[FAangband 2.0.1-22-gd6648faef Character Dump] Name Bugs Meany Age 68 Self RB CB EB Best Race Green-Elf Height 7'5" STR: 18/50 -1 +0 +2 18/60 Class Ranger Weight 12st 11lb INT: 16 -1 +0 +3 18 Title Explorer Turns used: WIS: 18/52 +2 +2 +4 18/132 HP -8/383 Game 234116 DEX: 18 +2 +1 +4 18/70 SP 158/171 Standard 24171 CON: 18/31 -1 -1 +2 18/31 Gold 17482 Resting 212 Level 33 Armor [36,+72] Saving Throw 78% Cur Exp 250251 Melee 1d15,+63% Stealth Superb Max Exp 280853 To-hit 63,+14 Disarm - phys. 80% Adv Exp 285000 Blows 2.3/turn Disarm - magic 50% Burden 146.6 lb Shoot to-dam +9 Magic Devices 73 Overweight -33.3 lb To-hit 80,+24 Searching 86% Max Depth 3800' (L76) Shots 1.5/turn Infravision 20 ft Speed 2 (1.2x) Recall pts: Ephel Brandir Town, Fen of Serech 44, Nargothrond 49, Tol-In-Gau You were born by the River Adurant. You are the only child of an Archer. You have light grey eyes, straight black hair, and a fair [Specialty Abilities] Marksman Athletics Resistances Abilities Acid:....+.+...... 61% pFear:............. Elec:..+.-.+...... 41% pBlnd:.....+.+..... Fire:+.....+...... 70% pConf:............. Cold:+.....+...... 70% pStun:............. Pois:...++........ 70% HLife:............. Light:......+.+.... 57% Regen:............. Dark:........+.... 35% ESP:............. Sound:............. 0% S.Inv:.....+....... Shard:....+........ 40% FrAct:..+.......... Nexus:....+........ 55% Feath:...........+. Nethr:...+......... 40% S.Dig:+............ Chaos:............. 0% TrpIm:............. Disen:............. 0% Darkn:............. Modifiers Hindrances Stea.:....2.21..... 5 ImpHP:............. Sear.:....3........ 3 ImpSP:............. Infra:............2 2 Fear:............. Tunn.:............. 0 Aggrv:............. Speed:....2........ 2 NoTel:............. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:............. Might:............. 0 Fragl:............. Light:............. 0 D.Red:............. 0 MMast:.......2..... 2 Moves:............. 0 [Last Messages] > *** LOW HITPOINT WARNING! *** > You miss the hellhound. > The hellhound bites you. > You are enveloped in flames! > *** LOW HITPOINT WARNING! *** > The hellhound bites you. > You are enveloped in flames! > *** LOW HITPOINT WARNING! *** > The hellhound misses you. > The hellhound bites you. > You are enveloped in flames! > *** LOW HITPOINT WARNING! *** > The hellhound bites you. > You are enveloped in flames! > You die. Killed by a hellhound. [Character Equipment] a) the Pike 'Til-i-arc' (1d15) (+10,+12) [6,+10] <+2> {In;FiCo|FCo/DTP} Found lying on the floor in a vault in Nargothrond 37 +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. Needs two-handed wielding. Combat info: 2.3 blows/round. With +4 STR and +0 DEX you would get 2.7 blows With +0 STR and +1 DEX you would get 2.8 blows Average damage/round: 130.3 vs demons, giants, and trolls, 110.6 vs creatures not resistant to cold and creatures not resistant to fire, and 64.8 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 Long Bow of Accuracy (x3) (+20,+9) Dropped by a drúadan mage in Amon Rûdh 22 Shoots accurately, sometimes very accurately. Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of Mobility <+3> {Wi;El;Fa} Bought from a store +3 wisdom. Provides resistance to Lightning (34%). 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. d) a Ring of Arcane Resistance <+2> {St;PoNt} Found lying on the floor of a special room in Nargothrond 43 +2 strength. Provides resistance to Poison (45%), Nether (40%). 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, +3> {SpDxSl;AcPoNx, cursed} Found lying on the floor of a labyrinth in Tol-In-Gaurhoth 67 It cuts you deeply every now and then (power 32). It cuts you every now and then (power 32). It makes your skin harder to damage, but conduct electricity (power 32). +2 dexterity. +2 stealth. +3 searching skill. +2 speed. Provides resistance to Acid (34%), Poison (45%), Nexus (55%). Sustains dexterity. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. f) a Lantern of True Sight (6665 turns) Found lying on the floor of a labyrinth in Tol-In-Gaurhoth 64 Provides protection from blindness. Cannot be harmed by Fire. Grants the ability to see invisible things. 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 Elvenkind (-1) [12,+18] <+2> {AcElFiCoLi} Found lying on the floor in a vault in Nargothrond 37 +2 stealth. Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%), Light (33%). 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 of the Magi [1,+9] <+1, +2> {InSlMd;Bl} Dropped by Mîm, Betrayer of Turin in Amon Rûdh 30 +1 intelligence. +1 stealth. +2 magic mastery. Provides protection from blindness. 