[FAangband 2.0.1 Character Dump] Name Killybuggy Age 60 Self RB CB EB Best Race Green-Elf Height 7'9" STR! 18/100 -1 +0 +5 18/140 Class Ranger Weight 11st 8lb INT: 18/25 -1 +0 +4 18/55 Title Ranger Turns used: WIS: 18/82 +2 +2 +2 18/142 HP -129/620 Game 297828 DEX: 18/93 +2 +1 +3 18/153 SP 167/259 Standard 43484 CON: 18/54 -1 -1 +8 18/114 Gold 221718 Resting 388 Level 45 Armor [56,+91] Saving Throw 91% Cur Exp 2819608 Melee 1d15,+132% Stealth Superb Max Exp 2819608 To-hit 79,+37 Disarm - phys. 100% Adv Exp 2900000 Blows 4.7/turn Disarm - magic 62% Burden 213.7 lb Shoot to-dam +14 Magic Devices 76 Overweight 33.8 lb To-hit 100,+37 Searching 89% Max Depth 4250' (L85) Shots 2.1/turn Infravision 20 ft Speed 12 (2.2x) Recall pts: Tol-In-Gaurhoth 70, Nargothrond 55, Ephel Brandir Town, Angband You are of the Nandor. You are one of several children of a Ranger. You have light grey eyes, straight black hair, and a fair complexion. Resistances Abilities Acid:....+.+.+.... 75% pFear:...+.......+. Elec:.+..+...+.... 82% pBlnd:.........+... Fire:+++...+.+..+. 97% pConf:............. Cold:++......+.... 80% pStun:............. Pois:......++....+ 77% HLife:............. Light:...........+. 50% Regen:.+........... Dark:......+...... 35% ESP:.........+... Sound:......+...... 50% S.Inv:....+........ Shard:..+........+. 78% FrAct:..........+.. Nexus:............. 0% Feath:..+.......... Nethr:........+.... 53% S.Dig:+............ Chaos:............. 0% TrpIm:............. Disen:......+...... 55% Darkn:............. Modifiers Hindrances Stea.:.......22.... 4 ImpHP:............. Sear.:............. 0 ImpSP:............. Infra:............2 2 Fear:............. Tunn.:............. 0 Aggrv:............. Speed:...1..31...9* 24 NoTel:............. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:............. Might:.2........... 2 Fragl:............. Light:.....4....... 4 D.Red:............. 0 MMast:............. 0 Moves:............. 0 [Last Messages] > You miss Smaug the Golden. > You freeze Smaug the Golden. It was a great hit! > You miss Smaug the Golden. > Extra Attack! > You miss Smaug the Golden. > Smaug the Golden claws you. > Smaug the Golden misses you. > Smaug the Golden bites you. > You are enveloped in flames! > Smaug the Golden misses you. > You miss Smaug the Golden. > The winged dragon of balance breathes chaos. > You die. > Smaug the Golden grunts with pain. > Smaug the Golden is unaffected! Killed by a winged dragon of balance. [Character Equipment] a) the Pike 'Til-i-arc' (1d15) (+11,+13) [6,+10] <+2> {In;FiCo|FCo/DTP} Dropped by a rogue in Nargothrond 53 +2 intelligence. Slays demons, giants, trolls. Branded with cold, fire. Provides resistance to Fire (50%), Cold (50%). Cannot be harmed by Acid, Fire. Sustains intelligence. Slows your metabolism. needing two-handed wielding. Combat info: 4.7 blows/round. With +8 STR and +0 DEX you would get 5.0 blows With +0 STR and +3 DEX you would get 5.0 blows Average damage/round: 410.7 vs demons, giants, and trolls, 348.5 vs creatures not resistant to cold and creatures not resistant to fire, and 204.9 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) the Short Bow of Amrod (x4) (+11,+14) <+2> {StCn;ElFiCo;Rg} Found lying on the floor in Nargothrond 37 +2 strength. +2 constitution. +2 shooting power. Provides resistance to Lightning (35%), Fire (35%), Cold (35%). Cannot be harmed by Acid, Fire. Speeds regeneration. Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of Physical Prowess <+1, +2> {DxCn;FiSh} Found lying on the floor in a vault in Tol-In-Gaurhoth 70 +1 dexterity. +2 constitution. Provides resistance to Fire (50%), Shards (55%). Sustains dexterity, constitution. Feather Falling. 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 (+0,+12) <+1> {SpSt;Fe} Found lying on the floor of a special room in Nargothrond 47 +1 strength. +1 speed. 