[DaJAngband v1.0.99 (pre 1.1.0) Character Dump] Name RobAnyone Self RB CB EB Best Sex Male Age 20 STR: 18/94 -1 +2 +3 18/134 Race Kobold Height 38 INT: 18/93 -1 +1 +2 18/113 Class Rogue Weight 66 WIS: 18/59 +0 -2 +2 18/59 Title Shadow Bandit Status 1 DEX: 18/89 +2 +3 +1 18/149 HP -40/336 Maximize Y Con: 17 +2 +1 +0 18/20 18 SP 108/108 CHR: 18 -2 -1 +0 15 Level 37 Armor [15,+82] Saving Throw 67 Cur Exp 864923 Fight (+24,+18) Fighting 276 Max Exp 901085 Melee (+36,+34) Shooting 312 Adv Exp 973000 Shoot (+42,+18) Throwing 306 MaxDepth Lev 62 Blows 5/turn Disarming 128 Turns 1571484 Shots 1/turn Magic Device 81 Gold 362376 Stealth 10 Alertness 33 Burden 201.5 lbs Energy 170% Searching 44 You are the runt of a litter of 4 pups. Your father was a warrior, and your mother was a cook. You have light brown eyes, a dark brown hide, and small, sharp teeth. abcdefghijkl@ abcdefghijkl@ Acid:......+.+.... Blind:+........+... Elec:+.....+.+.... Confu:............. Fire:...+..+.+.... Sound:............. Cold:......+.+.... Shard:.......+..... Pois:......+...... Nexus:............. 1/2Po:............+ Nethr:............. Fear:.+........... Chaos:............. Lite:............. Disen:............. abcdefghijkl@ abcdefghijkl@ S.Dig:+............ Stea.:......+...... Feath:............. Alert:............. PLite:+....+....... Tunn.:............. Regen:....+........ Speed:.+.........+. Telep:.........+... Blows:............. Dkvis:............. Shots:............. Invis:.....+....... Might:.+........... FrAct:.+........... :............. [Last Messages] > The death drake bites you. > You feel your life draining away! > Target Selected. > You have 7 throwing axes (1d5) (+7,+8) {@v1=g} (q). > The throwing axe (1d5) (+7,+8) {@v1=g} hits the death drake. > The death drake grunts with pain. > You have 6 throwing axes (1d5) (+7,+8) {@v1=g} (q). > The throwing axe (1d5) (+7,+8) {@v1=g} hits the death drake. > The death drake grunts with pain. > You have 5 throwing axes (1d5) (+7,+8) {@v1=g} (q). > The throwing axe (1d5) (+7,+8) {@v1=g} hits the death drake. > The death drake grunts with pain. > The death drake breathes nether. > You feel your life draining away! > You die. [Character Equipment] a) The broad sword 'Aeglin' (2d5) (+12,+16) (+1) {@w0} It slays orcs, trolls, and giants. It is branded with lightning. It provides resistance to electricity and blindness. It usually provides light of radius 4. It is blessed by the gods and slows your metabolism. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 76.6 against orcs, 76.6 against trolls, 76.6 against giants, 76.6 against electricity-vulnerable creatures, 76.6 against fire-vulnerable creatures, +4.3 when both a slay and brand apply, +4.3 when both brands apply, and 42.2 against other monsters (add +4.3 damage against creatures vulnerable to light). Your chance of scoring a critical hit with this weapon is 1 in 10. b) The long bow of Bard (ML4) (+18,+18) (+1) It increases your dexterity by 1. It increases your speed and shooting power by 1. It slays dragons. It provides resistance to fear. It grants you immunity to paralysis. It cannot be harmed by the elements. A launcher with an multiplier level (ML) of 4 actually multiplies damage by x3.5 Examine ammo to see average damage. c) a Tiger Eye Ring of Strength (+3) It increases your strength by 3. It sustains your strength. d) an Amber Ring of Flames of Warfare (+6,+9) [+10] It brands your melee blows with fire. It provides resistance to fire. It activates for fire resistance (20+d20 turns) and fire ball (80) every 50+d50 turns. It cannot be harmed by fire. e) a Malachite Amulet of Regeneration It speeds your regeneration. f) The Star of Elendil {@w4 !!