[Angband 3.1.0 beta Character Dump] Sex Male Age 52 STR! 18/100 +1 -1 +14 18/*** Race Dunadan Height 85 INT! 18/100 +2 -3 +5 18/140 Class Priest Weight 176 WIS! 18/100 +2 +3 +10 18/*** Title ***WINNER*** Social Respected DEX! 18/100 +2 -1 +10 18/210 HP 978/978 Maximize Y CON! 18/100 +3 +0 +12 18/*** SP 222/401 CHR: 18/99 +2 +2 +7 18/209 Level 50 Armor [19,+148] Saving Throw 100% Cur Exp 14644946 Fight (+83,+51) Stealth Very Good Max Exp 14644946 Melee (+98,+69) Fighting Superb Adv Exp ******** Shoot (+103,+22) Shooting Superb MaxDepth 5050' (L101) Blows 4/turn Disarming 82% Turns 1244272 Shots 2/turn Magic Device Heroic Gold 12250880 Infra 0 ft Perception 1 in 29 Burden 155.6 lbs Speed 24 Searching 19% You are one of several children of a Serf. You are a credit to the family. You have blue eyes, curly brown hair, and a very fair 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 Ethereal dragon misses you. > The Ethereal dragon is repelled. > The Hezrou magically summons a hellish adversary! > The Lesser Balrog disappears! > The Quasit disappears! > The power of your god banishes evil! > The Ethereal dragon breathes light. > The Ranger Chieftain grunts with pain. > You enter a maze of down staircases. > Looks like any other level. > In your pack: The Massive Iron Crown of Morgoth [0,+5] (+0) (r). > In your pack: The Mighty Hammer 'Grond' (3d9) (+3,+6) (s). > You feel less clumsy. > You feel less ugly. > You feel very good. Killed by Ripe Old Age. [Character Equipment] a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) +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 4 blows per round. Each blow will do an average damage of 94 against evil creatures, 106.5 against orcs, 106.5 against undead, 106.5 against frost-vulnerable creatures, 131.5 against demons, and 81.5 against normal creatures. b) 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. 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 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +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 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, rRadius 3 light. g) The Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. 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 100 turns to recharge after use. h) The Cloak 'Colluin' [1,+15] (charging) 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) 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 Golden Crown of Gondor [0,+15] (+3) +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 250 turns to recharge after use. 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 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) a Holy Book of Prayers [Words of Wisdom] b) a Holy Book of Prayers [Chants and Blessings] c) a Holy Book of Prayers [Exorcism and Dispelling] d) a Holy Book of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. e) a Holy Book of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. f) a Holy Book of Prayers [Purifications and Healing] Cannot be harmed by acid, electricity, fire, cold. g) a Holy Book of Prayers [Holy Infusions] Cannot be harmed by acid, electricity, fire, cold. h) a Holy Book of Prayers [Wrath of God] Cannot be harmed by acid, electricity, fire, cold. i) 18 Yellow Potions of Healing j) 5 White Potions of *Healing* It can be thrown at creatures with damaging effect. k) 5 Misty Potions of Life It can be thrown at creatures with damaging effect. l) 9 Tangerine Potions of Restore Mana m) 11 Brown Potions of Speed n) a Zirconium Rod of Healing Cannot be harmed by electricity. o) a Molybdenum Rod of Restoration (charging) Cannot be harmed by electricity. p) 4 Mithril Rods of Identify (2 charging) Cannot be harmed by electricity. q) a Titanium Rod of Speed Cannot be harmed by electricity. r) The Massive Iron Crown of Morgoth [0,+5] (+0) Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. s) The Mighty Hammer 'Grond' (3d9) (+3,+6) Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 87 against animals, 87 against evil creatures, 102 against orcs, 102 against trolls, 132 against dragons, 132 against demons, 132 against undead, and 72 against normal creatures. Sometimes creates earthquakes on impact. t) The Pick of Erebor (3d4) (+5,+20) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 93.5 against orcs, 93.5 against trolls, 93.5 against demons, 93.5 against acid-vulnerable creatures, and 78.5 against normal creatures. u) 16 Seeker Arrows of Slay Evil (4d4) (+13,+16) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 288 against evil creatures, and 144 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 62 Holy Books of Prayers [Words of Wisdom] b) 66 Holy Books of Prayers [Chants and Blessings] c) 18 Holy Books of Prayers [Exorcism and Dispelling] d) 53 Light Green Potions of Heroism When ingested, it restores 10 hit points, removes fear and grants you resistance to fear and +12 to-hit for 1d25+25 turns. e) 85 Scrolls titled "mitas traeger" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. f) 11 Rosewood Staffs of Healing (31 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. g) 2 Redwood Staffs of Banishment (6 charges) When used, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. h) 21 Bamboo Staffs of Speed (59 charges) When used, it hastens you for 2d10+20 turns. i) 4 Maple Staffs of the Magi (12 charges) When used, it restores both intelligence and manapoints to maximum. j) a Platinum Ring of Speed (+14) +14 speed. k) 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. l) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. m) 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. n) 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. o) 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. p) 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. q) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. r) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 64 against animals, 64 against evil creatures, 67.5 against orcs, 67.5 against undead, and 60.5 against normal creatures. s) The Trident of Ulmo (4d8) (+15,+19) (+4) +4 dexterity. Provides immunity to acid. Provides resistance to acid, nether. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants the ability to see invisible things. When activated, it teleports a target monster away. It takes 50 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 106 against animals, 124 against dragons, and 88 against normal creatures. t) 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 4 blows per round. Each blow will do an average damage of 85.5 against electricity-vulnerable creatures, 100.5 against dragons, and 70.5 against normal creatures. u) a Mace of Disruption of Gondolin (5d8) (+17,+19) Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 137.5 against orcs, 137.5 against trolls, 137.5 against dragons, 137.5 against demons, 137.5 against undead, and 92.5 against normal creatures. v) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. w) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. x) 25 Seeker Bolts of Slay Evil (4d5) (+18,+14) [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)