[Angband 3.1.0 dev Character Dump] Name Gallyn X Self RB CB EB Best Sex Male Age 114 STR: 18/74 +1 +5 +2 18/154 Race High-Elf Height 110 INT: 18/70 +3 -2 +2 18/100 Class Warrior Weight 175 WIS: 18/68 -1 -2 +2 18/58 Title Commando Status 36 DEX: 18/38 +3 +2 +2 18/108 HP 554/554 Maximize Y CON: 18/97 +1 +2 +2 18/147 SP 0/0 CHR: 17 +5 -1 +0 18/30 Level 33 Armor [19,+55] Saving Throw Superb Cur Exp 438003 Fight (+16,+35) Stealth Excellent Max Exp 438003 Melee (+26,+52) Fighting Legendary Adv Exp 550000 Shoot (+24,+20) Shooting Legendary MaxDepth 1950' (L39) Blows 5/turn Disarming Superb Turns 1120412 Shots 1/turn Magic Device Superb Gold 52302 Infra 40 ft Perception Superb Burden 98.9 lbs Speed Normal Searching Superb You are the only child of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. abcdefghijkl@ abcdefghijkl@ Acid:......+...... Blind:......+..+... Elec:......+...... Confu:.........+... Fire:......+.+.+.. Sound:............. Cold:......+...... Shard:............. Pois:............. Nexus:...........+. Fear:............+ Nethr:............. Lite:............+ Chaos:............. Dark:............. Disen:............. abcdefghijkl@ abcdefghijkl@ S.Dig:............. Stea.:......+...... Feath:...........+. Sear.:....+....+... PLite:............. Infra:............+ Regen:..........+.. Tunn.:............. Telep:....+........ Speed:............. Invis:+........+..+ Blows:............. FrAct:+............ Shots:............. HLife:............. Might:............. [Character Equipment] a) a Spear of Westernesse (1d6) (+10,+17) (+2) {@w0} +2 strength, dexterity, constitution. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 61 against orcs, 61 against trolls, 61 against giants, and 55 against normal creatures. b) a Long Bow of Power (x3) (+8,+20) c) an Emerald Ring of Damage (+0,+12) d) an Emerald Ring of Damage (+0,+12) e) an Obsidian Amulet of ESP (+6) +6 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. f) The Phial of Galadriel {@A0} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-sen sitive creatures. It takes 10 turns to recharge after use. Radius 3. g) Soft Studded Leather of Elvenkind [5,+9] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. h) a Cloak [1,+6] i) a Small Metal Shield of Resist Fire [3,+6] Provides resistance to fire. Cannot be harmed by fire. j) The Iron Helm 'Holhenneth' [5,+10] (+2) {@A1 !!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 55 turns to recharge after use. k) The Set of Gauntlets 'Paurhach' [2,+15] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. l) a Pair of Hard Leather Boots of Stability [3,+3] Provides resistance to nexus. Feather Falling. [Character Inventory] a) 8 Light Blue Mushrooms of Mending When ingested, it heals cut damage, and cures stunning, poison and b lindness. Provides nourishment for about 250 turns under normal conditions. b) 3 Orange Speckled Potions of Speed When ingested, it hastens you for 2d10+20 turns. c) 10 Pungent Potions of Cure Serious Wounds When ingested, it heals you a little (1/4 of your wounds or 25HP), h eals cut damage, and cures blindness and confusion. Provides nourishment for about 50 turns under normal conditions. d) 4 Brown Potions of Cure Critical Wounds When ingested, it heals you a little (1/3 of your wounds or 33HP), h eals cut damage, and cures poisoning, blindness, and confusion. Provides nourishment for about 50 turns under normal conditions. e) an Indigo Potion of Healing When ingested, it restores 300 hit points, heals cut damage, and cur es stunning, poisoning, blindness, and confusion. Provides nourishment for about 100 turns under normal conditions. f) 18 Scrolls titled "jus comitio" of Phase Door When read, it teleports you randomly up to 10 squares away. g) 6 Scrolls titled "us pro osus" of Teleportation When read, it teleports you randomly up to 100 squares away. h) 5 Scrolls titled "hoco congus do" of Word of Recall When read, it returns you from the dungeon or takes you to the dunge on after a short delay. i) 9 Scrolls titled "vus infidera" of Identify {@r0} When read, it reveals to you the extent of an item's magical powers. j) 2 Scrolls titled "lio for plus" of Satisfy Hunger When read, it magically renders you well-fed, curing any gastrointes tinal problems. k) a Lightning Rod of Recall {!