[DaJAngband version 1.1.0 Nov 20, 09 update Character Dump] Name Doneer Self RB CB EB Best Sex Female Age 62 STR: 14 +1 +2 +5 18/10 Race Dunadan Height 78 INT: 18/19 +2 +1 +0 18/19 Class Rogue Weight 172 WIS: 16 +2 -2 +0 16 Title Highwayman Status 37 DEX: 17 +2 +3 +2 18/10 HP -134/288 Maximize N CON: 16 +3 +1 +2 18 SP 9/27 CHR: 11 +2 -1 +0 11 Level 27 Armor [21,+30] Saving Throw 59 Cur Exp 67016 Fight (+11,+16) Fighting 216 Max Exp 67016 Melee (+27,+19) Shooting 214 Adv Exp 70000 Shoot (+19,+9) Throwing 217 MaxDepth Lev 50 Blows 2/turn Disarming 97 Turns 405138 Shots 1/turn Magic Device 66 Gold 3920 Stealth 12 Alertness 42 Burden 121.3 lbs Energy 100% Searching 32 You are one of several children of a Yeoman. You are a well liked child. You have brown eyes, straight brown hair, and a very fair complexion. abcdefghijkl@ abcdefghijkl@ Acid:......+...... Blind:............. Elec:......+...... Confu:............. Fire:......+...... Sound:......+...... Cold:......+...... Shard:............. Pois:............. Nexus:............. 1/2Po:............. Nethr:............. Fear:............. Chaos:............. Lite:............. Disen:............. Dark:............. Charm:............. abcdefghijkl@ abcdefghijkl@ S.Dig:....+........ Stea.:......+....+. Feath:............. Alert:+............ PLite:............. Tunn.:............. Regen:............. Speed:............. Telep:............. Blows:............. Dkvis:............. Shots:............. Invis:............+ Might:............. FrAct:+............ ThrwM:............. HLife:....+........ :............. [Last Messages] > The ancient red dragon wakes up the baby red dragon. > It creates a mesmerising illusion. > You disbelieve the feeble spell. > Your eyes feel very sensitive! > You have a Yellow Speckled Potion of See Invisible (d). > It casts a spell, burning your eyes! > You are blind. > You can see again. > You have 11 Burgundy Potions of Cure Critical Wounds (e). > A line of blue shimmering light appears. > The great hell wyrm casts a spell, burning your eyes! > You are blind. > It breathes. > You are hit by fire! > You die. [Character Equipment] a) a dagger of Westernesse (1d4) (+16,+7) (+2 to alertness) It increases your strength, dexterity, and constitution by 2. It increases your alertnessby 10. It slays orcs, trolls, and giants. It is better for throwing than most melee weapons. It grants you immunity to paralysis. With this weapon, you would currently get 2 blows per round. You can throw 2 of these weapons in one turn. Each blow will do an average damage of 28.3 against orcs, 28.3 against trolls, 28.3 against giants, and 22.1 against other monsters. This weapon can be thrown for an average damage of 34.2 against orcs, 34.2 against trolls, 34.2 against giants, and 11.4 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 19 (less when thrown). b) a long bow (ML3) (+8,+9) A launcher with an multiplier level (ML) of 3 actually multiplies damage by x2.625 Examine ammo to see average damage. c) a Citrine Ring of Slaying (+6,+8) d) an Iolite Ring of Strength of Warfare (+2,+4) (+3) It increases your strength by 3. It sustains your strength. e) a Malachite Amulet of Sustenance It provides resistance to life draining. It sustains all your stats. It slows your metabolism. It cannot be harmed by the elements. f) a brass lantern (10659 turns) It usually provides light of radius 2. It cannot be harmed by fire. g) metal scale mail of Elvenkind (-2) [13,+10] (+3 to stealth) It increases your stealth by 3. It provides resistance to acid, electricity, fire, cold, and sound. It cannot be harmed by the elements. h) (nothing) i) (nothing) j) a hard leather cap [2,+4] k) a set of steel gauntlets [3,+3] l) a pair of hard leather boots of Stealth [3,+9] (+3) It increases your stealth by 3. [Character Equipment -- Quiver] n) 21 bolts (1d5) (+3,+2) o) 2 arrows of Acid (1d4) (+9,+9) It is branded with acid. It cannot be harmed by acid. Fired from your current missile launcher, this missile will inflict an average damage of 161.4 against acid-vulnerable creatures, and 53.8 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 17. p) 19 arrows (1d4) (+0,+1) Fired from your current missile launcher, this missile will inflict an average damage of 32.8. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 20. [Character Inventory] a) 2 Books of Chance Magic [Tourism & Travel] b) 2 Books of Chance Magic [Tricks & Detections] c) 2 Books of Chance Magic [Quick Getaways] It cannot be harmed by the elements. d) a Yellow Speckled Potion of See Invisible e) 11 Burgundy Potions of Cure Critical Wounds f) 5 Scrolls titled "unus ea pras" of Phase Door g) 7 Scrolls titled "eariatum ingon" of Teleportation h) 13 Scrolls titled "no elo" of Identify i) a Scroll titled "neleargo mio" of Light j) 13 Scrolls titled "pro matas" of Magic Mapping k) a Nickel-Plated Rod of Recall {!!} It cannot be harmed by lightning. l) a White Gold Rod of Light (charging) {!!