[Angband 3.1.0 beta Character Dump] Sex Male Age 52 STR! 18/100 +1 -1 +13 18/*** Race Dunadan Height 85 INT! 18/100 +2 -3 +4 18/130 Class Priest Weight 176 WIS! 18/100 +2 +3 +7 18/*** Title Patriarch Social Respected DEX! 18/100 +2 -1 +6 18/170 HP 957/957 Maximize Y CON! 18/100 +3 +0 +16 18/*** SP 365/386 CHR: 18/90 +2 +2 +1 18/140 Level 49 Armor [23,+127] Saving Throw 100% Cur Exp 8309282 Fight (+49,+34) Stealth Very Good Max Exp 8309282 Melee (+64,+53) Fighting Superb Adv Exp 9000000 Shoot (+69,+22) Shooting Superb MaxDepth 4800' (L96) Blows 4/turn Disarming 79% Turns 1199140 Shots 2/turn Magic Device Heroic Gold 1478190 Infra 30 ft Perception 1 in 29 Burden 236.7 lbs Speed 29 Searching 19% You are one of several children of a Serf. You are a credit to the family. You have blue eyes, curly brown hair, and a very fair complexion. 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 Trident of Ulmo (4d8) (+15,+19) (+4) +4 dexterity. Provides immunity to acid. Provides resistance to acid, nether. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants the ability to see invisible things. When activated, it teleports a target monster away. It takes 50 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 89 against animals, 107 against dragons, and 71 against normal creatures. b) 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. 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 Platinum Ring of Speed (+11) +11 speed. e) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. f) The Arkenstone of Thrain 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 Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. h) The Cloak 'Colluin' [1,+15] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 111 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) The Golden Crown of Gondor [0,+15] (+3) +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' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots of Feanor [2,+20] (+15) +15 speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 200 turns to recharge after use. [Character Inventory] a) a Holy Book of Prayers [Words of Wisdom] b) a Holy Book of Prayers [Chants and Blessings] c) a Holy Book of Prayers [Exorcism and Dispelling] d) a Holy Book of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. e) a Holy Book of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. f) a Holy Book of Prayers [Purifications and Healing] Cannot be harmed by acid, electricity, fire, cold. g) a Holy Book of Prayers [Holy Infusions] Cannot be harmed by acid, electricity, fire, cold. h) a Holy Book of Prayers [Wrath of God] Cannot be harmed by acid, electricity, fire, cold. i) 2 Scrolls titled "mitas traeger" of Recharging j) a Molybdenum Rod of Restoration Cannot be harmed by electricity. k) 2 Mithril Rods of Identify Cannot be harmed by electricity. l) 2 Rosewood Staffs of Healing (5 charges) m) a Redwood Staff of Banishment (2 charges) n) 8 Bamboo Staffs of Speed (12 charges) o) a Maple Staff of the Magi (2 charges) p) The Ring of Power 'Nenya' (+8,+8) (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to cold. Provides resistance to cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. It takes 200 turns to recharge after use. q) a Blade of Chaos of *Slay Demon* (6d5) (+13,+19) (+2) +2 intelligence. Provides resistance to fire, chaos. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 141 against demons, and 69 against normal creatures. r) 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 4 blows per round. Each blow will do an average damage of 77 against animals, 91 against giants, 91 against fire-vulnerable creatures, and 63 against normal creatures. s) The Mace 'Taratol' (3d4) (+12,+12) Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 68.5 against electricity-vulnerable creatures, 83.5 against dragons, and 53.5 against normal creatures. t) The Mattock of Nain (2d8) (+12,+18) (+6 searching) +6 strength, searching, infravision, tunneling. Provides resistance to dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it turns rock into mud. It takes 2 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 79 against orcs, 79 against trolls, 79 against giants, 79 against dragons, and 61 against normal creatures. u) a Heavy Crossbow of Extra Shots (x4) (+18,+10) (+1) +1 shooting speed. v) 24 Seeker Arrows of Slay Evil (4d4) (+13,+16) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 288 against evil creatures, and 144 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 56 Holy Books of Prayers [Words of Wisdom] b) 59 Holy Books of Prayers [Chants and Blessings] c) 12 Holy Books of Prayers [Exorcism and Dispelling] d) 12 Yellow 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. e) 5 White 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. f) 2 Misty 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. g) 12 Tangerine Potions of Restore Mana When ingested, it restores your mana points to maximum. h) 9 Brown Potions of Speed When ingested, it hastens you for 2d10+20 turns. i) 43 Scrolls titled "mitas traeger" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. j) 3 Rosewood Staffs of Healing (8 charges) When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. k) a Redwood Staff of Banishment (2 charges) When used, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. l) 8 Bamboo Staffs of Speed (24 charges) When used, it hastens you for 2d10+20 turns. m) a Maple Staff of the Magi (2 charges) When used, it restores both intelligence and manapoints to maximum. n) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. o) a Copper Amulet of Wisdom (+6) +6 wisdom. Sustains wisdom. p) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. 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 225 turns to recharge after use. q) 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. r) 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. s) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 10 squares away. It takes 2 turns to recharge after use. t) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. u) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. v) 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. w) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, x) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. [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)