=h Player: earnest Game: Slash'EM Extended Server: $ATTR(14)em.slashem.me - https://em.slashem.me/$ATTR() Filename: 2025-06-02.02:27:43.ttyrec Time: (1748831263) Mon Jun 2 02:27:43 2025  =h!This is Sadistic Levels of Endless X-Citement (SLEX) 1997-2022 by Amy NetHack, Copyright 1985-2003 Stichting Mathematisch Centrum, M. Stephenson. Contact the dev team via the #em.slashem.me channel on Libera IRC. See license for details.  =hRestoring save file... =h =h,[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I Dlvl:1 $0 HP 18(18)  Pw 14(14)  AC11 Exp1 T1 You return to level 1 in The Dungeons of Doom.--More--! =h&Ŀ@d! =hSO[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I Dlvl:1 $0 HP 18(18)  Pw 14(14)  AC11 Exp1 T1 Hello earnest, the american worm Slave Master, welcome back to SlashEMExtended!! =h+[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T1 The moon is waxing tonight.--More--( =hVwIt's June, so Junethack is running... oh wait, no it isn't, it's dead. Oh well, that tournament sucked anyway, so you've certainly made the right decision to play SLEX. But while we're at it: If a single server administrator can blackmail the tournament admin and thereby decide which games are allowed to be in the tournament, that's a bad thing.--More--- =h# ' 3 =hԢ  Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - Full list of keyboard commands. i - List of extended commands. j - The NetHack license. (end) A =h+SLASH'EM History file for release 0.0.7 Behold, mortal, the origins of SLASH'EM... Jay Fenlason wrote the original Hack with help from Kenny Woodland, Mike Thome, and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX(tm) machines to the Usenet. Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6). R. Black ported PC HACK 3.51 to Lattice(tm) C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson merged these variouA =h(s versions back together, incorporating many of the added features, and produced NetHack version 1.4. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.  Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. The same group subsequently released ten patch- level revisions and updates of 3.0. NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo --More--D =hBHakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0. Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. A scant one month before the next major version release of Nethack, two adventurous souls undertook their own modification to the sacred Nethack formula. Tom Proudfoot and Yuval released Nethack++, which was rapidly renamed Nethack--, containeing new monsters, items and other miscellaneous modifications.  Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the developmentD =hWC team which now included Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1. --More--E =hKen Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon Watte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, is responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. E =hc[43;1HWarwick Allison added in the "tiled" version of the game and generated most of the individual tiles for NetHack 3.2. Time passed, and Nethack-- was ported to 3.11 by Chris. Stephen White then released his own modification known as Nethack Plus, which contained new character classes. Unbeknownst to the world at large, Tom Proudfoot took this source and combined it with his Nethack--. Stephen White went on to add weapon skills, which were eventually integrated into the next version of Nethack, and other features. In February 1996, Tom Proudfoot released SLASH V1. Including part of Stephen White's Nethack Plus and his own Nethack--, leaving unmentioned --More--F =hhis own slew of further modifications, this is perhaps the best known of the Nethack modifications. Six versions of this, ending with SLASH V6, are known to exist. The 3.2 development team, comprised of: Michael Allison; Ken Arromdee; David Cohrs; Jessie Collet; Steve Creps; Kevin Darcy; Timo Hakulinen; Steve Linhart; Dean Luick; Pat Rankin; Eric Smith; Mike Stephenson; Janet Walz; and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marks the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team remained on the team at the start of work on the current release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, Dr. Izchak Miller, passed away. This release of the game is dedicated to him by the development and pF =horting teams. Version 3.2 proved to be more stable than previous versions. Many bugs were