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 Insight {AcEl;Si} Found lying on the floor in Nargothrond 31 Provides resistance to Acid (34%), Lightning (55%). Grants the ability to see invisible things. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. f) the Lamp of Gwindor <+4> Dropped by Uldor the Accursed in Arena Town +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 35 to 64 turns to recharge at your current speed. Your chance of success is 96.7% 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 Metal Scale Mail Glossa (-1) [38,+15] <+3> {Sp;AcFiPoDkSoDi} Dropped by a ghoul in Nargothrond 53 +3 speed. Provides resistance to Acid (40%), Fire (45%), Poison (35%), Dark (35%), Sound (50%), Disenchantment (55%). 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) an Elven Cloak of Aman [6,+14] <+2, +1> {SpSl;Po} Found lying on the floor in a vault in Angband 65 +2 stealth. +1 speed. Provides resistance to Poison (40%). Cannot be harmed by Acid, Fire. 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 Small Metal Shield of Elvenkind [5,+13] <+2> {AcElFiCoNt} Found lying on the floor in a vault in Tol-In-Gaurhoth 70 +2 stealth. Provides resistance to Acid (35%), Lightning (35%), Fire (35%), Cold (35%), Nether (53%). 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. j) the Hard Leather Cap of Mablung [2,+11] <+2> {InWi;Bl~Tele} Dropped by Orcogar, son of Orcobal in Nargothrond 35 It was borne by Mablung, chief hunter of King Thingol. +2 intelligence. +2 wisdom. Provides protection from blindness. Cannot be harmed by Acid. Grants telepathy. 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,+12] <+2> Dropped by Ulwarth, Son of Ulfang in Amon Rûdh 28 +2 strength. +2 constitution. Cannot be harmed by Acid, Fire. Prevents paralysis. Your hands would benefit from protection too. l) the Pair of Leather Sandals Pandion [1,+12] <+9> {Sp;FiLiShFe} Dropped by Errata the Mage in Arena Town +9 speed. Provides resistance to Fire (35%), Light (50%), Shards (50%). Provides protection from fear. Cannot be harmed by Acid, Fire. When activated, it hastes you for 20+d20 turns. Your chance of success is 96.7% Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. [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) 2 Books of Nature Magics [Nature Craft] {@m2@b2} Cannot be harmed by Fire. You can read this book. A runed volume with earthly and natural magics inscribed in brown and rich greens. c) 13 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) 10 Potions of Healing {!kq} 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) 3 Potions 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... f) 26 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... g) 20 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. h) 10 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. i) 8 Scrolls of Identify Rune 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) 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. k) 9 Rods of Treasure Location (1 charging) {@z1} 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) 5 Rods of Detection 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. m) 8 Rods of Fire Bolts 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) 2 Rods of Cold Balls 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. o) 2 Rods of Teleport Other (1 charging) 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. p) 7 Wands of Teleport Other (23 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) 4 Staves of Teleportation (22 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. r) a Ring of Basic Resistance <+1> {Sp;FiPoLi} Found lying on the floor in Angband 76 +1 infravision. +1 speed. Provides resistance to Fire (60%), Poison (40%), Light (40%). You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. s) an Amulet of Mental Strength <+2, +6> {St;InWiDx;AcPoLiSoShDiFe;-ElCoDk(StInWiD Dropped by a gold dragon in Angband 80 +2 strength. +6 intelligence. +6 wisdom. +6 dexterity. Provides resistance to Acid (35%), Poison (45%), Light (45%), Sound (45%), Shards (55%), Disenchantment (45%). Makes you vulnerable to Lightning (20%), Cold (35%), Dark (45%). Provides protection from fear. Sustains strength, intelligence, wisdom, dexterity, constitution. