[Angband 3.1.0 beta Character Dump] Sex Female Age 46 Str: 17 +2 -1 +11 18/110 18/80 Race Dwarf Height 51 INT: 11 -3 -3 +7 12 Class Priest Weight 129 WIS: 18/18 +2 +3 +12 18/188 Title ***WINNER*** Social Lordly DEX: 17 -2 -1 +14 18/100 HP 176/829 Maximize Y CON: 18/80 +2 +0 +9 18/190 SP 11/377 Chr: 13 -3 +2 +12 18/60 18/30 Level 47 Armor [29,+138] Saving Throw 100% Cur Exp 4392987 Fight (+43,+40) Stealth Fair Max Exp 4392987 Melee (+63,+63) Fighting Superb Adv Exp 4900000 Shoot (+60,+19) Shooting Superb MaxDepth 5000' (L100) Blows 4/turn Disarming 63% Turns 237532 Shots 1/turn Magic Device Heroic Gold 24678 Infra 50 ft Perception 1 in 32 Burden 134.8 lbs Speed 39 Searching 23% You are the only child of a Dwarven Prison Guard. You are a well liked child. You have dark brown eyes, straight black hair, a two foot beard, 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:.+........... [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+20,+23) (+10 speed) +10 speed. Provides resistance to cold, fear, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a frost ball with damage 100. It takes 40 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 87 against evil creatures, 99 against trolls, 99 against undead, 99 against frost-vulnerable creatures, 123 against demons, and 75 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent} +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) 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. d) The Ring of Power 'Vilya' (+10,+10) (+3) +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. 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 Arkenstone of Thrain {!t} 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, and all creatures in the surrounding area. It takes 30 turns to recharge after use. Radius 3 light. g) 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. h) The Elven Cloak of Luthien [6,+20] (+2) +2 intelligence, wisdom, charisma, stealth, speed. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 250 turns to recharge after use. 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 Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. 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 of Feanor [2,+20] (+15) (charging) +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) a Holy Book of Prayers [Beginners Handbook] {!d!s!k@m1@p1@G1@b1} b) a Holy Book of Prayers [Words of Wisdom] {!d!s!k@m2@p2@G2@b2} c) a Holy Book of Prayers [Chants and Blessings] {!d!s!k@m3@p3@G3@b3} d) a Holy Book of Prayers [Exorcism and Dispelling] {!d!s!k@m4@p4@G4@b4} e) a Holy Book of Prayers [Ethereal Openings] {!d!s!d@m5@p5@G5@b5} Cannot be harmed by acid, electricity, fire, cold. f) a Holy Book of Prayers [Godly Insights] {!d!s!k@m6@p6@G6@b6} Cannot be harmed by acid, electricity, fire, cold. g) a Holy Book of Prayers [Purifications and Healing] {!d!s!k@m7@p7@G7@b7} Cannot be harmed by acid, electricity, fire, cold. h) a Holy Book of Prayers [Holy Infusions] {!d!s!k@m8@p8@G8@b8} Cannot be harmed by acid, electricity, fire, cold. i) a Holy Book of Prayers [Wrath of God] {!d!s!k@m9@p9@G9@b9} Cannot be harmed by acid, electricity, fire, cold. j) 2 Iron Rods of Teleport Other (1 charging) {!d!s!k@z2!!} k) 2 Teak Staffs of *Destruction* (0 charges) l) 2 Locust Staffs of Speed (0 charges) m) Augmented Chain Mail [16] {excellent} n) 13 Arrows of Acid (1d4) (+15,+14) 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 532.5 against dragons, 532.5 against acid-vulnerable creatures, and 177.5 against normal creatures. 35% chance of breaking upon contact. o) 19 Arrows of Venom (1d4) (+15,+13) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 517.5 against dragons, 517.5 against poison-vulnerable creatures, and 172.5 against normal creatures. 35% chance of breaking upon contact. p) 22 Arrows of Slay Giant (1d4) (+14,+11) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 487.5 against giants, 487.5 against dragons, and 162.5 against normal creatures. 35% chance of breaking upon contact. q) 29 Mithril Arrows of Frost (3d4) (+7,+13) Cannot be harmed by acid, fire, cold. 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 frost-vulnerable creatures, and 197.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 5 Holy Books of Prayers [Beginners Handbook] {!d!s!k@m1@p1@G1@b1} b) a Holy Book of Prayers [Words of Wisdom] {!d!s!k@m2@p2@G2@b2} c) 2 Holy Books of Prayers [Exorcism and Dispelling] {!d!s!k@m4@p4@G4@b4} d) 22 Scrolls titled "cer pra tator" of Treasure Detection When read, it detects all gold and objects on the level. e) 5 Scrolls titled "plaus corsupo" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. f) a Scroll titled "saes patia" of Rune of Protection When read, it inscribes a glyph of warding beneath you, which mons ters cannot move onto. g) 2 Rusty Wands of Teleport Other (0 charges) When aimed, it teleports a target monster away. h) 3 Ivory Staffs of Teleportation (24 charges) When used, it teleports you randomly up to 100 squares away. i) 5 Dogwood Staffs of Identify (45 charges) When used, it reveals to you the extent of an item's magical power s. j) a Bloodstone Ring of Speed (+12) +12 speed. k) 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. l) a Coral Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. m) 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. n) 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. o) 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. p) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. q) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) +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 86 against evil creatures, 96.5 against orcs, 96.5 against trolls, 96.5 against frost-vulnerable creatures, 117.5 against undead, and 75.5 against normal creatures. r) 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 3 blows per round. Each blow will do an average damage of 74.5 against electricity-vulnerable creatures, 89.5 against dragons, and 59.5 against normal creatures. s) 14 Arrows of Flame (1d4) (+13,+17) 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 577.5 against dragons, 577.5 against fire-vulnerable creatures, and 192.5 against normal creatures. 35% chance of breaking upon contact. t) 15 Arrows of Frost (1d4) (+14,+16) 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 562.5 against dragons, 562.5 against frost-vulnerable creatures, and 187.5 against normal creatures. 35% chance of breaking upon contact. u) 10 Seeker Arrows of Wounding (4d4) (+15,+9) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 570 against dragons, and 190 against normal creatures. 35% chance of breaking upon contact. v) 16 Mithril Arrows of Acid (3d4) (+11,+16) 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 637.5 against dragons, 637.5 against acid-vulnerable creatures, and 212.5 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 : no (adult_ai_sound) Adult: Monsters chase recent locations : no (adult_ai_smell) Adult: Monsters act smarter in groups : no (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)