[Angband 3.1.0 beta Character Dump] Sex Female Age 127 STR: 18/99 +1 +5 +10 18/*** Race High-Elf Height 68 INT: 18/91 +3 -2 +7 18/171 Class Warrior Weight 162 WIS: 18/79 -1 -2 +4 18/89 Title Lord Social Lordly DEX: 18/91 +3 +2 +8 18/*** HP 1132/1132 Maximize Y CON: 18/72 +1 +2 +11 18/212 SP 0/0 CHR: 18/85 +5 -1 +5 18/175 Level 47 Armor [29,+139] Saving Throw 90% Cur Exp 6723886 Fight (+48,+40) Stealth Superb Max Exp 6723886 Melee (+61,+55) Fighting Legendary Adv Exp 7000000 Shoot (+65,+19) Shooting Legendary MaxDepth 4900' (L98) Blows 6/turn Disarming 97% Turns 958616 Shots 1/turn Magic Device Heroic Gold 1216908 Infra 60 ft Perception 1 in 9 Burden 181.7 lbs Speed 21 Searching 42% You are one of several children of a Telerin Archer. You have light grey eyes, straight brown hair, and a fair complexion. Acid:......+.+.... Confu:......+...... Elec:+.......+.... Sound:.........+... Fire:*.......+.... Shard:.......+.+... Cold:...*....++... Nexus:...........+. Pois:......+.+.... Nethr:............. Fear:..+.+.......+ Chaos:.....+....... Lite:.........+..+ Disen:....+........ Dark:+........+... S.Dig:............. Blind:...+.+...+... Feath:...+......... PLite:+........+... Aggrv:+....+....... Regen:...+......... Stea.:.......++.... Telep:...+.+....... Sear.:.....+...+... Invis:...+.+...+..+ Infra:.....+......+ FrAct:.+.++....++.. Tunn.:............. HLife:...+......... Speed:.+.+.....+.+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Whip of Gothmog (6d3) (+13,+15) (-3) {uncursed} Heavily cursed. -3 intelligence, wisdom, dexterity. Provides immunity to fire. Provides resistance to lightning, dark. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When activated, it creates a fire ball with damage 144. It takes 15 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 79 against animals, 91 against trolls, 91 against giants, 91 against fire-vulnerable creatures, 115 against dragons, and 67 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent} +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. d) The Ring of Power 'Nenya' (+8,+8) (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to cold. Provides resistance to cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. It takes 200 turns to recharge after use. e) a Crystal Amulet of Weaponmastery (+4,+4) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) The Palantir of Westernesse (+2) (charging) +2 intelligence, wisdom, searching, infravision. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. It takes 50 turns to recharge after use. Radius 3 light. g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. h) an Elven Cloak of Aman [6,+33] (+5 stealth) +5 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. j) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots of Feanor [2,+20] (+15) +15 speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 200 turns to recharge after use. [Character Inventory] a) 13 Rations of Food b) 31 Viscous Pink Potions of Cure Critical Wounds c) 58 Scrolls titled "obdo indus" of Phase Door d) a Scroll titled "acio quo me" of Teleportation e) a Scroll titled "ardustio via" of *Acquirement* f) a Mithril Rod of Restoration Cannot be harmed by electricity. g) a Copper Rod of Teleport Other h) a Lead Rod of Recall {@z7} Cannot be harmed by electricity. i) 3 Cast Iron Rods of Identify {@z5} Cannot be harmed by electricity. j) 3 Zirconium Wands of Teleport Other (19 charges) k) an Elm Staff of *Destruction* (3 charges) l) a Pine Staff of Teleportation (6 charges) m) a Katana of Extra Attacks (3d5) (+15,+17) (+2) +2 attack speed. With this weapon, you would currently get 8 blows per round. Each blow will do an average damage of 66 against normal creatures. n) 15 Arrows of Flame (1d4) (+16,+17) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 577.5 against dragons, 577.5 against fire-vulnerable creatures, and 192.5 against normal creatures. 35% chance of breaking upon contact. o) 25 Arrows of Slay Evil (1d4) (+15,+11) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 325 against evil creatures, 487.5 against dragons, and 162.5 against normal creatures. 35% chance of breaking upon contact. p) 27 Mithril Arrows of Acid (3d4) (+12,+13) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 592.5 against dragons, 592.5 against acid-vulnerable creatures, and 197.5 against normal creatures. 35% chance of breaking upon contact. q) 29 Mithril Arrows of Slay Giant (3d4) (+5,+16) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 637.5 against giants, 637.5 against dragons, and 212.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Dark Green Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. b) 4 Smoky Potions of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. c) 3 Orange Potions of Speed When ingested, it hastens you for 2d10+20 turns. d) 3 Scrolls titled "ma adeprego as" of *Remove Curse* When read, it removes all curses from all equipped items. e) a Scroll titled "abolum calis" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. f) 3 Scrolls titled "expio quo" of Rune of Protection When read, it inscribes a glyph of warding beneath you, which mons ters cannot move onto. g) 3 Birch Staffs of Speed (18 charges) When used, it hastens you for 2d10+20 turns. h) an Adamantite Ring of Speed (+12) +12 speed. i) a Calcite Ring of Acid [+15] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. j) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. k) The Star of Elendil {@A2} Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. l) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. m) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. n) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 10 squares away. It takes 2 turns to recharge after use. o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. p) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 50 turns to recharge after use. q) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) {@A1} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, r) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) w+5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. s) The Short Sword 'Sting' (1d6) (+7,+8) (+2) {@w2} +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 8 blows per round. Each blow will do an average damage of 55 against animals, 55 against evil creatures, 58.5 against orcs, 58.5 against undead, and 51.5 against normal creatures. t) The Mace 'Taratol' (3d4) (+12,+12) {@w1} Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 74.5 against electricity-vulnerable creatures, 89.5 against dragons, and 59.5 against normal creatures. u) The Pick of Erebor (3d4) (+5,+20) (+5) {@w1} +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 82.5 against orcs, 82.5 against trolls, 82.5 against demons, 82.5 against acid-vulnerable creatures, and 67.5 against normal creatures. v) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. w) 23 Seeker Arrows of Slay Evil (4d4) (+16,+13) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 420 against evil creatures, 630 against dragons, and 210 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live)