fixed, abuses eliminated, and game features tuned for better game play. SLASH V6 was picked up by Enrico Horn managed to synchronize it with the 3.2 source. The new SLASH 4.1.2 was released as far back as November 1996 went through at least 4 editlevels (E5, E6, E7) with the latest version being 4.1.2E8, synchronized with Nethack 3.2.2 and the Blackmarket option--More--F =h available, released in June 1997. Nathan La began the arduous task of drawing tiles for the SLASH monsters. Kentaro Shirakata ported SLASH 4.1.2E8 to Unix. Lief Clennon ported SLASH 4.1.2E8 to OS/2. Romain Dolbeau ported SLASH 4.1.2E8 to Macintosh. Warren Cheung combined SLASH 4.1.2 and Wizard Patch to create SLASH'EM 0.1 in November 1997. Several revisions including new spells and other minor additions have led to SLASH'EM 0.0.3. Steven Uy has generously made additional modifications. Dirk Schoenberger has continued updating the SLASH/SLASH'EM monster tiles. He has also ported SLASH'EM to Linux. Lief Clennon ported SLASH'EM to OS/2 EMX. Kevin Hugo ported SLASH'EM to Macintosh, and has also contributed additional changes and improvements. Robin Johnson finished arduous task of drawing tiles for the SLASH'EM monsters. He has F =hl also contributed many more new tiles. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3. JNetHack (the Japanese version of NetHack) has been around since at least --More--G =h) 1994, developed by Issei Numata and others. The GTK interface was written for this variant and released in 1999. Mitsuhiro Itakura headed a team which began the process of redrawing the NetHack tiles in 8-bit color at 32x32 pixels. The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs mG =hv >ade their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half.--More--H =hooWarren Cheung combined SLASH'EM 0.0.5E7F1 and NetHack 3.3 to create SLASH'EM 0.0.6 and maintained the DOS and Microsoft Windows ports. J. Ali Harlow incorporated the GTK interface and Mitsuhiro Itakura's 32x32 tileset into SLASH'EM 0.0.6 and maintained the UNIX port of SLASH'EM 0.0.6. Peter Makholm maintained the Debian package. Paul Hurtley maintained the MAC port of SLASH'EM 0.0.6. The 3.4 development team initially consisted of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002. As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: Pat Rankin maintained 3.4 for VMS. Michael Allison maH =hpintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement. Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4. Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1. --More--H =h?Ron Van Iwaarden maintained 3.4 for OS/2. Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. Christian `Marvin' Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1. Warren Cheung, Christian Cooper, J. Ali Harlow, Paul Hurtley, Pekka Rousu and Darshan Shaligram combined SLASH'EM 0.0.6E5F2 and Nethack 3.4 to create SLASH'EM 0.0.7 The Slash'EM home page is at http://www.slashem.org/.  - - - - - - - - - - From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game. The Gods of the Dungeon sometimes make note of the names of the worst of these miscreants in this, the list of Dungeoneers:  Adam Aronow Izchak Miller Mike StephensH =hon  Alex Kompel J. Ali Harlow Norm Meluch  Andreas Dorn Janet Walz Olaf Seibert--More--I =h  Andy Church Janne Salmijarvi Pasi Kallinen  Andy Swanson Jean-Christophe Collet Pat Rankin  Ari Huttunen Jochen Erwied Paul Winner  Barton House John Kallen Pierre Martineau  Benson I. Margulies John Rupley Ralf Brown  Bill Dyer John S. Bien Ray Chason  Boudewijn Waijers Johnny Lee Richard Addison  Bruce Cox Jon W{tte Richard Beigel  Bruce Holloway Jonathan Handler Richard P. Hughey  Bruce Mewborne Joshua Delahunty Rob Menke  Carl Schelin Keizo Yamamoto Robin Johnson  Chris Russo Ken Arnold Roderick Schertler  David Cohrs Ken Arromdee Roland McGrath  David DaI =h) merell Ken Lorber Ron Van Iwaarden  David Gentzel Ken Washikita Ronnen Miller  David Hairston Kevin Darcy Ross Brown  Dean Luick Kevin Hugo Sascha Wostmann  Del Lamb Kevin Sitze Scott Bigham  Deron Meranda Kevin Smolkowski Scott R. Turner  Dion Nicolaas Kevin Sweet Stephen Spackman  Dylan O'Donnell Lars Huttar Stephen White  Eric Backus Malcolm Ryan Steve Creps  Eric Hendrickson Mark Gooderum Steve Linhart  Eric R. Smith Mark Modrall Steve VanDevender  Eric S. Raymond Marvin Bressler Teemu Suikki  Erik Andersen Matthew Day Tim Lennan  Frederick Roeber MI =h erlyn LeRoy Timo Hakulinen  Gil Neiger Michael Allison Tom Almy  