[Angband 3.1.0 beta Character Dump] Sex Male Age 126 STR: 18/96 +1 +2 +7 18/196 Race High-Elf Height 90 INT: 18/93 +3 +2 +10 18/*** Class Ranger Weight 186 WIS: 18/92 -1 +0 +14 18/*** Title Ranger Social Feared DEX: 18/86 +3 +1 +9 18/216 HP 899/899 Maximize Y CON: 18/98 +1 +1 +10 18/218 SP 345/345 CHR: 18/99 +5 +1 +3 18/189 Level 45 Armor [28,+99] Saving Throw 100% Cur Exp 5808266 Fight (+37,+25) Stealth Superb Max Exp 5808266 Melee (+56,+46) Fighting Heroic Adv Exp 6210000 Shoot (+57,+22) Shooting Legendary MaxDepth 4900' (L98) Blows 5/turn Disarming 94% Turns 2553851 Shots 4/turn Magic Device Legendary Gold 540594 Infra 40 ft Perception 1 in 20 Burden 222.6 lbs Speed 17 Searching 27% You are the only child of a Telerin Archer. You have light grey eyes, wavy black 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 82 against evil creatures, 100 against demons, 100 against undead, 100 against acid-vulnerable creatures, 136 against dragons, and 64 against normal creatures. b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {Greater Vault @ 2000ft} +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. c) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 200 turns to recharge after use. d) an Obsidian Ring of Speed (+8) {!*} +8 speed. e) The Jewel 'Evenstar' {!Restore LL} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Star of Elendil {!Mapping} 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. g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!Destroy Traps/Doors} +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) The Cloak 'Holcolleth' [1,+4] (+2) {!Mass Sleep} +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+25] (+4) {Troll Pit @ 2550ft} +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) a Set of Mithril Gauntlets of Agility [5,+10] (+5) +5 dexterity. Cannot be harmed by acid. l) a Pair of Leather Sandals of Speed [1,+10] (+5) +5 speed. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {!k!d@m1} b) 3 Books of Magic Spells [Conjurings and Tricks] {!k!d@m2} c) 2 Books of Magic Spells [Incantations and Illusions] {!k!d@m3} d) 3 Books of Magic Spells [Sorcery and Evocations] {!k!d@m4} e) a Book of Magic Spells [Resistances of Scarabtarices] {!k!d@m5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {!k!d@m7} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] {!k!d@m8@b8} Cannot be harmed by acid, electricity, fire, cold. h) 43 Dark Blue Potions of Cure Critical Wounds {!k!d} i) a Crimson Potion of Healing {!*} j) 9 Scrolls titled "nitam resitas" of Teleportation {!*} k) 3 Mithril-Plated Rods of Treasure Location {!k!d@z1} l) 3 Tungsten Rods of Recall {!*@z3} Cannot be harmed by electricity. m) 4 Platinum Wands of Teleport Other (17 charges) {!k!d} n) a Spruce Staff of Banishment (6 charges) {!k!d@u9} o) 49 Arrows of Acid (1d4) (+9,+10) {@f1} Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 310.5 against acid-vulnerable creatures, and 103.5 against normal creatures. 35% chance of breaking upon contact. p) 99 Arrows of Acid (1d4) (+10,+9) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 301.5 against acid-vulnerable creatures, and 100.5 against normal creatures. 35% chance of breaking upon contact. q) 81 Arrows of Slay Dragon (1d4) (+11,+10) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 310.5 against dragons, and 103.5 against normal creatures. 35% chance of breaking upon contact. r) 74 Arrows of Slay Evil (1d4) (+11,+11) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 213 against evil creatures, and 106.5 against normal creatures. 35% chance of breaking upon contact. s) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 73.5 against normal creatures. 35% chance of breaking upon contact. t) 17 Seeker Arrows of Acid (4d4) (+10,+10) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 378 against acid-vulnerable creatures, and 126 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Kelek's Grimoire of Power] {!k!d@m9} Cannot be harmed by acid, electricity, fire, cold. b) a Violet Mushroom of Vigor When ingested, it restores all your stats. Provides nourishment for about 250 turns under normal conditions. c) 2 Misty Potions 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. d) 4 Metallic Green Potions of Restore Mana When ingested, it restores your mana points to maximum. e) 2 Scrolls titled "pro tundo tas" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. f) a Silver Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. g) a Willow Staff of Healing (2 charges) When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. h) a Redwood Staff of the Magi (7 charges) {!k!d@u5} When used, it restores both intelligence and manapoints to maximum. i) The Ring of Barahir (+1) {Scatha @ 3600ft} +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Ring of Tulkas (+4) {!Hasten 75+d75} +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. k) 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. 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 Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) {Mim @ 2000ft} +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. o) The Cloak 'Colluin' [1,+15] {!Resistance} Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 111 turns to recharge after use. p) a Cloak of Aman [1,+24] (+2 stealth) {rConf-floor @ 2000ft} +2 stealth. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. q) 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. r) The Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. s) The Iron Helm of Dor-Lomin [5,+20] (+4) {Vault @ 2550ft} +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. t) The Battle Axe of Balli Stonehand (3d8) (+10,+11) [+5] (+3) {!d@w0} +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 81.5 against orcs, 81.5 against trolls, 81.5 against demons, and 54.5 against normal creatures. u) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 76 against evil creatures, 89.5 against orcs, 89.5 against trolls, and 62.5 against normal creatures. v) The Flail 'Totila' (3d6) (+6,+9) (+2 stealth) {!d@w0} +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 55 against evil creatures, 65.5 against fire-vulnerable creatures, and 44.5 against normal creatures. w) 23 Mithril Arrows of Holy Might (3d4) (+10,+10) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 237 against evil creatures, 355.5 against demons, 355.5 against undead, and 118.5 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)