Here's a dump just after my first death which was to a mithril golem. There was two vaults on the level and of course I didn't want to leave wihout looting them.
Found the long sword 'Holhenneth' (what's with all the randarts giving charisma bonuses?) It's not that good, but the detection activation is very valuable.
Found the long sword 'Holhenneth' (what's with all the randarts giving charisma bonuses?) It's not that good, but the detection activation is very valuable.
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[DaJAngband v1.0.98b (pre 1.1.0) Character Dump] Name Donk Self RB CB EB Best Sex Male Age 1 STR: 17 +0 +6 +1 18/60 Race Human Height 72 INT: 10 +0 -3 +0 7 Class Barbarian Weight 164 WIS: 17 +0 -1 +0 16 Title Raider Status 0 DEX: 12 +0 +1 +0 13 HP 373/373 Maximize Y Con: 17 +0 +2 +1 18/20 18/10 SP 34/34 CHR: 11 +0 -1 +0 10 Level 30 Armor [13,+51] Saving Throw 53 Cur Exp 79623 Fight (+4,+15) Fighting 216 Max Exp 79623 Melee (+12,+22) Shooting 216 Adv Exp 105000 Shoot (+13,+10) Throwing 161 MaxDepth Lev 28 Blows 2/turn Disarming 49 Turns 890720 Shots 1/turn Magic Device 39 Gold 103909 Stealth 6 Alertness 27 Burden 172.0 lbs Energy 100% Searching 10 You are one of several children of a Yeoman. You are a credit to the family. You have brown eyes, wavy brown hair, and a dark complexion. abcdefghijkl@ abcdefghijkl@ Acid:......+...... Blind:............. Elec:......+...... Confu:............. Fire:......+...... Sound:............. Cold:+.....+...... Shard:......+...... Pois:............. Nexus:............. 1/2Po:............. Nethr:............. Fear:............+ Chaos:............. Lite:............. Disen:............. abcdefghijkl@ abcdefghijkl@ S.Dig:....+........ Stea.:......+...... Feath:........+.... Alert:............. PLite:............. Tunn.:............. Regen:.........+... Speed:............. Telep:............. Blows:............. Dkvis:...........+. Shots:............. Invis:............. Might:.+........... FrAct:...+......++. :............. [Character Equipment] a) an Applewood Staff of Sleep Monsters of Frost (1d5) (+8,+7) (8 charges) {@w} It is branded with frost. It provides resistance to cold. It cannot be harmed by cold. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 37.1 against frost-vulnerable creatures, and 23.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 24. b) a light crossbow of Extra Might (ML4) (+9,+10) (+1) It increases your shooting power by 1. A launcher with an multiplier level (ML) of 4 actually multiplies damage by x3.5 Examine ammo to see average damage. c) a Flawed Diamond Ring of Damage (+10) d) a Black Diamond Ring of Free Action It grants you immunity to paralysis. e) an Enamel Amulet of Slow Digestion It slows your metabolism. f) a brass lantern (11879 turns) {@w4} It usually provides light of radius 2. It cannot be harmed by fire. g) a filthy rag of Elvenkind [1,+13] (+3 to stealth) It increases your stealth by 3. It provides resistance to acid, electricity, fire, cold, and shards. It cannot be harmed by the elements. h) (nothing) i) a large leather shield of Lightness [4,+11] It is lighter than most armor of its type and makes you fall like a feather. j) a golden crown of Regeneration [0,+11] It speeds your regeneration. It cannot be harmed by acid. k) a set of mail gauntlets of Free Action [2,+5] It grants you immunity to paralysis. l) a pair of metal shod boots (Dwarven) [6,+10] (+1) It increases your strength and constitution by 1. It grants you immunity to paralysis and darkvision. It cannot be harmed by acid or fire. [Character Inventory] a) 6 Books of Nature Magic [Call of the Wild] {@p1} b) 6 Books of Nature Magic [Communion with Nature] {@p2} c) 2 Books of Nature Magic [Natural Combat] {@p3} It cannot be harmed by the elements. d) a Maroon Potion of See Invisible e) 7 Tangerine Potions of Cure Critical Wounds {@q1} f) a Mauve Potion of Healing g) a Scroll titled "prostarn" of Teleport Level {@r7 !*} h) 5 Scrolls titled "lar crin" of Word of Recall {@r3} i) 4 Scrolls titled "pluin bori nin" of Deep Descent {@r7 !*} j) 2 Lead-Plated Rods of Trap Location {@z3} k) an Iron Rod of Illumination {@z1} l) 6 Bronze-Plated Rods of Light {@z4} m) a Gold-Plated Rod of Fire Bolts {@z5} n) a Hippogriff Hoof Wand of Teleport Other (9 charges) o) a Sapling Staff of Teleportation (1d5) (+0,+0) (2 charges) {@u9 !*} With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16.7. Your chance of scoring a critical hit with this weapon is 1 in 32. p) a Sapling Staff of Teleportation (1d5) (6 charges) {@u9 !*} With this weapon, you would currently get 2 blows per round. q) an Eucalyptus Staff of Identify (1d5) (+0,+0) (3 charges) {@u1} With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16.7. Your chance of scoring a critical hit with this weapon is 1 in 32. r) a robe [2] s) a small metal shield of Resistance [3,+7] It provides resistance to acid, electricity, fire, and cold. It cannot be harmed by the elements. t) The long sword 'Holhenneth' (2d5) (+9,+5) (+2) It increases your charisma by 2. It slays trolls, giants, and dragons. It provides resistance to cold, light, and dark. It sustains your charisma. It activates for detection every 55+d55 turns. It cannot be harmed by the elements. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 56.5 against trolls, 56.5 against giants, 56.5 against dragons, and 29.5 against other monsters. u) a trident of *Slay Troll* (1d8) (+6,+9) (+2) {@w1} It increases your strength by 2. It slays trolls. It speeds your regeneration. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 50.5 against trolls, and 29.5 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 23. v) The shovel 'Cammithrim' (1d2) (+5,+2) (+3) {@w0} It increases your charisma by 3. It increases your tunneling by 3. It slays demons. It provides resistance to dark. It sustains your charisma. It speeds your regeneration. It activates for magic missile (2d6) every 2 turns. It cannot be harmed by the elements. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 28.8 against demons, and 17.6 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 26. w) 49 bolts (1d5) (+0,+0) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 45.5. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 21. [Home Inventory] a) 15 Books of Nature Magic [Call of the Wild] {@p1} b) 9 Books of Nature Magic [Communion with Nature] {@p2} c) 2 Books of Nature Magic [Natural Combat] {@p3} It cannot be harmed by the elements. d) a Crumbly Mushroom of Health e) 3 pieces of elvish waybread f) 2 Maroon Potions of See Invisible g) a Mauve Potion of Healing h) a Dark Red Potion of *Healing* i) 19 Scrolls titled "ele benoth" of Teleportation {@r9 !*} j) 53 Scrolls titled "prostarn" of Teleport Level {@r7 !*} k) a Tin Rod of Fire Balls l) 2 Hippogriff Hoof Wands of Teleport Other (19 charges) m) a Basilisk Tooth Wand of Dragon's Frost (3 charges) It cannot be harmed by the elements. n) 4 Sapling Staffs of Teleportation (1d5) (+0,+0) (25 charges) {@u9 !*} With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16.7. Your chance of scoring a critical hit with this weapon is 1 in 32. o) an Eucalyptus Staff of Identify (1d5) (+0,+0) (10 charges) {@u1} With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16.7. Your chance of scoring a critical hit with this weapon is 1 in 32. p) 3 Knotted Staffs of Treasure & Object Location (1d5) (+0,+0) (33 charges) {} With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16.7. Your chance of scoring a critical hit with this weapon is 1 in 32. q) a Cherry Staff of Detect Evil (1d5) (+0,+0) (13 charges) With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16.7. Your chance of scoring a critical hit with this weapon is 1 in 32. r) hard studded leather of Resist Acid (-1) [7,+5] It provides resistance to acid. It cannot be harmed by acid. s) a hard leather cap of Alertness [2,+12] (+3) It increases your alertness by 15. t) a broad sword of Slay Undead (2d5) (+6,+9) It slays undead. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 61.5 against undead, and 34.5 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 17. u) a bastard sword of *Slay Dragon* (3d4) (+8,+4) (+1) It increases your constitution by 1. It is especially deadly against dragons. It provides resistance to fear. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 90 against dragons, and 30 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 16. v) a flail of Extra Attacks (1d13) (+8,+7) (+1) {@w0} It increases your attack speed by 1. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 33.5. Your chance of scoring a critical hit with this weapon is 1 in 15. w) a morning star of Westernesse (2d6) (+9,+8) (+1 to alertness) {@w1} It increases your strength, dexterity, and constitution by 1. It increases your alertness by 5. It slays orcs, trolls, and giants. It grants you immunity to paralysis. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 62.5 against orcs, 62.5 against trolls, 62.5 against giants, and 33.5 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 16. x) a broad axe (Blessed) (2d6) (+8,+6) (+2) {@w0} It increases your wisdom by 2. It is blessed by the gods and is good and hates evil. It might have hidden powers. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 33.7. Your chance of scoring a critical hit with this weapon is 1 in 14. y) a quarterstaff of Dancing (1d9) (+3,+6) (+2) {@v2=g} It is balanced for throwing and can't be used for melee. This weapon can be thrown for an average damage of 15.9. Your chance of scoring a critical hit when throwing this weapon is 1 in 15. This weapon attacks your foe 3 times when you throw it. z) a long bow of Accuracy (ML3) (+7,+9) A launcher with an multiplier level (ML) of 3 actually multiplies damage by x2.625 Examine ammo to see average damage. {) 18 bolts of Lightning (1d5) (+6,+5) {@f3=g} It is branded with lightning. It cannot be harmed by lightning. Fired from your current missile launcher, this missile will inflict an average damage of 189 against electricity-vulnerable creatures, and 63 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 19. |) 25 arrows of Wounding (1d4) (+9,+9) [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): yes (adult_randarts) Adult: Auto-scum for good levels : yes (adult_autoscum) Adult: Restrict the use of stairs/recall : no (adult_ironman) Adult: Restrict the use of stores/home : no (adult_no_stores) Adult: Restrict creation of artifacts : no (adult_no_artifacts) Adult: Don't stack objects on the floor : no (adult_no_stacking) Adult: Preserve artifacts when leaving level : no (adult_no_preserve) Adult: Don't generate connected stairs : no (adult_no_stairs) Adult: Enable selling to shops : no (adult_cansell) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : no (adult_ai_smell) Adult: Monsters act smarter in groups : no (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 : yes (score_know) Score: Allow player to avoid death : yes (score_live)
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