Greg Laskin Michael Feir Tom West  Greg Olson Michael Hamel Warren Cheung --More--J =h8 Gregg Wonderly Michael Sokolov Warwick Allison  Hao-yang Wang Mike Engber Yitzhak Sapir  Helge Hafting Mike Gallop  Irina Rempt-Drijfhout Mike Passaretti --More--K =h[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T1 M =h Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - Full list of keyboard commands. i - List of extended commands. j - The NetHack license. (end) N =h + Welcome to NetHack! ( description of version 3.4 )  NetHack is a Dungeons and Dragons like game where you (the adventurer) descend into the depths of the dungeon in search of the Amulet of Yendor, reputed to be hidden somewhere below the twentieth level. You begin your adventure with a pet that can help you in many ways, and can be trained to do all sorts of things. On the way you will find useful (or useless) items, quite possibly with magic properties, and assorted monsters. You can attack a monster by trying to move onto the space a monster is on (but often it is much wiser to leave it alone).  Unlike most adventure games, which give you a verbal description of your location, NetHack gives you a visual image of thN =h]e dungeon level you are on. NetHack uses the following symbols:  - and | The walls of a room, possibly also open doors or a grave.  . The floor of a room or a doorway.  # A corridor, or iron bars, or a tree, or possibly a kitchen  sink (if your dungeon has sinks), or a drawbridge.  > Stairs down: a way to the next level.  < Stairs up: a way to the previous level.  @ You (usually), or another human.  ) A weapon of some sort.  [ A suit or piece of armor.  % Something edible (not necessarily healthy).  / A wand.  = A ring.  ? A scroll. --More--U =h$Q ! A potion.  ( Some other useful object (pick-axe, key, lamp...)  $ A pile of gold.  * A gem or rock (possibly valuable, possibly worthless).  + A closed door, or a spell book containing a spell  you can learn.  ^ A trap (once you detect it).  " An amulet, or a spider web.  0 An iron ball.  _ An altar, or an iron chain.  { A fountain.  } A pool of water or moat or a pool of lava.  \ An opulent throne.  ` A boulder or statue.  A to Z, a to z, and several others: Monsters.  I Invisible or unseen monster's last known location  You can find out what a symbol represents by typing  '/' and following the directions to move the cursor U =hQ  to the symbol in question. For instance, a 'd' may  turn out to be a dog. y k u 7 8 9 Move commands:  \|/ \|/ yuhjklbn: go one step in specified direction--More-- =hh-.-l 4-.-6 YUHJKLBN: go in specified direction until you  /|\ /|\ hit a wall or run into something b j n 1 2 3 g: run in direction until something  numberpad interesting is seen  G, same, except a branching corridor isn't  < up ^: considered interesting (the ^ in this  case means the Control key, not a caret)  > down m: move without picking up objects  F: fight even if you don't sense a monster PRESS SHIFT-O TO OPEN THE OPTIONS MENU! THIS LETS YOU TURN ON THE NUMBER PAD! I REPEAT: PRESS SHIFT-O TO OPEN THE OPTIONS MENU! DO THAT DURING THE FIRST 50 TURNS TO BE ASKED WHETHER YOU WANT TO TURN ON THE NUMBER PAD SO YOU DON'T HAVE TO SEARCH FOR THE OPTION MANUALLY  =hXC With the qwertz_layout option, the y and z keys are swapped.  If the number_pad option is set, the number keys move instead.  Depending on the platform, Shift number (on the numberpad),  Meta number, or Alt number will invoke the YUHJKLBN commands.  Control may or may not work when number_pad is enabled,  depending on the platform's capabilities. Commands:  NetHack knows the following commands:  ? Help menu.  ` Main Menu.  / Tell what a symbol represents. You may choose to specify  a location or give a symbol argument.  & Tell what a command does. --More-- =h < Go up a staircase (if you are standing on it).  > Go down a staircase (if you are standing on it).  . Rest, do nothing for one turn.  _ Travel via a shortest-path algorithm to a point on the map  a Apply (use) a tool (pick-axe, key, lamp...)  A Remove all armor.  ^A Redo the previous command  ^B Steal  c Close a door.  C Call (name) an individual monster.  d Drop something. d7a: drop seven items of object a.  D Drop multiple items. This command is implemented in two  different ways. One way is:  "D" displays a list of all of your items, from which you can  pick and choose what to drop. A "+" next to an item means  that it will be dropped, a "-" means that it will not be =h-_ dropped. Toggle an item to be selected/deselected by typing  the letter adjacent to its description. Select all items  with "+", deselect all items with "=". The moves  you from one page of the listing to the next.  