[Angband 3.1.0 beta Character Dump] Sex Male Age 53 STR: 18 +1 +5 +2 18/80 Race Dunadan Height 83 INT: 18/21 +2 -2 +6 18/81 Class Warrior Weight 199 WIS: 18/46 +2 -2 +5 18/96 Title Hero Social Respected DEX: 18/95 +2 +2 +6 18/195 HP -34/1003 Maximize Y CON: 18/79 +3 +2 +9 18/219 SP 0/0 CHR: 15 +2 -1 +0 16 Level 41 Armor [23,+100] Saving Throw 70% Cur Exp 2562428 Fight (-4,+0) Stealth Excellent Max Exp 2562428 Melee (+5,+10) Fighting Legendary Adv Exp 2700000 Shoot (+8,+9) Shooting Legendary MaxDepth 3050' (L61) Blows 5/turn Disarming 82% Turns 1509190 Shots 1/turn Magic Device Superb Gold 547801 Infra 60 ft Perception 1 in 35 Burden 175.6 lbs Speed 12 Searching 17% You are the illegitimate and unacknowledged child of a Townsman. You are a well liked child. You have blue eyes, curly black hair, and a dark 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] > The Plasma hound bites you. > *** LOW HITPOINT WARNING! *** > The Plasma hound bites you. > *** LOW HITPOINT WARNING! *** > The Plasma hound breathes plasma. > The Plasma hound resists. > *** LOW HITPOINT WARNING! *** > The Plasma hound claws you. > *** LOW HITPOINT WARNING! *** > The Plasma hound claws you. > *** LOW HITPOINT WARNING! *** > The Plasma hound misses you. > The Plasma hound breathes plasma. > The Plasma hound resists. > You die. Killed by a Plasma hound. [Character Equipment] a) The War Hammer 'Nimlon' (3d3) (+9,+10) (+4) {!d!k!s@w1} +4 speed. Provides resistance to blindness. 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 16 against normal creatures. b) The Short Bow 'Golir' (x2) (+12,+9) (+3) {!d!k!s@w5} +3 intelligence, infravision, shooting power. Provides immunity to acid. Provides resistance to confusion, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. c) an Onyx Ring of Damage (+0,+15) {!d!k!s@w8} d) a Malachite Ring of Constitution (+4) +4 constitution. Sustains constitution. e) The Jewel of Hanthrie (+3) {!d!s!k@w4!!} +3 intelligence. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Speeds regeneration. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Phial 'Ellen' 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 Studded Leather Armour 'Bedhol' (-1) [6,+14] (+2) {!d!k!s@w3!!} +2 strength, constitution. Provides resistance to acid, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Stops experience drain. 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 [6,+8] (+2 stealth) +2 stealth. i) a Small Metal Shield of Elvenkind [4,+18] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, confusion. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Helindir [2,+12] (+5) {!d!k!s@w3} +5 wisdom, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Grants telepathy. Grants the ability to see invisible things. k) The Set of Gauntlets 'Astirnil' [3,+25] (+6) +6 dexterity. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots of Turithmog [2,+9] (+3) +3 constitution, infravision, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. [Character Inventory] a) 4 Purple Speckled Potions of Cure Critical Wounds b) a Grey Potion of Life It can be thrown at creatures with damaging effect. c) a Light Green Potion of Speed d) 4 Scrolls titled "oiost do lond" of Phase Door e) a Scroll titled "car to leg el" of Teleport Level {!*} f) a Scroll titled "ind degolum in" of *Remove Curse* g) 5 Scrolls titled "im an dith ut" of Satisfy Hunger h) 9 Scrolls titled "bar es ed" of Word of Recall {!*} i) 2 Steel-Plated Rods of Teleport Other {!!!*} j) 2 Steel Rods of Identify {!d!k!s!!} Cannot be harmed by electricity. k) a Zinc-Plated Wand of Teleport Other (5 charges) l) 2 Birch Staffs of *Destruction* (7 charges) m) 3 Eucalyptus Staffs of Teleportation (16 charges) {!*} n) 3 Teak Staffs of Speed (10 charges) o) Metal Lamellar Armour of Elvenkind (-3) [24,+17] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, disenchantment. Cannot be harmed by acid, electricity, fire, cold. p) The Hard Leather Armour of Ereth (-1) [8,+19] (+4) (charging) {!d!k!s@w3!!