[Angband 3.1.0 dev Character Dump] Name Glor Self RB CB EB Best Sex Female Age 37 Str: 18/69 +2 -1 +14 18/219 18/209 Race Dwarf Height 46 INT: 18/26 -3 -3 +8 18/46 Class Priest Weight 104 WIS: 18/91 +2 +3 +7 18/211 Title Patriarch Social Lordly Dex: 18/79 -2 -1 +6 18/109 18/104 HP 889/959 Maximize Y CON! 18/100 +2 +0 +8 18/200 SP 194/377 CHR: 16 -3 +2 +5 18/20 Level 47 Armor [22,+115] Saving Throw Legendary Cur Exp 4843097 Fight (+35,+31) Stealth Very Good Max Exp 4843097 Melee (+47,+49) Fighting Superb Adv Exp 4900000 Shoot (+55,+22) Shooting Superb MaxDepth 4950' (L99) Blows 4/turn Disarming Excellent Turns 923667 Shots 2/turn Magic Device Heroic Gold 428266 Infra 140 ft Perception Superb Burden 99.5 lbs Speed 20 Searching Superb You are the only child of a Dwarven Miner. You are a credit to the family. You have dark brown eyes, straight brown hair, a three foot beard, and a dark complexion. abcdefghijkl@ abcdefghijkl@ Acid:....+.+.*.... Blind:..+......+..+ Elec:....+........ Confu:.........+... Fire:............. Sound:........+.... Cold:..*.+........ Shard:......+...... Pois:............. Nexus:............. Fear:........+.... Nethr:............. Lite:............. Chaos:........+.... Dark:+............ Disen:++........... abcdefghijkl@ abcdefghijkl@ S.Dig:............. Stea.:.+.....+...+. Feath:..+........+. Sear.:+........+... PLite:............. Infra:+...+.......+ Regen:..+.......... Tunn.:+............ Telep:..+.......... Speed:.+++..+....+. Invis:..+.+..+.+... Blows:............. FrAct:..+.+...+.+.. Shots:.+........... HLife:..+.......... Might:............. [Character Equipment] a) The Mattock of Nain (2d8) (+12,+18) (+6 searching) +6 strength, searching, infravision, tunneling. Provides resistance to dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it turns rock into mud. It takes 2 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 76 against orcs, 76 against trolls, 76 against giants, 76 against dragons, and 58 against normal creatures. b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. 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) an Amethyst Ring of Speed (+12) +12 speed. e) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 50 turns to recharge after use. 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 Leather Scale Mail 'Thalkettoth' (-1) [10,+22] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) an Ethereal Cloak of the Magi [0,+26] (+1) +1 intelligence, stealth. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Grants the ability to see invisible things. i) The Small Metal Shield of Thorin [3,+24] (+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' (+7,+7) [1,+14] (+2) l) a Pair of Iron Shod Boots of Elvenkind [3,+13] (+2) [Character Inventory] a) 2 Holy Books of Prayers [Words of Wisdom] b) 2 Holy Books of Prayers [Ethereal Openings] c) a Holy Book of Prayers [Godly Insights] d) a Holy Book of Prayers [Purifications and Healing] e) a Holy Book of Prayers [Holy Infusions] f) a Dark Blue Potion of Healing g) 2 Coagulated Crimson Potions of *Healing* h) a Metallic Purple Potion of Restore Mana i) 2 Scrolls titled "laentus siteo" of Teleport Level {!*} j) an Aluminum-Plated Rod of Teleport Other k) 3 Magnesium Wands of Teleport Other (0 charges) l) a Golden Staff of Healing (0 charges) m) a Mulberry Staff of Speed (0 charges) n) a Cypress Staff of the Magi o) The Ring of Barahir (+1) p) a Copper Amulet of Weaponmastery (+5,+5) (+3) q) The Star of Elendil r) an Arrow of Lightning (1d4) (+7,+10) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 118.5 against electricity-vulnerable creatures, and 39.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 3 Dark Blue Potions of Healing When ingested, it restores 300 hit points, heals cut damage, and c ures stunning, poisoning, blindness, and confusion. Provides nourishment for about 400 turns under normal conditions. b) a Coagulated Crimson 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. c) a Clear 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. d) 4 Metallic Purple Potions of Restore Mana When ingested, it restores your mana points to maximum. e) 2 Mithril-Plated Rods of Treasure Location When used, it detects all gold and objects on the level. It takes 50 turns to recharge after use. f) a Copper-Plated Rod of Frost Bolts When aimed, it creates a frost bolt with damage 12d8. It takes 13 turns to recharge after use. g) a Beryl Ring of Constitution (+6) +6 constitution. Sustains constitution. h) an Ivory Amulet of Wisdom (+4) +4 wisdom. Sustains wisdom. i) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. j) 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. k) 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. l) 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. m) Leather Scale Mail of Elvenkind (-1) [10,+14] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, electricity, fire, cold. n) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. o) The Hard Leather Cap of Thranduil [2,+8] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. p) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) +3 intelligence, dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. 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 against trolls, 64 against giants, and 52 against normal creatures. q) a Zweihander (Blessed) (3d6) (+15,+4) (+3) +3 wisdom. Blessed by the gods. Grants telepathy. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 45.5 against normal creatures. r) 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 82.5 against orcs, 82.5 against trolls, 82.5 against demons, and 55.5 against normal creatures. s) a Lead-Filled Mace of *Slay Dragon* (4d3) (+9,+9) (+2) +2 constitution. Provides resistance to fear. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 80 against dragons, and 48 against normal creatures. t) a War Hammer of *Slay Evil* (3d3) (+12,+14) (+2) +2 wisdom. Blessed by the gods. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 57 against evil creatures, and 51 against normal creatures. u) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. v) 17 Bolts of Frost (2d5) (+3,+8) Cannot be harmed by cold. w) 21 Bolts of Flame (1d5) (+4,+3) Cannot be harmed by fire. x) 20 Arrows of Slay Evil (1d4) (+5,+4) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 67 against evil creatures, and 33.5 against normal creatures. 35% 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) Don't preserve 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)