The other way is:  "D" will ask the question "What kinds of things do you want  to drop? [!%= au]". You should type zero or more object  symbols possibly followed by 'a' and/or 'u'.--More-- =h< Da - drop all objects, without asking for confirmation.  Du - drop only unpaid objects (when in a shop).  D%u - drop only unpaid food.  ^D Kick (for doors, usually).  f Fire ammunition from quiver.  F Followed by direction, fight a monster (even if you don't  sense it).  e Eat food. Vampires cannot eat as such. However, they can  gain nutrition by draining blood from fresh corpses using  this command.  E Engrave a message on the floor.  E- - write in the dust with your fingers.  f Fire ammunition from quiver.  i Display your inventory.  I Display selected parts of your inventory, as in  I* - list all gems in inventory.  Iu - list all unpaid items.  =hr=c Ix - list all used up items that are on your shopping bill.  I$ - count your money.  n# repeat next command  N name or classify an item  o Open a door.  O Review current options and possibly change them.  A menu displaying the option settings will be displayed  and most can be changed by simply selecting their entry.  Options are usually set before the game with a NETHACKOPTIONS  environment variable, or via a config file (defaults.nh,  Slash'EM Defaults, nethack.cnf, .nethackrc, etc.), not with  the 'O' command.  p Pay your shopping bill/Shopkeeper services. --More-- =hZ  P Put on an accessory (ring, amulet, etc).  ^P Repeat last message (subsequent ^P's repeat earlier messages).  The behavior can be varied via the msg_window option.  q Drink (quaff) something (potion, water, etc).  Q Select ammunition for quiver.  r Read a scroll or spell book.  R Remove an accessory (ring, amulet, etc).  ^R Redraw the screen.  s Search for secret doors and traps around you.  S Save the game.  t Throw an object or shoot a projectile.  T Take off armor.  ^T Teleport, if you are able.  v Displays the version number.  V Display a longer identification of the version, including the  history of the game.  w Wield weapon. w- means wield nothing, use bare hand =h[[ s.  W Wear armor.  x Switch weapon slots.  X List the spells you know (same as '+').  ^X Show your attributes.  ^Y polymorph (if possible) (^Z if qwertz_layout is set)  z Zap a wand. (y if qwertz_layout is set)  Z Cast a spell. (Y if qwertz_layout is set)  ^Z Suspend the game. (^Y if qwertz_layout is set)--More--=h: : Look at what is here.  ; Look at what is somewhere else.  , Pick up some things.  @ Toggle the pickup option.  ^ Ask for the type of a trap you found earlier.  ) Tell what weapon you are wielding.  [ Tell what armor you are wearing.  = Tell what rings you are wearing.  " Tell what amulet you are wearing.  ( Tell what tools you are using.  * List and change items in use.  * Tell what equipment you are using; combines the preceding five.  $ Count your gold pieces.  + List the spells you know; also rearrange them if desired.  \ Show what types of objects have been discovered.  ! Escape to a shell, if supported in your version and OS.  # Introduces one of the "extended" com=hȄmands. To get a list of  the commands you can use with "#" type "#?". The extended  commands you can use depends upon what options the game was  compiled with, along with your class and what type of monster  you most closely resemble at a given moment. If your keyboard  has a meta key (which, when pressed in combination with another  key, modifies it by setting the 'meta' (8th, or 'high') bit),  these extended commands can be invoked by meta-ing the first  letter of the command. An alt key may have a similar effect.  If the "number_pad" option is on, some additional letter commands  are available:  h displays the help menu, like '?' --More--=h5  j Jump to another location.  k Kick (for doors, usually).  K List vanquished monsters (whether by you or not).  l Loot a box on the floor.  n followed by number of times to repeat the next command  N Name an object or type of object.  u Untrap a trapped object or door.  You can put a number before a command to repeat it that many times,  as in "40." or "20s.". If you have the number_pad option set, you  must type 'n' to prefix the count, as in "n40." or "n20s".  