[FAangband 2.0beta1-65-g3a1ed41b Character Dump] Name Eldammir Age 27 Self RB CB EB Best Race Longbeard Height 3'11" STR! 18/100 +3 +2 +14 18/*** Class Blackguard Weight 10st 13lb INT! 18/100 +1 +0 +10 18/210 Title ***WINNER*** Turns used: WIS! 18/100 -1 -3 +10 18/160 HP 1108/1108 Game 677046 DEX! 18/100 +2 +0 +12 18/*** SP 353/373 Standard 107494 Con! 18/100 +2 +2 +14 18/*** 18/*** Resting 3059 Level 50 Armor [103,+100] Saving Throw 91% Cur Exp 13991521 Stealth Bad Max Exp 13991521 Melee 6d5,+162% Disarm - phys. 96% Adv Exp ******** To-hit 89,+57 Disarm - magic 71% Blows 5.0/turn Magic Devices 88 Gold 1290075 Searching 75% Burden 365.7 lb Shoot to-dam +14 Infravision 150 ft Overweight 185.8 lb To-hit 36,+48 Speed 2.8x (18) Max Depth 5050' (L101) Shots 1.5/turn You are the only child of a Dwarven Miner. You are a credit to the family. You have dark brown eyes, straight black hair, a two foot beard, and a dark complexion. Resistances Abilities Acid:...-..+.++... 82% pFear:............. Elec:..+...+.++... 94% pBlnd:............+ Fire:.+....+.++... 93% pConf:......+..+... Cold:......+.++... 88% pStun:............. Pois:...++....+... 84% HLife:............. Light:..+......+... 82% Regen:............. Dark:+........+... 76% ESP:.........+... Sound:......+...... 40% S.Inv:+....+...+... Shard:............. 0% FrAct:+.........+.. Nexus:....+.+..+.+. 94% Feath:............. Nethr:...+......... 40% S.Dig:+............ Chaos:...+...+..... 61% TrpIm:............. Disen:............. 0% Darkn:............. Modifiers Hindrances Stea.:....4..3..... 7 ImpHP:............+ Sear.:....3........ 3 ImpSP:............. Infra:.........*..5 15 Fear:............. Tunn.:............2 2 Aggrv:............. Speed:.5..2..3...*. 25 NoTel:............. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:.........+... Might:.2........... 2 Fragl:............. Light:1....3...1... 5 D.Red:............. 0 MMast:............. 0 Moves:....1........ 1 [Character Equipment] a) a Valinorean Sword of Gondolin (6d5) (+19,+19) <+1> Found lying on the floor in a vault at 4250 feet (level 85) +1 light. Slays dragons (powerfully), demons (powerfully), trolls (powerfully), orcs (powerfully), evil creatures (powerfully). Provides resistance to Dark (40%). Cannot be harmed by Acid. Slows your metabolism. Grants the ability to see invisible things. Prevents paralysis. Combat info: 5.0 blows/round. This weapon may benefit from one or more off-weapon brands or slays. Average damage/round: 588.4 vs dragons, demons, trolls, and orcs, 440.1 vs evil creatures, 409.7 vs creatures not resistant to lightning, and 294.4 vs. others. The effectiveness of edged weapons depends on keen edges and sharp points. They tend to be quite light and are easy to use, but some may not deal enough damage for your liking. b) the Light Crossbow 'Cubragol' (x5) (+10,+14) <+5, +2> Found lying on the floor in a vault at 3200 feet (level 64) +5 speed. +2 shooting power. Branded with fire. Provides resistance to Fire (35%). Cannot be harmed by Acid, Fire. Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of the Elements <+2> Dropped by a death drake at 2500 feet (level 50) +2 strength. It brands your melee attacks with lightning. Provides resistance to Lightning (45%), Light (55%). Cannot be harmed by Lightning. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. d) a Ring of Arcane Resistance Dropped by a multi-hued dragon at 3000 feet (level 60) Provides resistance to Poison (35%), Nether (40%), Chaos (35%). Makes you vulnerable to Acid (50%). You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. e) an Amulet of Trickery <+2, +4, +3, +1> Dropped by a Fëanorian raider at 3350 feet (level 67) +2 dexterity. +4 stealth. +3 searching skill. +2 speed. +1 extra moves. Provides resistance to Poison (35%), Nexus (55%). Sustains dexterity. