[Angband 3.1.1 dev Character Dump] Sex Female Age 20 STR: 18/73 -1 +2 +11 18/193 Race Kobold Height 39 INT: 18/62 -1 +1 +4 18/102 Class Rogue Weight 65 WIS: 18/51 +0 -2 +4 18/71 Title Master Thief Social Liked DEX: 18/77 +2 +3 +12 18/*** HP 985/985 Maximize Y CON: 18/96 +2 +1 +12 18/*** SP 96/167 CHR: 18/16 -2 -1 +2 18/06 Level 47 Armor [35,+138] Saving Throw 80% Cur Exp 4289921 Fight (+67,+31) Stealth Legendary Max Exp 4289921 Melee (+77,+51) Fighting Legendary Adv Exp 4900000 Shoot (+87,+22) Shooting Legendary MaxDepth 4950' (L99) Blows 5/turn Disarming 100% Turns 489042 Shots 2/turn Magic Device Heroic Gold 290985 Infra 90 ft Perception 1 in 1 Burden 189.9 lbs Speed 23 Searching 67% 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:............. [Character Equipment] a) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) +3 strength, constitution, tunneling. Provides resistance to acid, fire, fear, light, dark, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 81 against orcs, 81 against trolls, 81 against demons, 81 against acid-vulnerable creatures, 81 against fire-vulnerable creatures, 101 against dragons, and 61 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) a Corundum Ring of Speed (+14) +14 speed. 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) a Carved Oak Amulet of Trickery (+4) +4 dexterity, stealth, infravision, speed. +20% to searching. Provides resistance to poison, nexus. Sustains dexterity. f) 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. g) 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. h) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 45 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+23] (+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 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. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. [Character Inventory] a) 3 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) 2 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) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) 33 Violet Potions of Cure Serious Wounds i) 56 Copper Speckled Potions of Cure Critical Wounds j) 20 Green Potions of Heroism k) 25 Scrolls titled "lo scurgum no" of Phase Door l) 11 Scrolls titled "hununus curo" of Teleportation {!*} m) 3 Scrolls titled "mulum nus co" of Teleport Level {!*} n) a Scroll titled "inficito co co" of Banishment o) 5 Scrolls titled "modo exciaego" of Recharging p) 4 Gold Rods of Acid Balls q) 3 Silver-Plated Rods of Teleport Other {!!} r) 2 Lead Wands of Teleport Other (0 charges) s) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, 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 72 against dragons, and 48 against normal creatures. t) 4 Seeker Arrows of Flame (4d4) (+13,+12) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 396 against fire-vulnerable creatures, and 132 against normal creatures. 35% chance of breaking upon contact. u) 3 Seeker Arrows of Slay Dragon (4d4) (+12,+11) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 387 against dragons, and 129 against normal creatures. 35% chance of breaking upon contact. v) 6 Mithril Arrows of Wounding (3d4) (+14,+17) 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 139.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 4 Puce Potions of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. b) 3 Oily Yellow Potions 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) 3 Gold Speckled Potions 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) 3 Dark Blue Potions of Restore Mana When ingested, it restores your mana points to maximum. e) a Scroll 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. f) 3 Scrolls titled "cas plactor" 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. g) a Corundum Ring of Speed (+12) +12 speed. h) a Dragon Tooth Amulet of ESP (+6) Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. i) 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. j) 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. k) 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. l) 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. m) an Elven Cloak of Aman [6,+27] (+4 stealth) +4 stealth. Provides resistance to nether. Cannot be harmed by acid, electricity, fire, cold. n) 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. o) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. p) a Pair of Ethereal Slippers of Speed [0,+15] (+3) +3 speed. Cannot be harmed by acid, electricity, fire, cold. q) 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 75 against evil creatures, 88.5 against poison-vulnerable creatures, 115.5 against undead, and 61.5 against normal creatures. r) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) +2 strength, constitution. Provides resistance to acid, fire, dark. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts you in a berserker rage for d50+50 turns. It takes 80 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 76.5 against trolls, 76.5 against dragons, 76.5 against acid-vulnerable creatures, 97.5 against demons, and 55.5 against normal creatures. s) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. 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 5 blows per round. Each blow will do an average damage of 78 against evil creatures, 91.5 against orcs, 91.5 against trolls, and 64.5 against normal creatures. t) a Two-Handed Great Flail of Extra Attacks (3d6) (+8,+7) (+2) +2 attack speed. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 45.5 against normal creatures. u) The Mace 'Taratol' (3d4) (+12,+12) {!!} Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 62.5 against electricity-vulnerable creatures, 77.5 against dragons, and 47.5 against normal creatures. v) a Heavy Crossbow of Extra Shots (x4) (+27,+14) (+1) +1 shooting speed. w) 20 Seeker Bolts of Slay Evil (4d5) (+9,+14) x) 27 Seeker Arrows of Holy Might (4d4) (+8,+23) 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 330 against evil creatures, 495 against demons, 495 against undead, and 165 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) 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)