[Angband 3.1.0 beta Character Dump] Sex Female Age 38 Str! 18/100 +2 -1 +13 18/*** 18/*** Race Dwarf Height 45 INT: 18/85 -3 -3 +8 18/105 Class Priest Weight 116 Wis! 18/100 +2 +3 +7 18/*** 18/215 Title ***WINNER*** Social Lordly DEX! 18/100 -2 -1 +9 18/160 HP 974/974 Maximize Y CON! 18/100 +2 +0 +10 18/*** SP 225/390 Chr: 18/64 -3 +2 +8 18/134 18/129 Level 50 Armor [34,+127] Saving Throw 100% Cur Exp 10493500 Fight (+59,+43) Stealth Good Max Exp 10493500 Melee (+72,+64) Fighting Superb Adv Exp ******** Shoot (+79,+22) Shooting Superb MaxDepth 5050' (L101) Blows 4/turn Disarming 76% Turns 1924004 Shots 2/turn Magic Device Heroic Gold 12516758 Infra 50 ft Perception 1 in 17 Burden 238.7 lbs Speed 28 Searching 38% You are one of two children of a Dwarven Prison Guard. You are a credit to the family. You have dark brown eyes, straight brown hair, a one 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:............. [Last Messages] > You see a Scythe (5d3). > On the ground: a Scythe of *Slay Orc* (5d3) (+13,+10) (+1). > You see a Broad Sword of Slay Orc (2d5) (+14,+16). > You have nothing to identify. > You feel yourself slow down. > You see a Scythe of *Slay Orc* (5d3) (+13,+10) (+1). > There is a wall in the way! > You see a Broad Sword of Slay Orc (2d5) (+14,+16). > You enter a maze of down staircases. > You feel a little lucky. > You do not have enough mana to recite this prayer. > You smite the Young green dragon. > You have slain the Young green dragon. > You see a Tiger Eye Ring of Sustain Charisma. > You are no longer full. Killed by Ripe Old Age. [Character Equipment] a) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 91 against evil creatures, 104.5 against orcs, 104.5 against trolls, and 77.5 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 'Vilya' (+10,+10) (+3) (charging) +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. d) a Lapis Lazuli Ring of Speed (+11) +11 speed. 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, 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) 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) 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 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 Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Iron Shod Boots of Speed [3,+14] (+6) +6 speed. [Character Inventory] a) 4 Holy Books of Prayers [Words of Wisdom] b) 5 Holy Books of Prayers [Chants and Blessings] c) 5 Holy Books of Prayers [Exorcism and Dispelling] d) 4 Holy Books of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. e) 6 Holy Books of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. f) 3 Holy Books of Prayers [Purifications and Healing] Cannot be harmed by acid, electricity, fire, cold. g) 4 Holy Books 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) 2 Brown Speckled Potions of *Healing* It can be thrown at creatures with damaging effect. j) 3 Viscous Pink Potions of Life It can be thrown at creatures with damaging effect. k) 7 Yellow Speckled Potions of Restore Mana l) 10 Light Blue Potions of Speed m) a Copper Rod of Healing Cannot be harmed by electricity. n) a Mithril Rod of Restoration Cannot be harmed by electricity. o) 7 Steel-Plated Rods of Teleport Other p) 2 Titanium Rods of Speed (1 charging) Cannot be harmed by electricity. q) 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. r) 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. s) The Massive Iron Crown of Morgoth [0,+1] (+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. t) 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 98 against animals, 116 against dragons, and 80 against normal creatures. u) The Mighty Hammer 'Grond' (3d9) (+4,+3) 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 76 against animals, 76 against evil creatures, 91 against orcs, 91 against trolls, 121 against dragons, 121 against demons, 121 against undead, and 61 against normal creatures. Sometimes creates earthquakes on impact. v) 4 Arrows of Slay Evil (1d4) (+16,+15) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 237 against evil creatures, and 118.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Gnarled Staffs of *Destruction* (5 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. b) a Banyan Staff of Banishment (0 charges) When used, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. c) a Lapis Lazuli Ring of Speed (+11) +11 speed. d) The Ring of Tulkas (+4) +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. e) an Amber Amulet of the Magi [+6] (+3) +3 intelligence, searching. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Prevents paralysis. Grants the ability to see invisible things. f) a Bronze Amulet of ESP (+3) +3 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. g) a Silver Amulet of Weaponmastery (+5,+4) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. h) a Pewter Amulet of Trickery (+4) +4 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. i) Balance Dragon Scale Mail (-2) [30,+27] Provides resistance to sound, shards, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe balance for 250 damage. It takes d300+300 turns to recharge after use. j) 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. k) 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. l) 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. m) 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. n) a Fur Cloak of Aman [3,+27] (+2 stealth) +2 stealth. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. o) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. p) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma, searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. q) The Metal Cap of Thengel [3,+11] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. r) 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. s) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. t) 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. u) The Long Bow of Bard (x3) (+16,+18) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. [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)