[Angband 3.1.0 beta Character Dump] Sex Female Age 20 STR: 18/47 -1 +2 +18 18/*** Race Kobold Height 39 INT: 18/47 -1 +1 +11 18/157 Class Rogue Weight 65 WIS: 17 +0 -2 +7 18/40 Title Thief Social Liked DEX: 18/93 +2 +3 +5 18/193 HP -77/877 Maximize Y CON: 18/93 +2 +1 +18 18/*** SP 95/245 CHR: 16 -2 -1 +5 18 Level 42 Armor [31,+113] Saving Throw 73% Cur Exp 2505435 Fight (+50,+41) Stealth Heroic Max Exp 2505435 Melee (+53,+58) Fighting Legendary Adv Exp 2520000 Shoot (+67,+24) Shooting Heroic MaxDepth 4850' (L97) Blows 5/turn Disarming 100% Turns 1164670 Shots 1/turn Magic Device Heroic Gold 683288 Infra 80 ft Perception 1 in 1 Burden 187.4 lbs Speed 7 Searching 57% You come from a litter of 4 pups. Your father was a warrior, and your mother was a cook. You have dark brown eyes, a dark brown hide, and small, sharp teeth. 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:.+........... [Last Messages] > The Energy vortex misses you. > You corrode the Energy vortex. > You have destroyed the Energy vortex. > The Aether hound (offscreen) breathes nexus. > You resist the effects! > The Aether hound (offscreen) breathes gravity. > Gravity warps around you. > You feel yourself moving slower! > You have been stunned. > You are no longer stunned. > The Aether hound (offscreen) breathes force. > You have been stunned. > The Aether hound (offscreen) breathes force. > The Aether hound (offscreen) breathes plasma. > You die. Killed by an Aether hound (offscreen). [Character Equipment] a) The Pick of Erebor (3d4) (+3,+17) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 80.5 against orcs, 80.5 against trolls, 80.5 against demons, 80.5 against acid-vulnerable creatures, and 65.5 against normal creatures. b) a Heavy Crossbow of Extra Might (x4) (+17,+24) (+1) +1 shooting power. c) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 200 turns to recharge after use. d) 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. e) 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. 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 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) an Elven Cloak of the Magi [6,+22] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants telepathy. i) The Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. j) The Iron Helm 'Holhenneth' [5,+8] (+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) dPrevents paralysis. l) The Pair of Steel Shod Boots of Thror [6,+19] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Incantations and Illusions] c) 3 Books of Magic Spells [Sorcery and Evocations] d) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. g) 15 Copper Speckled Potions of Cure Critical Wounds h) 3 Puce Potions of Healing i) a Scroll titled "hununus curo" of Teleportation j) 10 Scrolls titled "mulum nus co" of Teleport Level k) a Molybdenum Rod of Magic Mapping (charging) l) a Silver-Plated Rod of Teleport Other m) 2 Lead Wands of Teleport Other (7 charges) n) an Aspen Staff of Slow Monsters (9 charges) o) a Balsa Staff of Healing (2 charges) p) 5 Bamboo Staffs of Teleportation (8 charges) q) a Sling of Accuracy (x2) (+19,+21) r) 13 Bolts of Acid (1d5) (+18,+15) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 630 against acid-vulnerable creatures, and 210 against normal creatures. 25% chance of breaking upon contact. s) 17 Bolts of Frost (1d5) (+19,+13) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 600 against frost-vulnerable creatures, and 200 against normal creatures. 25% chance of breaking upon contact. t) 7 Bolts of Slay Demon (1d5) (+18,+15) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 630 against demons, and 210 against normal creatures. 25% chance of breaking upon contact. u) 11 Bolts of Slay Dragon (1d5) (+7,+12) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 585 against dragons, and 195 against normal creatures. 25% chance of breaking upon contact. v) 7 Bolts of Lightning (1d5) (+6,+11) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 570 against electricity-vulnerable creatures, and 190 against normal creatures. 25% chance of breaking upon contact. w) 15 Seeker Bolts of Slay Demon (4d5) (+11,+14) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 750 against demons, and 250 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) an Oily Yellow 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. b) a Gold Speckled 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. c) 2 Dark Blue Potions of Restore Mana When ingested, it restores your mana points to maximum. d) 3 Scrolls titled "inficito co co" of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. e) 2 Scrolls titled "ino consum" of Rune of Protection When read, it inscribes a glyph of warding beneath you, which mons ters cannot move onto. f) a Corundum Ring of Speed (+8) +8 speed. g) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. h) 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. i) 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. j) a Wicker Shield of Preservation [2,+37] Provides resistance to nexus, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. k) 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. l) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2) +2 dexterity, attack speed. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 58 against animals, 58 against evil creatures, 64 against undead, and 52 against normal creatures. m) The Trident of Wrath (3d8) (+16,+18) (+2) +2 strength, dexterity. Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 82 against evil creatures, 95.5 against poison-vulnerable creatures, 122.5 against undead, and 68.5 against normal creatures. n) 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 5 blows per round. Each blow will do an average damage of 90.5 against orcs, 90.5 against trolls, 90.5 against demons, and 63.5 against normal creatures. o) a Mace of Disruption of *Slay Evil* (5d8) (+19,+17) (+2) +2 wisdom. Blessed by the gods. Stops experience drain. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 97 against evil creatures, 119.5 against undead, and 74.5 against normal creatures. p) a Sling of Extra Shots (x2) (+14,+22) (+1) +1 shooting speed. q) a Sling of Power (x2) (+17,+33) r) a Long Bow of Power (x3) (+15,+29) s) 22 Bolts of Wounding (1d5) (+19,+18) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 225 against normal creatures. 25% chance of breaking upon contact. t) 20 Arrows of Slay Evil (1d4) (+13,+16) u) 10 Iron Shots of Acid (1d4) (+12,+11) Cannot be harmed by acid. v) 22 Mithril Shots of Holy Might (2d4) (+28,+26) Cannot be harmed by acid, fire. [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 : yes (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)