[FAangband 2.0.1-22-gd6648faef Character Dump] Name Nollion Age 61 Self RB CB EB Best Race Green-Elf Height 7'8" STR: 16 -1 +0 +0 15 Class Ranger Weight 15st 12lb INT: 10 -1 +0 +1 10 Title Scout Turns used: WIS: 14 +2 +2 +0 18 HP -3/127 Game 30772 DEX: 16 +2 +1 +0 18/10 SP 6/19 Standard 3151 CON: 14 -1 -1 +0 12 Gold 755 Resting 37 Level 14 Armor [34,+29] Saving Throw 52% Cur Exp 1507 Melee 1d10,+10% Stealth Very Good Max Exp 1507 To-hit 38,+5 Disarm - phys. 60% Adv Exp 1700 Blows 2.0/turn Disarm - magic 41% Burden 91.3 lb Shoot to-dam +0 Magic Devices 35 Overweight -10.6 lb To-hit 49,+2 Searching 43% Max Depth 850' (L17) Shots 1.0/turn Infravision 20 ft Speed Normal Recall pts: Amon Rûdh 15 You are of the Nandor. You are one of several children of an Archer. You have light grey eyes, straight black hair, and a fair complexion. [Specialty Abilities] Trap Setting Resistances Abilities Acid:....+........ 34% pFear:............. Elec:..+.......... 34% pBlnd:............. Fire:...-......... -10% pConf:............. Cold:+.+.......... 73% pStun:............. Pois:............. 0% HLife:............. Light:......+...... 28% 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.:............. 0 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 [Last Messages] > Something curses! > *** LOW HITPOINT WARNING! *** > Something messes with your mind. > You are confused! > Something mumbles. > Someone moons you!!! > Someone humiliates you! > Someone hits you. > *** LOW HITPOINT WARNING! *** > Someone hits you. > *** LOW HITPOINT WARNING! *** > Someone humiliates you! > Someone insults you! > Someone hits you. > You die. Killed by an ironfist priest. [Character Equipment] a) a Trident of Freezing (1d10) (+3,+2) [4,+0] Dropped by The Complainer in Taur-Im-Duinath Town Branded with cold. Provides resistance to Cold (45%). Combat info: 2.0 blows/round. With +10 STR and +0 DEX you would get 2.3 blows With +8 STR and +1 DEX you would get 2.3 blows With +7 STR and +3 DEX you would get 2.3 blows With +5 STR and +5 DEX you would get 2.3 blows With +3 STR and +7 DEX you would get 2.3 blows With +0 STR and +9 DEX you would get 2.3 blows Average damage/round: 37 vs creatures not resistant to cold and 21.5 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. b) a Short Bow (x2) (+0,+0) An inheritance from your family Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of Basic Resistance Found lying on the floor in Andram 9 Provides resistance to Lightning (34%), Cold (50%). 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 Utility Dropped by a priest in West Beleriand 14 Makes you vulnerable to Fire (10%). Slows your metabolism. Feather Falling. 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 Mental Strength <+1> Dropped by a small kobold in Andram 9 +1 intelligence. Provides resistance to Acid (34%). Sustains intelligence. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. f) a Wooden Torch of Brightness (4923 turns) <+1> Dropped by an ogre in West Beleriand 14 +1 light. 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) Hard Leather Armour of Resistance (-1) [16,+16] {cursed} Dropped by a Zombie in West Beleriand 14 It cuts you every now and then (power 5). It paralyses you every now and then (power 5). It makes you hallucinate sometimes (power 5). It poisons you from time to time (power 5). Provides resistance to Light (28%). 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 Cloak [1,+1] Found lying on the floor in Ent Path 1 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,+5] Found lying on the floor in West Beleriand 14 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 Hard Leather Cap [2,+0] Bought from a store 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) a Set of Leather Gloves [1,+0] Bought from a store Your hands would benefit from protection too. l) a Pair of Leather Boots [2,+5] Dropped by The Complainer in Taur-Im-Duinath Town 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} You can read this book. A runed volume with earthly and natural magics inscribed in brown and rich greens. b) 4 Rations of Food Deep in the murky dungeons strange mushrooms grow, and monsters rout about sealed packets of food that their owners will never need again. c) 14 Potions of Cure Light Wounds {@q1} 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) 7 Potions of Cure Serious Wounds {@q2} 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) a Potion 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) a Potion 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... g) a Potion 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... h) a Potion 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... i) 2 Potions of Sleep 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... j) 20 Scrolls of Phase Door {@r4} 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) a Scroll 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) 3 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 Scroll of Monster Confusion 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) a Rod of Northwinds {@z3 dlv9 rubble} 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. o) a Staff of Light (15 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. p) a Wooden Torch (3988 turns) An inheritance from your family Intensity 2 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. q) 2 Wooden Torches (5000 turns) An inheritance from your family Intensity 2 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. [Character Quiver] 0) 40 Arrows (2d4) (+0,+0) Combat info: When fired, hits targets up to 80 feet away. Average damage/round: 11.7. 35% chance of breaking upon contact. Bow ammo. 1) 4 Arrows (2d4) (+0,+0) Combat info: When fired, hits targets up to 80 feet away. Average damage/round: 11.7. 35% chance of breaking upon contact. Bow ammo. [Home Inventory] a) a Potion of Sleep 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... b) a Trident (1d10) (+4,+3) [4,+0] Found lying on the floor in Andram 7 Combat info: 2.0 blows/round. With +10 STR and +0 DEX you would get 2.3 blows With +8 STR and +1 DEX you would get 2.3 blows With +7 STR and +3 DEX you would get 2.3 blows With +5 STR and +5 DEX you would get 2.3 blows With +3 STR and +7 DEX you would get 2.3 blows With +0 STR and +9 DEX you would get 2.3 blows Average damage/round: 22.3. 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. c) 18 Bolts (2d5) (+5,+6) Crossbow ammo. d) 7 Rounded Pebbles (2d2) (+0,+0) {@v0} Combat info: Average thrown damage: 10.2. Sling ammo. e) 40 Rounded Pebbles (2d2) (+0,+0) {@v0} Combat info: Average thrown damage: 10.2. Sling ammo. [Player history] Turn Place Note 0 Ossiriand Town' Began the quest to destroy Morgoth. 0 Ossiriand Town' Gained the Trap Setting specialty. 111 Ent Path 4' Reached level 3 395Taur-Im-Duinath Town' Moved house to Taur-Im-Duinath. 447 Taur-Im-Duinath 2' Reached level 4 515 East Beleriand 5' Reached level 5 676 East Beleriand 5' Reached level 6 833 Andram 7' Killed Pete Mack, the Skeleton 833 Andram 7' Reached level 7 891 Andram 7' Reached level 8 1142 Andram 9' Reached level 9 1447 Andram 9' Killed Brodda, the Easterling 1447 Andram 9' Reached level 10 1754 West Beleriand 11' Reached level 11 2068 West Beleriand 14' Reached level 12 2187 West Beleriand 14' Reached level 13 2497 West Beleriand 14' Killed Balcmeg, the cave orc 2696 West Beleriand 14' Killed Bugs Meany, the Zombie 2696 West Beleriand 14' Reached level 14 2796Taur-Im-Duinath Town' Killed The Complainer [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 : 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 : no (mouse_movement) Notify on object recharge : yes (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)