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. f) the Pearl 'Nimphelos' <+3> Dropped by a storm giant at 2650 feet (level 53) +3 light. Cannot be harmed by Fire. Grants the ability to see invisible things. Intensity 3 light. When activated, it maps the area around you. Your chance of success is 93.4% An adventurer who cannot see is dog food. The further away your illumination ends, the greater your chance to ready yourself for desperate combat. g) the Full Plate Armour of Nevrast [75,+24] <+2> Found lying on the floor in a vault at 2500 feet (level 50) +2 constitution. Provides resistance to Acid (45%), Lightning (45%), Fire (45%), Cold (45%), Sound (40%), Nexus (40%). Provides protection from confusion. Cannot be harmed by Acid. Some kind of body protection will become a necessity as you face ever more dangerous opponents; rare items of this type may hold many and varied protective magics. h) the Cloak 'Colannon' [1,+15] <+3> Dropped by a vrock at 3350 feet (level 67) +3 stealth. +3 speed. Provides resistance to Chaos (40%). Cannot be harmed by Acid, Fire. When activated, it teleports you randomly about 60 per cent of the largest distance you could go. Takes 126 turns to recharge at your current speed. Your chance of success is 96.9% Experienced adventurers wrap a cloak around their body. Some rare items of this type may allow you to slip silently around less alert enemies. i) the Large Metal Shield of the Swan [12,+19] Found lying on the floor in a vault at 3350 feet (level 67) Provides resistance to Acid (45%), Lightning (45%), Fire (45%), Cold (45%). Cannot be harmed by Acid. Sustains strength, intelligence, wisdom, dexterity, constitution. Shields can be worn on your arm, or on your back if you need both hands to use your weapon. So protective can a shield be that it can reduce damage as much or more than body armour, and you can perhaps deflect physical missiles (even shards) or take advantage of opportunities to bash your foe if you have one on your arm. j) the Massive Iron Crown of Morgoth [0,+0] <+10, +1> Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100) +10 strength. +10 intelligence. +10 wisdom. +10 dexterity. +10 constitution. +10 infravision. +1 light. Provides resistance to Acid (60%), Lightning (60%), Fire (60%), Cold (60%), Poison (60%), Light (60%), Dark (60%), Nexus (60%). Provides protection from confusion. Cannot be harmed by Acid. Grants telepathy. Grants the ability to see invisible things. Can't be removed. Many a blow will be struck upon your head, and protection here will certainly be helpful. Some rare items may protect and enhance your mind. k) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+13] <+2> Dropped by an ethereal dragon at 2450 feet (level 49) +2 strength. +2 constitution. Cannot be harmed by Acid, Fire. Prevents paralysis. Your hands would benefit from protection too. l) the Pair of Leather Boots of Fëanor [2,+14] <+15> (charging) Found lying on the floor in a vault at 4000 feet (level 80) +15 speed. Provides resistance to Nexus (35%). Cannot be harmed by Acid, Fire. When activated, it hastes you for 30+d15 turns. Takes 560 turns to recharge at your current speed. Your chance of success is 90.6% Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. [Character Inventory] a) 4 Necromantic Tomes [Into the Shadows] You can read this book. A black tome of necromantic rituals, with shadows lying deep around it. b) 4 Necromantic Tomes [Fear and Torment] You can read this book. A black tome of necromantic rituals, with shadows lying deep around it. c) 5 Necromantic Tomes [Deadly Powers] Cannot be harmed by Fire. You can read this book. A black tome of necromantic rituals, with shadows lying deep around it. d) 31 Potions of Healing Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... e) 19 Potions of *Healing* It can be thrown at creatures with damaging effect. Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... f) a Potion of Life It can be thrown at creatures with damaging effect. Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... g) 5 Potions of Enlightenment Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... h) 10 Potions of Speed Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... i) 8 Potions of Resist Heat Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... j) 11 Potions of Resist Cold Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... k) 9 Potions of Resist Poison Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... l) 4 Scrolls of Teleport Level One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. m) a Scroll of Banishment One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. n) 4 Scrolls of Mass Banishment One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. o) 13 Scrolls of Word of Recall One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. p) 4 Scrolls of *Destruction* One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. q) 7 Rods of Detection (1 charging) Cannot be harmed by Lightning. The magics stored in rods never run out, given enough time between uses to recover. Rods can do a lot of damage, but they affect only small areas. Bolt spells in rods seldom or never beam. r) 2 Rods of Slow Monster The magics stored in rods never run out, given enough time between uses to recover. Rods can do a lot of damage, but they affect only small areas. Bolt spells in rods seldom or never beam. s) 13 Rods of Teleport Other The magics stored in rods never run out, given enough time between uses to recover. Rods can do a lot of damage, but they affect only small areas. Bolt spells in rods seldom or never beam. t) 2 Staves of Banishment (0 charges) Staffs are heavy, and take up plenty of space in your backpack, but can hold a lot of sometimes powerful spells that affect large areas. Staffs recharge easily and well. u) the Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100) Slays undead (powerfully), dragons (powerfully), demons (powerfully), trolls (powerfully), orcs (powerfully), animals (powerfully), evil creatures (powerfully). Provides resistance to Acid (60%), Lightning (60%), Fire (60%), Cold (60%). Cannot be harmed by Acid, Fire. Grants telepathy. Grants the ability to see invisible things. Sometimes creates earthquakes on impact. two-handed wielding desirable. Aggravates creatures nearby. Combat info: 4.7 blows/round. This weapon may benefit from one or more off-weapon brands or slays. Average damage/round: 1375.6 vs undead, dragons, demons, trolls, and orcs, 1164.6 vs animals, 1028.9 vs evil creatures, 958.6 vs creatures not resistant to lightning, and 687.2 vs. others. Hafted weapons rely on blunt force to inflict damage. [Character Quiver] 0) 11 Seeker Bolts of Flame (3d6) (+11,+15) Branded with fire. Combat info: When fired, hits targets up to 160 feet away. Average damage/round: 440.6 vs creatures not resistant to fire and 259 vs. others. 25% chance of breaking upon contact. Crossbow ammo. 1) 19 Seeker Bolts of Holy Might (3d5) (+14,+13) Slays undead (powerfully), demons (powerfully), evil creatures (powerfully). Cannot be harmed by Acid. Combat info: When fired, hits targets up to 160 feet away. Average damage/round: 440.1 vs undead and demons, 329.5 vs evil creatures, 307.3 vs creatures not resistant to fire, and 219.5 vs. others. 