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. i) a Large Metal Shield of Night and Day [12,+12] Found lying on the floor of a cavern in Nargothrond 45 Provides resistance to Light (35%), Dark (35%). 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) an Iron Helm of Wisdom [7,+7] <+1> Dropped by a grave wight in Nargothrond 35 +1 wisdom. Sustains wisdom. 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 Caestus (+0,+3) [5,+0] Dropped by a half-orc in Nargothrond 43 Your hands would benefit from protection too. l) a Pair of Leather Sandals of Slow Descent [1,-1] Found lying on the floor in a vault in Thargelion 11 Feather Falling. 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) 4 Mushrooms of Emergency Deep in the murky dungeons strange mushrooms grow, and monsters rout about sealed packets of food that their owners will never need again. c) 5 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) 2 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) 8 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) 11 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) 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. h) 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. i) 4 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) 2 Rods of Treasure Location {@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. k) 2 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. l) a Rod of Frost 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. m) 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. n) 5 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. o) a Wand of Acid Balls (1 charge) 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 Dragon's Flame (0 charges) 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. q) 2 Staves of Teleportation (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. r) a Staff of Speed (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. s) a Ring of Utility <+1, +5> (charging) {El A:Identify Rune} Found lying on the floor in a vault in Nargothrond 37 +1 constitution. +5 searching skill. Provides resistance to Lightning (45%). 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. t) an Amulet of Weaponmastery (+0,+10) Found lying on the floor in Tol-In-Gaurhoth 70 Provides resistance to Disenchantment (50%). Makes you vulnerable to Chaos (5%). Provides protection from fear. Slows your metabolism. Sustains your life force. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. u) the Executioner's Sword 'Crisdurian' (4d6) (+18,+19) Found lying on the floor in a vault in Tol-In-Gaurhoth 73 Slays undead, dragons, giants, trolls, orcs, evil creatures. Cannot be harmed by Acid. Grants the ability to see invisible things. Prefers two-handed wielding. Combat info: 2.0 blows/round. With +3 STR and +0 DEX you would get 2.3 blows With +0 STR and +1 DEX you would get 2.3 blows Average damage/round: 132.5 vs undead, dragons, giants, trolls, and orcs, 99.1 vs evil creatures, and 66.2 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) 17 Arrows (2d4) (+0,+0) Combat info: When fired, hits targets up to 90 feet away. Average damage/round: 45.5. 35% chance of breaking upon contact. Bow ammo. 1) 2 Arrows (2d4) (+2,+3) Combat info: When fired, hits targets up to 90 feet away. Average damage/round: 48.2. 35% chance of breaking upon contact. Bow ammo. 2) 9 Arrows (2d4) (+9,+3) Combat info: When fired, hits targets up to 90 feet away. Average damage/round: 48.4. 35% chance of breaking upon contact. Bow ammo. 3) 2 Arrows of Wounding (2d4) (+17,+11) Combat info: When fired, hits targets up to 90 feet away. Average damage/round: 56.1. 35% chance of breaking upon contact. Bow ammo. [Home Inventory] a) 2 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... b) 8 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... c) 5 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... d) 10 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. e) 7 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. f) 5 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. g) 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. h) 4 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) a Staff of Sleep Monsters (9 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. j) a Staff of Mapping (8 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. k) 4 Staves of Teleportation (19 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. l) a Ring of Combat (+4,+5) <+2, +1> {StDx;LiNxFe} Found lying on the floor in a vault in Nargothrond 47 +2 strength. +1 dexterity. Provides resistance to Lightning (45%), Nexus (35%). Provides protection from fear. 