Some information is displayed on the bottom line or perhaps in a  box, depending on the platform you are using. You see your  attributes, your alignment, what dungeon level you are on, how many  hit points you have now (and will have when fully recovered), what  your armor clas=h` s is (the lower the better), your experience level,  and the state of your stomach. Optionally, you may or may not see  other information such as spell points, how much gold you have, etc.  Have Fun, and Happy Hacking!--More--=hw[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T1 =h You might be trying to move with the number pad keys, which due to stupid default settings is currently deactivated. Press the 'y' key now if you want to turn on the number pad so you can actually move around! [yn] (n) =hyNumber pad activated! You should add the following line to your configuration file: OPTIONS=number_pad:2 - that way, the number pad will be on by default, allowing you to play properly.--More--=hp =hJCount: 46=hX[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T1 =h>=h21You displaced your big dog.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T2 d@=h=hHYou see no objects here.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T2 =h*:@Specify unknown object by cursor? [ynq] (q) =hXsyPlease move the cursor to an unknown object.(For instructions type a ?)=h=h=hDone.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T2 =h=hIYou displaced your big dog./d=h9 /There is a staircase up here.=htEYou see here a hardmetal wand {0}.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T3 d=hR =hƽ Unknown command ' '.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T3 =h<[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T3 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T4 d@=hK Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) =he[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T4 =hN!@=hT5[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T4 The big dog picks up a hardmetal wand {0}.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T5 <d=h*[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T5 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T6 @d=h~x=hv~2You displaced your big dog.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T6 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T7 @d=h4=h;(You displaced your big dog.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T7 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T8 @d=h`)@=ho:[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T8 The big dog drops a hardmetal wand {0}.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T9 d/=h[>9[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T10 d/@=h`?There is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T10 =h =h .You see here a hardmetal wand {0}.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T10 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T11 d=h=h q - a hardmetal wand {0}.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T11 @=hI=You don't have anything to drink.--More--=h[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T11 =hE#=h)4You displaced your big dog.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T11 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T12 @d=h{ [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T12 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T13 @d=hU [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T13 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T14 d@<=h0[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T15 d@=hThere is a staircase up here.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T15 =h#[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T15 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T16 d<@=h)You see no objects here.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T16 =hE Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) =h\f[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T16 =h3 ![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T16 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T17 d@=h N [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T17 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T18 d@=h [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T18 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T19 <@d=hThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T19 =hU=hnVThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T19 =hF1=h891You displaced your big dog.