[Angband 3.1.1 dev Character Dump] Name Angdiira Self RB CB EB Best Sex Female Age 49 STR: 18/80 +2 -1 +0 18/90 Race Dwarf Height 44 INT: 16 -3 -3 +7 17 Class Priest Weight 110 WIS: 18/10 +2 +3 +7 18/130 Title Canon Social Respected DEX: 18/10 -2 -1 +1 17 HP -395/405 Maximize Y CON: 18/30 +2 +0 +4 18/90 SP 159/193 CHR: 18/10 -3 +2 +0 18 Level 35 Armor [22,+79] Saving Throw 93% Cur Exp 581228 Fight (+5,+5) Stealth Fair Max Exp 586732 Melee (+9,+11) Fighting Superb Adv Exp 630000 Shoot (+17,+15) Shooting Excellent MaxDepth 2300' (L46) Blows 1/turn Disarming 50% Turns 2131146 Shots 2/turn Magic Device Superb Gold 769409 Infra 50 ft Perception 1 in 32 Burden 175.9 lbs Speed 10 Searching 23% You are the only child of a Dwarven Miner. You are a credit to the family. You have dark brown eyes, wavy black hair, a three foot beard, and a dark 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:.+........... [Last Messages] > The Dread recovers its courage. > Your Rods of Acid Bolts have recharged. > The Dread misses you. > Target Selected. > The Dread is destroyed. > You no longer feel safe from evil. > You activate it. > The phial wells with clear light... > You are surrounded by a white light. > The Dread wakes up. > You hear a door burst open! > Your Rods of Acid Bolts have recharged. > It fires a missile, but misses. > It breathes gas. > You die. Killed by a Drolem. [Character Equipment] a) The Quarterstaff 'Eriril' (1d9) (+4,+6) (+4) {rLi,SI,*Id,@w2,!!} +4 intelligence, wisdom. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it reveals to you the extent of an item's magical powers. It takes 20 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 1 blow per round, averaging a damage of 22 against evil creatures, 27.3 against frost-vulnerable creatures, and 16.7 against normal creatures. With this item, you can expect to clear rubble in 3.3 turns, magma veins in 8.0 turns, quartz veins in 20 turns, and granite in 80 turns. b) The Short Bow of Amras (x2) (+12,+15) (+1 speed) +1 intelligence, wisdom, dexterity, speed, shooting speed, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. c) a Ring of Ice [+14] Provides resistance to cold. Cannot be harmed by cold. When activated, it grants cold resistance for d20+20 turns and cre ates a cold ball of damage 75. It takes 102 to 200 turns to recharge after use at your current speed. d) a Ring of Constitution (+4) +4 constitution. Sustains constitution. e) an Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. f) The Phial of Galadriel (charging) {!d!v!k!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 22 to 40 turns to recharge after use at your current speed. Radius 3 light. g) Leather Scale Mail of Elvenkind (-1) [10,+9] (+1 stealth) {RNeth} +1 stealth. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, electricity, fire, cold. h) a Fur Cloak of Protection [3,+10] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Leather Shield of Resistance [6,+15] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) {+InWi,ESP} +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Leather Gloves 'Cammithrim' [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 4 turns to recharge after use at your current speed. Radius 1 light. l) a Pair of Ethereal Slippers of Speed [0,+10] (+9) +9 speed. Cannot be harmed by acid, electricity, fire, cold. [Character Inventory] a) 3 Holy Books of Prayers [Beginners Handbook] {@m1!d!v!k} b) 3 Holy Books of Prayers [Words of Wisdom] {@m2!d!v!k} c) 3 Holy Books of Prayers [Chants and Blessings] {@m3!d!v!k} d) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4!d!v!k} e) 20 Potions of Cure Critical Wounds {!d!v!k} f) 7 Potions of Healing {!q!d!v!k} g) a Potion of Speed {!d!v!k} h) 25 Scrolls of Phase Door {!d!v!k} i) 9 Scrolls of Teleportation {!d!v!k} j) 19 Scrolls of Word of Recall {!r!d!v!k} k) a Scroll of Recharging l) 2 Scrolls of *Destruction* m) 2 Rods of Treasure Location {!!} n) a Rod of Probing {!!} o) 3 Rods of Acid Bolts {!!} p) 4 Wands of Stone to Mud (21 charges) q) 6 Wands of Teleport Other (52 charges) r) The Dagger 'Dethanc' (2d4) (+4,+6) {!d} Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 14 to 24 turns to recharge after use at your current speed. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 24.6 against electricity-vulnerable creatures, 24.6 against frost-vulnerable creatures, and 14.3 against normal creatures. With this item, you can expect to clear rubble in 4.3 turns, magma veins in 11 turns, quartz veins in 31 turns, and granite in 267 turns. s) a Bastard Sword of *Slay Evil* (3d4) (+8,+9) (+1) +1 wisdom. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 30.8 against evil creatures, 38.8 against frost-vulnerable creatures, and 22.7 against normal creatures. With this item, you can expect to clear rubble in 3.3 turns, magma veins in 8.1 turns, quartz veins in 21 turns, and granite in 84 turns. t) a Mace of *Slay Troll* (2d4) (+9,+6) (+2) +2 strength. Speeds regeneration. With this weapon, you would currently get 1 blow per round, averaging a damage of 29.3 against trolls, 29.3 against frost-vulnerable creatures, and 18.7 against normal creatures. With this item, you can expect to clear rubble in 2.9 turns, magma veins in 7.0 turns, quartz veins in 17 turns, and granite in 59 turns. u) 24 Mithril Arrows (3d4) (+5,+5) (squelch) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 84.1 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Holy Book of Prayers [Ethereal Openings] {@m5!d!v!k} Cannot be harmed by acid, electricity, fire, cold. b) 12 Potions of Restore Mana {!q!d!v!k} When ingested, it restores your mana points to maximum. c) 16 Potions of Speed {!d!v!k} When ingested, it hastens you for 2d10+20 turns. d) 25 Scrolls of Teleportation {!d!v!k} When read, it teleports you randomly up to 100 squares away. e) 39 Scrolls of Teleport Level {!r!d!v!k} When read, it teleports you one level up or down. f) 13 Scrolls of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. g) a Scroll of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. h) a Staff of the Magi (1 charge) {rIntMana} When used, it restores both intelligence and manapoints to maximum. i) 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. j) a Robe of Permanence [2,+16] Provides resistance to acid, lightning, fire, cold, light. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Stops experience drain. k) a Robe of Elvenkind [2,+13] (+3 stealth) {RDis} +3 stealth. Provides resistance to acid, lightning, fire, cold, disenchantment. Cannot be harmed by acid, electricity, fire, cold. l) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. m) a Pair of Mithril Shod Boots of Stability [7,+10] {RNex} Provides resistance to nexus. Cannot be harmed by acid. Feather Falling. n) a Zweihander (Holy Avenger) (3d6) (+12,+6) [+4] (+1) +1 wisdom. It is especially deadly to evil creatures, demons, undead. Provides resistance to fear. Sustains charisma. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 34.6 against evil creatures, 46 against demons, 46 against undead, 46 against frost-vulnerable creatures, and 23.1 against normal creatures. With this item, you can expect to clear rubble in 3.0 turns, magma veins in 7.2 turns, quartz veins in 18 turns, and granite in 64 turns. o) a Trident of Gondolin (1d10) (+16,+11) It is especially deadly to orcs, trolls, dragons, demons. Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 31.9 against orcs, 31.9 against trolls, 31.9 against dragons, 31.9 against demons, 31.9 against frost-vulnerable creatures, and 20.4 against normal creatures. With this item, you can expect to clear rubble in 3.8 turns, magma veins in 9.5 turns, quartz veins in 25 turns, and granite in 133 turns. p) The Battle Axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3) {@0,@w1} +3 strength, constitution, stealth. It is especially deadly to orcs, trolls, demons. 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 1 blow per round, averaging a damage of 61.7 against orcs, 61.7 against trolls, 61.7 against demons, 61.7 against frost-vulnerable creatures, and 32.6 against normal creatures. With this item, you can expect to clear rubble in 2.5 turns, magma veins in 5.9 turns, quartz veins in 14 turns, and granite in 43 turns. q) The Glaive of Pain (9d6) (+1,+30) Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 1 blow per round, averaging a damage of 141.4 against frost-vulnerable creatures, and 71.5 against normal creatures. With this item, you can expect to clear rubble in 2.6 turns, magma veins in 6.1 turns, quartz veins in 15 turns, and granite in 46 turns. r) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. It is especially deadly to evil creatures, orcs, trolls. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 61 against evil creatures, 76.7 against orcs, 76.7 against trolls, 76.7 against frost-vulnerable creatures, and 45.3 against normal creatures. With this item, you can expect to clear rubble in 2.1 turns, magma veins in 4.9 turns, quartz veins in 11 turns, and granite in 31 turns. s) a Flail of *Slay Evil* (2d6) (+5,+10) (+2) +2 wisdom. It is especially deadly to evil creatures. Blessed by the gods. Grants telepathy. With this weapon, you would currently get 1 blow per round, averaging a damage of 30.8 against evil creatures, 38.3 against frost-vulnerable creatures, and 23.3 against normal creatures. With this item, you can expect to clear rubble in 3.3 turns, magma veins in 8.0 turns, quartz veins in 20 turns, and granite in 80 turns. t) a Shovel of Digging (1d2) (+7,+6) (+5) {@0!d!v!k} +5 tunneling. It is branded with acid. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 16 against acid-vulnerable creatures, 16 against frost-vulnerable creatures, and 12.8 against normal creatures. With this item, you can expect to clear rubble in 1.3 turns, magma veins in 2.8 turns, quartz veins in 6.1 turns, and granite in 14 turns. u) 30 Bolts of Lightning (1d5) (+6,+5) It is branded with lightning. Cannot be harmed by electricity. v) 22 Bolts of Frost (1d5) (+7,+5) It is branded with frost. Cannot be harmed by cold. w) 47 Bolts of Frost (1d5) (+6,+5) It is branded with frost. Cannot be harmed by cold. x) 19 Seeker Bolts (4d5) (+5,+6) {!d!k} [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)