[Angband 3.1.2 Character Dump] Name Huang Chung Self RB CB EB Best Sex Male Age 102 STR! 18/100 +1 -5 +15 18/210 Race High-Elf Height 103 INT! 18/100 +3 +3 +6 18/*** Class Mage Weight 215 WIS! 18/100 -1 +0 +2 18/110 Title Sorcerer Social Respected DEX! 18/100 +3 +1 +11 18/*** HP 800/800 Maximize Y CON! 18/100 +1 -2 +16 18/*** SP 342/342 CHR! 18/100 +5 +1 +2 18/180 Level 45 Armor [39,+157] Saving Throw 98% Cur Exp 5651112 Fight (+38,+26) Stealth Very Good Max Exp 5651112 Melee (+48,+46) Fighting Superb Adv Exp 6210000 Shoot (+50,+15) Shooting Superb MaxDepth 5000' (L100) Blows 4/turn Disarming 89% Game Turns 4204097 Shots 1/turn Magic Device 127 Player Turns 841692 Infra 40 ft Perception 1 in 1 Active Turns 132458 Speed 23 Searching 39% Gold 2716976 Burden 300.9 lbs You are one of several children of a Telerin Ranger. You have light blue eyes, straight black hair, and a fair complexion. rAcid:+.....++*+... rConf:+...+.+...... Light:.........+... Aggrv:............. rElec:.+....++.+... Sound:......+.+.... Regen:.++.......... Stea.:............. rFire:++....++.+... Shard:............. ESP:..+......+... Sear.:....+........ rCold:.+*...++.+... Nexus:......+....+. Invis:..+.++...+..+ Infra:............+ rPois:.......+..... Nethr:............. FrAct:+.+.+...+.... Tunn.:+............ rFear:+.......++... Chaos:+.......+.... HLife:..+.......... Speed:..++.......+. rLite:+...........+ Disen:............. ImpHP:............. Blows:............. rDark:+............ S.Dig:............. ImpSP:............. Shots:............. rBlnd:..+.......... Feath:..+.......... Fear:............. Might:.+........... [Character Equipment] a) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) +3 strength, constitution, tunneling. Slays demons, orcs, trolls. *Slays* dragons. Branded with acid, flames. Provides resistance to acid, fire, fear, light, dark, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Combat info: 4 blows/round. Average damage/hit: 83.8 vs. demons, 83.8 vs. orcs, 83.8 vs. trolls, 83.8 vs. creatures not resistant to acid, 83.8 vs. creatures not resistant to fire, 106.8 vs. dragons, and 60.8 vs. others. b) The Short Bow of Amrod (x4) (+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) 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. Sustains your life force. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. Takes 666 to 990 turns to recharge at your current speed. Your chance of success is 93.3% d) a Garnet Ring of Speed (+11) +11 speed. e) a Bone Amulet of the Magi [+8] (+4) +4 intelligence. +20% to searching. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Prevents paralysis. Grants the ability to see invisible things. 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. Takes 168 to 330 turns to recharge at your current speed. Your chance of success is 97.8% Radius 3 light. g) The Full Plate Armour of Isildur [26,+23] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colluin' [1,+14] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricity, fire, cold and poison for 1d20+20 turns. Takes 366 turns to recharge at your current speed. Your chance of success is 99.0% i) The Small Metal Shield of Thorin [4,+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 Iron Helm of Dor-Lomin [5,+19] (+4) +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. k) a Set of Leather Gloves of Agility [1,+18] (+5) +5 dexterity. 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. Takes 660 turns to recharge at your current speed. Your chance of success is 97.1% [Character Quiver] n) (nothing) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) 2 Books of Magic Spells [Sorcery and Evocations] e) a Book 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) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. h) a Book 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) 3 Bronze Rods of Detection Cannot be harmed by electricity. k) 11 Platinum Rods of Fire Balls l) 6 Steel-Plated Rods of Cold Balls m) 16 Gold-Plated Rods of Lightning Balls Cannot be harmed by electricity. n) 11 Cast Iron Rods of Acid Balls o) a Mithril-Plated Rod of Healing Cannot be harmed by electricity. p) 3 Nickel Rods of Restoration (1 charging) Cannot be harmed by electricity. q) 8 Copper-Plated Rods of Teleport Other r) 3 Nickel-Plated Rods of Speed Cannot be harmed by electricity. s) 7 Hawthorn Staves of Teleportation (46 charges) t) 4 Hemlock Staves of the Magi (4 charges) u) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4) +4 dexterity, speed. Slays evil creatures, orcs, trolls. Branded with acid. Provides resistance to acid, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. Prevents paralysis. Combat info: 4 blows/round. Average damage/hit: 48.8 vs. evil creatures, 54.2 vs. orcs, 54.2 vs. trolls, 54.2 vs. creatures not resistant to acid, and 43.5 vs. others. v) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Slays evil creatures, orcs, trolls. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. Combat info: 4 blows/round. Average damage/hit: 83 vs. evil creatures, 99.5 vs. orcs, 99.5 vs. trolls, and 66.5 vs. others. [Home Inventory] a) 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. Takes 673 to 1320 turns to recharge at your current speed. Your chance of success is 94.4% b) a Flint Stone Amulet of Weaponmastery (+3,+4) (+3) +3 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. c) a Carved Oak Amulet of Trickery (+4) +4 dexterity, stealth, infravision, speed. +20% to searching. Provides resistance to poison, nexus. Sustains dexterity. d) The Amulet of Carlammas (+4) +4 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. Takes 745 to 1485 turns to recharge at your current speed. Your chance of success is 96.3% e) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold, confusion. 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 evil creatures that you can see. Takes 168 to 330 turns to recharge at your current speed. Your chance of success is 94.9% f) The Necklace of the Dwarves (+4) +4 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. g) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-sensitive creatures. Takes 36 to 66 turns to recharge at your current speed. Your chance of success is 99.0% Radius 3 light. h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +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. Takes 1650 turns to recharge at your current speed. Your chance of success is 97.1% i) The Cloak of Thingol [1,+18] (+3) +3 dexterity, charisma. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it tries to recharge a wand or staff, destroying the wand or staff on failure. Takes 231 turns to recharge at your current speed. Your chance of success is 99.0% j) an Elven Cloak of the Magi [6,+19] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Feather Falling. k) The Leather Shield of Celegorm [4,+19] Provides resistance to acid, lightning, fire, cold, light, dark, blindness. Cannot be harmed by acid, electricity, fire, cold. l) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each one causing 10d8 damage. Takes 330 turns to recharge at your current speed. Your chance of success is 94.4% Radius 1 light. m) a Jewel Encrusted Crown of the Magi [0,+16] (+3) +3 intelligence. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Grants the ability to see invisible things. n) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) +2 intelligence, wisdom. +10% to 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, traps, doors, stairs, and all creatures nearby. Takes 184 to 363 turns to recharge at your current speed. Your chance of success is 98.4% o) The Steel Helm of Hammerhand (+9,+9) [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. p) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. q) The Set of Gauntlets 'Paurnimmen' [3,+14] It brands your melee attacks with frost. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. When aimed, it creates a frost bolt with damage 6d8. Takes 26 to 46 turns to recharge at your current speed. Your chance of success is 98.4% r) 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 aimed, it fires a magical arrow with damage 150. Takes 102 to 198 turns to recharge at your current speed. Your chance of success is 97.1% s) The Pair of Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. t) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Slays animals, evil creatures, undead, orcs. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Combat info: 6 blows/round. Average damage/hit: 40.5 vs. animals, 40.5 vs. evil creatures, 44.3 vs. undead, 44.3 vs. orcs, and 36.7 vs. others. Radius 1 light. u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Slays animals, evil creatures, demons. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Combat info: 4 blows/round. Average damage/hit: 72.9 vs. animals, 72.9 vs. evil creatures, 88.4 vs. demons, and 57.4 vs. others. v) The Scythe 'Avavir' (5d3) (+18,+12) [+30] (+3) +3 dexterity, charisma, speed. Branded with flames, frost. Provides resistance to fire, cold, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it returns you from the dungeon or takes you to the dungeon after a short delay. Takes 660 turns to recharge at your current speed. Your chance of success is 97.1% Combat info: 4 blows/round. Average damage/hit: 70.1 vs. creatures not resistant to fire, 70.1 vs. creatures not resistant to cold, and 47.3 vs. others. Radius 1 light. w) The Mace 'Taratol' (3d4) (+12,+12) *Slays* dragons. Branded with lightning. Provides immunity to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. Takes 333 to 660 turns to recharge at your current speed. Your chance of success is 98.4% Combat info: 4 blows/round. Average damage/hit: 61.6 vs. creatures not resistant to electricity, 78.7 vs. dragons, and 44.5 vs. others. x) The Pick of Erebor (3d4) (+5,+20) (+5) +5 strength, constitution, tunneling. Slays demons, orcs, trolls. Branded with acid. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Combat info: 4 blows/round. Average damage/hit: 76.3 vs. demons, 76.3 vs. orcs, 76.3 vs. trolls, 76.3 vs. creatures not resistant to acid, and 59.3 vs. others. Radius 1 light. 8>< History and Options cut to fit file size upload limit 8><