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T19 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T20 d@=h_([Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T21 d@=h1B [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T21 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T22 d@=h~There is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T22 =he =h There is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T22  =h2 =hThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T22  =he =h:You stop. Your big dog is in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T22 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T23 d =h 1[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T23 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T24 d@ =h![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T24 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T25 d@ =hh =hq@You displaced your big dog.[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T25 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T26 @d =hO ?[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T27 @d=hThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T27 =h'#[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T27 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T28 @d=heThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T28 =h` =haThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T28 =h7 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T28 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T29 @d=h%[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T29 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T30 @d=h! [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T30 [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T31 @d=hRThere is a wall in the way![Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I  18(18)  Pw 14(14)  AC11 Exp1 T31 =h_ =h + Game  O - Options r - Redraw Screen S - Save q - Quit [M-q](end) /=hiv +Really quit? WARNING: this will erase your game permanently! [yes/no]? 1=h\ y2=hs2=hރ e3=h/ 3=h_ 3=h e4=h;s4=hn9[Earnest the Slave Trader  18(18)  Pw 14(14) 4=hzOĿ<@d4=hO4[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I Dlvl:1 $0 HP 18(18)  Pw 14(14)  AC11 Exp1 T39 Do you want your possessions identified? DYWYPI? [ynq] (n) 7=hn Comestibles a - 3 uncursed tripe rations {0} b - 5 uncursed food rations {0} c - 6 uncursed apples {0} d - 2 uncursed oranges {0} e - an uncursed tin of spinach {0} f - an uncursed tin of spinach {0} Scrolls k - 5 uncursed scrolls of healing {0} l - 4 uncursed scrolls of mana {0} m - 3 uncursed scrolls of phase door {0} n - 2 uncursed scrolls of standard id {0} o - an uncursed scroll of cure {0} p - an uncursed scroll of heal other {0} Wands q - an uncursed wand of draining (0:1) {0} Tools g - an uncursed leather leash {0} h - an uncursed leather saddle {0} i - an uncursed magic whistle {0} j - an uncursed oil lamp (1253) {0}(end) 9=h: [Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I Dlvl:1 $0 HP 18(18)  Pw 14(14)  AC11 Exp1 T39 Do you want to see your attributes? [ynq] (n) ;=hnFinal Attributes: You were fervently aligned. Your alignment was 10. Your max alignment was 10. You carried 0 sins. You could not have this property at all: half spell damage. You could not have this property extrinsically: teleport control. You could not have this property intrinsically: manaleech. Scroll identification only worked 100 times out of 132. Potion identification only worked 3 times out of 5. Ring identification only worked 4 times out of 20. Implant identification only worked 1 times out of 46. Armor identification only worked 15 times out of 22. Spellbook identification only worked 2 times out of 4. Gem identification only worked 100 times out of 174. Monsters only dropped their musable items with 87% chance. Monsters only dropped their equipment with 87% chance. Scroll drop chance was reduced to 97%. Amulet drop chance was reduced to 77%. Implant dro;=hp chance was reduced to 93%. Potion drop chance was reduced to 90%. Armor drop chance was reduced to 90%. Tool drop chance was reduced to 90%. Food drop chance was reduced to 96%. Shop item generation was reduced to 69%. Musable item generation frequency had a negative bias of 41%. Concealing monsters were spawned underneath items 77% of the time only. Monster death drops spawned with only 92% chance. Mastering the following skill taught you the hidden power: pick-axe. The following skill was trained at half the