} It usually provides light of radius 3. It grants you the ability to see invisible things. It activates for magic mapping every 50+d50 turns. It cannot be harmed by the elements. g) a filthy rag of Elvenkind [1,+12] (+2 to stealth) It increases your stealth by 2. It provides resistance to acid, electricity, fire, cold, and poison. It cannot be harmed by the elements. h) a cloak of Protection [1,+13] It provides resistance to shards. It cannot be harmed by the elements. i) a large metal shield of Resistance [6,+11] It provides resistance to acid, electricity, fire, and cold. It cannot be harmed by the elements. j) The hard leather cap of Thranduil [2,+10] (+2) {@w4} It increases your intelligence and wisdom by 2. It provides resistance to blindness. It grants you the power of telepathy. It cannot be harmed by the elements. k) a set of steel gauntlets of Throwing (+2,+3) [3,+7] (+3) It increases your throwing power by 2. It also applies its damage bonus to throwing weapons instead of melee. l) a pair of soft leather boots of Speed [2,+10] (+7) It increases your speed by 7. [Character Equipment -- Quiver] n) 40 arrows (1d4) (+5,+8) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 299.1 against dragons, and 99.7 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 11. o) 46 arrows (1d4) (+5,+7) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 288.6 against dragons, and 96.2 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 11. p) 18 arrows (1d4) (+5,+5) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 267.6 against dragons, and 89.2 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 11. q) 5 throwing axes (1d5) (+7,+8) {@v1=g} It is balanced for throwing and can't be used for melee. You can throw 5 of these weapons in one turn. This weapon can be thrown for an average damage of 111.9 against fire-vulnerable creatures, and 37.3 against other monsters. Your chance of scoring a critical hit when throwing this weapon is 1 in 10. Thrown weapons often get the brand from an elemental ring but not always. It depends on luck and skill with throwing weapons. You have a 100 percent chance of getting the brand from a ring when throwing this weapon. Note: Weapons not meant for throwing never get the brand from a ring. r) 5 throwing daggers of Slay Demon (1d4) (+11,+6) {@v3=g} It slays demons. It is balanced for throwing and can't be used for melee. You can throw 5 of these weapons in one turn. This weapon can be thrown for an average damage of 91.5 against demons, 91.5 against fire-vulnerable creatures, +7.6 when both a slay and brand apply, and 30.5 against other monsters. Your chance of scoring a critical hit when throwing this weapon is 1 in 9. Thrown weapons often get the brand from an elemental ring but not always. It depends on luck and skill with throwing weapons. You have a 100 percent chance of getting the brand from a ring when throwing this weapon. Note: Weapons not meant for throwing never get the brand from a ring. s) a bladed boomerang (1d11) (+6,+7) {@v4=g} It is balanced for throwing and can't be used for melee and (usually) returns to your hand when thrown. It sometimes causes you to hit yourself. You can throw 5 of these weapons in one turn. This weapon can be thrown for an average damage of 127.8 against fire-vulnerable creatures, and 42.6 against other monsters. Your chance of scoring a critical hit when throwing this weapon is 1 in 10. Thrown weapons often get the brand from an elemental ring but not always. It depends on luck and skill with throwing weapons. You have a 100 percent chance of getting the brand from a ring when throwing this weapon. Note: Weapons not meant for throwing never get the brand from a ring. t) a manticore tail spike of Slay Undead (1d7) (+6,+8) {@v5=g} It slays undead. It is balanced for throwing and can't be used for melee. You can throw 5 of these weapons in one turn. This weapon can be thrown for an average damage of 119.1 against undead, 119.1 against fire-vulnerable creatures, +9.9 when both a slay and brand apply, and 39.7 against other monsters. Your chance of scoring a critical hit when throwing this weapon is 1 in 10. Thrown weapons often get the brand from an elemental ring but not always. It depends on luck and skill with throwing weapons. You have a 100 percent chance of getting the brand from a ring when throwing this weapon. Note: Weapons not meant for throwing never get the brand from a ring. [Character Inventory] a) 2 Books of Chance Magic [Tourism & Travel] {@p1} b) a Book of Chance Magic [Minor Charms for Vacationers] {@p2} c) 3 Books of Chance Magic [Tricks & Detections] {@p3} d) 4 Books of Chance Magic [Quick Getaways] {@p4} It cannot be harmed by the elements. e) 3 Books of Chance Magic [Mordenkainen's Escapes: Rogue's Edition] {@p6} It cannot be harmed by the elements. f) 10 Canescent Potions of Cure Critical Wounds {@q1} g) a Scarlet Potion of Healing {@q2} h) 2 Scrolls titled "fovehemo" of Teleportation {@r9 !