[FAangband 2.0.1 Character Dump] Name Durek Age 22 Self RB CB EB Best Race Longbeard Height 4'4" STR: 18/70 +3 +3 +3 18/160 Class Warrior Weight 10st 10lb INT: 14 +1 -2 +2 15 Title Commando Turns used: WIS: 15 -1 -2 +5 17 HP 475/493 Game 599485 DEX: 18/39 +2 +2 +3 18/109 SP 0/0 Standard 66172 CON: 17 +2 +2 +3 18/60 Gold 93728 Resting 1626 Level 34 Armor [71,+58] Saving Throw 64% Cur Exp 324987 Melee 4d6,+99% Stealth Poor Max Exp 324987 To-hit 75,+49 Disarm - phys. 88% Adv Exp 350000 Blows 4.0/turn Disarm - magic 58% Burden 145.7 lb Shoot to-dam +16 Magic Devices 45 Overweight -34.2 lb To-hit 69,+42 Searching 52% Max Depth 1950' (L39) Shots 1.5/turn Infravision 60 ft Speed 2 (1.2x) Recall pts: Nargothrond 39 You are the only child of a Dwarven Miner. You are a credit to the family. You have dark brown eyes, straight black hair, a two foot Resistances Abilities Acid:...++........ 64% pFear:...+........+ Elec:+.......+.... 56% pBlnd:.........+..+ Fire:+.......+.... 54% pConf:............. Cold:+.......+.... 53% pStun:............. Pois:............. 0% HLife:............. Light:............. 0% Regen:+............ Dark:............. 0% ESP:.........+... Sound:............. 0% S.Inv:............. Shard:............. 0% FrAct:......+...+.. Nexus:...........+. 40% Feath:...........+. Nethr:............. 0% S.Dig:............. Chaos:............. 0% TrpIm:............. Disen:....-........ -10% Darkn:............. Modifiers Hindrances Stea.:2......2..... 4 ImpHP:............. Sear.:............. 0 ImpSP:............. Infra:......1.....5 6 Fear:............. Tunn.:............2 2 Aggrv:..+.......... Speed:..2.......... 2 NoTel:............. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:............. Might:............. 0 Fragl:............. Light:1....4....... 5 D.Red:............. 0 MMast:............. 0 Moves:............. 0 [Character Equipment] a) the Maul Rantandos (4d6) (+17,+14) <+3, +2, +1> Found lying on the floor in a vault in Amon Rûdh 29 +3 wisdom. +2 stealth. +1 light. Slays dragons, evil creatures. Branded with lightning. Provides resistance to Lightning (35%), Fire (40%), Cold (35%). Cannot be harmed by Acid, Fire. Speeds regeneration. Combat info: 4.0 blows/round. With +2 STR and +0 DEX you would get 4.1 blows With +0 STR and +2 DEX you would get 4.3 blows Average damage/round: 297.9 vs dragons, 252.7 vs creatures not resistant to lightning, 222.6 vs evil creatures, and 148.7 vs. others. Hafted weapons rely on blunt force to inflict damage. b) a Heavy Crossbow of Accuracy (x4) (+10,+16) Dropped by a chaos drake in Nargothrond 36 accurate shooting. Missile launchers allow you to inflict damage from a distance without using magic. c) a Steel Ring of Combat (+11,+0) <+2> Bought from a store +2 speed. Aggravates creatures nearby. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. d) a Brass Ring of Combat (+6,+4) <+1> Bought from a store +1 strength. +1 dexterity. Provides resistance to Acid (45%). 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) a Malachite Amulet of Sustenance Found lying on the floor of a special room in Amon Rûdh 20 Provides resistance to Acid (34%). Makes you vulnerable to Disenchantment (10%). Sustains strength, dexterity, constitution. 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 Hithaeglir 3 +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 95.2% 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) Chain Mail (Dwarven) (-2) [32,+19] <+2, +1> Found lying on the floor in Nargothrond 36 +2 strength. +1 constitution. +1 infravision. Cannot be harmed by Acid. Prevents paralysis. 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 Stealth [1,+3] <+2> Dropped by a balance drake in Nargothrond 34 +2 stealth. 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 Wicker Shield of Resistance [2,+9] Bought from a store Provides resistance to Lightning (32%), Fire (23%), Cold (27%). 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,+10] <+2> Dropped by a law drake in Nargothrond 39 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) a Set of Mithril Gauntlets of Free Action [6,+3] Found lying on the floor in a vault in Nargothrond 36 Cannot be harmed by Acid, Fire. Prevents paralysis. Your hands would benefit from protection too. l) a Pair of Steel Shod Boots of Stability [7,+8] Found lying on the floor in a vault in Nargothrond 36 Provides resistance to Nexus (40%). Cannot be harmed by Fire. 