[Angband 3.1.0 beta Character Dump] Sex Female Age 53 Str: 18 +1 +5 +8 18/140 18/90 Race Dunadan Height 79 Int: 11 +2 -2 +2 13 10 Class Warrior Weight 194 Wis: 8 +2 -2 +6 14 11 Title Commando Social Unknown Dex: 14 +2 +2 +6 18/60 18/20 HP -4/558 Maximize Y Con: 18/55 +3 +2 +4 18/145 18/126 SP 0/0 Chr: 17 +2 -1 +0 18 13 Level 32 Armor [35,+124] Saving Throw 56% Cur Exp 332647 Fight (+17,+14) Stealth Excellent Max Exp 339227 Melee (+32,+39) Fighting Legendary Adv Exp 360000 Shoot (+29,+15) Shooting Heroic MaxDepth 2600' (L52) Blows 4/turn Disarming 61% Turns 1040748 Shots 1/turn Magic Device Excellent Gold 348980 Infra 0 ft Perception 1 in 25 Burden 139.7 lbs Speed 15 Searching 27% You are one of several children of a Yeoman. You are the black sheep of the family. You have brown 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 are unaffected! > You fiercely smite the Emperor wight. > You miss the Emperor wight. > You fiercely smite the Emperor wight. > The Emperor wight hits you. > The Emperor wight misses you. > It tries to blank your mind. > You feel your memories fade. > You fiercely smite the Emperor wight. > You have destroyed the Emperor wight. > You feel something roll beneath your feet. > It casts a mana bolt. > You see Chain Mail [14]. > The Undead beholder casts a mana bolt. > You die. Killed by an Undead beholder. [Character Equipment] a) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {@0} +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 60 against evil creatures, 70.5 against orcs, 70.5 against trolls, 70.5 against frost-vulnerable creatures, 91.5 against undead, and 49.5 against normal creatures. b) 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. c) a Corundum Ring of Acid [+13] 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. d) a Jasper Ring of Ice [+14] Provides resistance to cold. Cannot be harmed by cold. When activated, it grants cold resistance for d20+20 turns and cre ates a cold ball of damage 75. It takes d50+50 turns to recharge after use. e) a Golden Amulet of Weaponmastery (+2,+1) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) 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. 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 '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) a Leather Shield of Elvenkind [6,+15] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, electricity, fire, cold. j) 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, k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) dPrevents paralysis. l) The Pair of Leather Boots of Feanor [2,+20] (+15) +15 speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 200 turns to recharge after use. [Character Inventory] a) 3 Pieces of Elvish Waybread b) 14 White Potions of Cure Critical Wounds (squelch) c) 12 Scrolls titled "phareo cera" of Identify (squelch) d) 6 Scrolls titled "rebeto leo" of Word of Recall (squelch) e) a Scroll titled "sus pro sa" of Recharging f) a Cast Iron Rod of Detection {@1} Cannot be harmed by electricity. g) a Bronze Rod of Slow Monster h) 4 Aspen Staffs of Teleportation (24 charges) (squelch) i) a Sapphire Ring of Resist Poison Provides resistance to poison. j) an Emerald Ring of Flames [+11] 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. k) 2 Moonstone Rings of Damage (+0,+8) l) a Beryl Ring of Open Wounds Impairs hitpoint recovery. When activated, it heals you a fair amount (1/5 of your wounds, mi nimum 25HP), heals cut damage, and cures blindness and confusion. It takes 5d8+10 turns to recharge after use. m) a Golden Crown of the Magi [0,+8] (+1) +1 intelligence. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Slows your metabolism. n) 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 2 blows per round. Each blow will do an average damage of 45 against dragons, and 31 against normal creatures. o) The Mace 'Taratol' (3d4) (+12,+12) {@0} 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 2 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. p) a Shovel of Digging (1d2) (+5,+4) (+4) +4 tunneling. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 22.5 against acid-vulnerable creatures, and 19.5 against normal creatures. [Home Inventory] a) 3 Blue Potions of Restore Strength When ingested, it restores your strength. b) 2 Red Speckled Potions of Restore Dexterity When ingested, it restores your dexterity. c) 3 Light Brown Potions of Restore Constitution When ingested, it restores your constitution. d) 12 Scrolls titled "vus putriuso" of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. e) 6 Scrolls titled "mis vadveo cus" of Enchant Armour When read, it attempts to magically enhance a piece of armour. f) a Molybdenum Rod of Probing When used, it gives you information on the health and abilities of monsters you can see. It takes 50 turns to recharge after use. g) a Runed Rod of Frost Bolts When aimed, it creates a frost bolt with damage 12d8. It takes 13 turns to recharge after use. h) an Aluminum-Plated Rod of Lightning Balls When aimed, it creates a lightning ball with damage 64. It takes 23 turns to recharge after use. i) a Gold-Plated Rod of Curing Cannot be harmed by electricity. When used, it heals cut damage, and cures all stunning, poison, bl indness and confusion. It takes 100 turns to recharge after use. j) a Moonstone Ring of Damage (+0,+8) k) a Brass Amulet of Searching (+5) +5 searching. l) 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. m) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. n) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. o) The Set of Gauntlets 'Paurnimmen' [3,+14] Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. p) 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. q) The Dagger 'Dethanc' (2d4) (+4,+6) Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 35 against electricity-vulnerable creatures, and 25 against normal creatures. r) The Dagger 'Narthanc' (2d4) (+4,+6) Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 35 against fire-vulnerable creatures, and 25 against normal creatures. s) 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 5 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. t) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 29.5 against normal creatures. u) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) +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 2 blows per round. Each blow will do an average damage of 54 against animals, 54 against evil creatures, 64 against giants, 84 against undead, and 44 against normal creatures. v) The Halberd 'Osondir' (3d5) (+6,+9) (+3) +3 charisma. Provides resistance to fire, sound. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Grants the ability to see invisible things. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 50 against giants, 50 against undead, 50 against fire-vulnerable creatures, and 32 against normal creatures. w) 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 2 blows per round. Each blow will do an average damage of 68.5 against orcs, 68.5 against trolls, 68.5 against demons, and 41.5 against normal creatures. x) 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 2 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. [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 : yes (score_peek) Score: Peek into monster creation : yes (score_hear) Score: Peek into dungeon creation : yes (score_room) Score: Peek into something else : yes (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live)