[Angband 3.1.0 beta Character Dump] Sex Male Age 28 STR: 18/51 -2 -1 +6 18/81 Race Hobbit Height 37 INT: 15 +2 -3 +7 18/30 Class Priest Weight 61 WIS: 18/31 +1 +3 +11 18/181 Title Canon Social Role model DEX: 18/68 +3 -1 +3 18/118 HP 333/397 Maximize Y CON: 18/26 +2 +0 +11 18/156 SP 273/273 CHR: 14 +1 +2 +2 18/10 Level 35 Armor [33,+103] Saving Throw 100% Cur Exp 459451 Fight (+18,+11) Stealth Superb Max Exp 459451 Melee (+26,+22) Fighting Superb Adv Exp 585000 Shoot (+28,+17) Shooting Superb MaxDepth 2000' (L40) Blows 3/turn Disarming 71% Turns 884887 Shots 1/turn Magic Device Heroic Gold 236425 Infra 40 ft Perception 1 in 27 Burden 175.8 lbs Speed 2 Searching 28% You are one of several children of a Hobbit Shirriff. You are a credit to the family. You have brown eyes, straight blond 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 Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) +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 3 blows per round. Each blow will do an average damage of 62.5 against orcs, 62.5 against trolls, 62.5 against demons, and 35.5 against normal creatures. b) a Long Bow of Power (x3) (+10,+17) c) a Fluorite Ring of Constitution (+5) +5 constitution. Sustains constitution. d) an Obsidian Ring of Dexterity (+3) +3 dexterity. Sustains dexterity. e) an Azure Amulet of Wisdom (+4) +4 wisdom. Sustains wisdom. 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 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 Elven Cloak of Luthien [6,+20] (+2) +2 intelligence, wisdom, charisma, stealth, speed. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 250 turns to recharge after use. 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 Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) a Set of Caestus of Power (+2,+8) [2,+8] (+3) +3 strength. l) a Pair of Iron Shod Boots of Free Action [3,+8] Prevents paralysis. [Character Inventory] a) 2 Holy Books of Prayers [Words of Wisdom] b) 2 Holy Books of Prayers [Chants and Blessings] c) 2 Holy Books of Prayers [Exorcism and Dispelling] d) 2 Holy Books 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) 6 Violet Speckled Potions of Cure Critical Wounds g) 6 Bubbling Potions of Heroism h) 2 Scrolls titled "huncer hui mem" of Banishment i) 15 Scrolls titled "gaetsbus bor" of Identify j) 5 Steel Rods of Curing Cannot be harmed by electricity. k) a Copper Rod of Teleport Other l) 4 Mithril Rods of Disarming m) 5 Nickel-Plated Rods of Light n) a Copper-Plated Rod of Recall Cannot be harmed by electricity. o) 5 Copper Wands of Stone to Mud (23 charges) p) 3 Silver-Plated Wands of Teleport Other (16 charges) q) 2 Cypress Staffs of Speed (10 charges) r) 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 3 blows per round. Each blow will do an average damage of 45.5 against electricity-vulnerable creatures, 60.5 against dragons, and 30.5 against normal creatures. s) 3 Arrows of Slay Evil (1d4) (+7,+10) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 177 against evil creatures, and 88.5 against normal creatures. 35% chance of breaking upon contact. t) 36 Arrows (1d4) (+9,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 79.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 38 Holy Books of Prayers [Words of Wisdom] b) 46 Holy Books of Prayers [Chants and Blessings] c) 12 Holy Books of Prayers [Exorcism and Dispelling] d) 99 Violet Speckled 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. e) 5 Icky 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. f) a Grey Speckled Potion 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. g) 2 Azure Potions of Restore Mana When ingested, it restores your mana points to maximum. h) 13 White Potions of Restore Strength When ingested, it restores your strength. i) 20 Orange Speckled Potions of Restore Wisdom When ingested, it restores your wisdom. j) 12 Pungent Potions of Restore Dexterity When ingested, it restores your dexterity. k) 8 Hazy Potions of Restore Constitution When ingested, it restores your constitution. l) 34 Violet Potions of Restore Life Levels When ingested, it restores your experience. m) 94 Bubbling 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. n) 44 Scrolls titled "gaetsbus bor" of Identify When read, it reveals to you the extent of an item's magical power s. o) 34 Scrolls titled "fugniae progo" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. p) 3 Cypress Staffs of Speed (16 charges) When used, it hastens you for 2d10+20 turns. q) a Ruby Ring of Strength (+3) +3 strength. Sustains strength. r) a Fluorite Ring of Constitution (+2) +2 constitution. Sustains constitution. s) an Azurite Ring of Resist Poison Provides resistance to poison. t) a Sapphire Ring of Flames [+13] Provides resistance to fire. Cannot be harmed by fire. When activated, it grants fire resistance for d20+20 turns and cre ates a fire ball of damage 80. It takes d50+50 turns to recharge after use. u) a Jasper Ring of Damage (+0,+15) v) 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. 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 Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 40 against evil creatures, 50.5 against fire-vulnerable creatures, and 29.5 against normal creatures. [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)