[Angband 3.1.0 beta Character Dump] Sex Male Age 28 STR: 18/97 -2 -1 +5 18/117 Race Hobbit Height 37 INT: 18 +2 -3 +4 18/30 Class Priest Weight 61 WIS: 18/88 +1 +3 +9 18/218 Title Prophet Social Role model DEX! 18/100 +3 -1 +3 18/150 HP 700/700 Maximize Y CON: 18/82 +2 +0 +11 18/212 SP 324/330 CHR: 18/93 +1 +2 +7 18/193 Level 42 Armor [47,+123] Saving Throw 100% Cur Exp 1986583 Fight (+44,+13) Stealth Heroic Max Exp 1986583 Melee (+52,+24) Fighting Superb Adv Exp 2340000 Shoot (+55,+20) Shooting Superb MaxDepth 4000' (L80) Blows 4/turn Disarming 77% Turns 998046 Shots 1/turn Magic Device Heroic Gold 1009539 Infra 70 ft Perception 1 in 12 Burden 217.7 lbs Speed 17 Searching 43% 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 64.5 against orcs, 64.5 against trolls, 64.5 against demons, and 37.5 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 Silver Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. 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 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. 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) 15 Scrolls titled "gaetsbus bor" of Identify i) a Steel Rod of Curing Cannot be harmed by electricity. j) a Lead-Plated Rod of Healing Cannot be harmed by electricity. k) a Copper Rod of Teleport Other l) 6 Mithril Rods of Disarming m) a Copper-Plated Rod of Recall Cannot be harmed by electricity. n) a Birch Staff of Healing (2 charges) o) a Mahogany Staff of Banishment (4 charges) p) 2 Cypress Staffs of Speed (12 charges) q) a Silver Staff of the Magi (3 charges) r) a Crystal Amulet of Weaponmastery (+2,+3) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. 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 27 against animals, 27 against evil creatures, 30.5 against orcs, 30.5 against undead, and 23.5 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 47.5 against electricity-vulnerable creatures, 62.5 against dragons, and 32.5 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 43 against acid-vulnerable creatures, and 39 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) 30 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) 73 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) 9 Scrolls titled "fugniae progo" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. j) 6 Cypress Staffs of Speed (33 charges) When used, it hastens you for 2d10+20 turns. k) 2 Silver Staffs of the Magi (7 charges) When used, it restores both intelligence and manapoints to maximum. l) a Malachite Ring of Speed (+5) +5 speed. m) a Jasper Ring of Damage (+0,+15) n) an Azure Amulet of Wisdom (+5) +5 wisdom. Sustains wisdom. o) 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. p) 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. q) 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. r) 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. s) 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. t) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. u) 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, v) a Pair of Steel Shod Boots of Stability [6,+10] nexus. Feather Falling. 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 40 against evil creatures, 46 against orcs, 46 against demons, 46 against fire-vulnerable creatures, and 34 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 43 against animals, 48 against fire-vulnerable creatures, and 38 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)