25% chance of breaking upon contact. Crossbow ammo. 2) 18 Seeker Bolts of Holy Might (3d7) (+19,+15) Slays undead (powerfully), demons (powerfully), evil creatures (powerfully). Cannot be harmed by Acid. Combat info: When fired, hits targets up to 160 feet away. Average damage/round: 596.5 vs undead and demons, 447.1 vs evil creatures, 416.9 vs creatures not resistant to fire, and 297.7 vs. others. 25% chance of breaking upon contact. Crossbow ammo. [Home Inventory] a) 40 Potions of Cure Critical Wounds Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... b) 20 Potions of Healing Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... c) 13 Potions of *Healing* It can be thrown at creatures with damaging effect. Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... d) 12 Potions of Enlightenment Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... e) 10 Potions of Speed Healers, alchemists, and sages create potions in vast quantities, and store them in small flasks of clear glass or gleaming crystal. Once quaffed, a potion is guaranteed to work, but not every strange liquid was mixed for your benefit... f) 6 Scrolls of Banishment One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. g) 3 Scrolls of Mass Banishment One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. h) 6 Scrolls of Recharging One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. i) 3 Scrolls of Rune of Protection One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. j) 6 Scrolls of *Destruction* One will often find sheets of parchment with magic spells. They are easy to read, and are a warrior or paladin's best chance at making use of magic. k) 13 Wands of Teleport Other (104 charges) Wands hold a variety of spells, useful both in combat and for exploration. Bolt spells in wands often beam, and ball spells affect large areas. Once its charges are exhausted, a wand is useless until recharged. l) an Amulet of Weaponmastery (+0,+10) Dropped by a dreadlord at 3500 feet (level 70) Provides resistance to Disenchantment (50%). Provides protection from fear. Sustains your life force. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. m) Shining Dragon Scale Mail of Elvenkind [32,+30] <+2> Dropped by Cantoras, the Skeletal Lord at 4900 feet (level 98) +2 stealth. Provides resistance to Acid (35%), Lightning (35%), Fire (35%), Cold (35%), Poison (44%), Light (40%), Dark (40%). Armour made of dragon scales is rare indeed, and powerful dragon magics allow you to sometimes breathe even as great dragons do. n) the Hard Leather Armour of Himring [16,+15] Taken from a chest found at 1400 feet (level 28) Provides resistance to Poison (45%), Nether (45%), Chaos (45%). Cannot be harmed by Acid, Fire. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. Takes 562 to 1120 turns to recharge at your current speed. Your chance of success is 95.0% Some kind of body protection will become a necessity as you face ever more dangerous opponents; rare items of this type may hold many and varied protective magics. o) the Leather Scale Mail 'All-Defier' [25,+22] <+4, +3, +6> Dropped by a nightwing at 4250 feet (level 85) +4 searching skill. +3 speed. +6 damage reduction. Provides resistance to Acid (40%), Lightning (45%), Fire (55%), Cold (35%), Sound (40%), Shards (55%). Provides protection from fear. Cannot be harmed by Acid, Fire. Grants telepathy. Some kind of body protection will become a necessity as you face ever more dangerous opponents; rare items of this type may hold many and varied protective magics. p) the Unlight Cloak of Ungoliant [0,+30] <+6> Dropped by Ungoliant, the Unlight at 3500 feet (level 70) +6 infravision. Provides resistance to Poison (80%), Dark (80%). Makes you vulnerable to Fire (20%). Provides protection from blindness. Cannot be harmed by Acid, Fire. Grants telepathy. Grants