*} Cannot be harmed by electricity. When used, it returns you from the dungeon or takes you to the dunge on after a short delay. It takes 60 turns to recharge after use. l) a Copper-Plated Rod of Probing {@z1 !!} When used, it gives you information on the health and abilities of m onsters you can see. It takes 50 turns to recharge after use. m) 2 Divining Rods of Disarming When aimed, it destroys traps, unlocks doors and reveals all secret doors in a given direction. It takes 30 turns to recharge after use. n) a Molybdenum Rod of Lightning Balls {@z0 !!} When aimed, it creates a lightning ball with damage 64. It takes 23 turns to recharge after use. o) 2 Nickel-Plated Wands of Teleport Other (16 charges) When aimed, it teleports a target monster away. p) an Eucalyptus Staff of Teleportation (3 charges) When used, it teleports you randomly up to 100 squares away. q) a Dwarven Shovel (1d3) (+6,+6) (+3) {@w0} +3 tunneling. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 42.5 against normal creatures. r) 16 Arrows (1d4) (+0,+0) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 250 feet away, inflicting an average damage of 66 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Violet Mushroom of Restoring When ingested, it restores all your stats. Provides nourishment for about 250 turns under normal conditions. b) 28 Orange Speckled Potions of Speed When ingested, it hastens you for 2d10+20 turns. c) 12 Indigo Potions of Healing When ingested, it restores 300 hit points, heals cut damage, and cur es stunning, poisoning, blindness, and confusion. Provides nourishment for about 100 turns under normal conditions. d) an Orange Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cu res stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. e) 10 Scrolls titled "us pro osus" of Teleportation When read, it teleports you randomly up to 100 squares away. f) a Mithril-Plated Rod of Detection Cannot be harmed by electricity. When used, it detects treasure, objects, traps, doors, stairs, and a ll creatures in the surrounding area. It takes 100 turns to recharge after use. g) 3 Nickel-Plated Wands of Teleport Other (24 charges) When aimed, it teleports a target monster away. h) 4 Eucalyptus Staffs of Teleportation (26 charges) When used, it teleports you randomly up to 100 squares away. i) a Mistletoe Staff of Speed (6 charges) When used, it hastens you for 2d10+20 turns. j) a Pearl Ring of Protection [+8] k) White Dragon Scale Mail (-2) [30,+10] Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost ball with damage 100. It takes d194+450 turns to recharge after use. l) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. m) The Set of Leather Gloves 'Cammithrim' [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 4. n) a Pair of Hard Leather Boots of Free Action [3,+5] Prevents paralysis. o) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) +3 searching. Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 4. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 60 against evil creatures, 65 against orcs, 65 against dragons, 65 against frost-vulnerable creatures, and 55 against normal creatures. p) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) +4 intelligence, wisdom. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it reveals to you the extent of an item's magical po wers. It takes 10 turns to recharge after use. Radius 4. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 49 against evil creatures, and 44.5 against normal creatures. q) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4) +4 strength. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 69 against animals, 75 against orcs, 75 against trolls, 75 against poison-vulnerable creatures, and 63 against normal creatures. r) a Flail (Defender) (2d6) (+7,+11) [+8] (+4 stealth) +4 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 52 against normal creatures. s) a Long Bow of Extra Might (x3) (+10,+14) (+1) +1 shooting power. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Don't preserve artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live)