*} i) 4 Scrolls titled "cor plus vo" of Teleport Level {@r7 !*} j) 4 Scrolls titled "trio aca vus" of Word of Recall {@r3} k) a Scroll titled "sposubi excito" of *Destruction* {!*} l) 3 Titanium Rods of Detection {@z3 !!} It cannot be harmed by lightning. m) a Tarnished Silver Rod of Teleport Other (charging) {@z7 !!} n) 5 Iron-bound Rods of Light (1 charging) {@z4} o) a Copper Rod of Fire Balls {@z5 !!} p) 2 Sapling Staffs of Teleportation (1d5) (+0,+0) (12 charges) {@u9} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 38.1 against fire-vulnerable creatures, and 18.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 16. q) a Rowan Staff of Starlight of Natural Battle (1d5) (+8,+14) (7 charges) It slays orcs and trolls. It provides resistance to fear, shards, and nexus. It sustains your strength. It cannot be harmed by fire. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 52.1 against orcs, 52.1 against trolls, 52.1 against fire-vulnerable creatures, +2.4 when both a slay and brand apply, and 32.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 14. r) 2 Birch Staffs of Speed (1d5) (+0,+0) (11 charges) {@u7} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 38.1 against fire-vulnerable creatures, and 18.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 16. s) The metal cap of Thengel [3,+12] (+3) {@w4} It increases your wisdom and charisma by 3. It provides resistance to confusion. It cannot be harmed by the elements. t) a scythe of Randomness (5d3) (+10,+21) (+1) {@w1} It increases your charisma by 1. It increases your stealth and speed by 1. It is branded with lightning. It provides resistance to chaos and charming. It sustains your wisdom and charisma. It makes you fall like a feather. It prevents hit point regeneration. It cannot be harmed by lightning. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 107.1 against electricity-vulnerable creatures, 107.1 against fire-vulnerable creatures, +6.4 when both brands apply, and 55.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 8. [Home Inventory] a) 30 Orange Speckled Potions of Speed {@q7} b) 13 Scarlet Potions of Healing {@q2} c) 2 Crimson Potions of *Healing* d) 26 Scrolls titled "fovehemo" of Teleportation {@r9 !*} e) 51 Scrolls titled "cor plus vo" of Teleport Level {@r7 !*} f) 10 Scrolls titled "cer inflabus" of *Identify* g) 4 Nickel-Plated Rods of Fire Bolts {@z5} h) 11 Chimaera Hide Wands of Teleport Other (88 charges) i) a Chestnut Staff of Identify of Natural Light (1d5) (+17,+12) (9 charges) {} It slays undead. It provides resistance to dark and nether. It sustains your charisma. It usually provides light of radius 1. It is blessed by the gods and is good and hates evil. It grants you the ability to see invisible things. It cannot be harmed by fire. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 50.1 against undead, 50.1 against fire-vulnerable creatures, +2.4 when both a slay and brand apply, and 30.7 against other monsters (add +2.4 damage against creatures vulnerable to light). Your chance of scoring a critical hit with this weapon is 1 in 12. j) a Rowan Staff of Starlight of Acid (1d5) (+8,+9) (10 charges) It is branded with acid. It provides resistance to acid. It cannot be harmed by acid. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47.1 against acid-vulnerable creatures, 47.1 against fire-vulnerable creatures, +2.4 when both brands apply, and 27.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 14. k) 3 Birch Staffs of Speed (1d5) (+0,+0) (19 charges) {@u7} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 38.1 against fire-vulnerable creatures, and 18.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 16. l) 2 Hemlock Staffs of *Destruction* (2d4) (+0,+0) (6 charges) {!*} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 44.1 against fire-vulnerable creatures, and 20.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 14. m) 2 Maple Staffs of Mana-free Spellcasting (1d5) (+0,+0) (20 charges) {@w0} With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 38.1 against fire-vulnerable creatures, and 18.