[Angband 3.1.0 beta Character Dump] Sex Male Age 25 STR: 18/48 -1 +2 +11 18/168 Race Kobold Height 35 INT: 18/63 -1 +2 +3 18/103 Class Ranger Weight 67 WIS: 17 +0 +0 +3 18/20 Title Pathfinder Social Known DEX: 18/62 +2 +1 +9 18/182 HP 610/610 Maximize Y CON: 18/48 +2 +1 +12 18/198 SP 133/133 Chr: 16 -2 +1 +3 18 15 Level 38 Armor [46,+117] Saving Throw 69% Cur Exp 1060993 Fight (+24,+27) Stealth Superb Max Exp 1060993 Melee (+24,+27) Fighting Superb Adv Exp 1232500 Shoot (+34,+14) Shooting Legendary MaxDepth 4950' (L99) Blows 5/turn Disarming 84% Turns 636211 Shots 1/turn Magic Device Superb Gold 585686 Infra 80 ft Perception 1 in 19 Burden 174.1 lbs Speed 28 Searching 39% You come from a litter of 5 pups. Your father was a hunter, and your mother was a cook. You have light brown eyes, an olive green 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 Katana 'Aglarang' (8d4) (+0,+0) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47 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) a Ring of Speed (+10) +10 speed. d) a Ring of Damage (+0,+15) e) The Amulet of Ingwe (+3) +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. f) The Arkenstone of Thrain {!!@A0} 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 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. h) an Elven Cloak of Stealth [6,+15] (+5 stealth) (squelch) +5 stealth. i) The Small Metal Shield of Thorin [3,+24] (+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) (nothing) l) The Pair of Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] b) a Book of Magic Spells [Conjurings and Tricks] c) 3 Books of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. f) 14 Potions of Cure Critical Wounds g) 4 Potions of Healing h) 3 Potions of Life It can be thrown at creatures with damaging effect. i) 2 Scrolls of Banishment j) 11 Scrolls of Identify {@r0} k) 2 Scrolls of Rune of Protection l) 2 Rods of Door/Stair Location {@z1} m) a Rod of Detection Cannot be harmed by electricity. n) 2 Rods of Teleport Other o) a Rod of Recall Cannot be harmed by electricity. p) a Wand of Teleport Other (4 charges) q) 3 Staffs of *Destruction* (8 charges) r) 2 Staffs of Teleportation (9 charges) s) The Short Sword 'Dagmor' (1d7) (+5,+7) (+2) +2 attack speed. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 42 against animals, 46 against poison-vulnerable creatures, and 38 against normal creatures. t) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. u) 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. v) 25 Bolts (1d5) (+0,+0) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 153 against fire-vulnerable creatures, and 51 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Sorcery and Evocations] b) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. c) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. d) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. e) 2 Scrolls of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. f) a Scroll of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. g) a Rod of Trap Location When used, it detects all traps in the surrounding area. It takes 50 turns to recharge after use. h) a 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. i) a Rod of Identify Cannot be harmed by electricity. When used, it reveals to you the extent of an item's magical power s. It takes 10 turns to recharge after use. j) 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. k) 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. l) 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. m) 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. n) The Rapier 'Careth Asdriag' (1d6) (+7,+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 43 against animals, 46.5 against orcs, 46.5 against trolls, 46.5 against giants, 46.5 against dragons, and 39.5 against normal creatures. o) 14 Bolts of Acid (1d5) (+12,+14) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 279 against acid-vulnerable creatures, 279 against fire-vulnerable creatures, and 93 against normal creatures. 25% 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)