the ability to see invisible things. Allows you to see in the dark. Experienced adventurers wrap a cloak around their body. Some rare items of this type may allow you to slip silently around less alert enemies. q) the Small Metal Shield of Khazad-dum [5,+25] <+3> Dropped by Ancalagon the Black at 4950 feet (level 99) +3 strength. +3 constitution. Provides immunity to Acid. Provides resistance to Sound (40%), Chaos (40%). Cannot be harmed by Acid. Prevents paralysis. Shields can be worn on your arm, or on your back if you need both hands to use your weapon. So protective can a shield be that it can reduce damage as much or more than body armour, and you can perhaps deflect physical missiles (even shards) or take advantage of opportunities to bash your foe if you have one on your arm. r) the Shield of Deflection of Gil-galad [20,+20] <+3, +1> (charging) Dropped by Sauron, the Sorcerer at 4250 feet (level 85) +3 wisdom. +1 light. Provides resistance to Acid (45%), Lightning (45%), Dark (40%), Disenchantment (40%). Cannot be harmed by Acid. Sustains wisdom, dexterity. When activated, it emits blinding light (75 damage). Takes 700 turns to recharge at your current speed. Your chance of success is 88.8% Shields can be worn on your arm, or on your back if you need both hands to use your weapon. So protective can a shield be that it can reduce damage as much or more than body armour, and you can perhaps deflect physical missiles (even shards) or take advantage of opportunities to bash your foe if you have one on your arm. s) the Hard Leather Cap 'Eternal Bastion' [2,+13] <+4, +2, +3> Dropped by a spider of Gorgoroth at 3200 feet (level 64) +4 dexterity. +4 constitution. +2 searching skill. +3 speed. Provides resistance to Fire (35%), Dark (40%), Shards (35%). Makes you vulnerable to Lightning (34%). Provides protection from blindness, confusion. Cannot be harmed by Acid. Grants the ability to see invisible things. When activated, it detects monsters, objects, and stairs. Your chance of success is 97.1% Many a blow will be struck upon your head, and protection here will certainly be helpful. Some rare items may protect and enhance your mind. t) the Steel Helm of Ecthelion [6,+19] <+3> Found lying on the floor in a vault at 2450 feet (level 49) +3 strength. +3 dexterity. +3 constitution. Provides resistance to Acid (40%), Nexus (40%). Cannot be harmed by Acid. Many a blow will be struck upon your head, and protection here will certainly be helpful. Some rare items may protect and enhance your mind. u) a Set of Leather Gloves of Thievery (+8,+1) [1,+12] <+3, +4, +1> Found lying on the floor in a vault at 3300 feet (level 66) +3 dexterity. +4 searching skill. +1 extra moves. Feather Falling. Prevents paralysis. Your hands would benefit from protection too. v) the Lochaber Axe Dimrant (3d8) (+10,+9) <+4> Dropped by Pazuzu, Lord of Air at 3350 feet (level 67) +4 wisdom. Slays undead (powerfully). Provides resistance to Lightning (34%). Makes you vulnerable to Light (10%), Disenchantment (15%). Cannot be harmed by Acid, Fire. Grants the ability to see invisible things. Combat info: 5.0 blows/round. This weapon may benefit from one or more off-weapon brands or slays. Average damage/round: 479.8 vs undead, 335.5 vs creatures not resistant to lightning, and 240 vs. others. Pole-mounted weapons are often cumbersome and may require two hands to wield, but some offer both a high degree of protection and powerful attacks. w) the Flail Nengilor (3d7) (+15,+18) <+3> {cursed} Dropped by Tevildo, Prince of Cats at 3400 feet (level 68) It makes you hallucinate sometimes. +3 tunneling. Slays dragons (powerfully), demons (powerfully). Branded with fire. Provides resistance to Lightning (45%), Fire (35%), Poison (50%), Nexus (45%). Provides protection from fear, blindness, confusion. Cannot be harmed by Acid, Fire. Feather Falling. When activated, it produces a fire storm for 150 damage. Your chance of success is 97.1% Combat info: 5.0 blows/round. This weapon may benefit from one or more off-weapon brands or slays. Average damage/round: 470.4 vs dragons and demons, 399.1 vs creatures not resistant to fire, 327.8 vs creatures not resistant to lightning, and 235.4 vs. others. Hafted weapons rely on blunt force to inflict damage. x) 22 Arrows of Holy Might (2d4) (+15,+23) Slays undead (powerfully), demons (powerfully), evil creatures (powerfully). Cannot be harmed by Acid, Fire. Bow ammo. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 2 0' Gained the Shield Mastery specialty. 91 150' Reached level 2 325 150' Reached level 3 382 150' Reached level 4 709 150' Reached level 5 754 150' Reached level 6 786 150' Reached level 7 1365 200' Reached level 8 1539 300' Reached level 9 2008 300' Reached level 10 2107 450' Killed Balcmeg, the cave orc 2107 450' Reached level 11 2108 450' Found the Lucerne Hammer Legon (LOST) 2394 450' Killed The Thief of the Mountains 2494 450' Reached level 12 2611 0' Moved house to Belegost. 3386 600' Reached level 13 3580 600' Killed Lug, the hill orc 3604 600' Reached level 14 4452 550' Reached level 15 4458 550' Killed Orfax, Son of Boldor 4459 550' Found the Tulwar Mendos (LOST) 5830 650' Reached level 16 6463 650' Reached level 17 9361 550' Reached level 18 11798 650' Killed Ulfast, son of Ulfang 11798 650' Found the Pair of Leather Sandals Queth (LOST) 13465 700' Reached level 19 13480 700' Killed Boldor, King of the Yeeks 14455 1000' Reached level 20 14887 1100' Found the Lamp of Gwindor (LOST) 15030 1100' Reached level 21 15702 1100' Reached level 22 16110 1200' Killed Khîm, Son of Mîm 16469 0' Killed The Complainer 17212 1200' Found the Soft Leather Armour 'Hithlomir' (LOST) 17450 1200' Killed Orcogar, son of Orcobal 17452 1200' Found the Pair of Leather Sandals Ohtan (LOST) 17526 1200' Reached level 23 17939 1500' Killed Mughâsh the Kobold Lord 18109 1500' Killed Ibun, Son of Mîm 18801 1200' Reached level 24 19031 1200' Killed Pongo the Devious 20623 1400' Reached level 25 21172 1300' Killed Ulwarth, Son of Ulfang 22278 1400' Reached level 26 23938 1400' Killed Uldor the Accursed 24074 1400' Reached level 27 27765 1400' Found the Hard Leather Armour of Himring 27878 1400' Killed Draebor, the Imp 28022 1400' Reached level 28 30104 1300' Found the Thrusting Spear Medari (LOST) 32157 1400' Reached level 29 32867 1400' Reached level 29 35480 1500' Killed Mîm, Betrayer of Turin 35504 1500' Gained the Armsman specialty. 36574 1500' Found the Scimitar of Egalmoth (LOST) 36632 1500' Killed Orcobal the Mighty 37034 1500' Killed Lorgan, Chief of the Easterlings 37037 1500' Found the Broad Sword Gondir (LOST) 37655 1400' Reached level 30 39192 1300' Killed Othrod, Lord of the orcs 39193 1300' Found the Metal Cap 'Holhenneth' (LOST) 45408 1450' Reached level 31 46216 1550' Found the Leather Shield of Haleth (LOST) 46723 1550' Killed Ulfang the Black 46730 1550' Reached level 32 48159 1650' Reached level 33 49535 2250' Reached level 34 50835 2250' Reached level 34 51016 2250' Reached level 34 52080 2250' Killed Old Man Willow 52763 2450' Reached level 35 53037 2450' Found the Staff of Winds (LOST) 53313 2450' Found the Spear Maran (LOST) 53736 2450' Found the Shadow Cloak Vaind (LOST) 54006 2450' Killed Rogrog the Black Troll 54037 2450' Found the Set of Leather Gloves 'Cambeleg' 54046 2450' Reached level 36 54077 2450' Found the Steel Helm of Ecthelion 54095 2450' Found the Long Sword 'Elvagil' (LOST) 54166 2450' Found the Lead-Filled Mace 