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 16. n) a Flawed Diamond Ring of Sustain Brawn of Eregion (+2 to speed) It increases your speed by 2. It provides resistance to disenchantment. It sustains your strength and constitution. o) a Blue Diamond Ring of Free Action of Eregion (+1 to speed) It increases your speed by 1. It provides resistance to nether. It grants you immunity to paralysis. p) a Sapphire Ring of Constitution (+4) It increases your constitution by 4. It sustains your constitution. q) a Lapis Lazuli Ring of Damage (+11) r) The Phial of Galadriel {@w4 !!} It usually provides light of radius 3. It activates for illumination every 10+d10 turns. It cannot be harmed by the elements. s) full plate armour of Elvenkind (-3) [25,+17] (+3 to stealth) It increases your stealth by 3. It provides resistance to acid, electricity, fire, cold, and blindness. It cannot be harmed by the elements. t) The soft leather armour 'Hithlomir' [4,+20] (+4) It increases your stealth by 4. It provides resistance to acid, electricity, fire, cold, and dark. It cannot be harmed by the elements. u) The cloak of Thorongil [1,+10] (+3 to alertness) It increases your alertness by 15. It provides resistance to acid and fear. It grants you immunity to paralysis. It cannot be harmed by the elements. v) a metal cap of Regeneration [3,+9] It speeds your regeneration. w) a set of mail gauntlets of Magic Mastery [2,+5] (+3) It increases your magic device skill by 24. x) a dagger of Randomness (1d4) (+8,+14) (+1) {@w1} It increases your speed by 1. It slays orcs and silver monsters. It provides partial resistance to poison. It provides resistance to disenchantment. It sustains your strength, dexterity, and charisma. It increases likelihood of critical hits. It grants you darkvision and the ability to see invisible things, but it also drains experience and prevents hit point regeneration. It cannot be harmed by lightning or fire. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 35 against orcs, 35 against silver creatures, 35 against fire-vulnerable creatures, +1 when both a slay and brand apply, and 27 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 11. y) The broad sword 'Glamdring' (2d5) (+10,+15) (+1) It slays orcs, demons, and all evil creatures. It is branded with fire. It provides resistance to fire and light. It usually provides light of radius 4. It is blessed by the gods and slows your metabolism. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 58.4 against evil creatures, 75.6 against orcs, 75.6 against demons, 75.6 against fire-vulnerable creatures, +4.3 when both a slay and brand apply (slay animal, slay evil, and execute ('KILL') slays don't stack), and 41.2 against other monsters (add +4.3 damage against creatures vulnerable to light). Your chance of scoring a critical hit with this weapon is 1 in 10. z) a spear (Defender) (1d6) (+11,+11) [+6] (+3 to stealth) It increases your stealth by 3. It increases your alertness by 15. It provides resistance to acid, electricity, fire, and cold. It sustains your charisma. It speeds your regeneration. It grants you immunity to paralysis. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 50.6 against fire-vulnerable creatures, and 30.2 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 13. {) 27 bolts of Acid (1d5) (+7,+8) It is branded with acid. It cannot be harmed by acid. |) 22 seeker arrows (4d4) (+6,+5) {@f3=g} Fired from your current missile launcher, this missile will inflict an average damage of 346.5 against dragons, and 115.5 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 11. [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): no (adult_randarts) Adult: Auto-scum for good levels : yes (adult_autoscum) Adult: Restrict the use of stairs/recall : no (adult_ironman) Adult: Restrict the use of stores/home : no (adult_no_stores) Adult: Restrict creation of artifacts : no (adult_no_artifacts) Adult: Don't stack objects on the floor : no (adult_no_stacking) Adult: Preserve artifacts when leaving level : no (adult_no_preserve) Adult: Don't generate connected stairs : no (adult_no_stairs) Adult: Enable selling to shops : no (adult_cansell) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (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)