[Angband 3.1.0 beta Character Dump] Sex Male Age 32 STR! 18/100 +0 +2 +9 18/210 Race Half-Elf Height 65 INT! 18/100 +1 +2 +5 18/180 Class Ranger Weight 116 WIS: 18/99 -1 +0 +3 18/119 Title Ranger Lord Social Lordly DEX! 18/100 +1 +1 +11 18/*** HP 865/865 Maximize Y CON! 18/100 -1 +1 +8 18/180 SP 375/375 CHR! 18/100 +1 +1 +1 18/130 Level 50 Armor [41,+142] Saving Throw 89% Cur Exp 9668582 Fight (+40,+28) Stealth Excellent Max Exp 9668582 Melee (+50,+43) Fighting Heroic Adv Exp ******** Shoot (+57,+19) Shooting Legendary MaxDepth 4250' (L85) Blows 5/turn Disarming 94% Turns 12094646 Shots 3/turn Magic Device Heroic Gold 1128646 Infra 20 ft Perception 1 in 23 Burden 196.1 lbs Speed 24 Searching 30% 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 Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4) +4 strength, dexterity. Provides resistance to fire, fear, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a fire bolt with damage 72. 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 61 against evil creatures, 70 against orcs, 70 against trolls, 70 against undead, 70 against fire-vulnerable creatures, and 52 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 Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. d) a Calcite Ring of Speed (+8) +8 speed. e) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 225 turns to recharge after use. f) The Star of Elendil 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 Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) a Fur Cloak of the Magi [3,+17] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Prevents paralysis. i) The Small Metal Shield of Thorin [3,+25] (+4) +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) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. 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) 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) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. h) 2 Books of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. i) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. j) 5 Viscous Pink Potions of Healing k) 5 Silver Speckled Potions of *Healing* It can be thrown at creatures with damaging effect. l) 2 Blue Potions of Life It can be thrown at creatures with damaging effect. m) 2 Gold Speckled Potions of Enlightenment n) a Mistletoe Staff of Healing (2 charges) o) an Ironwood Staff of Teleportation (5 charges) p) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. q) The Jewel 'Evenstar' 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. r) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6) +6 strength, tunneling. Provides immunity to fire. Provides resistance to fire, dark, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 111 against animals, 111 against evil creatures, 142.5 against dragons, 142.5 against fire-vulnerable creatures, 205.5 against undead, and 79.5 against normal creatures. s) 3 Seeker Arrows of Lightning (4d4) (+13,+9) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 570 against dragons, 570 against electricity-vulnerable creatures, and 190 against normal creatures. 35% chance of breaking upon contact. t) 18 Seeker Arrows of Frost (4d4) (+11,+12) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 615 against dragons, 615 against frost-vulnerable creatures, and 205 against normal creatures. 35% chance of breaking upon contact. u) 8 Seeker Arrows of Slay Animal (4d4) (+11,+14) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 430 against animals, 645 against dragons, and 215 against normal creatures. 35% chance of breaking upon contact. v) 15 Mithril Arrows of Slay Dragon (3d4) (+12,+17) 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 652.5 against dragons, and 217.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 50 turns to recharge after use. b) 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. c) 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. d) 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. e) 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. f) 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. g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. i) 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. 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 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, l) The Set of Leather Gloves 'Cammithrim' [1,+10] dPrevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. m) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +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 7 blows per round. Each blow will do an average damage of 40 against animals, 40 against evil creatures, 43.5 against orcs, 43.5 against undead, and 36.5 against normal creatures. n) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) +3 searching. Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 50 against evil creatures, 56 against orcs, 56 against dragons, 56 against frost-vulnerable creatures, and 44 against normal creatures. o) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} Heavily cursed. +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 68 against evil creatures, 80.5 against trolls, 80.5 against demons, 105.5 against dragons, and 55.5 against normal creatures. p) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) +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 77.5 against orcs, 77.5 against trolls, 77.5 against demons, and 50.5 against normal creatures. q) The Mace 'Taratol' (3d4) (+12,+12) 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 5 blows per round. Each blow will do an average damage of 57.5 against electricity-vulnerable creatures, 72.5 against dragons, and 42.5 against normal creatures. r) 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 80 against evil creatures, 98 against demons, 98 against undead, 98 against acid-vulnerable creatures, 134 against dragons, and 62 against normal creatures. s) 5 Arrows of Slay Dragon (1d4) (+14,+11) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 487.5 against dragons, and 162.5 against normal creatures. 35% chance of breaking upon contact. t) 29 Arrows of Slay Giant (1d4) (+12,+11) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 487.5 against giants, 487.5 against dragons, and 162.5 against normal creatures. 35% chance of breaking upon contact. u) 33 Arrows of Slay Dragon (1d4) (+9,+9) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 457.5 against dragons, and 152.5 against normal creatures. 35% chance of breaking upon contact. v) 5 Arrows of Slay Evil (1d4) (+11,+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. w) 25 Arrows of Slay Evil (1d4) (+10,+9) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 305 against evil creatures, 457.5 against dragons, and 152.5 against normal creatures. 35% chance of breaking upon contact. x) 20 Mithril Arrows of Slay Evil (3d4) (+16,+11) 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 375 against evil creatures, 562.5 against dragons, and 187.5 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)