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) 7 Light Brown Potions of Cure Light 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... b) 9 Chartreuse 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) 11 Light Blue 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) a Mustard Yellow Potion 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) 4 Light Yellow 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... f) 11 Dark Red Potions of Heroism 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 Vermilion 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... h) 15 Scrolls titled "idio agentus" 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. i) 5 Scrolls titled "pertus ca vus" 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. j) 8 Scrolls titled "fentrum ascus" 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. k) 8 Scrolls titled "ponons pursus" 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. l) 2 Ivory 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. m) 2 Lead-Plated Rods of Magic Mapping 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) 3 Tin Rods of Curing 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 Gold 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. p) a Copper-Plated Rod of Recall 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. q) 2 Titanium Wands of Teleport Other (13 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 Hickory Staff of Teleportation (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. [Character Quiver] 0) 15 Bolts of Flame (2d5) (+7,+5) Branded with fire. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 169.7 vs creatures not resistant to fire and 99.6 vs. others. 20% chance of breaking upon contact. Crossbow ammo. 1) 23 Bolts of Acid (2d5) (+13,+8) Branded with acid. Cannot be harmed by Acid. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 175.8 vs creatures not resistant to acid and 103.2 vs. others. 20% chance of breaking upon contact. Crossbow ammo. [Home Inventory] a) 2 Crumbly Mushrooms 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) 3 Sips of Miruvor Deep in the murky dungeons strange mushrooms grow, and monsters rout about sealed packets of food that their owners will never need again. c) 7 Scrolls titled "sepio solvada" of Enchant Weapon To-Hit 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) 6 Scrolls titled "sollo sperto" of Enchant Weapon To-Dam 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) 13 Scrolls titled "mo corrio mis" of Enchant Armour 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) a Pearl Amulet of Trickery <+4, +3, +2, +1> Found lying on the floor in Nargothrond 39 +4 dexterity. +3 stealth. +2 searching skill. +1 extra moves. Provides resistance to Poison (35%), Nexus (50%). Sustains dexterity. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. g) Metal Lamellar Armour of Elvenkind (-3) [58,+13] <+3> Found lying on the floor in a vault in Nargothrond 36 +3 stealth. Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%), Chaos (48%). 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) a Metal Cap of Telepathy [3,+6] Dropped by an olog in Arena Town 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. i) a Pair of Leather Boots of Free Action [2,+1] Dropped by an orc shaman in Amon Rûdh 27 Prevents paralysis. Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. j) a Pair of Steel Shod Boots of Stability [7,+2] Found lying on the floor in a vault in Nargothrond 36 Provides resistance to Nexus (40%). Cannot be harmed by Fire. Feather Falling. Footwear protects the feet only, but some rare items of this type have magics to render them fleet, light, or steady. k) the Dagger 'Narthanc' (1d5) (+8,+5) Found lying on the floor in Amon Rûdh 20 Branded with fire. Provides resistance to Fire (50%). Cannot be harmed by Acid. Is ideal for throwing. When activated, it fires a fire bolt for 6d8 damage. Takes 9 to 16 turns to recharge at your current speed. Your chance of success is 95.0% Combat info: 5.2 blows/round. With +0 STR and +2 DEX you would get 5.5 blows Average damage/round: 106.8 vs creatures not resistant to fire and 62.9 vs. others. Average thrown damage: 88.7 vs creatures not resistant to fire and 52.2 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. l) a Broad Sword (Holy Avenger) (2d5) (+13,+15) [+1] <+3> Found lying on the floor in Nargothrond 38 +3 wisdom. Slays undead, demons, evil creatures. Provides protection from fear. Sustains dexterity. Grants the ability to see invisible things. blessing by the valar (combat bonuses for holy casters). Combat info: 4.3 blows/round. With +3 STR and +0 DEX you would