[Angband 3.1.0 beta Character Dump] Sex Male Age 28 STR: 18/97 -2 -1 +7 18/137 Race Hobbit Height 37 INT: 18/38 +2 -3 +4 18/68 Class Priest Weight 61 WIS: 18/94 +1 +3 +9 18/*** Title Prophet Social Role model DEX! 18/100 +3 -1 +8 18/200 HP 720/720 Maximize Y CON: 18/98 +2 +0 +9 18/208 SP 320/323 CHR! 18/100 +1 +2 +9 18/*** Level 43 Armor [59,+125] Saving Throw 100% Cur Exp 2609701 Fight (+45,+25) Stealth Heroic Max Exp 2609701 Melee (+53,+40) Fighting Superb Adv Exp 2730000 Shoot (+56,+20) Shooting Superb MaxDepth 4500' (L90) Blows 4/turn Disarming 81% Turns 1024792 Shots 1/turn Magic Device Heroic Gold 1011079 Infra 70 ft Perception 1 in 12 Burden 269.9 lbs Speed 18 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) a Mace of Disruption (Defender) (5d8) (+8,+15) [+1] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. 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 107.5 against undead, and 62.5 against normal creatures. b) a Heavy Crossbow of Extra Might (x4) (+11,+20) (+1) +1 shooting power. c) 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. 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 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 Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) +2 constitution. Provides resistance to acid, cold, fear, dark, confusion, nexus, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Stops experience drain. When activated, it heals 1000 hit points. It takes 444 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) a Jewel Encrusted Crown of Might [0,+16] (+3) +3 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. 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) 2 Holy Books of Prayers [Holy Infusions] Cannot be harmed by acid, electricity, fire, cold. h) 6 Violet Speckled Potions of Cure Critical Wounds i) a Scroll titled "vo plis jus" of Word of Recall j) a Lead-Plated Rod of Healing Cannot be harmed by electricity. k) a Copper Rod of Teleport Other l) a Zinc-Plated Rod of Identify Cannot be harmed by electricity. m) 2 Birch Staffs of Healing (5 charges) n) a Mahogany Staff of Banishment (1 charge) o) 2 Cypress Staffs of Speed (11 charges) p) a Silver Staff of the Magi (3 charges) q) a Crystal Amulet of Weaponmastery (+3,+5) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. r) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. 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 67 against animals, 67 against evil creatures, 80.5 against demons, and 53.5 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 59.5 against electricity-vulnerable creatures, 74.5 against dragons, and 44.5 against normal creatures. t) 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 56 against acid-vulnerable creatures, and 52 against normal creatures. Sometimes creates earthquakes on impact. u) 30 Seeker Bolts of Holy Might (4d5) (+22,+15) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 470 against evil creatures, 705 against demons, 705 against undead, and 235 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 28 Holy Books of Prayers [Words of Wisdom] b) 47 Holy Books of Prayers [Chants and Blessings] c) 17 Holy Books of Prayers [Exorcism and Dispelling] d) 38 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) 6 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) 2 Grey Speckled 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. g) a Dark Green Potion 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. h) 7 Azure Potions of Restore Mana When ingested, it restores your mana points to maximum. i) 2 Clear Potions of Speed When ingested, it hastens you for 2d10+20 turns. j) 5 Scrolls titled "fugniae progo" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. k) 10 Cypress Staffs of Speed (54 charges) When used, it hastens you for 2d10+20 turns. l) 2 Silver Staffs of the Magi (7 charges) When used, it restores both intelligence and manapoints to maximum. 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 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. q) 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. r) 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, s) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. t) 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. u) 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 40 against animals, 40 against evil creatures, 43.5 against orcs, 43.5 against undead, and 36.5 against normal creatures. v) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) Cannot be harmed by acid, electricity, fire, cold. 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 66 against evil creatures, 78 against orcs, 78 against trolls, 78 against giants, 78 against dragons, 78 against undead, and 54 against normal creatures. w) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) +3 wisdom, constitution. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. When activated, it drains up to 120 hit points of life from a targ et creature. It takes 40 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 54 against dragons, and 40 against normal creatures. x) 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 77.5 against orcs, 77.5 against trolls, 77.5 against demons, and 50.5 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)