']  Player: ziratha Game: Slash'EM Extended Server: $ATTR(14)em.slashem.me - https://em.slashem.me/$ATTR() Filename: 2019-10-27.04:08:07.ttyrec Time: (1572149287) Sun Oct 27 04:08:07 2019 '] 6 [56] 37 578 ziratha-Use-Gha-Mal-Law died in The Dungeons of Doom on level 2. Killed by a monster (die haver). - [34]  38 222 ziratha-Zoo-Clk-Fem-Cha quit in The Dungeons of Doom on level 1. 50 [50] 39 184 Pete-Sco-Lvl-Mal-Neu died in The Dungeons of Doom on level 2. Killed by a bad damage effect. - [33] 40 174 ziratha-Tou-Liz-Fem-Cha quit in The Dungeons of Doom on level 1. 26 [60] ']o [?1l>This is Sadistic Levels of Endless X-Citement (SLEX) 1997-2018 by Amy NetHack, Copyright 1985-2003 Stichting Mathematisch Centrum, M. Stephenson. Contact the dev team via the #em.slashem.me channel on Freenode IRC. See license for details. Bug reports can also be posted on Nethackwiki. Shall I pick a character's race, role, gender and alignment for you? [ynq] )]Եy)]3 [Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha Dlvl:1 $0 HP 18(18)  Pw 11(11)  AC6 Xp1/0 T1 It is written in the Book of Daevas:  After the Creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Amulet of Yendor, and he hid it in the dark cavities of Gehennom, the Under World, where he now lurks, and bides his time.  Your god Daevas seeks to possess the Amulet, and with it to gain deserved ascendance over the other gods.  You, a newly trained Slave Trader, have been heralded from birth as the instrument of Daevas. You are destined to recover the Amulet for your deity, or di)]4 e in the attempt. Your hour of destiny has come. For the sake of us all: Go bravely with Daevas!--More--*]G7Hello ziratha, welcome to SlashEMExtended! You are a chaotic male problematic Slave Master.--More--+]sm^ You are playing SLASH'EM Extended on a public server. For game discussion, bug reports etc. join the #em.slashem.me IRC channel on Freenode. You should absolutely do that, unless you want to figure out this complex game on your own. Amy and other players will be glad to give you advice!--More--+]  Attention: You're playing BIGslex, where the dungeon levels are bigger than normal. Recommended terminal size is 125x45. Also, savebreaks will happen without warning in this version. If you have a far-progressed savegame that you want to finish, contact me on the IRC. If your savegame seems to be gone, contact me on the IRC too. Have fun!--More--,]w Message of the day: Remember to try out the #monster extended command - there are some roles and races that can use it to activate special abilities even while in their normal form!--More--,]V) [Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha  18(18)  Pw 11(11)  AC6 Xp1/0 T1Be careful! New moon tonight.--More--,]?x-+----|.....|.....|.....------[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha Dlvl:1 $0 HP 18(18)  Pw 11(11)  AC6 Xp1/0 T1,]+Unknown command '^J'.--More--,]ftThe number pad is currently on. If for some reason you want to turn it off and use vikeys instead, open the options with shift-O and navigate to the number_pad entry (it's not between null and perm_invent, you have to scroll further down to the compound options). Toggle that with the appropriate letter key and hit spacebar (not escape!) until the number_pad dialog comes up, and set it to 0. Alternatively, you can also turn off the number pad by adding this line to your options file: OPTIONS=number_pad:0 (probably requires you to start a new game). (Press y to disable this message) [yn] (n) ,]6|nTurn the number pad off? [yn] (n) ,]n[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha  18(18)  Pw 11(11)  AC6 Xp1/0 T1-+--------|........||.....d@#|........|----------[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha Dlvl:1 $0 HP 18(18)  Pw 11(11)  AC6 Xp1/0 T1,]+Unknown command '^J'.--More--,]{qThe number pad is currently on. If for some reason you want to turn it off and use vikeys instead, open the options with shift-O and navigate to the number_pad entry (it's not between null and perm_invent, you have to scroll further down to the compound options). Toggle that with the appropriate letter key and hit spacebar (not escape!) until the number_pad dialog comes up, and set it to 0. Alternatively, you can also turn off the number pad by adding this line to your options file: OPTIONS=number_pad:0 (probably requires you to start a new game). (Press y to disable this message) [yn] (n) ,]|nTurn the number pad off? [yn] (n) ,]vn[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha  18(18)  Pw 11(11)  AC6 Xp1/0 T1,]H1Unknown command '^J'.