[Angband 3.1.0 beta Character Dump] Sex Female Age 20 Str! 18/100 -1 +2 +20 18/*** 18/160 Race Kobold Height 39 Int! 18/100 -1 +1 +5 18/150 18/120 Class Rogue Weight 65 WIS! 18/100 +0 -2 +10 18/180 Title ***WINNER*** Social Role model DEX! 18/100 +2 +3 +5 18/200 HP 760/1037 Maximize Y CON! 18/100 +2 +1 +14 18/*** SP 15/224 Chr! 18/100 -2 -1 +14 18/210 18/115 Level 50 Armor [48,+140] Saving Throw 93% Cur Exp 13937949 Fight (+51,+39) Stealth Superb Max Exp 13937949 Melee (+73,+64) Fighting Legendary Adv Exp ******** Shoot (+61,+14) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 100% Turns 2722413 Shots 1/turn Magic Device Heroic Gold 11985887 Infra 50 ft Perception 1 in 11 Burden 166.9 lbs Speed 30 Searching 47% 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 Cold hound breathes frost. > You hit the Cold hound. > You have slain the Cold hound. > You hit the Cold hound. > You have slain the Cold hound. > You hit the Cold hound. > You have slain the Cold hound. > The Cold hound breathes frost. > You are no longer resistant to acid. > You are no longer resistant to electricity. > You are no longer resistant to fire. > You are no longer resistant to cold. > You are no longer resistant to poison. > You hit the Cold hound. > You have slain the Cold hound. Killed by Ripe Old Age. [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed) +10 speed. Provides resistance to cold, fear, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a frost ball with damage 100. It takes 40 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 88 against evil creatures, 100 against trolls, 100 against undead, 100 against frost-vulnerable creatures, 124 against demons, and 76 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. 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) The Ring of Power 'Vilya' (+10,+10) (+3) (charging) +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. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. 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, e3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) an Ethereal Cloak of Protection [0,+28] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) The Small Metal Shield of Thorin [3,+20] (+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 Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. k) The Set of Leather Gloves 'Cambeleg' (+3,+2) [1,+10] (+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 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) 4 Books of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 3 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) 3 Books of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) 12 Copper Speckled Potions of Cure Critical Wounds i) a Gold Speckled Potion of Life It can be thrown at creatures with damaging effect. j) a Scroll titled "veneus" of Deep Descent k) a Scroll titled "cui discolon" of Protection from Evil l) 3 Scrolls titled "cas plactor" of *Destruction* m) 2 Molybdenum Rods of Magic Mapping (1 charging) n) 2 Bronze Rods of Healing (2 charging) Cannot be harmed by electricity. o) a Tin Rod of Restoration Cannot be harmed by electricity. p) a Silver-Plated Rod of Teleport Other (charging) q) a Balsa Staff of Healing (0 charges) r) 2 Eucalyptus Staffs of Holiness (0 charges) s) an Ashen Staff of the Magi (0 charges) t) a Mace of Venom (2d4) (+14,+8) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 62 against poison-vulnerable creatures, and 52 against normal creatures. [Home Inventory] a) a Topaz Ring of Damage (+0,+11) b) a Granite Ring of Slaying (+9,+8) c) 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. d) The Star of Elendil Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. e) The Metal Brigandine Armour of the Rohirrim [20,+8] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. f) The Leather Scale Mail 'Thalkettoth' (-1) [10,+24] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. g) The Hard Leather Cap of Thranduil [2,+6] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. h) 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. i) a Pair of Iron Shod Boots of Speed [3,+9] (+9) +9 speed. j) The Glaive of Pain (9d6) (+0,+30) Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 100.5 against normal creatures. k) The Great Hammer of Aule (9d3) (+17,+19) [+3] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. Cannot be harmed by acid, electricity, fire, cold. 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 94 against evil creatures, 112 against demons, 112 against undead, 112 against acid-vulnerable creatures, 148 against dragons, and 76 against normal creatures. l) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. m) 22 Bolts of Slay Dragon (1d5) (+4,+13) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 270 against dragons, 270 against fire-vulnerable creatures, and 90 against normal creatures. 25% chance of breaking upon contact. n) 15 Bolts of Slay Evil (1d5) (+6,+11) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 168 against evil creatures, 252 against fire-vulnerable creatures, and 84 against normal creatures. 25% chance of breaking upon contact. o) 25 Bolts of Slay Demon (1d5) (+7,+5) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 198 against demons, 198 against fire-vulnerable creatures, and 66 against normal creatures. 25% chance of breaking upon contact. p) 25 Bolts of Slay Evil (1d5) (+5,+8) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 150 against evil creatures, 225 against fire-vulnerable creatures, and 75 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 : 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)