[Angband 3.1.0 beta Character Dump] Sex Male Age 67 STR: 18/84 +1 +3 +3 18/154 Race Dunadan Height 90 INT: 18/97 +2 -3 +0 18/87 Class Paladin Weight 173 WIS: 14 +2 +1 +3 18/20 Title Chevalier Social Role model DEX: 16 +2 +0 +15 18/150 HP 764/764 Maximize Y CON: 18/31 +3 +2 +12 18/201 SP 58/62 CHR: 18/64 +2 +2 +0 18/104 Level 36 Armor [25,+125] Saving Throw 72% Cur Exp 1043507 Fight (+21,+14) Stealth Fair Max Exp 1043507 Melee (+2,+34) Fighting Heroic Adv Exp 1182500 Shoot (+31,+15) Shooting Superb MaxDepth 2200' (L44) Blows 5/turn Disarming 61% Turns 1196042 Shots 3/turn Magic Device Superb Gold 1585621 Infra 0 ft Perception 1 in 25 Burden 160.2 lbs Speed 3 Searching 25% You are one of several children of a Guildsman. You are a well liked child. You have blue eyes, straight black hair, and a very fair complexion. 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 Bastard Sword 'Calris' (5d4) (-19,+20) (+5) {uncursed} 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 59 against evil creatures, 71.5 against trolls, 71.5 against demons, 96.5 against dragons, and 46.5 against normal creatures. b) a Sling of Buckland (x2) (+10,+15) (+2) +2 dexterity, shooting speed, shooting power. Cannot be harmed by acid, fire. c) an Amethyst Ring of Flames [+13] Provides resistance to fire. Cannot be harmed by fire. When activated, it grants fire resistance for d20+20 turns and cre ates a fire ball of damage 80. It takes d50+50 turns to recharge after use. d) a Calcite Ring of Constitution (+4) +4 constitution. Sustains constitution. e) a Mother-of-Pearl Amulet of Wisdom (+3) +3 wisdom. Sustains wisdom. f) a Lantern of Brightness (12814 turns) Cannot be harmed by fire. Radius 3 light. g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+24] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colluin' [1,+15] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 111 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 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. k) a Set of Leather Gloves of Thievery (+2,+3) [1,+8] (+2) +2 dexterity, searching. Feather Falling. 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 Holy Books of Prayers [Beginners Handbook] b) 3 Holy Books of Prayers [Words of Wisdom] c) 2 Holy Books of Prayers [Chants and Blessings] d) 2 Holy Books of Prayers [Exorcism and Dispelling] e) a Holy Book of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. f) a Holy Book of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. g) 12 Metallic Green Potions of Cure Critical Wounds h) 5 Red Potions of Healing i) 6 Grey Potions of Enlightenment j) an Oily Yellow Potion of Speed k) 9 Scrolls titled "infla tendus" of Phase Door l) 22 Scrolls titled "pomito pro" of Identify m) 2 Scrolls titled "aliqueo tultus" of *Destruction* n) a Silver Rod of Teleport Other o) an Aluminum-Plated Rod of Recall (charging) {!*} Cannot be harmed by electricity. p) 2 Ironwood Staffs of Teleportation (15 charges) q) a Redwood Staff of Speed (4 charges) r) a Set of Gauntlets of Power (+2,+4) [3,+8] (+2) +2 strength. s) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed) {!d!s!v!k} +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 63 against evil creatures, 75 against trolls, 75 against undead, 75 against frost-vulnerable creatures, 99 against demons, and 51 against normal creatures. t) 21 Rounded Pebbles of Wounding (1d2) (+14,+8) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 98 against normal creatures. 25% chance of breaking upon contact. u) 17 Iron Shots (1d4) (+8,+7) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 98 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 8 Red 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 Magenta Potions of Restore Mana When ingested, it restores your mana points to maximum. c) 8 Oily Yellow Potions of Speed When ingested, it hastens you for 2d10+20 turns. d) 4 Rusty Wands of Teleport Other (31 charges) When aimed, it teleports a target monster away. e) 2 Ironwood Staffs of Teleportation (16 charges) When used, it teleports you randomly up to 100 squares away. f) a Fluorite Ring of Resist Poison Provides resistance to poison. g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. 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 Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. 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 Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. l) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) +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, m) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+0] (+3) {uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. n) a Pair of Steel Shod Boots of Speed [6,-3] (+6) {!*} +6 speed. o) 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 58 against dragons, and 34 against normal creatures. p) The Rapier 'Forasgil' (1d6) (+12,+19) Provides resistance to cold, light. Cannot be harmed by acid, electricity, fire, cold. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 40 against animals, 43.5 against frost-vulnerable creatures, and 36.5 against normal creatures. q) 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 31 against animals, 31 against evil creatures, 34.5 against orcs, 34.5 against undead, and 27.5 against normal creatures. r) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2) +2 dexterity, charisma, stealth. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. 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 39 against orcs, 39 against trolls, and 27 against normal creatures. s) The Spear of Orome (4d6) (+15,+15) (+4) +4 intelligence, infravision, speed. Provides resistance to fire, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Feather Falling. Grants the ability to see invisible things. When activated, it turns rock into mud. It takes 5 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 57 against animals, 71 against giants, 71 against fire-vulnerable creatures, and 43 against normal creatures. t) 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 67 against orcs, 67 against trolls, 67 against demons, 67 against acid-vulnerable creatures, 67 against fire-vulnerable creatures, 87 against dragons, and 47 against normal creatures. u) a Heavy Crossbow of Extra Shots (x4) (+5,+12) (+1) +1 shooting speed. v) 28 Bolts of Slay Undead (1d5) (+10,+7) w) 19 Mithril Arrows of Acid (3d4) (+6,+5) 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 : no (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)