--More--,]vThe number pad is currently on. If for some reason you want to turn it off and use vikeys instead, open the options with shift-O and navigate to the number_pad entry (it's not between null and perm_invent, you have to scroll further down to the compound options). Toggle that with the appropriate letter key and hit spacebar (not escape!) until the number_pad dialog comes up, and set it to 0. Alternatively, you can also turn off the number pad by adding this line to your options file: OPTIONS=number_pad:0 (probably requires you to start a new game). (Press y to disable this message) [yn] (n) ,]|nTurn the number pad off? [yn] (n) ,]o n[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha  18(18)  Pw 11(11)  AC6 Xp1/0 T1,] 1Unknown command '^J'.--More--,]m The number pad is currently on. If for some reason you want to turn it off and use vikeys instead, open the options with shift-O and navigate to the number_pad entry (it's not between null and perm_invent, you have to scroll further down to the compound options). Toggle that with the appropriate letter key and hit spacebar (not escape!) until the number_pad dialog comes up, and set it to 0. Alternatively, you can also turn off the number pad by adding this line to your options file: OPTIONS=number_pad:0 (probably requires you to start a new game). (Press y to disable this message) [yn] (n) ,] |nTurn the number pad off? [yn] (n) ,]u n[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha  18(18)  Pw 11(11)  AC6 Xp1/0 T1,] 1Unknown command '^J'.--More--,]q The number pad is currently on. If for some reason you want to turn it off and use vikeys instead, open the options with shift-O and navigate to the number_pad entry (it's not between null and perm_invent, you have to scroll further down to the compound options). Toggle that with the appropriate letter key and hit spacebar (not escape!) until the number_pad dialog comes up, and set it to 0. Alternatively, you can also turn off the number pad by adding this line to your options file: OPTIONS=number_pad:0 (probably requires you to start a new game). (Press y to disable this message) [yn] (n) ,]z |nTurn the number pad off? [yn] (n) ,]k n[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha  18(18)  Pw 11(11)  AC6 Xp1/0 T1-]e # .].jquit.]_uit.]Fit.] [Really quit? WARNING: this will erase your game permanently! [yes/no]? /]|y/]e/]vws/]L[Ziratha the Slave Trader  18(18)  Pw 11(11)-+--------|........||.....d@#|........|----------[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha Dlvl:1 $0 HP 18(18)  Pw 11(11)  AC6 Xp1/0 T1Do you want your possessions identified? DYWYPI? [ynq] (n) /] n Comestibles a - 3 uncursed tripe rations {0} b - 5 uncursed food rations {0} c - 10 uncursed apples {0} d - an uncursed orange {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} Tools g - an uncursed leather leash {0} h - an uncursed leather saddle {0} i - an uncursed magic whistle {0} j - an uncursed oil lamp (1438) {0}(end) 0]-+--------|........||.....d@#|........|Do you want to see your attributes? [ynq] (n) 1]nFinal Attributes: You were stridently aligned. Your alignment was 7. Your max alignment was 10. You carried 0 sins. You could not have this property at all: sickopathy. You could not have this property intrinsically: stoned chilling. Potion identification only worked 3 times out of 4. Implant identification only worked 1 times out of 44. Wand identification only worked 3 times out of 10. Spellbook identification only worked 2 times out of 15. Gem identification only worked 100 times out of 199. Tool identification only worked 5 times out of 14. Monsters only dropped their musable items with 43% chance. Book drop chance was reduced to 95%. Scroll drop chance was reduced to 90%. Ring drop chance was reduced to 87%. Wand drop chance was reduced to 99%. Implant drop chance was reduced to 91%. Potion drop chance was reduced to 97%. Weapon drop chance was reduced t1]/Io 81%. Armor drop chance was reduced to 96%. --More--1]- Tool drop chance was reduced to 64%. Food drop chance was reduced to 89%. Monster death drops spawned with only 93% chance. The following skill was trained at one fifth the usual rate: scimitar. The following skill became untrainable if you tried to train it too early: elemental spells (turn 120). The following skill became harder to train at higher skill levels: short sword. Number of artifacts generated was 0. Number of fake artifacts generated was 2. Monster spawn increase would have started at turn 72300. Monster spawn increase had reached its maximum at turn 166699. In this game, Eevee's evolution was glaceon. Your limit for ascension was at turn 932624. The monster class that cannot be genocided was nymph. The monster class that was spawned more often: vortex (freq bonus 2). The monster species that was spawned more often: k2hack vortex (freq bonus 24). The monster species that was spawned m1]> ore often: sapphire golem (freq bonus 12). The monster species that was spawned more often: horror mage (freq bonus 12). The monster species that was spawned more often: ceramic warp patch (freq bonus 18). The monster species that was spawned more often: midget mummy (freq bonus 