usual rate: protection spells. The following skill was limited to basic proficiency: elemental spells. The following skill was limited to skilled proficiency: two-handed sword. The following skill was limited to expert proficiency: enchantment spells. The following skill became untrainable if you tried to train it too early: enchantment spells (turn 5). The following skill became untrainable after ;=ha while: protection spells (turn 36459). The following skill became harder to train at higher skill levels: spear. Monster spawn rate multiplier was currently 101. Number of artifacts generated was 0. Number of fake artifacts generated was 0. Your hairstyle was 'brush cut' and your beard type is 'royale'. Your current martial arts style was 'brawling'. Your amount of casino chips was 0. The last time you got a new haircut was 5038 turns ago. Your areola diameter was 27. Monster spawn increase would have started at turn 66405. Monster spawn increase had reached its maximum at turn 431095. In this game, Eevee's evolution was umbreon. Maximum amount of combined random monster spawn freqs was 3132. Your limit for ascension was at turn 425766. The monster class that cannot be genocided was xan or other mythical/fantastic insect. The monster species that was spawned more often: money deceased (freq bonus ;=h+N2). The monster species that was spawned more often: greater corona elemental (freq bonus 24). The monster species that was spawned more often: loamier inevitably councilor (freq bonus 2). The monster species that was spawned more often: enshrouding berserk entity valorizing (freq bonus 5). --More--==h] The monster species that was spawned more often: chesdevil (freq bonus 8). The monster species that was spawned more often: mimotaur (freq bonus 2). The monster species that was spawned more often: yearlong blackmail reasoner confiscate dollop chivvy applaud (freq bonus 3). The monster species that was spawned more often: groggiest ibidem (freq bonus 24). The monster species that was spawned more often: disuse geminated suballiance penman (freq bonus 10). The monster species that was spawned more often: mezquit frizz eikon (freq bonus 2). The monster species that was spawned more often: ranger (freq bonus 4). The monster species that was spawned more often: white unicorn foal (freq bonus 18). The monster species that was spawned more often: whisked subvaluation bimetallism tenderfeet (freq bonus 4). The monster species that was spawned more often: centaur ch3at0r (freq bonus 3). The monster species that was spawned more often: master merc==h urial dragon (freq bonus 3). The monster species that was spawned more often: vicarial adulterously (freq bonus 8). The monster species that was spawned more often: four castle sightseeing (freq bonus 1). The monster species that was spawned more often: recreance bringing ohmmeter (freq bonus 8). The monster species that was spawned more often: locomotive (freq bonus 4). The monster species that was spawned more often: ice regent (freq bonus 4). The monster trait that was more common: monsters that won't react unless you get up close (freq bonus 1). The monster trait that was more common: monsters that talk like whores (freq bonus 2). The monster trait that was more common: monsters that neigh (freq bonus 1). The monster trait that was more common: monsters that have no eyes (freq bonus 3). The monster trait that was more common: monsters that drain your score (freq bonus 4). The monster species that was never randomly spawned: ferti==hۣ lizing penpoint. The monster species that was never randomly spawned: level one golem. The monster species that was never randomly spawned: filthy street urchin. The monster species that was never randomly spawned: dizzily cooping. The monster species that was never randomly spawned: psychic stalk. The monster species that was never randomly spawned: kobold peppermaster. The monster species that was never randomly spawned: Sexy Claudia. The monster species that was never randomly spawned: giant penguin. The monster species that was never randomly spawned: vent log. The monster species that was never randomly spawned: weremonkey. The RNG hath decreed that this item was never generated: robe of focussing (Armor). The RNG hath decreed that this item was never generated: ragnarok (Scrolls). The RNG hath decreed that this item was never generated: polymorph (Rings). The RNG hath decreed that this item was generated more ofte==h n: psychic dragon scale shield (Armor, freq bonus 6). The RNG hath decreed that this item was generated more often: bubblehorn (Tools, freq bonus 12). The RNG hath decreed that this item was generated more often: blindfold (Tools, freq bonus 7). The RNG hath decreed that this item was generated more often: implant of reckoning (Implants, freq bonus 4). The RNG hath decreed that this item was generated more often: mesh armor (Armor, freq bonus 20). The RNG hath decreed that this item was generated more often: devil star (Weapons, freq bonus 13). The RNG hath decreed that this item was generated more often: take selfie (Spellbooks, freq bonus 3). The RNG hath decreed that this item was generated more often: kouhaku manjyuu (Comestibles, freq bonus 10). The RNG hath decreed that this item was generated more often: tower shield (Armor, freq bonus 11). The RNG hath decreed that this item was generated more often: inka mithril-coat (Armor, freq bonus 3)==h . The RNG hath decreed that this item was generated more often: lead box (Tools, freq bonus 8). The RNG hath decreed that this item was generated more often: duller gloves (Armor, freq bonus 9). The RNG hath decreed that this item was generated more often: light (Scrolls, freq bonus 8). The RNG hath decreed that this item was generated more often: amulet of anti-teleportation (Amulets, freq bonus 25). The RNG hath decreed that this item was generated more often: create monster (Spellbooks, freq bonus 8). The RNG hath decreed that this item was generated more often: clove of garlic (Comestibles, freq bonus 8). The RNG hath decreed that this item was generated more often: ultra sword (Weapons, freq bonus 13). The RNG hath decreed that this item was generated more often: impossibly heavy ether ball (Iron balls, freq bonus 6). The RNG hath decreed that this item was generated more often: K-ration (Comestibles, freq bonus 4). The RNG hath decree==hC d that this item was generated more often: helm of detoxification (Armor, freq bonus 14). The RNG hath decreed that this item class was generated more often: Weapons (freq bonus 5). --More-->=hThe RNG hath decreed that this item class was generated more often: Comestibles (freq bonus 39). The RNG hath decreed that this item was always generated cursed: heavy status cloak (Armor). The RNG hath decreed that this item was always generated cursed: diamond (Gems). The RNG hath decreed that this trap was always invisible: nether mist trap. The RNG hath decreed that this trap was generated more often: polymorphitis trap (freq bonus 1). Trap randomization happened for 1 in 941 traps. Traps were spawned invisible 1 times in 99. Traps were extra hard to find 14% of the time. Next attribute increase check would have come at turn 1965. Strength training was 0. Dexterity training was 0. Wisdom training was 1. Constitution training was 3. Your sanity was 0. You had 1000 alla remaining. You were cold resistant. You had not decided on your sexuality yet. You were prevented from having half spell>=hi damage (0). You had 1451 points of nutrition remaining. You aggravated monsters. You were aggravating monsters for 83886080 more turns. You had polymorphitis. Your luck was zero. You had spell retention for remembering 40 spells. You could not have safely prayed (42). You survived. --More-->=h9Ŀ<@d>=h9([Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I Dlvl:1 $0 HP 18(18)  Pw 14(14)  AC11 Exp1 T39 Do you want to see your discoveries? [ynq] (n) A=hn Discoveries  Scrolls scroll of healing (ABAJ) scroll of mana (GASEOUS SNAKE) scroll of phase door (ALTER TABLE FOO ALTER COLUMN) scroll of standard id (ELBIB YLOH) scroll of cure (LESBIANISM FOR EVERYONE) scroll of heal other (FINAL SOLUTION OF THE PRIEST QUESTION) * scroll of extra healing (YOU DROVE IN FRONT OF AN OBSTACLE) * scroll of greater mana restoration (MISHMASH EM EXTENDED EVERYTHING BUT THE KITCHEN SINK) Potions potion of oil (cineraria) Wands wand of draining (hardmetal) Tools leather leash (leash) leather saddle (saddle) magic whistle (whistle) oil lamp (lamp) Venoms * blinding venom (splash of venom) * tail spikes (splash of venom) * faerie floss rhing (splash of venomA=h5) * acid venom (splash of venom) * physio venom (splash of venom) * segfault venom (splash of venom)(end) C=hvĿ<@d[Earnest the Slave Trader ] St9 Dx7 Co6 In5 Wi8 Ch5 SlaWorMalNeu+I Dlvl:1 $0 HP 18(18)  Pw 14(14)  AC11 Exp1 T39 Do you want an account of creatures vanquished? [ynq] (n) D=h)qD=hM+$ D=hyg7 Since you quit, the score list will not be checked. D=hg