[FAangband 2.0.1 Character Dump] Name Killybuggy Age 70 Self RB CB EB Best Race Green-Elf Height 6'7" STR: 16 -1 +0 +3 18 Class Ranger Weight 13st 8lb INT: 10 -1 +0 +3 12 Title Tracker Turns used: WIS: 15 +2 +2 +0 18/10 HP 137/183 Game 52085 DEX: 15 +2 +1 +2 18/20 SP 33/33 Standard 5366 CON: 14 -1 -1 +2 14 Gold 4082 Resting 0 Level 22 Armor [22,+32] Saving Throw 60% Cur Exp 14238 Melee 1d7,+75% Stealth Very Good Max Exp 14763 To-hit 49,+13 Disarm - phys. 71% Adv Exp 16000 Blows 2.0/turn Disarm - magic 48% Burden 105.4 lb Shoot to-dam +4 Magic Devices 50 Overweight -14.5 lb To-hit 62,+8 Searching 80% Max Depth 1200' (L24) Shots 1.1/turn Infravision 20 ft Speed Normal Recall pts: Amon Rûdh 16, Amon Rûdh 18, Amon Rûdh 20, Amon Rûdh 24 You are of the Nandor. You are one of several children of a Ranger. You have light grey eyes, wavy black hair, and a fair complexion. Resistances Abilities Acid:............. 0% pFear:............. Elec:......+...... 22% pBlnd:............. Fire:+..+..+...... 76% pConf:............. Cold:............. 0% pStun:...?......?.. Pois:............. 0% HLife:............. Light:..........+.. 45% Regen:............. Dark:...?......?.. 0% ESP:...?......?.. Sound:...?......?.. 0% S.Inv:...?......?.. Shard:...?......?.. 0% FrAct:..........+.. Nexus:...?......?.. 0% Feath:...?......?.. Nethr:...?......?.. 0% S.Dig:............. Chaos:............. 0% TrpIm:...?......?.. Disen:...?......?.. 0% Darkn:...?......?.. Modifiers Hindrances Stea.:............. 0 ImpHP:............. Sear.:..5.......... 5 ImpSP:............. Infra:............2 2 Fear:............. Tunn.:............. 0 Aggrv:............. Speed:............. 0 NoTel:...?......?.. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:...?......?.. Might:............. 0 Fragl:...?......?.. Light:..........1.. 1 D.Red:............. 0 MMast:............. 0 Moves:............. 0 [Character Equipment] a) the Quarterstaff 'Nar-i-vagil' (1d7) (+10,+20) <+3> Dropped by Old Man Willow in Amon Rûdh 18 +3 intelligence. Slays animals. Branded with fire. Provides resistance to Fire (50%). Cannot be harmed by Acid, Fire. needing two-handed wielding. Combat info: 2.0 blows/round. With +13 STR and +0 DEX you would get 2.3 blows With +10 STR and +2 DEX you would get 2.3 blows With +6 STR and +4 DEX you would get 2.3 blows With +2 STR and +6 DEX you would get 2.3 blows With +0 STR and +8 DEX you would get 2.3 blows Average damage/round: 47.3 vs animals and creatures not resistant to fire, and 27.4 vs. others. Hafted weapons rely on blunt force to inflict damage. b) a Long Bow (x3) (+5,+4) Dropped by a blue yeek in Amon Rûdh 24 Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of Utility <+5> Bought from a store +5 searching skill. 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 Physical Prowess <+3> {??} Dropped by a rogue in Amon Rûdh 24 You do not know the full extent of this item's powers. +3 strength. Provides resistance to Fire (34%). Sustains strength. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. f) a Lantern (14340 turns) Found lying on the floor in West Beleriand 14 Cannot be harmed by Fire. Intensity 3 light. 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) Studded Leather Armour of Resistance (-1) [12,+11] Found lying on the floor in West Beleriand 14 Provides resistance to Lightning (22%), Fire (25%). Cannot be harmed by Acid, Fire. 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) a Fur Cloak [3,+2] Found lying on the floor in a vault in Thargelion 11 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 Leather Shield [8,+2] Found lying on the floor in Ered Luin 10 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) a Metal Cap [3,+6] Dropped by a master yeek in Amon Rûdh 24 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 'Cammithrim' [1,+10] <+1> {??