9). The monster species that was spawned more often: nonwaited potato (freq bonus --More--1]36). The monster species that was spawned more often: clock golem (freq bonus 42). The monster species that was spawned more often: real fire hound (freq bonus 48). The monster species that was spawned more often: bid foxtrot skidding jadishly (freq bonus 32). The monster species that was spawned more often: mamono (freq bonus 3). The monster species that was spawned more often: The Lucky Hobbit (freq bonus 9).The monster species that was spawned more often: wotsch devil (freq bonus 15). The monster species that was spawned more often: spike smasher (freq bonus 144). The monster species that was spawned more often: glass smasher (freq bonus 12). The monster species that was spawned more often: manafinger (freq bonus 6). The monster species that was spawned more often: alien pseudopod (freq bonus 16). The monster species that was spawned more often: asura (freq bonus 16). The monster species1]- that was spawned more often: kobold leader (freq bonus 48). The monster species that was spawned more often: log scorpion (freq bonus 3). The monster species that was spawned more often: ixitxachitl (freq bonus 16). The monster trait that was more common: monsters whose attacks turn you to stone (freq bonus 6). The monster trait that was more common: monsters with identity-specific --More--1]#nastiness attacks (freq bonus 2). The monster trait that was more common: monsters whose attacks make you lazy (freq bonus 4). The monster trait that was more common: monsters whose attacks make you deathly sick (freq bonus 1). The monster trait that was more common: monsters that like to mimic objects (freq bonus 2). The monster trait that was more common: monsters whose attacks levelport you, or drain your levels if you can't levelport (freq bonus 6). The monster trait that was more common: monsters whose attacks cause slippery fingers (freq bonus 2). The monster trait that was more common: monsters that produce loud farting noises (freq bonus 1). The monster trait that was more common: monsters whose attacks destroy your armor and weapons (freq bonus 2). The monster trait that was more common: monsters whose attacks cause fake messages to appear (freq bonus 8). The monster species that w1]3as never randomly spawned: Gravity Kop. The monster species that was never randomly spawned: brown bulb. The monster species that was never randomly spawned: hell clan. The monster species that was never randomly spawned: peng naiad. The monster species that was never randomly spawned: evil colony. The monster species that was never randomly spawned: forester pauperize. --More--1]ևThe monster species that was never randomly spawned: chaoshade. The monster species that was never randomly spawned: funereally surged. The monster species that was never randomly spawned: isobaric surname unpinning. The monster species that was never randomly spawned: portiere boomeranged. The RNG hath decreed that this item was never generated: jasper (red). The RNG hath decreed that this item was never generated: unfair attack cloak (flier cloak). The RNG hath decreed that this item was never generated: polymorph control (emerald). The RNG hath decreed that this item was never generated: hide shield ((null)). The RNG hath decreed that this item was never generated: naylight cloak (hearing cloak). The RNG hath decreed that this item was never generated: godmode (heavenly). The RNG hath decreed that this item was never generated: paralysis (emerald). The RNG hath decreed that this item was never generat1]sed: chest (wooden container). The RNG hath decreed that this item was never generated: checkerboard stone (gray). The RNG hath decreed that this item was never generated: implant of waste (furious). The RNG hath decreed that this item was generated more often: granite scourge ((null), freq bonus 9). --More--1] The RNG hath decreed that this item was generated more often: elemental beam (wet, freq bonus 14). The RNG hath decreed that this item was generated more often: windmill blade (giant throwing star, freq bonus 3). The RNG hath decreed that this item was generated more often: pack of floppies (box containing little plastic cards, freq bonus 14). The RNG hath decreed that this item was generated more often: shining wave (virtual, freq bonus 14). The RNG hath decreed that this item was generated more often: detect water (generous, freq bonus 14). The RNG hath decreed that this item was generated more often: chain and sickle ((null), freq bonus 35). The RNG hath decreed that this item was generated more often: magic missile (steel, freq bonus 18). The RNG hath decreed that this item was generated more often: recovery (reddish, freq bonus 7). The RNG hath decreed that this item was generated more often:1]  helm of shuffling (grunter helmet, freq bonus 7). The