[Angband 3.1.0 beta Character Dump] Sex Male Age 20 Str! 18/100 -1 +2 +19 18/*** 18/*** Race Kobold Height 43 INT! 18/100 -1 +1 +5 18/150 Class Rogue Weight 62 Wis! 18/100 +0 -2 +7 18/150 18/130 Title ***WINNER*** Social Role model DEX! 18/100 +2 +3 +20 18/*** HP 450/988 Maximize Y CON! 18/100 +2 +1 +13 18/*** SP 136/290 Chr: 18/97 -2 -1 +11 18/177 18/157 Level 50 Armor [56,+201] Saving Throw 88% Cur Exp 7347442 Fight (+78,+47) Stealth Superb Max Exp 7347442 Melee (+93,+65) Fighting Legendary Adv Exp ******** Shoot (+95,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 100% Turns 4096371 Shots 1/turn Magic Device Heroic Gold 1476126 Infra 50 ft Perception 1 in 11 Burden 140.5 lbs Speed 17 Searching 47% You come from a litter of 3 pups. Your father was a fungus farmer, and your mother was a cook. You have black 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging) +2 strength, intelligence, wisdom, dexterity, constitution, charisma. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 1000 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 90 against evil creatures, 102.5 against orcs, 102.5 against undead, 102.5 against frost-vulnerable creatures, 127.5 against demons, and 77.5 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) The Ring of Power 'Vilya' (+10,+10) (+3) (charging) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 200 turns to recharge after use. d) an Amethyst Ring of Speed (+10) +10 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) +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 Star of Elendil (charging) 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 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. h) an Elven Cloak of Protection [6,+25] (+2 stealth) +2 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. 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 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) The Pair of Leather Boots 'Dal-i-thalion' [2,+13] (+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 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1} b) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3} c) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5} Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Mordenkainen's Escapes] {@m6@b6@G6} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Tenser's Transformations] {@m7@b7@G7} Cannot be harmed by acid, electricity, fire, cold. g) 35 Gold Potions of Cure Critical Wounds h) 3 Scrolls titled "lum sa mior" of Teleport Level i) a Copper-Plated Rod of Healing (charging) Cannot be harmed by electricity. j) 4 Tungsten Wands of Teleport Other (0 charges) {!s!k!d!n} k) 14 Arrows of Slay Undead (1d4) (+15,+17) {@f6=g} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 577.5 against dragons, 577.5 against undead, and 192.5 against normal creatures. 35% chance of breaking upon contact. l) an Arrow of Slay Giant (1d4) (+10,+13) {@f5=g} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 517.5 against giants, 517.5 against dragons, and 172.5 against normal creatures. 35% chance of breaking upon contact. m) 7 Arrows of Slay Undead (1d4) (+12,+9) {@f6=g} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 457.5 against dragons, 457.5 against undead, and 152.5 against normal creatures. 35% chance of breaking upon contact. n) 10 Seeker Arrows of Wounding (4d4) (+19,+17) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 690 against dragons, and 230 against normal creatures. 35% chance of breaking upon contact. o) 9 Seeker Arrows of Frost (4d4) (+13,+15) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 660 against dragons, 660 against frost-vulnerable creatures, and 220 against normal creatures. 35% chance of breaking upon contact. p) 11 Seeker Arrows of Flame (4d4) (+11,+12) {@f2=g} Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 615 against dragons, 615 against fire-vulnerable creatures, and 205 against normal creatures. 35% chance of breaking upon contact. q) 5 Seeker Arrows of Slay Undead (4d4) (+9,+14) {@f1=g} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 645 against dragons, 645 against undead, and 215 against normal creatures. 35% chance of breaking upon contact. r) 11 Mithril Arrows of Acid (3d4) (+15,+13) {@f3=g} Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 592.5 against dragons, 592.5 against acid-vulnerable creatures, and 197.5 against normal creatures. 35% chance of breaking upon contact. s) 11 Mithril Arrows of Slay Undead (3d4) (+8,+14) {@f6=g} Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 607.5 against dragons, 607.5 against undead, and 202.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 4 Scrolls titled "vus pollitio" of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. b) 9 Locust Staffs of *Destruction* (31 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. c) 2 Mahogany Staffs of Healing (4 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. d) The Ring of Tulkas (+4) (charging) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. e) 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. f) The Amulet of Ingwe (+3) (charging) +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. 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 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. i) 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. j) 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. k) The Cloak 'Holcolleth' [1,+4] (+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. l) 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. m) 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. n) a Pair of Ethereal Slippers of Speed [0,+11] (+9) +9 speed. Cannot be harmed by acid, electricity, fire, cold. o) 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 90 against animals, 104 against giants, 104 against fire-vulnerable creatures, and 76 against normal creatures. p) 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 92 against evil creatures, 105.5 against poison-vulnerable creatures, 132.5 against undead, and 78.5 against normal creatures. q) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) +2 strength, constitution. Provides resistance to acid, fire, dark. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts you in a berserker rage for d50+50 turns. It takes 80 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 93.5 against trolls, 93.5 against dragons, 93.5 against acid-vulnerable creatures, 114.5 against demons, and 72.5 against normal creatures. r) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) +3 wisdom, constitution. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. When activated, it drains up to 120 hit points of life from a targ et creature. It takes 40 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 78 against dragons, and 64 against normal creatures. s) 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 80 against evil creatures, 87 against orcs, 87 against trolls, 87 against giants, and 73 against normal creatures. t) The Glaive of Pain (9d6) (+0,+30) Provides resistance to 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 108.5 against normal creatures. u) 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 95 against evil creatures, 108.5 against orcs, 108.5 against trolls, and 81.5 against normal creatures. v) 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. w) 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. [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)