[Angband 3.1.0 beta Character Dump] Sex Female Age 20 STR: 18/54 -1 +2 +8 18/144 Race Kobold Height 39 INT: 18/57 -1 +1 +6 18/117 Class Rogue Weight 65 WIS: 15 +0 -2 +3 16 Title Rogue Social Liked DEX: 18/58 +2 +3 +5 18/158 HP -172/616 Maximize Y CON: 18/32 +2 +1 +8 18/142 SP 140/140 CHR: 14 -2 -1 +6 17 Level 40 Armor [48,+165] Saving Throw 70% Cur Exp 1591337 Fight (+23,+18) Stealth Superb Max Exp 1591337 Melee (+39,+36) Fighting Heroic Adv Exp 1750000 Shoot (+33,+14) Shooting Heroic MaxDepth 4950' (L99) Blows 5/turn Disarming 100% Turns 307875 Shots 1/turn Magic Device Heroic Gold 551674 Infra 80 ft Perception 1 in 1 Burden 273.9 lbs Speed 27 Searching 62% 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:............. [Last Messages] > You are unaffected! > You smite the Half-troll. > You have slain the Half-troll. > It breathes nether. > The Half-troll resists somewhat. > The Glabrezu resists somewhat. > You feel very good. > You have 6 Copper Speckled Potions of Cure Critical Wounds (h). > The Osyluth magically summons a hellish adversary! > The Glabrezu disappears! > The Osyluth disappears! > The Tengu disappears! > It breathes nether. > The Half-troll dies. > You die. Killed by Azriel, Angel of Death. [Character Equipment] a) 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 63 against evil creatures, 76.5 against poison-vulnerable creatures, 103.5 against undead, and 49.5 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) a Corundum Ring of Speed (+8) +8 speed. d) a Corundum Ring of Speed (+7) +7 speed. e) 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. f) The Star of Elendil {@A2 !!} 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 Adamantite Plate Mail 'Soulkeeper' (-4) [40,+19] (+2) +2 constitution. Provides resistance to acid, cold, fear, dark, confusion, nexus, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Stops experience drain. When activated, it heals 1000 hit points. It takes 444 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 Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. 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) a Pair of Iron Shod Boots of Stability [3,+13] Provides resistance to nexus. Feather Falling. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) 3 Books of Magic Spells [Sorcery and Evocations] e) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) 3 Books of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) 6 Copper Speckled Potions of Cure Critical Wounds i) 3 Clotted Red Potions of Restore Life Levels j) 17 Scrolls titled "lo scurgum no" of Phase Door k) 14 Scrolls titled "mulum nus co" of Teleport Level l) a Bronze Rod of Healing Cannot be harmed by electricity. m) 5 Silver-Plated Rods of Teleport Other (3 charging) {!!} n) 2 Ashen Staffs of the Magi (0 charges) o) 4 Mahogany Staffs of Identify (6 charges) p) a Corundum Ring of Speed (+7) +7 speed. q) 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. r) 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. s) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. t) 22 Bolts of Wounding (1d5) (+15,+19) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 324 against fire-vulnerable creatures, and 108 against normal creatures. 25% chance of breaking upon contact. u) 24 Seeker Bolts of Acid (4d5) (+16,+14) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 360 against acid-vulnerable creatures, 360 against fire-vulnerable creatures, and 120 against normal creatures. 25% chance of breaking upon contact. v) 22 Seeker Bolts of Venom (4d5) (+11,+17) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 387 against fire-vulnerable creatures, 387 against poison-vulnerable creatures, and 129 against normal creatures. 25% chance of breaking upon contact. w) 20 Mithril Arrows of Slay Demon (3d4) (+10,+14) Cannot be harmed by acid, fire. [Home Inventory] a) 36 Copper Speckled Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. b) 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. c) a Gold Speckled Potion 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) a Dark Blue Potion of Restore Mana When ingested, it restores your mana points to maximum. e) 10 Scrolls titled "hununus curo" of Teleportation When read, it teleports you randomly up to 100 squares away. f) a Scroll titled "opor mum aurga" of *Remove Curse* When read, it removes all curses from all equipped items. g) 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. h) a Balsa Staff of Healing (2 charges) When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. i) a Bamboo Staff of Teleportation (8 charges) When used, it teleports you randomly up to 100 squares away. j) a Jet Ring of Acid [+11] 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. k) a Ruby Ring of Lightning [+12] Provides resistance to lightning. Cannot be harmed by electricity. When activated, it grants electricity resistance for d20+20 turns and creates a lightning ball of damage 85. It takes d50+50 turns to recharge after use. l) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. m) 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. n) 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. o) 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. p) 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. q) The Iron Helm 'Holhenneth' [5,+10] (+2) {@A1 !!} +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, r) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} aHeavily 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 61 against evil creatures, 73.5 against trolls, 73.5 against demons, 98.5 against dragons, and 48.5 against normal creatures. s) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) +3 strength, constitution, stealth. 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 5 blows per round. Each blow will do an average damage of 70.5 against orcs, 70.5 against trolls, 70.5 against demons, and 43.5 against normal creatures. t) a Sling of Buckland (x2) (+23,+23) (+1) +1 dexterity, shooting speed, shooting power. Cannot be harmed by acid, fire. u) a Heavy Crossbow of Power (x4) (+18,+26) v) 25 Bolts of Frost (1d5) (+14,+16) 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 297 against fire-vulnerable creatures, 297 against frost-vulnerable creatures, and 99 against normal creatures. 25% chance of breaking upon contact. w) 21 Seeker Bolts of Slay Undead (4d5) (+15,+14) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 360 against undead, 360 against fire-vulnerable creatures, and 120 against normal creatures. 25% chance of breaking upon contact. x) 14 Seeker Bolts of Venom (4d5) (+16,+9) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 315 against fire-vulnerable creatures, 315 against poison-vulnerable creatures, and 105 against normal creatures. 25% 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)