} m) a Copper-Plated Rod of Polymorph n) 3 Bronze-Plated Rods of Fire Bolts {!! @z1} o) 3 Minotaur Horn Wands of Teleport Other (11 charges) p) a Roc Talon Wand of Lightning Bolts (7 charges) q) a Mahogany Staff of Starlight (1d5) (+0,+0) (3 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 17.2. Your chance of scoring a critical hit with this weapon is 1 in 28. r) an Applewood Staff of Speed (1d5) (+0,+0) (4 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 17.2. Your chance of scoring a critical hit with this weapon is 1 in 28. [Home Inventory] a) a Book of Chance Magic [Minor Charms for Vacationers] b) 5 Bubbling Potions of Resist Heat c) 13 Oily Yellow Potions of Cure Serious Wounds d) 43 Burgundy Potions of Cure Critical Wounds e) a Smoky Potion of Restore Mana f) a Pink Potion of Restore Life Levels g) a Scroll titled "ir osto" of *Identify* h) a Scroll titled "thelius narad" of Remove Curse i) 24 Scrolls titled "pro matas" of Magic Mapping j) a Mithril Rod of Frost Bolts {!! @z2} k) a Hickory Staff of Teleportation (1d5) (+2,+3) (1 charge) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 20.2. Your chance of scoring a critical hit with this weapon is 1 in 27. l) a Gnarled Staff of Identify (1d5) (+0,+0) (11 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 17.2. Your chance of scoring a critical hit with this weapon is 1 in 28. m) a Hemlock Staff of Mapping (1d5) (+7,+5) (8 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 22.2. Your chance of scoring a critical hit with this weapon is 1 in 22. n) a Redwood Staff of Sleep Monsters (1d5) (+0,+0) (5 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 17.2. Your chance of scoring a critical hit with this weapon is 1 in 28. o) a Spruce Staff of Slow Monsters (1d5) (+0,+0) (6 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 17.2. Your chance of scoring a critical hit with this weapon is 1 in 28. p) an Applewood Staff of Speed (1d5) (+0,+0) (4 charges) With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 17.2. Your chance of scoring a critical hit with this weapon is 1 in 28. q) an Applewood Staff of Speed (1d5) (-2,-7) (2 charges) {cursed} It is cursed. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 10.2. Your chance of scoring a critical hit with this weapon is 1 in 30. r) a pair of soft leather boots of Stability [2,+13] It provides resistance to nexus. It makes you fall like a feather. s) a dagger of Lightning (1d4) (+17,+12) It is branded with lightning. It provides resistance to electricity. It is better for throwing than most melee weapons. It cannot be harmed by lightning. With this weapon, you would currently get 1 blow per round. You can throw 2 of these weapons in one turn. Each blow will do an average damage of 33 against electricity-vulnerable creatures, and 27 against other monsters. This weapon can be thrown for an average damage of 52.2 against electricity-vulnerable creatures, and 17.4 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 19 (less when thrown). t) The two-handed sword of Andenegni (3d6) (+16,+14) (+2) It increases your intelligence by 2. It is especially deadly against dragons. It is branded with fire. It provides resistance to fire and chaos. It sustains your dexterity. It cannot be harmed by the elements. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 71 against fire-vulnerable creatures, 101 against dragons, and 41 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 10. u) The javelin of Eolinos (4d7) (+7,+8) (charging) It slays orcs, trolls, giants, and demons, and is especially deadly against dragons and undead. It increases likelihood of critical hits, is balanced for throwing and can't be used for melee, and (usually) returns to your hand when thrown. It activates for banishment every 500 turns. It cannot be harmed by the elements. This weapon can be thrown for an average damage of 100.8 against orcs, 100.8 against trolls, 100.8 against giants, 100.8 against demons, 168 against dragons, 168 against undead, and 33.6 against other monsters. Your chance of scoring a critical hit when throwing this weapon is 1 in 10. v) a broad axe of Westernesse (2d6) (+10,+14) (+2 to alertness) It increases your strength, dexterity, and constitution by 2. It increases your alertnessby 10. It slays orcs, trolls, and giants. It grants you immunity to paralysis. With this weapon, you would currently get 1 blow per round. Each blow will do an average damage of 62.9 against orcs, 62.9 against trolls, 62.9 against giants, and 38.3 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 12. w) a sling of Power (ML2) (+9,+19) A launcher with an multiplier level (ML) of 2 actually multiplies damage by x1.75 Examine ammo to see average damage. x) a heavy crossbow (ML4) (+4,+7) A launcher with an multiplier level (ML) of 4 actually multiplies damage by x3.5 Examine ammo to see average damage. y) 24 bolts of Slay Demon (1d5) (+8,+8) It slays demons. z) 22 bolts (1d5) (+8,+6) {) 25 bolts (1d5) (+3,+2) |) 27 iron shots (1d4) (+4,+4) [Options] Adult: Maximize effect of race/class bonuses : no (adult_maximize) Adult: Randomize some of the artifacts (beta): yes (adult_randarts) A: Randomize randart names (if randarts is on): yes (adult_randnames) Adult: Auto-scum for good levels : no (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 : yes (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 : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : yes (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)