demon (4d5) (+10,+11) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 333 against demons, 333 against fire-vulnerable creatures, and 111 against normal creatures. 25% chance of breaking upon contact. r) 15 Seeker Bolts (4d5) (+9,+10) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 324 against fire-vulnerable creatures, and 108 against normal creatures. 25% chance of breaking upon contact. s) 25 Mithril Bolts of Acid (3d5) (+13,+13) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 324 against acid-vulnerable creatures, 324 against fire-vulnerable creatures, and 108 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 14 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) 3 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) 3 Orange Speckled Potions of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. e) 4 Oily Yellow Potions of Restore Mana When ingested, it restores your mana points to maximum. f) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. g) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 50 turns to recharge after use. h) 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. i) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 100 turns to recharge after use. k) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 50 turns to recharge after use. l) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. m) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. n) 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. o) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. p) a Pair of Leather Boots of Speed [2,+19] (+9) +9 speed. q) The Pair of Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. r) The Bastard Sword 'Calris' (5d4) (+3,+20) (+5) {uncursed} Heavily cursed. +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 80 against evil creatures, 92.5 against trolls, 92.5 against demons, 117.5 against dragons, and 67.5 against normal creatures. s) 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 78 against animals, 92 against giants, 92 against fire-vulnerable creatures, and 64 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 90.5 against orcs, 90.5 against trolls, 90.5 against demons, and 63.5 against normal creatures. u) The Glaive of Pain (9d6) (+9,+30) Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 96.5 against normal creatures. v) The Pick of Erebor (3d4) (+5,+20) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 81.5 against orcs, 81.5 against trolls, 81.5 against demons, 81.5 against acid-vulnerable creatures, and 66.5 against normal creatures. w) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. x) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. [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)