[Angband 3.1.0 beta Character Dump] Sex Female Age 25 STR! 18/100 +0 +2 +10 18/*** Race Half-Elf Height 61 INT! 18/100 +1 +1 +5 18/170 Class Rogue Weight 93 WIS! 18/100 -1 -2 +2 18/90 Title Master Thief Social Feared DEX! 18/100 +1 +3 +1 18/150 HP -49/840 Maximize Y CON! 18/100 -1 +1 +4 18/140 SP 317/336 CHR: 18/98 +1 -1 +6 18/158 Level 50 Armor [35,+88] Saving Throw 87% Cur Exp 7139724 Fight (+23,+20) Stealth Heroic Max Exp 7139724 Melee (+35,+36) Fighting Legendary Adv Exp ******** Shoot (+43,+22) Shooting Legendary MaxDepth 3300' (L66) Blows 5/turn Disarming 100% Turns 2820748 Shots 2/turn Magic Device Heroic Gold 3184987 Infra 20 ft Perception 1 in 5 Burden 194.5 lbs Speed 23 Searching 48% Your mother was of the Sindar. You are one of several children of a Serf. You are a credit to the family. You have brown eyes, straight red 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 feel better. > You miss the Barbazu. > You smite the Barbazu. > You miss the Barbazu. > You smite the Barbazu. > You miss the Barbazu. > You smite the Barbazu. > The Barbazu casts a fearful illusion. > You refuse to be frightened. > It was a good hit! > You smite the Barbazu. > You miss the Barbazu. > The Gelugon breathes frost. > The Barbazu is destroyed. > You die. Killed by a Gelugon. [Character Equipment] a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) {@1@0} +4 strength, charisma, stealth, speed. Provides resistance to cold, fear, dark, nether. 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 56 against animals, 56 against evil creatures, 66 against giants, 86 against undead, and 46 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 Tortoise Shell Ring of Resist Poison Provides resistance to poison. d) an Azurite Ring of Speed (+10) +10 speed. e) a Mithril Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. f) The Arkenstone of Thrain Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, e3 light. g) 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. h) an Elven Cloak of the Magi [6,+10] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants telepathy. 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 'Holhenneth' [5,+9] (+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, k) The Set of Leather Gloves 'Cammithrim' [1,+10] dPrevents 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 Steel Shod Boots of Speed [6,+9] (+9) +9 speed. [Character Inventory] a) 3 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) 2 Books of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. i) 3 Violet Mushrooms of Fast Recovery j) a Blue Speckled Potion of Cure Critical Wounds k) 2 Dark Red Potions of Restore Life Levels l) 9 Scrolls titled "ca larue" of Phase Door m) 2 Rusty Rods of Teleport Other n) 2 Ivory Staffs of Teleportation (5 charges) o) 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. p) 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. q) Full Plate Armour of Resist Cold (-3) [26,+13] Provides resistance to cold. Cannot be harmed by cold. r) a Set of Alchemist's Gloves [0,+7] Cannot be harmed by acid, electricity, fire, cold. s) 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. t) a Broad Axe of Gondolin (2d6) (+15,+15) Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 50 against orcs, 50 against trolls, 50 against dragons, 50 against demons, and 36 against normal creatures. u) 30 Arrows of Venom (1d4) (+9,+9) {@f5} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 301.5 against poison-vulnerable creatures, and 100.5 against normal creatures. 35% chance of breaking upon contact. v) 30 Mithril Arrows of Slay Evil (3d4) (+17,+11) 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 243 against evil creatures, and 121.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Shimmering Potion of Strength When ingested, it restores and increases your strength. b) 4 Viscous Pink Potions of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. c) 6 Dark Red Potions of Restore Life Levels When ingested, it restores your experience. d) 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. e) 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. f) 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. 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 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. i) 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. j) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. k) 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. l) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. m) The Main Gauche of Azaghal (2d5) (+11,+13) 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 57 against dragons, and 33 against normal creatures. n) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1) +1 attack speed. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 30 against animals, 33.5 against orcs, 33.5 against trolls, 33.5 against giants, 33.5 against dragons, and 26.5 against normal creatures. o) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2) +2 dexterity, attack speed. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 37 against animals, 37 against evil creatures, 43 against undead, and 31 against normal creatures. p) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) +4 dexterity. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Feather Falling. Prevents paralysis. When activated, it creates a frost bolt with damage 12d8. It takes 50 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 orcs, 53 against demons, and 35 against normal creatures. q) 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 5 blows per round. Each blow will do an average damage of 47 against evil creatures, 54 against orcs, 54 against trolls, 54 against giants, and 40 against normal creatures. r) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. 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 64 against evil creatures, 77.5 against orcs, 77.5 against trolls, and 50.5 against normal creatures. s) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4) +4 strength. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. 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 56 against animals, 63 against orcs, 63 against trolls, 63 against poison-vulnerable creatures, and 49 against normal creatures. t) The Mace 'Taratol' (3d4) (+12,+12) Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 48.5 against electricity-vulnerable creatures, 63.5 against dragons, and 33.5 against normal creatures. u) 70 Arrows of Venom (1d4) (+9,+9) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 301.5 against poison-vulnerable creatures, and 100.5 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 : 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)