^.} +4 constitution, stealth. Provides resistance to fire, shards, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Feather Falling. Stops experience drain. When activated, it heals 1000 hit points. It takes 444 turns to recharge after use. q) The Main Gauche of Geldorlad (1d5) (+4,+5) (+3) {@w2!!!d!k!s^.} +3 strength. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it detects treasure, objects, traps, doors, stairs, e1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 16 against orcs, and 10 against normal creatures. r) a Heavy Crossbow of Extra Shots (x4) (+14,+12) (+1) {!d!k!s@w6^.} +1 shooting speed. s) 12 Bolts of Acid (1d5) (+8,+5) Cannot be harmed by acid. t) 18 Seeker Bolts of Slay Animal (4d5) (+12,+13) [Home Inventory] a) 5 Orange 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) 3 Brown Speckled 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) 8 Light Green Potions of Speed When ingested, it hastens you for 2d10+20 turns. d) 4 Birch Staffs of *Destruction* (12 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) a Bronze Ring of Strength (+5) +5 strength. Sustains strength. f) a Gold Ring of Dexterity (+4) +4 dexterity. Sustains dexterity. g) a Pearl Ring of Flames [+12] 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. h) an Opal Ring of Free Action Prevents paralysis. i) a Rhodonite Ring of See Invisible Grants the ability to see invisible things. j) The Amulet 'Belin' (charging) {!d!k!s@w4!!} Cannot be harmed by acid, electricity, fire, cold. Feather Falling. 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. k) Law Dragon Scale Mail (-2) [30,+12] {!d!k!s} Provides resistance to sound, shards. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe sound/shards for 230 dama ge. It takes d300+300 turns to recharge after use. l) a Cloak of the Magi [1,+8] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Prevents paralysis. m) The Wicker Shield of Dendil [2,+10] (+3) +3 intelligence, dexterity, infravision. Provides resistance to acid, fire. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. Feather Falling. n) a Jewel Encrusted Crown of Might [0,+8] (+3) +3 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. o) The Hard Leather Cap 'Vandendir' [2,+11] (+3) {!d!k!s@w3} +3 dexterity. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. Grants telepathy. p) a Set of Leather Gloves of Power (+5,+5) [1,+11] (+5) +5 strength. q) The Pair of Leather Boots 'Brevath' [2,+8] (+4) +4 stealth, speed. Cannot be harmed by acid, electricity, fire, cold. r) a Pair of Steel Shod Boots of Speed [6,+9] (+5) {!d!k} +5 speed. s) a Zweihander of Gondolin (3d6) (+16,+18) Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Stops experience drain. 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 49.5 against orcs, 49.5 against trolls, 49.5 against dragons, 49.5 against demons, and 28.5 against normal creatures. t) a Zweihander (Defender) (3d6) (+13,+16) [+8] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Feather Falling. Speeds regeneration. Prevents paralysis. 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 26.5 against normal creatures. u) a Flail of Gondolin (2d6) (+12,+11) {!*} Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants telepathy. 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 32 against orcs, 32 against trolls, 32 against dragons, 32 against demons, and 18 against normal creatures. v) a Long Bow of Lothlorien (x3) (+13,+24) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. w) 17 Seeker Bolts of Slay Undead (4d5) (+9,+14) x) 23 Seeker Arrows of Acid (4d4) (+11,+10) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 435 against acid-vulnerable creatures, and 145 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) : yes (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 : yes (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)