[Angband 3.1.0 beta Character Dump] Sex Male Age 21 STR! 18/100 +4 +2 +7 18/*** Race Half-Troll Height 130 INT! 18/100 -4 +1 +15 18/*** Class Rogue Weight 282 WIS! 18/100 -2 -2 +14 18/200 Title ***WINNER*** Social Lordly DEX! 18/100 -4 +3 +12 18/210 HP 842/1096 Maximize Y CON! 18/100 +3 +1 +8 18/*** SP 41/358 Chr: 18/89 -6 -1 +10 18/119 18/64 Level 50 Armor [28,+129] Saving Throw 87% Cur Exp 7385876 Fight (+75,+55) Stealth Very Good Max Exp 7385876 Melee (+93,+83) Fighting Legendary Adv Exp ******** Shoot (+95,+22) Shooting Heroic MaxDepth 5000' (L100) Blows 5/turn Disarming 100% Turns 1249721 Shots 2/turn Magic Device Heroic Gold 1100170 Infra 50 ft Perception 1 in 1 Burden 241.2 lbs Speed 24 Searching 56% Your father was a Cave-Troll Warrior. You have puke-yellow eyes, mangy bright red hair, and white leprous skin. 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 Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] {!d!v!k} Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 119 against animals, 119 against evil creatures, 137 against trolls, 137 against demons, 137 against frost-vulnerable creatures, 173 against dragons, and 101 against normal creatures. b) a Light Crossbow of the Haradrim (x3) (+20,+22) (+1) +1 shooting speed, shooting power. Cannot be harmed by acid, fire. 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 Palantir of Westernesse (+2) (charging) {!d!v!k !!} +2 intelligence, wisdom, searching, infravision. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. It takes 50 turns to recharge after use. Radius 3 light. g) 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. h) The Cloak 'Holcolleth' [1,+4] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 turns to recharge after use. i) a Small Metal Shield of Preservation [4,+22] Provides resistance to nether, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. j) 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. 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) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3} d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5 !d!v!k} Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7 !d!v!k} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8 !d!v!k} Cannot be harmed by acid, electricity, fire, cold. g) 22 Potions of Cure Critical Wounds h) 12 Potions of Healing i) 3 Potions of *Healing* It can be thrown at creatures with damaging effect. j) 4 Potions of Life It can be thrown at creatures with damaging effect. k) 12 Potions of Restore Mana l) 10 Potions of Speed m) 20 Scrolls of Teleportation {!*} n) a Scroll of Banishment o) 3 Scrolls of Mass Banishment {!*} p) 16 Scrolls of *Destruction* {!*} q) a Rod of Healing {!d!v!k} Cannot be harmed by electricity. r) 12 Rods of Teleport Other (5 charging) {!d!v!k} s) a Staff of Healing (0 charges) t) a Staff of Banishment (0 charges) u) 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. v) The Mighty Hammer 'Grond' (3d9) (+5,+7) 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 5 blows per round. Each blow will do an average damage of 92 against animals, 92 against evil creatures, 107 against orcs, 107 against trolls, 137 against dragons, 137 against demons, 137 against undead, and 77 against normal creatures. Sometimes creates earthquakes on impact. w) 24 Mithril Bolts of Slay Evil (3d5) (+19,+11) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 336 against evil creatures, and 168 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 20 Potions of Speed When ingested, it hastens you for 2d10+20 turns. b) 10 Scrolls of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. c) 2 Rods of Identify {@z6 !!} 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. d) a Rod of Speed {!d!v!k} Cannot be harmed by electricity. When used, it hastens you for 2d10+20 turns. It takes 100 turns to recharge after use. e) 2 Staffs of Speed (11 charges) When used, it hastens you for 2d10+20 turns. f) 2 Staffs of the Magi (4 charges) When used, it restores both intelligence and manapoints to maximum. g) a Ring of Speed (+16) +16 speed. h) a 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. i) 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, e3 light. j) 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. k) 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. l) 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. m) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. n) The Iron Helm 'Holhenneth' [5,+10] (+2) +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, o) The Main Gauche of Azaghal (2d5) (+12,+14) {!d!v!k} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 99 against dragons, and 75 against normal creatures. p) a Mace of Disruption of Westernesse (5d8) (+20,+20) (+1) +1 strength, dexterity, constitution. 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 142.5 against orcs, 142.5 against trolls, 142.5 against giants, 142.5 against undead, and 97.5 against normal creatures. q) 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. r) 23 Bolts of Slay Evil (1d5) (+16,+14) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 312 against evil creatures, and 156 against normal creatures. 25% chance of breaking upon contact. s) 30 Arrows of Slay Evil (1d4) (+16,+17) t) 15 Arrows of Slay Evil (2d4) (+16,+13) u) 14 Seeker Arrows of Slay Evil (5d4) (+14,+10) [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)