'Turmil' (LOST) 54199 2450' Found the Chain Mail (Dwarven) of the Mormegil (LOST) 54903 2450' Found the Battle Axe of Balli Stonehand (LOST) 55280 2450' Killed The Queen Ant 55710 2450' Killed Kavlax the Many-Headed 55840 2450' Reached level 37 57188 2650' Reached level 38 57211 2650' Killed Lokkak, the Ogre Chieftain 57270 2650' Killed Itangast the Fire Drake 57875 2650' Killed Ariel, Queen of Air 59118 2650' Found the Whip Isilin (LOST) 59212 2650' Reached level 39 59622 2750' Reached level 39 60120 2650' Killed Waldern, King of Water 61004 2650' Reached level 40 61236 2650' Found the Pearl 'Nimphelos' 61704 2750' Killed Glaurung, Father of the Dragons 61751 2750' Gained the Mana Burn specialty. 66598 2200' Found the Short Sword of Idril (LOST) 66857 2200' Killed Quaker, Master of Earth 67423 2400' Reached level 41 68178 2600' Killed Harowen the Black Hand 68180 2600' Found the Set of Mithril Gauntlets Gormaia (LOST) 70256 1800' Reached level 42 70590 2000' Killed Shelob, Spider of Darkness 70596 2000' Found the Hard Leather Cap of Mablung (LOST) 73599 2400' Reached level 43 74394 2500' Found the Full Plate Armour of Nevrast 77137 2700' Killed Vargo, Tyrant of Fire 77294 2700' Reached level 44 77361 2700' Killed Scatha the Worm 78401 2800' Found the Iron Helm of Gorlim (LOST) 78459 2800' Found the Broad Sword 'Glamdring' (LOST) 79154 2900' Reached level 45 79754 2900' Reached level 45 80312 3000' Killed The Phoenix 80314 3000' Found the Leather Scale Mail 'Thalkettoth' (LOST) 80480 3000' Found the Rapier 'Forasgil' (LOST) 80502 3000' Found the Main Gauche Taron (LOST) 81857 3200' Found the Hard Leather Cap 'Eternal Bastion' 81975 3200' Reached level 46 82052 3200' Killed The Phantom of Eilinel 82320 3200' Found the Light Crossbow 'Cubragol' 82750 3200' Found the Spear of Oromë (LOST) 83521 3200' Killed Eöl, the Dark Elven Smith 83601 3200' Found the Broad Sword 'Orcrist' (LOST) 83734 3200' Reached level 47 84110 3300' Killed Gilim, the Giant of Eruman 84111 3300' Found the Spear 'Aiglos' (LOST) 84535 3300' Killed Brodda, the Easterling 84689 3300' Found the Short Sword 'Dagmor' (LOST) 85308 3400' Killed Tevildo, Prince of Cats 85327 3400' Killed Thuringwethil, the Vampire Messenger 85366 3400' Found the Flail Nengilor 85465 3400' Found the Staff of the Kelvar (LOST) 85672 3400' Found the Lance Vantiri (LOST) 85998 3400' Reached level 48 86436 3500' Killed Baphomet the Minotaur Lord 86719 3500' Killed Ungoliant, the Unlight 86720 3500' Found the Unlight Cloak of Ungoliant 86763 3500' Killed The Defiler 86765 3500' Found the Dagger 'Belangil' (LOST) 86902 3500' Reached level 49 86905 3500' Found the Steel Helm of Dor-Lómin (LOST) 86911 3500' Found the Executioner's Sword Anthor (LOST) 86947 3500' Found the Halberd 'Undying Warrior' (LOST) 89423 2900' Reached level 50 90769 3350' Found the Short Bow of Amrod (LOST) 90867 3350' Killed Pazuzu, Lord of Air 90867 3350' Found the Lochaber Axe Dimrant 90873 3350' Killed Krotus, the Dark Lord 91185 3350' Killed Ossë, Herald of Ulmo 91207 3350' Found the Wand 'Ilkorin' (LOST) 91322 3350' Killed Errata the Mage 91348 3350' Found the Partial Plate Armour Dorollun (LOST) 91526 3350' Killed Tselakus, the Dreadlord 91628 3350' Found the Magestaff 'Eriril' (LOST) 91703 3350' Found the Cloak 'Colannon' 92182 3350' Found the Large Metal Shield of the Swan 92271 3350' Found the Set of Gauntlets 'Pauraegen' (LOST) 92752 4250' Killed Lungorthin, the Balrog of White Fire 92766 4250' Found the Rod of Delving (LOST) 92825 4250' Killed Carcharoth, the Jaws of Thirst 92885 4250' Found the Staff of Holding (LOST) 93136 4250' Found the Pair of Leather Boots Inyath (LOST) 93164 4250' Killed Sauron, the Sorcerer 93165 4250' Found the Shield of