[Angband 3.1.0 beta Character Dump] Sex Male Age 28 STR: 18/97 -2 -1 +7 18/137 Race Hobbit Height 37 INT: 18 +2 -3 +7 18/60 Class Priest Weight 61 WIS: 18/88 +1 +3 +12 18/*** Title Prophet Social Role model DEX! 18/100 +3 -1 +0 18/120 HP 700/700 Maximize Y CON: 18/71 +2 +0 +13 18/*** SP 333/333 CHR: 18/88 +1 +2 +7 18/188 Level 42 Armor [37,+116] Saving Throw 100% Cur Exp 1955993 Fight (+44,+18) Stealth Superb Max Exp 1955993 Melee (+52,+29) Fighting Superb Adv Exp 2340000 Shoot (+55,+20) Shooting Superb MaxDepth 3950' (L79) Blows 4/turn Disarming 78% Turns 993747 Shots 1/turn Magic Device Heroic Gold 994982 Infra 40 ft Perception 1 in 27 Burden 219.8 lbs Speed 14 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 4 blows per round. Each blow will do an average damage of 69.5 against orcs, 69.5 against trolls, 69.5 against demons, and 42.5 against normal creatures. b) a Heavy Crossbow of Extra Might (x4) (+11,+20) (+1) +1 shooting power. c) a Fluorite Ring of Constitution (+5) +5 constitution. Sustains constitution. d) a Malachite Ring of Speed (+10) +10 speed. e) a Crystal Amulet of Weaponmastery (+2,+3) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. 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 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. 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) 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,+13] (+4) +4 speed. [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) 2 Holy Books of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. f) 2 Holy Books of Prayers [Purifications and Healing] Cannot be harmed by acid, electricity, fire, cold. g) 6 Violet Speckled Potions of Cure Critical Wounds h) 6 Bubbling Potions of Heroism i) 15 Scrolls titled "gaetsbus bor" of Identify j) a Steel Rod of Curing Cannot be harmed by electricity. k) a Lead-Plated Rod of Healing Cannot be harmed by electricity. l) a Copper Rod of Teleport Other m) 6 Mithril Rods of Disarming n) a Copper-Plated Rod of Recall Cannot be harmed by electricity. o) a Birch Staff of Healing (2 charges) p) 2 Cypress Staffs of Speed (11 charges) q) a Silver Staff of the Magi (2 charges) r) a Pair of Steel Shod Boots of Stability [6,+10] Provides resistance to nexus. Feather Falling. s) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 32 against animals, 32 against evil creatures, 35.5 against orcs, 35.5 against undead, and 28.5 against normal creatures. t) 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 51.5 against electricity-vulnerable creatures, 66.5 against dragons, and 36.5 against normal creatures. u) a Pick of Earthquakes (1d3) (+13,+18) (+7) +7 strength, tunneling. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 48 against acid-vulnerable creatures, and 44 against normal creatures. Sometimes creates earthquakes on impact. v) 16 Seeker Bolts of Wounding (4d5) (+13,+22) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 270 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 34 Holy Books of Prayers [Words of Wisdom] b) 46 Holy Books of Prayers [Chants and Blessings] c) 16 Holy Books of Prayers [Exorcism and Dispelling] d) 85 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) 5 Azure Potions of Restore Mana When ingested, it restores your mana points to maximum. h) a Clear Potion of Speed When ingested, it hastens you for 2d10+20 turns. i) 25 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. j) 34 Scrolls titled "gaetsbus bor" of Identify When read, it reveals to you the extent of an item's magical power s. k) 12 Scrolls titled "fugniae progo" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. l) 4 Cypress Staffs of Speed (22 charges) When used, it hastens you for 2d10+20 turns. m) 2 Silver Staffs of the Magi (7 charges) When used, it restores both intelligence and manapoints to maximum. n) a Ruby Ring of Strength (+4) +4 strength. Sustains strength. o) an Obsidian Ring of Dexterity (+4) +4 dexterity. Sustains dexterity. p) a Jasper Ring of Damage (+0,+15) q) an Azure Amulet of Wisdom (+5) +5 wisdom. Sustains wisdom. r) The Palantir of Westernesse (+2) +2 intelligence, wisdom, searching, infravision. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. It takes 50 turns to recharge after use. Radius 3 light. s) 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. t) 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. u) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. v) 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, w) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) +1 searching. Provides resistance to fire, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 44 against evil creatures, 50 against orcs, 50 against demons, 50 against fire-vulnerable creatures, and 38 against normal creatures. x) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) +3 intelligence. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 47 against animals, 52 against fire-vulnerable creatures, and 42 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)