} Dropped by Lug, the hill orc in Thargelion 11 You do not know the full extent of this item's powers. It is one of the Shadow Ward items. +1 light. Provides resistance to Light (45%). Cannot be harmed by Acid, Fire. Prevents paralysis. When activated, it lights up an area and inflicts 2d8 damage on light-sensitive creatures. Takes 5 turns to recharge. Your chance of success is 94.9% Your hands would benefit from protection too. [Character Inventory] a) a Book of Nature Magics [Lesser Charms] {@m1@b1} You can read this book. A runed volume with earthly and natural magics inscribed in brown and rich greens. b) a Mushroom of Vigor Deep in the murky dungeons strange mushrooms grow, and monsters rout about sealed packets of food that their owners will never need again. c) a Withered Mushroom Deep in the murky dungeons strange mushrooms grow, and monsters rout about sealed packets of food that their owners will never need again. d) 8 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... e) 2 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... f) 2 Potions of Neutralize 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... g) a Potion of Restore Mana 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) 5 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... i) 2 Potions of Boldness 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) 12 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. k) 4 Scrolls of Detect Invisible 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. l) 4 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. m) a Rod 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. n) a Wand of Slow Monster (3 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) a Wand of Hold Monster (6 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) a Wand of Scare Monster (6 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 Cast Iron Wand 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 Confuse Monsters (4 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 Mapping (3 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. t) a Staff of Teleportation (6 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) Studded Leather Armour (-1) [12,+1] Dropped by an unknown monster in Amon Rûdh 24 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. v) a Dart (1d5) (+0,+0) Found lying on the floor in Ossiriand 8 Combat info: 2.0 blows/round. With +2 STR and +0 DEX you would get 2.3 blows With +1 STR and +2 DEX you would get 2.3 blows With +0 STR and +4 DEX you would get 2.3 blows Average damage/round: 12.3. Average thrown damage: 12.9. 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. [Character Quiver] 0) 2 Arrows (2d4) (+0,+0) Combat info: When fired, hits targets up to 90 feet away. Average damage/round: 25.1. 35% chance of breaking upon contact. Bow ammo. 1) 12 Arrows of Flame (2d4) (+6,+3) Branded with fire. Cannot be harmed by Fire. Combat info: When fired, hits targets up to 90 feet away. Average damage/round: 46.9 vs creatures not resistant to fire and 27.2 vs. others. 35% chance of breaking upon contact. Bow ammo. [Home Inventory] a) 4 Flasks of oil Flasks can be used to hold oil, which can fuel a lamp or explode if thrown. b) a Potion 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... c) 7 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. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 0 0' Gained the Athletics specialty. 84 400' Killed Pongo the Devious 84 400' Reached level 3 376 500' Reached level 4 376 500' Reached level 5 404 500' Reached level 6 689 500' Killed Brodda, the Easterling 689 500' Reached level 7 689 500' Reached level 8 892 0' Killed The Complainer 1052 500' Reached level 9 1241 500' Reached level 10 1264 0' Moved house to Belegost. 1504 550' Killed Orfax, Son of Boldor 1504 550' Reached level 11 1591 550' Killed Balcmeg, the cave orc 1607 550' Reached level 12 1665 550' Reached level 13 1707 550' Killed Lug, the hill orc 1714 550' Found the Set of Leather Gloves 'Cammithrim' 1886 650' Reached level 14 2454 800' Reached level 15 2703 800' Killed Ulfast, son of Ulfang 2762 800' Reached level 16 2966 800' Reached level 17 3549 900' Killed Old Man Willow 3549 900' Reached level 18 3549 900' Reached level 19 3549 900' Reached level 20 3551 900' Found the Quarterstaff 'Nar-i-vagil' 3990 1000' Reached level 21 4540 1200' Reached level 22 [Options] [User interface] Use the roguelike command keyset : no (rogue_like_commands) Use sound : no (use_sound) Show damage player deals to monsters : no (show_damage) Use old target by default : no (use_old_target) Always pickup items : yes (pickup_always) Always pickup items matching inventory : yes (pickup_inven) Show flavors in object descriptions : no (show_flavors) Highlight target with cursor : no (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 : no (mouse_movement) Notify on object recharge : no (notify_recharge) Show effective speed as multiplier : no (effective_speed) [Birth] Generate connected stairs : no (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)