[Angband 3.1.0 beta Character Dump] Sex Female Age 20 STR: 18/58 -1 +2 +11 18/178 Race Kobold Height 39 INT: 18/51 -1 +1 +0 18/51 Class Rogue Weight 65 WIS: 14 +0 -2 +0 12 Title Thief Social Liked DEX: 18/75 +2 +3 +7 18/195 HP 850/850 Maximize Y CON: 18/18 +2 +1 +16 18/208 SP 63/63 Chr: 15 -2 -1 +0 12 3 Level 41 Armor [37,+138] Saving Throw 70% Cur Exp 1848147 Fight (+26,+13) Stealth Heroic Max Exp 1859796 Melee (+36,+33) Fighting Legendary Adv Exp 2100000 Shoot (+46,+22) Shooting Heroic MaxDepth 4850' (L97) Blows 5/turn Disarming 100% Turns 229898 Shots 2/turn Magic Device Superb Gold 362695 Infra 70 ft Perception 1 in 1 Burden 155.8 lbs Speed 24 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:............. [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 63 against orcs, 63 against trolls, 63 against demons, 63 against acid-vulnerable creatures, 63 against fire-vulnerable creatures, 83 against dragons, and 43 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 (+11) +11 speed. d) a Malachite Ring of Constitution (+4) +4 constitution. Sustains constitution. e) a Carved Oak Amulet of Trickery (+2) +2 dexterity, stealth, searching, infravision, speed. 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,+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 '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 2 turns to recharge after use. Radius 1 light. l) a Pair of Leather Sandals of Speed [1,+14] (+7) +7 speed. [Character Inventory] a) 3 Books of Magic Spells [Incantations and Illusions] b) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. c) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. d) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. e) 7 Copper Speckled Potions of Cure Critical Wounds f) 10 Scrolls titled "mulum nus co" of Teleport Level g) a Silver-Plated Rod of Teleport Other h) a Steel-Plated Rod of Recall Cannot be harmed by electricity. i) an Aluminum-Plated Rod of Identify Cannot be harmed by electricity. j) a Rusty Rod of Speed Cannot be harmed by electricity. k) 2 Tungsten Wands of Stone to Mud (1 charge) l) 2 Locust Staffs of *Destruction* (3 charges) m) 2 Oak Staffs of Mapping (7 charges) n) 3 Silver Staffs of Speed (3 charges) o) 15 Seeker Arrows of Flame (4d4) (+15,+18) 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 450 against fire-vulnerable creatures, and 150 against normal creatures. 35% chance of breaking upon contact. p) 24 Seeker Arrows of Flame (4d4) (+17,+15) 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 423 against fire-vulnerable creatures, and 141 against normal creatures. 35% chance of breaking upon contact. q) 20 Seeker Arrows of Frost (4d4) (+8,+11) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 387 against frost-vulnerable creatures, and 129 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 3 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) 2 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. c) 2 Dark Blue Potions of Restore Mana When ingested, it restores your mana points to maximum. d) a Grey Speckled Potion of Speed When ingested, it hastens you for 2d10+20 turns. e) 8 Scrolls titled "hununus curo" of Teleportation When read, it teleports you randomly up to 100 squares away. f) 12 Scrolls titled "modo exciaego" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. g) a Scroll 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. h) 2 Ashen Staffs of the Magi (6 charges) When used, it restores both intelligence and manapoints to maximum. i) a Jet Ring of Acid [+19] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. j) 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. k) 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. l) 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. m) 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. n) 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. o) 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 59 against evil creatures, 71 against trolls, 71 against undead, 71 against frost-vulnerable creatures, 95 against demons, and 47 against normal creatures. p) The Bastard Sword 'Calris' (5d4) (-7,+20) (+5) {cursed} Heavily cursed. +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 55 against evil creatures, 67.5 against trolls, 67.5 against demons, 92.5 against dragons, and 42.5 against normal creatures. q) 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 57.5 against orcs, 57.5 against trolls, 57.5 against demons, 57.5 against acid-vulnerable creatures, and 42.5 against normal creatures. r) a Heavy Crossbow of Power (x4) (+11,+26) s) 22 Seeker Bolts of Acid (4d5) (+10,+15) Cannot be harmed by acid. t) 31 Seeker Bolts of Lightning (4d5) (+12,+13) Cannot be harmed by electricity. u) 27 Seeker Arrows of Slay Demon (4d4) (+17,+17) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 441 against demons, and 147 against normal creatures. 35% chance of breaking upon contact. v) 27 Seeker Arrows of Slay Giant (4d4) (+12,+19) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 459 against giants, and 153 against normal creatures. 35% chance of breaking upon contact. w) 23 Seeker Arrows of Slay Animal (4d4) (+8,+16) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 288 against animals, and 144 against normal creatures. 35% chance of breaking upon contact. x) 25 Mithril Arrows of Wounding (3d4) (+20,+19) 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 145.5 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)