[FAangband 2.0.0-28-ga2059bbb5 Character Dump] Name Avanas Age 15 Self RB CB EB Best Race Drúadan Height 5'6" STR: 18 +2 +3 -1 18/40 Class Warrior Weight 12st 4lb INT: 10 -2 -2 -1 5 Title Myrmidon Turns used: WIS: 12 +2 -2 -1 11 HP 314/339 Game 253753 DEX: 14 -1 +2 +0 15 SP 0/0 Standard 28652 CON: 18 +2 +2 -1 18/30 Gold 29680 Resting 3242 Level 28 Armor [44,+54] Saving Throw 54% Cur Exp 64037 Melee 2d8,+51% Stealth Fair Max Exp 64037 To-hit 66,+7 Disarm - phys. 59% Adv Exp 84500 Blows 2.0/turn Disarm - magic 38% Burden 141.3 lb Shoot to-dam +25 Magic Devices 32 Overweight -26.6 lb To-hit 59,+8 Searching 45% Max Depth 1800' (L36) Shots 1.0/turn Infravision 0 ft Speed 3 (1.3x) Recall pts: Nargothrond 35, Hithaeglir 5 You are one of several children of a Druadan Farmer. You have black eyes, tied back black hair, and darkly-tanned skin. Resistances Abilities Acid:............. 0% pFear:...+......... Elec:............. 0% pBlnd:............. Fire:..+.......... 50% pConf:............. Cold:+.+...+...... 88% pStun:............. Pois:+............ 55% HLife:............. Light:............. 0% Regen:............. Dark:........+.... 20% ESP:............+ Sound:............. 0% S.Inv:............. Shard:............. 0% FrAct:..........+.. Nexus:............. 0% Feath:............. Nethr:............. 0% S.Dig:............. Chaos:............. 0% TrpIm:............. Disen:............. 0% Darkn:............. Modifiers Hindrances Stea.:...........2. 2 ImpHP:............. Sear.:............. 0 ImpSP:............. Infra:............. 0 Fear:............. Tunn.:............. 0 Aggrv:............. Speed:....3........ 3 NoTel:............. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:............. Might:............. 0 Fragl:............. Light:.....4....... 4 D.Red:............. 0 MMast:............. 0 Moves:............. 0 [Character Equipment] a) the Beaked Axe Falad (2d8) (+9,+11) {cursed} Dropped by Ulfast, son of Ulfang in Hithaeglir 13 It poisons you from time to time (power 57). Branded with poison. Provides resistance to Cold (34%), Poison (55%). Cannot be harmed by Acid, Fire. Combat info: 2.0 blows/round. With +16 STR and +0 DEX you would get 2.3 blows With +12 STR and +2 DEX you would get 2.3 blows With +9 STR and +5 DEX you would get 2.3 blows With +5 STR and +7 DEX you would get 2.3 blows With +2 STR and +9 DEX you would get 2.3 blows With +0 STR and +11 DEX you would get 2.3 blows Average damage/round: 70.8 vs creatures not resistant to poison and 41.4 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. b) a Sling of Velocity (x2) (+10,+25) Found lying on the floor in a vault in Nargothrond 33 powerful shooting. Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of Basic Resistance {FiCo} Found lying on the floor of a labyrinth in Nargothrond 35 Provides resistance to Fire (50%), Cold (67%). 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 Combat (+5,+6) <+1> Bought from a store +1 dexterity. Provides protection from fear. 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 Doom <-1, +3> {cursed} Found lying on the floor in Hithaeglir 11 It periodically turns your skin to stone (power 44). It poisons you from time to time (power 8). -1 strength. -1 intelligence. -1 wisdom. -1 dexterity. -1 constitution. +3 speed. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. f) the Lamp of Gwindor <+4> Found lying on the floor in a vault in Amon Rûdh 21 +4 light. Cannot be harmed by Fire. Intensity 4 light. When activated, it illuminates the surrounding area, dealing 2d15 damage to light-sensitive monsters. Takes 14 to 26 turns to recharge at your current speed. Your chance of success is 93.9% 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) White Dragon Scale Mail (-2) [14,+16] Dropped by Old Man Willow in Arena Town Provides resistance to Cold (40%). Armour made of dragon scales is rare indeed, and powerful dragon magics allow you to sometimes breathe even as great dragons do. h) a Fur Cloak [3,+7] Found lying on the floor in Nargothrond 36 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) a Large Metal Shield of Resistance [12,+19] Found lying on the floor in a vault in Nargothrond 33 Provides resistance to Dark (20%). Cannot be harmed by Acid. 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. k) a Set of Gauntlets of Free Action [3,-3] Bought from a store Prevents paralysis. Your hands would benefit from protection too. l) a Pair of Ethereal Slippers of Stealth [0,+14] <+2> Found lying on the floor of a labyrinth in Nargothrond 35 +2 stealth. Cannot be harmed by Acid, Fire. Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. [Character Inventory] a) 5 Mushrooms of Clear Mind Deep in the murky dungeons strange mushrooms grow, and monsters rout about sealed packets of food that their owners will never need again. b) 6 Potions of Cure Serious 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... c) 29 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... d) 2 Potions of Restore Life Levels 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) 2 Potions of Berserk Strength 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) 31 Scrolls of Phase Door 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) 4 Scrolls of Teleportation 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) 10 Scrolls of Remove Hunger 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) 7 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. j) 3 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. k) 4 Rods of Treasure Location 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. l) 3 Rods of Light 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. m) 4 Rods of Illumination 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. n) a Wand of Light (15 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. o) 3 Wands of Stone to Mud (21 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. p) 2 Wands of Teleport Other (15 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. q) a Wand of Disable Traps (8 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. r) a Staff of Mapping (7 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. s) a Staff of Teleportation (1 charge) 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. t) a Ring of Combat (+4,+4) <+1> Bought from a store +1 strength. +1 dexterity. Provides protection from fear. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. u) a Ring of Mobility Dropped by a stone giant in Nargothrond 35 Provides resistance to Lightning (34%). Provides protection from confusion. Cannot be harmed by Lightning. Prevents paralysis. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. v) a Short Sword (Holy Avenger) (1d7) (+5,+10) [+3] <+3> Found lying on the floor in Hithaeglir 13 +3 wisdom. Slays undead, demons, evil creatures. Provides protection from fear. Sustains wisdom. Grants the ability to see invisible things. blessing by the valar (combat bonuses for holy casters). Combat info: 2.0 blows/round. With +4 STR and +0 DEX you would get 2.3 blows With +2 STR and +2 DEX you would get 2.3 blows With +1 STR and +5 DEX you would get 2.3 blows With +0 STR and +7 DEX you would get 2.3 blows Average damage/round: 48.6 vs undead and demons, 36 vs evil creatures, and 23.9 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. [Character Quiver] 0) 19 Rounded Pebbles of Holy Might (2d2) (+10,+8) Slays undead, demons, evil creatures. Combat info: When fired, hits targets up to 80 feet away. Average damage/round: 32.2 vs undead and demons, 23.9 vs evil creatures, and 15.6 vs. others. Average thrown damage: 41.3 vs undead and demons, 30.2 vs evil creatures, and 20.4 vs. others. 0% chance of breaking upon contact. Sling ammo. [Home Inventory] a) 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. b) 5 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. c) 2 Scrolls of Deep Descent 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. d) a Pair of Iron Shod Boots of Free Action [4,+5] Dropped by a warrior in Amon Rûdh 23 Cannot be harmed by Fire. Prevents paralysis. Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. e) a Light Crossbow (x3) (+0,+0) Dropped by a priest in Amon Rûdh 20 Missile launchers allow you to inflict damage from a distance without using magic. f) 5 Bolts (2d5) (+3,+4) Crossbow ammo. g) 10 Bolts (2d5) (+5,+3) Crossbow ammo. h) 20 Bolts of Hurt Undead (2d6) (+6,+8) Slays undead. Crossbow ammo. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 46 0' Gained the Evasion specialty. 46 0' Gained the Shield Mastery specialty. 286 50' Reached level 2 362 100' Reached level 3 644 100' Reached level 4 947 100' Killed Pongo the Devious 947 100' Reached level 5 1159 100' Reached level 6 3119 150' Reached level 7 5003 0' Killed The Complainer 6579 500' Reached level 8 6591 500' Reached level 9 6649 500' Reached level 10 7818 500' Reached level 11 8003 500' Killed Lug, the hill orc 8042 500' Reached level 12 8465 500' Reached level 13 9404 550' Reached level 14 10815 550' Reached level 15 11998 600' Reached level 16 12809 650' Killed Balcmeg, the cave orc 13205 650' Reached level 17 13302 650' Killed Ulfast, son of Ulfang 13333 650' Found the Beaked Axe Falad 14763 900' Killed Orfax, Son of Boldor 14768 900' Killed Boldor, King of the Yeeks 14771 900' Reached level 18 15095 950' Reached level 19 15540 950' Reached level 20 16337 1000' Killed Old Man Willow 16337 1000' Reached level 21 16874 1000' Reached level 22 17441 1050' Reached level 23 17826 1050' Found the Lamp of Gwindor 19391 1150' Reached level 24 20772 1400' Killed Orcogar, son of Orcobal 21056 1400' Reached level 25 21666 1400' Killed Khîm, Son of Mîm 22976 1650' Reached level 26 25584 1650' Reached level 27 28630 1800' Reached level 28 [Options] [User interface] Use the roguelike command keyset : yes (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 : yes (animate_flicker) Center map continuously : no (center_player) Color: Show unique monsters in purple : yes (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 : no (mouse_movement) Notify on object recharge : yes (notify_recharge) Show effective speed as multiplier : no (effective_speed) [Birth] 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)