[Angband 3.1.0 beta Character Dump] Sex Female Age 20 STR: 18 -1 +2 +8 18/90 Race Kobold Height 39 INT: 18/63 -1 +1 +7 18/133 Class Rogue Weight 65 WIS: 12 +0 -2 +7 17 Title Rogue Social Known DEX: 18/21 +2 +3 +4 18/111 HP 529/578 Maximize Y CON: 16 +2 +1 +13 18/140 SP 66/178 CHR: 11 -2 -1 +2 10 Level 38 Armor [32,+103] Saving Throw 68% Cur Exp 982634 Fight (+13,+9) Stealth Superb Max Exp 982634 Melee (+18,+29) Fighting Heroic Adv Exp 1190000 Shoot (+23,+14) Shooting Heroic MaxDepth 4900' (L98) Blows 4/turn Disarming 100% Turns 264209 Shots 1/turn Magic Device Heroic Gold 472265 Infra 50 ft Perception 1 in 11 Burden 218.6 lbs Speed 23 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 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 4 blows per round. Each blow will do an average damage of 51.5 against orcs, 51.5 against trolls, 51.5 against demons, 51.5 against acid-vulnerable creatures, and 36.5 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {excellent} +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) a Malachite Ring of Constitution (+5) +5 constitution. Sustains constitution. d) a Corundum Ring of Speed (+10) +10 speed. e) a Pewter Amulet of Weaponmastery (+4,+4) (+3) +3 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) 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. h) The Elven Cloak of Luthien [6,+20] (+2) (charging) +2 intelligence, wisdom, charisma, stealth, speed. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 250 turns to recharge after use. i) 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. 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) a Set of Alchemist's Gloves of Agility [0,+13] (+4) +4 dexterity. Cannot be harmed by acid, electricity, fire, cold. l) a Pair of Iron Shod Boots of Speed [3,+13] (+3) +3 speed. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@b1 @m1 @G1 !d!k!v} b) 2 Books of Magic Spells [Conjurings and Tricks] {@b2 @m2 @G2 !d!k!v} c) 3 Books of Magic Spells [Incantations and Illusions] {@b3 @m3 @G3 !d!k!v} d) a Book of Magic Spells [Sorcery and Evocations] {@b4 @m4 @G4 !d!k!v} e) a Book of Magic Spells [Resistances of Scarabtarices] {@b5 @m5 @G5 !d!k!v} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@b7 @m7 @G7 !d!k!v} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] {@b8 @m8 @G8 !d!k!v} Cannot be harmed by acid, electricity, fire, cold. h) 4 Violet Potions of Cure Serious Wounds {@q1} i) 12 Scrolls titled "lo scurgum no" of Phase Door {@r1} j) 5 Scrolls titled "hununus curo" of Teleportation k) 19 Scrolls titled "delum inqui to" of Identify {@r3} l) 6 Scrolls titled "modo exciaego" of Recharging m) a Silver-Plated Rod of Teleport Other {@z1!!} n) a Locust Staff of *Destruction* o) 2 Balsa Staffs of Healing (3 charges) {!u} p) a Willow Staff of Banishment (2 charges) q) an Ashen Staff of the Magi r) a Blade of Chaos of Westernesse (6d5) (+10,+18) (+2) +2 strength, dexterity, constitution. Provides resistance to chaos. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 79 against orcs, 79 against trolls, 79 against giants, and 43 against normal creatures. s) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 51 against animals, 51 against evil creatures, 64.5 against demons, and 37.5 against normal creatures. t) 9 Bolts of Wounding (1d5) (+17,+17) {@f2} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 306 against fire-vulnerable creatures, and 102 against normal creatures. 25% chance of breaking upon contact. u) 5 Bolts of Venom (1d5) (+15,+12) {@f3} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 261 against fire-vulnerable creatures, 261 against poison-vulnerable creatures, and 87 against normal creatures. 25% chance of breaking upon contact. v) 19 Bolts of Venom (1d5) (+4,+3) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 180 against fire-vulnerable creatures, 180 against poison-vulnerable creatures, and 60 against normal creatures. 25% chance of breaking upon contact. w) 12 Mithril Bolts of Slay Animal (3d5) (+18,+16) {@f5} 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 234 against animals, 351 against fire-vulnerable creatures, and 117 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 4 Books of Magic Spells [Resistances of Scarabtarices] {@b5 @m5 @G5 !d!k!v} Cannot be harmed by acid, electricity, fire, cold. b) 2 Books of Magic Spells [Mordenkainen's Escapes] {@b7 @m7 @G7 !d!k!v} Cannot be harmed by acid, electricity, fire, cold. c) a Book of Magic Spells [Tenser's Transformations] {@b8 @m8 @G8 !d!k!v} Cannot be harmed by acid, electricity, fire, cold. d) 5 Puce Potions of Healing {!q} 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. e) a Scroll titled "cer extricio" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. f) 11 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) 2 Locust Staffs of *Destruction* (6 charges) {@u3!u} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. h) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. 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) 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. k) 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. l) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 50 turns to recharge after use. m) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. n) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. o) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, p) The Dagger 'Belangil' (2d4) (+6,+9) (+2) +2 dexterity. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Grants the ability to see invisible things. When activated, it creates a frost ball with damage 50. It takes 5 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 31 against frost-vulnerable creatures, and 21 against normal creatures. q) The Dagger 'Dethanc' (2d4) (+4,+6) Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 28 against electricity-vulnerable creatures, and 18 against normal creatures. r) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 22 against animals, 22 against evil creatures, 25.5 against orcs, 25.5 against undead, and 18.5 against normal creatures. s) a Blade of Chaos of Flame (6d5) (+13,+8) Provides resistance to fire, chaos. Cannot be harmed by fire. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 69 against fire-vulnerable creatures, and 33 against normal creatures. t) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 53 against evil creatures, 63.5 against orcs, 63.5 against trolls, 63.5 against frost-vulnerable creatures, 84.5 against undead, and 42.5 against normal creatures. u) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. 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 30.5 against undead, 30.5 against frost-vulnerable creatures, and 23.5 against normal creatures. v) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) +3 constitution. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 40 against evil creatures, 47 against orcs, 47 against trolls, 47 against giants, and 33 against normal creatures. w) a Short Bow of Lothlorien (x2) (+17,+13) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. x) a Light Crossbow of the Haradrim (x3) (+21,+20) (+1) +1 shooting speed, shooting power. 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)