[Angband 3.1.0 beta Character Dump] Sex Male Age 28 STR! 18/100 -2 -1 +13 18/200 Race Hobbit Height 37 INT: 18/81 +2 -3 +6 18/131 Class Priest Weight 61 WIS! 18/100 +1 +3 +6 18/200 Title Prophet Social Feared DEX! 18/100 +3 -1 +2 18/140 HP 755/755 Maximize Y CON! 18/100 +2 +0 +11 18/*** SP 361/361 CHR! 18/100 +1 +2 +4 18/170 Level 45 Armor [29,+120] Saving Throw 100% Cur Exp 3256309 Fight (+53,+37) Stealth Superb Max Exp 3256309 Melee (+61,+52) Fighting Superb Adv Exp 3510000 Shoot (+64,+20) Shooting Superb MaxDepth 4600' (L92) Blows 4/turn Disarming 86% Turns 1046023 Shots 1/turn Magic Device Heroic Gold 1367903 Infra 40 ft Perception 1 in 17 Burden 264.3 lbs Speed 15 Searching 38% 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 119.5 against undead, and 74.5 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 (+11) +11 speed. e) a Crystal Amulet of Weaponmastery (+3,+5) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. 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 Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. 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 100 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 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 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, 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 Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. [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 Lead-Plated Rod of Healing Cannot be harmed by electricity. j) 3 Copper Rods of Teleport Other k) a Zinc-Plated Rod of Identify Cannot be harmed by electricity. l) a Birch Staff of Healing (3 charges) m) 2 Mahogany Staffs of Banishment (3 charges) n) 2 Cypress Staffs of Speed (10 charges) o) a Silver Staff of the Magi (2 charges) p) a Silver Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. q) a Blade of Chaos of *Slay Dragon* (6d5) (+14,+13) (+2) +2 constitution. Provides resistance to fear, chaos. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 138 against dragons, and 66 against normal creatures. 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 79 against animals, 79 against evil creatures, 92.5 against demons, and 65.5 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 71.5 against electricity-vulnerable creatures, 86.5 against dragons, and 56.5 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 65 against acid-vulnerable creatures, and 61 against normal creatures. Sometimes creates earthquakes on impact. u) 23 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) 26 Holy Books of Prayers [Words of Wisdom] b) 44 Holy Books of Prayers [Chants and Blessings] c) 19 Holy Books of Prayers [Exorcism and Dispelling] d) 33 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) 7 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) 4 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) 2 Dark Green 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. h) 8 Azure Potions of Restore Mana When ingested, it restores your mana points to maximum. i) 3 Clear Potions of Speed When ingested, it hastens you for 2d10+20 turns. j) 2 Birch Staffs of Healing (5 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) 10 Cypress Staffs of Speed (54 charges) When used, it hastens you for 2d10+20 turns. l) 3 Silver Staffs of the Magi (9 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 (+6) +6 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 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. s) 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. t) 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. u) 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. v) 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 54 against animals, 54 against evil creatures, 57.5 against orcs, 57.5 against undead, and 50.5 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 66 against dragons, and 52 against normal creatures. x) 31 Seeker Bolts of Holy Might (4d5) (+25,+23) 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 550 against evil creatures, 825 against demons, 825 against undead, and 275 against normal creatures. 25% chance of breaking upon contact. [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)