[Angband 3.1.0 beta Character Dump] Sex Male Age 70 STR! 18/100 +1 +5 +16 18/*** Race Dunadan Height 79 INT: 18/96 +2 -2 +6 18/156 Class Warrior Weight 155 WIS! 18/100 +2 -2 +8 18/180 Title ***WINNER*** Social Role model DEX! 18/100 +2 +2 +12 18/*** HP 1135/1135 Maximize Y CON! 18/100 +3 +2 +6 18/210 SP 0/0 CHR! 18/100 +2 -1 +4 18/150 Level 50 Armor [37,+117] Saving Throw 88% Cur Exp 8569540 Fight (+55,+45) Stealth Very Good Max Exp 8569540 Melee (+73,+63) Fighting Legendary Adv Exp ******** Shoot (+65,+14) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 98% Turns 7617950 Shots 1/turn Magic Device Superb Gold 10917504 Infra 20 ft Perception 1 in 25 Burden 159.9 lbs Speed 35 Searching 27% You are one of several children of a Townsman. You are a well liked child. You have blue eyes, straight brown hair, and an average 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:............. [Last Messages] > You have slain the Phase spider. > You burn the Phase spider. > You have slain the Phase spider. > You see a Spear (3d6). > You see a Mighty Hammer (3d9) {indestructible}. > You see a Spear (3d6). > You cannot destroy a Spear (3d6). > You see a Spear (3d6) {indestructible}. > On the ground: The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4). > There is a wall in the way! > You see a Mighty Hammer (3d9) {indestructible}. > You see a Massive Iron Crown [0] {indestructible}. > You see a Mighty Hammer (3d9) {indestructible}. > You are about to enter 'wizard' mode for the very first time! > This is a form of cheating, and your game will not be scored! Killed by Ripe Old Age. [Character Equipment] a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6) +6 strength, tunneling. Provides immunity to fire. Provides resistance to fire, dark, chaos, 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 126 against animals, 126 against evil creatures, 157.5 against dragons, 157.5 against fire-vulnerable creatures, 220.5 against undead, and 94.5 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) The Ring of Power 'Nenya' (+8,+8) (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to cold. Provides resistance to cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. It takes 200 turns to recharge after use. d) a Marble Ring of Speed (+9) +9 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. f) 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. g) 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. h) The Cloak 'Holcolleth' [1,+7] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 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 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 Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. l) a Pair of Leather Sandals of Speed [1,+10] (+10) +10 speed. [Character Inventory] a) 5 Azure Potions of Cure Critical Wounds b) 6 Light Brown Potions of Healing c) 5 Dark Red Potions of *Healing* It can be thrown at creatures with damaging effect. d) 4 Light Green Potions of Life It can be thrown at creatures with damaging effect. e) 13 Oily Yellow Potions of Speed f) 5 Scrolls titled "ex lacimito" of Phase Door g) 7 Scrolls titled "stisnam" of Teleportation h) 16 Scrolls titled "idius sentus" of Recharging i) 2 Runed Rods of Detection Cannot be harmed by electricity. j) 3 Aluminum-Plated Rods of Teleport Other k) 2 Zinc Rods of Disarming l) 2 Iron Rods of Recall Cannot be harmed by electricity. m) a Mithril-Plated Rod of Identify (charging) Cannot be harmed by electricity. [Home Inventory] a) 2 Mistletoe Staffs of Teleportation (6 charges) When used, it teleports you randomly up to 100 squares away. b) 5 Locust Staffs of Speed (20 charges) When used, it hastens you for 2d10+20 turns. c) a Marble Ring of Speed (+9) +9 speed. d) 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. e) 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. f) 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. g) 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. h) 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. 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 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. k) The Hard Leather Cap of Thranduil [2,+9] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. l) The Short Sword 'Sting' (1d6) (+9,+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 8 blows per round. Each blow will do an average damage of 60 against animals, 60 against evil creatures, 63.5 against orcs, 63.5 against undead, and 56.5 against normal creatures. m) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. n) 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. o) 16 Bolts of Slay Evil (1d5) (+13,+18) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 210 against evil creatures, 315 against fire-vulnerable creatures, and 105 against normal creatures. 25% chance of breaking upon contact. p) 18 Seeker Bolts of Wounding (4d5) (+21,+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, and 129 against normal creatures. 25% chance of breaking upon contact. q) 32 Seeker Bolts of Slay Giant (4d5) (+15,+16) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 378 against giants, 378 against fire-vulnerable creatures, and 126 against normal creatures. 25% chance of breaking upon contact. r) 37 Seeker Bolts of Wounding (4d5) (+13,+16) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 378 against fire-vulnerable creatures, and 126 against normal creatures. 25% chance of breaking upon contact. s) 31 Seeker Bolts of Slay Evil (4d5) (+12,+12) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 228 against evil creatures, 342 against fire-vulnerable creatures, and 114 against normal creatures. 25% chance of breaking upon contact. t) 18 Mithril Bolts of Slay Evil (3d5) (+15,+15) 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 228 against evil creatures, 342 against fire-vulnerable creatures, and 114 against normal creatures. 25% chance of breaking upon contact. u) 23 Mithril Arrows of Slay Evil (3d4) (+18,+12) 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)