Deflection of Gil-galad 93273 4250' Found the Rod of Air (LOST) 93294 4250' Reached level 50 93485 4250' Found the Leather Scale Mail 'All-Defier' 94011 3500' Killed Makar, the Warrior 94016 3500' Found the Long Bow of Bregor (LOST) 97871 3250' Killed Feagwath, the Undead Sorcerer 98156 3250' Found the Steel Helm Forth (LOST) 99516 4000' Killed Nan, the Giant 99547 4000' Found the Pair of Leather Boots of Fëanor 99809 4000' Found the Rod 'Mantle of Shadow' (LOST) 99941 4250' Found the Wand of Beguiling (LOST) 100218 4250' Found the Long Bow 'Belthronding' (LOST) 100491 4500' Killed Wiruin, the Maelstrom 100584 4750' Killed Gothmog, the High Captain of Balrogs 100585 4750' Found the Bastard Sword 'Calris' (LOST) 100733 4750' Killed Draugluin, Sire of All Werewolves 100751 4750' Killed Qlzqqlzuup, the Emperor Quylthulg 100760 4750' Found the Rod of Portals (LOST) 100899 4850' Found the Two-Handed Great Flail 'Thunderfist' (LOST) 101068 4850' Killed Maeglin, the Traitor of Gondolin 101518 4950' Found the Wand of Ossë (LOST) 101926 4950' Killed Ancalagon the Black 101927 4950' Found the Set of Caestus of Fingolfin (LOST) 101928 4950' Found the Small Metal Shield of Khazad-dum 102578 4950' Killed Smaug the Golden 103040 4900' Killed Meássë, the Bloody 103209 4900' Killed Cantoras, the Skeletal Lord 104272 4900' Killed The Tarrasque 105306 4950' Killed Vecna, the Emperor Lich 105490 4950' Killed Omarax, the Eye Tyrant 105918 4950' Found the Executioner's Sword 'Crisdurian' (LOST) 106458 4950' Found the Battle Axe 'Lotharang' (LOST) 106961 5000' Killed The Ickiness 106977 5000' Killed Morgoth, Lord of Darkness 106981 5000' Found the Massive Iron Crown of Morgoth 106982 5000' Found the Mighty Hammer 'Grond' 107145 5000' Found the Morning Star 'Firestar' (LOST) [Options] [User interface] Use the roguelike command keyset : no (rogue_like_commands) Use sound : no (use_sound) Show damage player deals to monsters : yes (show_damage) Use old target by default : no (use_old_target) Always pickup items : no (pickup_always) Always pickup items matching inventory : yes (pickup_inven) Show flavors in object descriptions : no (show_flavors) Highlight target with cursor : yes (show_target) Highlight player with cursor between turns : no (highlight_player) Disturb whenever viewable monster moves : yes (disturb_near) Show walls as solid blocks : no (solid_walls) Show walls with shaded background : no (hybrid_walls) Color: Illuminate torchlight in yellow : no (view_yellow_light) Color: Shimmer multi-colored things : no (animate_flicker) Center map continuously : no (center_player) Color: Show unique monsters in purple : no (purple_uniques) Automatically clear '-more-' prompts : no (auto_more) Color: Player color indicates % hit points : yes (hp_changes_color) Allow mouse clicks to move the player : yes (mouse_movement) Notify on object recharge : no (notify_recharge) Show effective speed as multiplier : yes (effective_speed) [Birth] Generate a new, random artifact set : no (birth_randarts) Generate connected stairs : yes (birth_connect_stairs) Force player descent (currently does nothing): no (birth_force_descend) Word of Recall has no effect : no (birth_no_recall) Restrict creation of artifacts : no (birth_no_artifacts) Stack objects on the floor : yes (birth_stacking) Lose artifacts when leaving level : no (birth_lose_arts) Show level feelings : yes (birth_feelings) Increase gold drops but disable selling : yes (birth_no_selling) Start with a kit of useful gear : yes (birth_start_kit) Monsters learn from their mistakes : yes (birth_ai_learn) Know all runes on birth : no (birth_know_runes) Know all flavors on birth : no (birth_know_flavors) Persistent levels (disabled) : no (birth_levels_persist)