[Angband 3.1.0 beta Character Dump] Sex Male Age 30 STR! 18/100 -2 +2 +7 18/170 Race Hobbit Height 36 INT: 18/84 +2 +2 +2 18/144 Class Ranger Weight 61 WIS! 18/100 +1 +0 +2 18/130 Title Ranger Lord Social Well-liked DEX! 18/100 +3 +1 +2 18/160 HP 739/739 Maximize Y CON! 18/100 +2 +1 +5 18/180 SP 277/277 CHR: 18/96 +1 +1 +0 18/116 Level 48 Armor [29,+92] Saving Throw 100% Cur Exp 5012622 Fight (+39,+40) Stealth Superb Max Exp 5012622 Melee (+54,+57) Fighting Heroic Adv Exp 5600000 Shoot (+49,+6) Shooting Legendary MaxDepth 3750' (L75) Blows 5/turn Disarming 100% Turns 3497742 Shots 1/turn Magic Device Legendary Gold 757824 Infra 40 ft Perception 1 in 9 Burden 201.4 lbs Speed 2 Searching 46% You are one of several children of a Hobbit Burglar. You are a credit to the family. You have green eyes, straight brown 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 Trident of Wrath (3d8) (+15,+17) (+2) +2 strength, dexterity. Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. 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 84 against evil creatures, 97.5 against poison-vulnerable creatures, 124.5 against undead, and 70.5 against normal creatures. b) a Sling of Power (x2) (+10,+6) c) a Marble Ring of Slaying (+10,+8) d) a Mithril Ring of Damage (+0,+13) e) a Copper Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. 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 Hard Leather Armour of Himring [8,+11] (charging) Provides resistance to poison, nether, chaos. 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 100 turns to recharge after use. h) a Fur Cloak of Protection [3,+20] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Leather Shield of Elvenkind [6,+17] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, light. 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 Leather Gloves 'Cambeleg' (+6,+6) [1,+12] (+2) l) The Pair of Steel Shod Boots of Thror [6,+11] (+3) [Character Inventory] a) 2 Books of Magic Spells [Conjurings and Tricks] b) 2 Books of Magic Spells [Incantations and Illusions] c) 2 Books of Magic Spells [Sorcery and Evocations] d) 5 Books of Magic Spells [Resistances of Scarabtarices] e) 5 Books of Magic Spells [Raal's Tome of Destruction] f) 3 Books of Magic Spells [Mordenkainen's Escapes] g) a Book of Magic Spells [Tenser's Transformations] h) 20 Silver Speckled Potions of Cure Critical Wounds i) 3 Vermilion Potions of Restore Mana j) 11 Nickel Rods of Frost Bolts k) an Ivory Rod of Lightning Bolts l) 2 Zinc Rods of Acid Bolts m) 2 Lead Rods of Lightning Balls n) 2 Runed Rods of Recall o) 3 Platinum Rods of Identify p) a Jewel Encrusted Crown of Lordliness [0,+11] (+3) q) a Lochaber Axe of *Slay Dragon* (3d8) (+9,+11) (+2) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 116.5 against dragons, and 62.5 against normal creatures. [Home Inventory] a) 6 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. b) 6 Books of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. c) 4 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. d) an Onyx Ring of Speed (+8) +8 speed. e) a Golden Amulet of ESP (+4) +4 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. f) an Ivory Amulet of Devotion (+2) +2 wisdom, charisma. Provides resistance to fire, light, dark. Sustains wisdom, charisma. Stops experience drain. 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-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. h) Gold Dragon Scale Mail (-2) [30,+15] Provides resistance to sound. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe sound for 130 damage. It takes d450+450 turns to recharge after use. i) 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. j) 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. k) 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. l) Full Plate Armour of Elvenkind (-3) [26,+21] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. m) 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. n) 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. o) a Fur Cloak of Protection [3,+21] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. p) a Wicker Shield of Preservation [2,+28] Provides resistance to nexus, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. q) 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. r) 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. s) a Pair of Steel Shod Boots of Stability [6,+7] Provides resistance to nexus. Feather Falling. t) The Short Sword 'Sting' (1d6) (+8,+9) (+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 56 against animals, 56 against evil creatures, 59.5 against orcs, 59.5 against undead, and 52.5 against normal creatures. u) a Cutlass of Extra Attacks (1d8) (+10,+8) (+2) +2 attack speed. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 50.5 against normal creatures. v) a Beaked Axe (Defender) (2d6) (+7,+12) [+5] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. 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 57 against normal creatures. w) a War Hammer of Extra Attacks (3d3) (+8,+5) (+1) +1 attack speed. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 49 against normal creatures. [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) core_live)