RNG hath decreed that this item was generated more often: worthless piece of red glass (red, freq bonus 13). The RNG hath decreed that this item was generated more often: corrode metal (metal-colored, freq bonus 3). The RNG hath decreed that this item was generated more often: gauntlets of trap --More--1]acreation (spiky gloves, freq bonus 9). The RNG hath decreed that this item was generated more often: autopilot stone (gray, freq bonus 14). The RNG hath decreed that this item was generated more often: fleece bolt ((null), freq bonus 3). The RNG hath decreed that this item was generated more often: implant of sunlight (ferocious, freq bonus 8). The RNG hath decreed that this item was generated more often: cloak of inventorylessness (glass cloak, freq bonus 6). The RNG hath decreed that this item was generated more often: haste monster (royal, freq bonus 9). The RNG hath decreed that this item was generated more often: plasteel helm ((null), freq bonus 15). The RNG hath decreed that this item was generated more often: too heavy stone (gray, freq bonus 6). The RNG hath decreed that this item class was generated more often: Potions (freq bonus 85). The RNG hath decreed that this item was alway1]q%s generated cursed: implant of prospering (realgar). The RNG hath decreed that this item was always generated cursed: switcher ((null)). The RNG hath decreed that this item was always generated cursed: weighting gauntlets (lead gloves). --More--1]0The RNG hath decreed that this item was always generated cursed: fire (hexagonal). The RNG hath decreed that this item was always generated cursed: flimsy dart ((null)). The RNG hath decreed that this item was always generated cursed: elementalism (4OFAE OF9 SCC9). The RNG hath decreed that this item was always generated cursed: mercurial dragon scale shield (mercurial dragonhide shield). The RNG hath decreed that this item was always generated cursed: amulet of waking (awake). The RNG hath decreed that this item was always generated cursed: gain strength (granite). The RNG hath decreed that this item was always generated cursed: radium (crimson). The RNG hath decreed that this trap was always invisible: water tunnel trap. The RNG hath decreed that this trap was generated more often: DSTW trap (freq bonus 36). Trap randomization happened for 1 in 479 traps. Next attribute increase ch1] 1eck would have come at turn 355. Strength training was 0. Dexterity training was 0. Wisdom training was 0. Constitution training was 0. --More--1]Your sanity was 0. You were cold resistant. You had not decided on your sexuality yet. You were prevented from having sickopathy (0). You had 1500 points of nutrition remaining. You aggravated monsters. Your luck was zero. You had spell retention for remembering 40 spells. You could not have safely prayed (322). You survived. --More--1]"-+--------|........||.....d@#|........|----------[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha Dlvl:1 $0 HP 18(18)  Pw 11(11)  AC6 Xp1/0 T1Do you want to see your discoveries? [ynq] (n) 1]ln Discoveries   Scrolls  scroll of healing (CANCER MAGE)  scroll of mana (PHORPHORBA BAIBO PHORBORBA)  scroll of phase door (PSERPHERCHO THNERBECH CHARCHERBER YEICH)  scroll of standard id (TRAETOR HORIGO)  scroll of cure (JUBILEX HAD A SAVEGAME CORRUPTION SPIT ATTACK IN GRUNTHACK)  * scroll of extra healing (SANTA CLAI)  * scroll of greater mana restoration (GERMANY LOST 0 2 TO SOUTH KOREA IN 2018)  Potions  potion of oil (brilliant blue)  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 venom)  * acid venom (splash of venom)  * segfault venom (splash of venom) (end) 1] -+--------|........||.....d@#|........|----------[Ziratha the Slave Trader ] St13 Dx16 Co12 In5 Wi10 Ch4 SlaProMalCha Dlvl:1 $0 HP 18(18)  Pw 11(11)  AC6 Xp1/0 T1Do you want an account of creatures vanquished? [ynq] (n) 1]b1n Vanquished creatures:  0 blobs (1 created) 0 big dogs (1 created) 0 touch spores (1 created) 0 mine kobolds (1 created) 0 egg-laying mammals (1 created) 0 spore lichens (2 created) 0 bum beggars (1 created) 0 eh ghosts (1 created) 0 newts (1 created) 0 nulls (1 created)  11 creatures born. 0 creatures vanquished. 0 bosses born. 0 bosses vanquished.--More--1]:-+--------|........|Do you want to see your conduct? [ynq] (n) 1]6n Voluntary challenges:  You went without food. You were an atheist. You never prayed to the gods. You never hit with a wielded weapon. You were a pacifist. You were illiterate. You never genocided any monsters. You never polymorphed an object. You never changed form. You used no wishes. You remained celibate. You had a minimum alignment of 0. You had a maximum alignment of 0.--More--1]Goodbye ziratha the Slave Master... You quit in The Dungeons of Doom on dungeon level 1 with 0 points, and 0 pieces of gold, after 1 move. You were level 1 with a maximum of 18 hit points when you quit.--More--