[Angband 3.1.0 beta Character Dump] Sex Female Age 20 STR: 18/72 -1 +2 +16 18/*** Race Kobold Height 39 INT: 18/81 -1 +1 +0 18/81 Class Rogue Weight 65 WIS: 18/56 +0 -2 +0 18/36 Title ***WINNER*** Social Well-liked DEX: 18/97 +2 +3 +9 18/*** HP 1020/1020 Maximize Y CON: 18/58 +2 +1 +18 18/*** SP 40/129 CHR: 18 -2 -1 +4 18/10 Level 49 Armor [47,+125] Saving Throw 80% Cur Exp 5744321 Fight (+81,+28) Stealth Superb Max Exp 5744321 Melee (+103,+53) Fighting Legendary Adv Exp 6300000 Shoot (+99,+18) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 100% Turns 273171 Shots 1/turn Magic Device Heroic Gold 533626 Infra 50 ft Perception 1 in 11 Burden 152.2 lbs Speed 28 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:.+........... [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 77 against evil creatures, 89 against trolls, 89 against undead, 89 against frost-vulnerable creatures, 113 against demons, and 65 against normal creatures. b) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, light, dark, blindness. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When activated, it fires a magical arrow with damage 150. It takes 20 turns to recharge after use. c) a Corundum Ring of Speed d) a Malachite Ring of Constitution (+6) +6 constitution. Sustains constitution. e) a Sea Shell 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 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 Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +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) 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,+25] (+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 of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. 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) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Sorcery and Evocations] c) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. d) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. f) 38 Copper Speckled Potions of Cure Critical Wounds g) 2 Puce Potions of Healing h) 3 Gold Speckled Potions of Life It can be thrown at creatures with damaging effect. i) 3 Dark Blue Potions of Restore Mana j) 5 Scrolls titled "hununus curo" of Teleportation k) 8 Scrolls titled "modo exciaego" of Recharging l) 2 Bronze Rods of Healing Cannot be harmed by electricity. m) a Silver-Plated Rod of Teleport Other n) 2 Rusty Rods of Speed (2 charging) Cannot be harmed by electricity. o) 3 Lead Wands of Teleport Other (1 charge) p) 2 Ashen Staffs of the Magi (2 charges) q) a Carved Oak Amulet of Trickery (+4) +4 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. r) 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. s) 6 Bolts of Slay Evil (1d5) (+12,+16) Fired from your current missile launcher, this arrow will hit targets up to 180 feet away, inflicting an average damage of 444 against evil creatures, and 222 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Grey Speckled Potion of Speed When ingested, it hastens you for 2d10+20 turns. b) a Steel-Plated Rod of Recall Cannot be harmed by electricity. When used, it returns you from the dungeon or takes you to the dun geon after a short delay. It takes 60 turns to recharge after use. c) an Aluminum-Plated Rod of Identify Cannot be harmed by electricity. When used, it reveals to you the extent of an item's magical power s. It takes 10 turns to recharge after use. d) a Tungsten Wand of Stone to Mud (3 charges) When aimed, it turns rock into mud. e) a Locust Staff of *Destruction* (0 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. f) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. 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 225 turns to recharge after use. g) 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. h) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. i) 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. j) 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. k) a Pair of Leather Sandals of Speed [1,+14] (+7) +7 speed. l) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 92 against animals, 92 against evil creatures, 110 against trolls, 110 against demons, 110 against frost-vulnerable creatures, 146 against dragons, and 74 against normal creatures. m) 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 78 against orcs, 78 against trolls, 78 against demons, 78 against acid-vulnerable creatures, 78 against fire-vulnerable creatures, 98 against dragons, and 58 against normal creatures. n) The Pick of Erebor (3d4) (+5,+20) (+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 70.5 against orcs, 70.5 against trolls, 70.5 against demons, 70.5 against acid-vulnerable creatures, and 55.5 against normal creatures. o) 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. p) 27 Seeker Arrows of Slay Demon (4d4) (+17,+17) q) 27 Seeker Arrows of Slay Giant (4d4) (+12,+19) r) 25 Mithril Arrows of Wounding (3d4) (+20,+19) 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)