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. m) an Amulet of Basic Resistance <+1> {AcElCoPo} Found lying on the floor of a labyrinth in Tol-In-Gaurhoth 67 +1 light. Provides resistance to Acid (60%), Lightning (60%), Cold (50%), Poison (40%). Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. n) the Lamp of Gwindor <+4> Found lying on the floor of a labyrinth in Nargothrond 39 +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 13 to 24 turns to recharge at your current speed. Your chance of success is 96.6% An adventurer who cannot see is dog food. The further away your illumination ends, the greater your chance to ready yourself for desperate combat. o) a Small Metal Shield of Resistance [5,+15] {Ac} Bought from a store Provides resistance to Acid (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. p) a Pair of Leather Sandals [1,+6] Found lying on the floor in a vault in Thargelion 11 Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. q) the Magestaff 'Eriril' (1d9) (+13,+15) <+4, +1> {InWi;Li;Si} Dropped by an unknown monster in Arena Town +4 intelligence. +4 wisdom. +1 light. Slays evil creatures. Provides resistance to Light (45%). Cannot be harmed by Acid, Fire. Grants the ability to see invisible things. When activated, it detects all objects in the immediate area. Takes 61 to 120 turns to recharge at your current speed. Your chance of success is 95.8% Combat info: 2.3 blows/round. With +4 STR and +0 DEX you would get 2.7 blows With +0 STR and +1 DEX you would get 2.8 blows Average damage/round: 65.2 vs evil creatures and 43.1 vs. others. Hafted weapons rely on blunt force to inflict damage. [Player history] Turn Place Note 0 Ossiriand Town' Began the quest to destroy Morgoth. 0 Ossiriand Town' Gained the Athletics specialty. 174 Ossiriand 8' Reached level 3 174 Ossiriand 8' Reached level 4 174 Ossiriand 8' Reached level 5 174 Ossiriand 8' Reached level 6 174 Ossiriand 8' Reached level 7 174 Ossiriand 8' Reached level 8 332 Belegost Town' Moved house to Belegost. 469 Thargelion 11' Reached level 9 482 Thargelion 11' Reached level 10 618 Thargelion 11' Reached level 11 691 Thargelion 11' Killed Lug, the hill orc 711 Thargelion 11' Killed Balcmeg, the cave orc 711 Thargelion 11' Reached level 12 735 Thargelion 11' Found the Dagger 'Narthanc' (LOST) 1277 Thargelion 11' Reached level 13 1356 Thargelion 11' Reached level 14 1720 West Beleriand 14' Reached level 15 1724 West Beleriand 14' Killed The Ickiness 1801 Belegost Town' Killed The Complainer 2387 Amon Rûdh 22' Reached level 16 2387 Amon Rûdh 22' Reached level 17 2794 Amon Rûdh 22' Reached level 18 2971 Amon Rûdh 22' Reached level 19 3328 Amon Rûdh 26' Reached level 20 3864 Amon Rûdh 24' Reached level 21 4286 Amon Rûdh 24' Reached level 22 4396 Amon Rûdh 24' Killed Orfax, Son of Boldor 4779 Amon Rûdh 24' Reached level 23 5680 Amon Rûdh 20' Killed Areth, the Spirit 6898 Amon Rûdh 26' Killed Ulfast, son of Ulfang 6973 Amon Rûdh 26' Killed Ulwarth, Son of Ulfang 6973 Amon Rûdh 26' Reached level 24 8719 Amon Rûdh 26' Reached level 25 8903 Amon Rûdh 26' Killed Othrod, Lord of the orcs 9835 Nargothrond 35' Reached level 26 10868 Nargothrond 35' Reached level 27 10996 Nargothrond 35' Killed Mughâsh the Kobold Lord 11177 Belegost Town' Reached level 27 11613 Nargothrond 37' Found the Pike 'Til-i-arc' 11857 Nargothrond 37' Reached level 28 13276 Nargothrond 39' Found the Magestaff 'Eriril' 13883 Nargothrond 39' Reached level 29 (LOST) 14227 Nargothrond 39' Found the Lamp of Gwindor 14951 Belegost Town' Reached level 29 16127 Nargothrond 45' Reached level 30 17419 Nargothrond 47' Reached level 31 17419 Nargothrond 47' Reached level 32 17758 Amon Rûdh 26' Reached level 33 18156 Amon Rûdh 30' Killed Mîm, Betrayer of Turin 18173 Amon Rûdh 30' Gained the Marksman specialty. 18385 Belegost Town' Reached level 33 18566 Nargothrond 47' Reached level 33 18899 Nargothrond 47' Reached level 33 18999 Nargothrond 49' Reached level 33 19050 Nargothrond 49' Reached level 33 20209 Sirion Vale 28' Killed Roy, the Mummy 20267 Gondolin Town' Moved house to Gondolin. 21845 Tol-In-Gaurhoth 55' Killed The Phantom of Eilinel 22379 Tol-In-Gaurhoth 64' Reached level 32 22379 Tol-In-Gaurhoth 64' Reached level 33 23994 Tol-In-Gaurhoth 73' Reached level 33 24004 Tol-In-Gaurhoth 73' Found the Executioner's Sword 'Crisdurian' [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)