[Angband 3.1.0 beta Character Dump] Sex Male Age 32 STR! 18/100 +0 +2 +2 18/140 Race Half-Elf Height 65 INT! 18/100 +1 +2 +2 18/150 Class Ranger Weight 116 WIS! 18/100 -1 +0 +2 18/110 Title Ranger Social Liked DEX! 18/100 +1 +1 +12 18/*** HP 618/618 Maximize Y CON! 18/100 -1 +1 +6 18/160 SP 254/254 CHR! 18/100 +1 +1 +0 18/120 Level 41 Armor [28,+123] Saving Throw 80% Cur Exp 1884265 Fight (+33,+20) Stealth Excellent Max Exp 1884265 Melee (+41,+25) Fighting Heroic Adv Exp 2100000 Shoot (+45,+15) Shooting Legendary MaxDepth 2450' (L49) Blows 5/turn Disarming 83% Turns 11242992 Shots 3/turn Magic Device Heroic Gold 757972 Infra 20 ft Perception 1 in 13 Burden 180.8 lbs Speed 17 Searching 40% Your father was of the Avari. You are one of several children of a Townsman. You are the black sheep of the family. You have dark brown eyes, straight blond hair, and an average 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 Katana 'Aglarang' (8d4) (+8,+5) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 45 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Beryl Ring of Constitution (+4) +4 constitution. Sustains constitution. d) an Amethyst Ring of Protection [+16] e) a Flint Stone Amulet of Regeneration Speeds regeneration. f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+21] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 45 turns to recharge after use. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm 'Holhenneth' [5,+10] (+2) +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, k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) dPrevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. l) a Pair of Iron Shod Boots of Speed [3,+6] (+7) +7 speed. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 3 Books of Magic Spells [Incantations and Illusions] d) 3 Books of Magic Spells [Sorcery and Evocations] e) 3 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) 22 Black Potions of Cure Critical Wounds h) 8 Clear Potions of Healing i) a Brown Speckled Potion of *Healing* It can be thrown at creatures with damaging effect. j) 3 Gloopy Green Potions of Restore Mana k) 6 Blue Potions of Restore Life Levels l) 2 Grey Speckled Potions of Enlightenment m) 7 Copper Rods of Fire Bolts n) 9 Chromium Rods of Frost Bolts o) 6 Magnesium Rods of Acid Bolts p) 2 Pewter Rods of Recall Cannot be harmed by electricity. q) a Trident (1d10) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 25.5 against normal creatures. r) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) +3 wisdom, constitution. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. When activated, it drains up to 120 hit points of life from a targ et creature. It takes 40 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 51 against dragons, and 37 against normal creatures. s) 18 Arrows of Venom (1d4) (+9,+11) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 342 against poison-vulnerable creatures, and 114 against normal creatures. 35% chance of breaking upon contact. t) 10 Arrows of Venom (1d4) (+9,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 282 against poison-vulnerable creatures, and 94 against normal creatures. 35% chance of breaking upon contact. u) 8 Arrows of Frost (1d4) (+2,+9) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 318 against frost-vulnerable creatures, and 106 against normal creatures. 35% chance of breaking upon contact. v) 48 Arrows (1d4) (+5,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 94 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. b) 20 Scrolls titled "imustio corbeo" of Enchant Weapon To-Hit When read, it attempts to magically enhance a weapon's to-hit bonu s. c) 7 Scrolls titled "colemus pro co" of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. d) 6 Scrolls titled "so conabus" of Enchant Armour When read, it attempts to magically enhance a piece of armour. e) 4 Scrolls titled "letsbus dineo" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. f) Red Dragon Scale Mail (-2) [30,+19] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe fire for 200 damage. It takes d450+450 turns to recharge after use. g) 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. h) 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. i) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Cloak 'Holcolleth' [1,+4] (+2) +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. k) 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. l) 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. m) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. n) The Set of Leather Gloves 'Cammithrim' [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. o) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. p) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) 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 63 against evil creatures, 75 against orcs, 75 against trolls, 75 against giants, 75 against dragons, 75 against undead, and 51 against normal creatures. q) a Long Bow of Extra Might (x3) (+16,+8) (+1) +1 shooting power. r) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 70 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 140 feet away, inflicting an average damage of 70 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)