get 4.5 blows With +0 STR and +2 DEX you would get 4.7 blows Average damage/round: 176.3 vs undead and demons, 130.9 vs evil creatures, and 87.8 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. m) a Zweihander of the Noldor (3d6) (+9,+11) <+2> Dropped by a spirit naga in Nargothrond 36 +2 strength. +2 dexterity. +2 constitution. Slays giants, trolls, orcs. Grants the ability to see invisible things. Prevents paralysis. preferring two-handed wielding. Combat info: 4.5 blows/round. With +4 STR and +0 DEX you would get 4.7 blows With +0 STR and +3 DEX you would get 4.7 blows Average damage/round: 270.9 vs giants, trolls, and orcs, and 135.1 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. n) the Flail of Galdor (2d6) (+15,+10) <+2> Dropped by The Thief of the Mountains in Amon Rûdh 29 +2 dexterity. Branded with cold. Provides resistance to Cold (45%). Cannot be harmed by Acid, Fire. Grants telepathy. When activated, it fires a sphere of frost for 90 damage. Your chance of success is 95.3% Combat info: 4.7 blows/round. With +3 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: 177.1 vs creatures not resistant to cold and 104 vs. others. Hafted weapons rely on blunt force to inflict damage. o) the Mace Athim (3d4) (+13,+12) [+4] <+1> Found lying on the floor in Amon Rûdh 22 +1 strength. Slays trolls (powerfully), giants, orcs. Cannot be harmed by Acid, Fire. Combat info: 4.5 blows/round. With +1 STR and +0 DEX you would get 4.7 blows With +0 STR and +2 DEX you would get 5.0 blows Average damage/round: 241.8 vs trolls, 194 vs giants and orcs, and 96.5 vs. others. Hafted weapons rely on blunt force to inflict damage. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 98 0' Gained the Athletics specialty. 98 0' Gained the Fury specialty. 195 50' Reached level 2 638 50' Reached level 3 3564 100' Killed Pongo the Devious 3564 100' Reached level 4 3787 100' Reached level 5 4194 100' Reached level 6 4582 150' Found the Lamp of Gwindor 4775 150' Reached level 7 5543 200' Reached level 8 6059 200' Reached level 9 7252 300' Reached level 10 8786 350' Reached level 11 9400 400' Killed Balcmeg, the cave orc 9736 400' Reached level 12 11111 500' Reached level 13 11544 550' Killed Orfax, Son of Boldor 11879 550' Reached level 14 11944 550' Killed Ulfast, son of Ulfang 12883 550' Reached level 15 13840 600' Killed Antoine, the Zombie 13864 600' Reached level 16 14837 700' Reached level 17 14870 700' Reached level 18 14925 700' Reached level 19 15604 700' Reached level 20 17821 750' Reached level 21 20061 900' Killed Robert Ruehlma, the Spirit 20397 900' Reached level 22 22256 1000' Killed Leon Marrick, the Spirit 22278 1000' Reached level 23 22985 1000' Found the Dagger 'Narthanc' 23630 1000' Reached level 24 24424 1050' Killed Lug, the hill orc 25278 1100' Found the Mace Athim 26304 1100' Reached level 25 27726 1150' Killed Othrod, Lord of the orcs 29440 1200' Killed Khîm, Son of Mîm 29960 1200' Reached level 26 31482 0' Killed The Complainer 35952 1350' Reached level 27 39028 1450' Found the Maul Rantandos 39144 1450' Killed Brodda, the Easterling 40725 1450' Reached level 28 43832 1450' Killed Ibun, Son of Mîm 44220 1450' Killed The Thief of the Mountains 44221 1450' Found the Flail of Galdor 44375 1450' Killed Mughâsh the Kobold Lord 45568 1450' Killed Orcogar, son of Orcobal 46256 1500' Reached level 29 46514 1500' Killed Mîm, Betrayer of Turin 46519 1500' Gained the Armor Mastery specialty. 47364 1500' Reached level 29 48698 1600' Killed Uldor the Accursed 50142 1700' Killed Ulwarth, Son of Ulfang 50385 1700' Reached level 30 53332 1800' Reached level 31 53440 1800' Reached level 31 53968 0' Reached level 31 55298 1800' Reached level 32 56753 1800' Reached level 33 58190 1800' Killed Lokkak, the Ogre Chieftain 59382 1850' Killed Orcobal the Mighty 60164 1850' Reached level 34 60481 1850' Reached level 34 61992 1900' Killed Draebor, the Imp 63155 1950' Found the Hard Leather Cap of Mablung 64583 1950' Killed Lorgan, Chief of the Easterlings [Options] [User interface] Use the roguelike command keyset : no (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 : no (pickup_inven) Show flavors in object descriptions : yes (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 : yes (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 : no (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 : no (birth_ai_learn) Know all runes on birth : yes (birth_know_runes) Know all flavors on birth : yes (birth_know_flavors) Persistent levels (disabled) : no (birth_levels_persist)