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. t) a Cloak of the Magi [1,+10] <+2> {InSlMd;Cf} Bought from a store +2 intelligence. +2 stealth. +2 magic mastery. Provides protection from confusion. Cannot be harmed by Acid. Sustains intelligence. Experienced adventurers wrap a cloak around their body. Some rare items of this type may allow you to slip silently around less alert enemies. u) a Scythe of Slicing (Holy Avenger) (8d4) (+15,+13) [+3] <+3> {Wi;Fe;Si/*} Dropped by Errata the Mage in Arena Town +3 wisdom. Slays undead, demons, evil creatures. Provides protection from fear. Sustains intelligence. Grants the ability to see invisible things. blessing by the valar (combat bonuses for holy casters). preferring two-handed wielding. Combat info: 4.3 blows/round. With +3 STR and +0 DEX you would get 4.5 blows With +0 STR and +3 DEX you would get 4.7 blows Average damage/round: 471.2 vs undead and demons, 353.1 vs evil creatures, and 235 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. [Character Quiver] 0) 8 Arrows of Acid (2d4) (+10,+8) Branded with acid. Cannot be harmed by Acid. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 245.9 vs creatures not resistant to acid and 144.5 vs. others. 35% chance of breaking upon contact. Bow ammo. 1) an Arrow of Frost (2d4) (+11,+8) Branded with cold. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 245.9 vs creatures not resistant to cold and 144.5 vs. others. 35% chance of breaking upon contact. Bow ammo. 2) 8 Seeker Arrows (3d4) (+5,+8) Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 197.3. 35% chance of breaking upon contact. Bow ammo. 3) 13 Seeker Arrows of Frost (3d4) (+17,+10) Branded with cold. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 344.4 vs creatures not resistant to cold and 202.3 vs. others. 35% chance of breaking upon contact. Bow ammo. 4) 36 Mithril Arrows of Flame (3d3) (+7,+8) Branded with fire. Cannot be harmed by Acid, Fire. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 268.7 vs creatures not resistant to fire and 157.8 vs. others. 35% chance of breaking upon contact. Bow ammo. [Home Inventory] a) 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. b) 15 Potions of Healing {!kq} 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) 8 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) 15 Potions 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... e) 6 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... f) 6 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... g) 15 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) 3 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. i) 20 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. j) 3 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) 8 Wands of Drain Life (38 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) a Wand of Annihilation (1 charge) Cannot be harmed by Lightning. 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. m) 4 Staves of *Destruction* (10 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. n) 13 Staves of Teleportation (76 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. o) a Ring of Utility <+3, +1> {Cn;Co} Dropped by a green worm in Arena Town +3 constitution. +1 light. Provides resistance to Cold (34%). Feather Falling. Speeds regeneration. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. p) an Amulet of the Shadows <+3> {Sl;FiCoDk;-Li;Si} Bought from a store +3 stealth. +3 infravision. Provides resistance to Fire (35%), Cold (34%), Dark (35%). Makes you vulnerable to Light (5%). Grants the ability to see invisible things. Allows you to see in the dark. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. q) an Amulet of Trickery <+3, +2, +4> {SpDxSl;FiPoLiNx} Dropped by a legendary hobbit rogue in Angband 75 +3 dexterity. +2 stealth. +4 searching skill. +2 speed. Provides resistance to Fire (34%), Poison (45%), Light (40%), Nexus (45%). Sustains dexterity. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. r) the Hard Leather Armour of Himring [16,+15] {PoNtCa} Dropped by an illusionist in Angband 74 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 643 to 1280 turns to recharge at your current speed. Your chance of success is 95.7% 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. s) a Small Metal Shield of Elvenkind [5,+9] <+3> {AcElFiCoSoSh} Dropped by a red worm in Anfauglith 56 +3 stealth. Provides resistance to Acid (35%), Lightning (35%), Fire (35%), Cold (35%), Sound (40%), Shards (40%). 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. t) the Steel Helm of Ecthelion [6,+20] <+3> {StDxCn;AcNx} Dropped by The Phantom of Eilinel in Arena Town +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) the Pair of Iron Shod Boots Irien [4,+12] <+2, +8> {SpInWi;AcDkSoSh;-Ca} Dropped by Scatha the Worm in Angband 70 +2 intelligence. +2 wisdom. +8 speed. Provides resistance to Acid (40%), Dark (55%), Sound (40%), Shards (55%). Makes you vulnerable to Chaos (30%). Cannot be harmed by Acid, Fire. When activated, it hastes you for 20+d20 turns. Your chance of success is 96.7% Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. v) the Trident 'Stenador' (2d10) (+13,+12) [4,+0] <+4, +3> {St;AcCoSh;Si} Dropped by a black wraith in Tol-In-Gaurhoth 67 +4 strength. +3 tunneling. Slays undead, orcs, animals. Provides resistance to Acid (45%), Cold (40%), Shards (40%). Cannot be harmed by Acid, Fire. Grants the ability to see invisible things. Sometimes creates earthquakes on impact. When activated, it makes an earthquake (radius 10). Your chance of success is 96.7% Combat info: 5.0 blows/round. Average damage/round: 438.5 vs undead and orcs, 373.1 vs animals, and 219.5 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 Halberd 'Osondir' (3d8) (+9,+12) <+3> {StWi;FiSo;Si} Dropped by Eöl, the Dark Elven Smith in Tol-In-Gaurhoth 52 +3 strength. +3 wisdom. Slays undead, giants. Branded with fire. Provides resistance to Fire (50%), Sound (40%). Cannot be harmed by Acid, Fire. Feather Falling. Grants the ability to see invisible things. needing two-handed wielding. Combat info: 4.7 blows/round. With +0 STR and +3 DEX you would get 5.0 blows Average damage/round: 438.9 vs undead and giants, 372.8 vs creatures not resistant to fire, and 219.2 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. x) a Long Bow of Ossiriand (x5) (+14,+20) <+3, +2> Found lying on the floor in a vault in Angband 71 +3 dexterity. +2 stealth. +2 shooting power. Cannot be harmed by Acid, Fire. Sustains your life force. Missile launchers allow you to inflict damage from a distance without using magic. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 0 0' Gained the Athletics specialty. 270 500' Reached level 3 270 500' Reached level 4 290 500' Reached level 5 290 500' Reached level 6 304 500' Reached level 7 304 500' Reached level 8 421 0' Moved house to Belegost. 674 550' Killed Orfax, Son of Boldor 674 550' Reached level 9 700 550' Reached level 10 975 550' Reached level 11 1551 550' Killed Mughâsh the Kobold Lord 1551 550' Reached level 12 1841 650' Reached level 13 2132 650' Reached level 14 2559 650' Reached level 15 2914 650' Reached level 16 3489 650' Reached level 17 4057 800' Killed Lug, the hill orc 4317 800' Reached level 18 4525 800' Reached level 19 4830 0' Killed The Complainer 5021 900' Reached level 20 5288 1000' Killed Othrod, Lord of the orcs 5288 1000' Reached level 21 6160 1100' Reached level 22 6771 1200' Reached level 23 7540 1400' Reached level 24 7678 0' Reached level 24 8241 1500' Reached level 25 8306 1500' Reached level 24 8374 1500' Killed Ulfast, son of Ulfang 8375 1500' Found the Pair of Leather Sandals Golad 8493 0' Reached level 24 8493 0' Reached level 25 8793 1400' Killed Ulwarth, Son of Ulfang 8796 1400' Found the Set of Leather Gloves 'Cambeleg' 10602 1650' Reached level 26 11823 1750' Reached level 27 12057 1750' Killed Orcogar, son of Orcobal 12058 1750' Found the Hard Leather Cap of Mablung 12853 1750' Reached level 28 14477 1850' Reached level 29 15991 1850' Found the Short Bow of Amrod 16290 1850' Reached level 30 17663 1400' Reached level 31 17680 1400' Killed Uldor the Accursed 17680 1400' Found the Lamp of Gwindor 17798 1400' Killed Pongo the Devious 18299 1500' Killed Orcobal the Mighty 18314 1500' Found the Metal Cap 'Holhenneth' (LOST) 18988 0' Found the Set of Leather Gloves Luinast (LOST) 19164 1500' Killed Mîm, Betrayer of Turin 19165 1500' Gained the Marksman specialty. 19270 1500' Killed Khîm, Son of Mîm 19369 1500' Killed Ibun, Son of Mîm 19763 1950' Reached level 32 20195 2050' Reached level 33 20300 2050' Killed Kavlax the Many-Headed 20300 2050' Found the Soft Leather Armour 'Hithlomir' (LOST) 20303 2050' Found the Wand 'Ilkorin' (LOST) 21161 2150' Killed Killybuggy, the Vampire 21804 2150' Killed Killybuggy, the Vampire 22162 2150' Reached level 34 22942 2250' Killed Vargo, Tyrant of Fire 23092 2250' Killed Quaker, Master of Earth 23417 2350' Reached level 35 24157 2350' Found the Set of Gauntlets 'Pauraegen' (LOST) 24237 2350' Found the Flail 'Totila' (LOST) 25042 2450' Killed The Phantom of Eilinel 25050 2450' Found the Steel Helm of Ecthelion 25748 2550' Reached level 36 26712 2650' Found the Metal Scale Mail Glossa 27185 2650' Reached level 37 27338 2650' Found the Pike 'Til-i-arc' 27539 2650' Found the Pair of Leather Sandals Golad (LOST) 28818 2750' Killed Glaurung, Father of the Dragons 28818 2750' Reached level 38 28905 2750' Gained the Fast Attacking specialty. 30588 2600' Killed The Queen Ant 30593 2600' Found the Staff of the Kelvar (LOST) 30919 2600' Reached level 39 30948 2600' Killed Lokkak, the Ogre Chieftain 31196 0' Reached level 39 31477 2600' Reached level 39 32373 2600' Found the Broad Sword 'Orcrist' (LOST) 32408 2600' Killed Eöl, the Dark Elven Smith 32422 2600' Found the Halberd 'Osondir' 32594 2600' Killed Itangast the Fire Drake 32977 3350' Reached level 40 33145 3350' Reached level 40 33969 3350' Reached level 41 34114 3350' Found the Trident 'Stenador' 34116 3350' Reached level 41 34375 3500' Killed Lorgan, Chief of the Easterlings 35034 3500' Killed Ulfang the Black 35036 3500' Found the Glaive Celdain (LOST) 36644 3000' Reached level 42 37240 3250' Found the Leather Scale Mail 'Thalkettoth' (LOST) 37277 3250' Found the Lance 'Joyeuse' (LOST) 37828 3350' Killed Shelob, Spider of Darkness 37828 3350' Found the Iron Helm of Gorlim (LOST) 38496 3450' Reached level 43 38613 3450' Reached level 43 38736 3450' Reached level 43 39076 3450' Found the Set of Gauntlets Amris (LOST) 39257 3450' Reached level 44 39414 3500' Killed Scatha the Worm 39414 3500' Found the Pair of Iron Shod Boots Irien 39415 3500' Found the Pair of Leather Sandals Mingossir (LOST) 39721 3550' Found the Staff of Winds (LOST) 39989 3550' Killed Wiruin, the Maelstrom 40113 3550' Killed Qlzqqlzuup, the Emperor Quylthulg 40149 3550' Found the Leather Shield of Haleth (LOST) 40335 3600' Found the Wand of Beguiling (LOST) 41444 3700' Killed The Phoenix 41459 3700' Found the Hard Leather Armour of Himring 41764 3900' Killed Harowen the Black Hand 41774 3900' Found the Pair of Steel Shod Boots 'Indomitable' (LOST) 41781 3900' Found the Long Sword Ninion (LOST) 41880 3950' Reached level 45 43440 4250' Killed Errata the Mage 43442 4250' Found the Staff of Holding 43445 4250' Found the Pair of Leather Sandals Pandion [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)