[Angband 3.1.0 dev Character Dump] Name Elothele Self RB CB EB Best Sex Female Age 113 STR! 18/100 +1 +5 +6 18/220 Race High-Elf Height 82 INT! 18/100 +3 -2 +5 18/160 Class Warrior Weight 204 WIS! 18/100 -1 -2 +2 18/90 Title ***WINNER*** Status 33 Dex! 18/100 +3 +2 +7 18/220 18/190 HP 778/1104 Maximize Y CON! 18/100 +1 +2 +10 18/230 SP 0/0 Chr! 18/100 +5 -1 +5 18/190 18/160 Level 50 Armor [38,+97] Saving Throw Heroic Cur Exp 9647858 Fight (+89,+35) Stealth Superb Max Exp 9647858 Melee (+95,+55) Fighting Legendary Adv Exp ******** Shoot (+109,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 6/turn Disarming Superb Turns 1109959 Shots 1/turn Magic Device Heroic Gold 1178026 Infra 40 ft Perception Good Burden 155.7 lbs Speed 22 Searching Good You are one of several children of a Telerin Ranger. You have light grey eyes, straight blond 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) The Bastard Sword 'Calris' (5d4) (+6,+20) (+5) {uncursed} +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 80 against evil creatures, 92 against trolls, 92 against demons, 117 against dragons, and 67.5 against normal creatures. b) a Short Bow of Lothlorien (x2) (+20,+19) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Grants telepathy. c) The Ring of Power 'Nenya' (+8,+8) (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to cold. Provides resistance to cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. It takes 200 turns to recharge after use. d) an Amethyst Ring of Speed (+14) +14 speed. e) a Carved Oak Amulet of Weaponmastery (+5,+4) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) The Arkenstone of Thrain Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, g) The Full Plate Armour of Isildur [25,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 45 turns to recharge after use. i) a Large Leather Shield of Elvenkind [4,+12] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. j) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. k) a Set of Mithril Gauntlets of Combat (+1,+3) [5,+9] (+2) +2 strength, constitution. Cannot be harmed by acid. Aggravates creatures nearby. l) a Pair of Hard Leather Boots of Stealth [3,+9] (+2) +2 stealth. [Character Inventory] a) 9 Violet Potions of Speed When ingested, it hastens you for 2d10+20 turns. b) 55 Red Speckled Potions of Cure Serious Wounds When ingested, it heals you a little (1/4 of your wounds, minimum 25HP), heals cut damage, and cures blindness and confusion. Provides nourishment for about 50 turns under normal conditions. c) 11 Pink Speckled Potions of Healing When ingested, it restores 300 hit points, heals cut damage, and c ures stunning, poisoning, blindness, and confusion. Provides nourishment for about 100 turns under normal conditions. d) 8 Shimmering Potions of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. e) 2 Chartreuse Potions of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. f) 3 Scrolls titled "prat do" of Phase Door When read, it teleports you randomly up to 10 squares away. g) 5 Scrolls titled "virme pes pio" of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. h) 4 Scrolls titled "ho hum ine" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. i) a Scroll titled "edome pulactus" of Mass Banishment {!*} When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. j) 5 Red Rods of Identify {!!@z1} Cannot be harmed by electricity. When used, it reveals to you the extent of an item's magical powers. It takes 10 turns to recharge after use. k) 2 Zinc-Plated Rods of Recall {!*} Cannot be harmed by electricity. When used, it returns you from the dungeon or takes you to the dun geon after a short delay. It takes 60 turns to recharge after use. l) 5 Lead Rods of Illumination {!!@z4} When used, it lights up an area and inflicts 2d8 damage on light-s ensitive creatures. It takes 30 turns to recharge after use. m) 6 Copper Rods of Magic Mapping (1 charging) When used, it maps the area around you in a 30-radius circle. It takes 100 turns to recharge after use. n) 4 Pewter Rods of Detection (2 charging) {!!@z3} Cannot be harmed by electricity. When used, it detects treasure, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 100 turns to recharge after use. o) 7 Gold Rods of Teleport Other (4 charging) {!!} When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. p) The Ring of Tulkas (+4) (charging) {!!} +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. q) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. [Home Inventory] a) 21 Scrolls titled "prat do" of Phase Door When read, it teleports you randomly up to 10 squares away. b) 18 Scrolls titled "huibo lero" of Teleport Level {!*} When read, it teleports you one level up or down. c) 3 Scrolls titled "tem clamio ex" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. d) 12 Scrolls titled "ho hum ine" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) a Silver Rod of Speed {!!} Cannot be harmed by electricity. When used, it hastens you for 2d10+20 turns. It takes 100 turns to recharge after use. f) 6 Chromium Rods of Acid Balls When aimed, it creates an acid ball with damage 125. It takes 27 turns to recharge after use. g) 12 Gold-Plated Wands of Teleport Other (4 charges) When aimed, it teleports a target monster away. h) 2 Redwood Staffs of Dispel Evil (0 charges) When used, it deals 60 damage to all evil creatures that you can s ee. i) 6 Cottonwood Staffs of *Destruction* (2 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. j) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. k) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 50 turns to recharge after use. l) an Azure Amulet of Trickery (+3) {uncursed} +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. m) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. o) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. p) The Hard Leather Cap of Thranduil [2,+9] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. q) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma, searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. r) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. s) a Set of Leather Gloves of Power (+1,+1) [1,+7] (+5) +5 strength. t) The Small Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 8 blows per round. Each blow will do an average damage of 50 against animals, 50 against evil creatures, 53 against orcs, 53 against undead, and 46.5 against normal creatures. u) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) 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 78 against evil creatures, 90 against orcs, 90 against trolls, 90 against giants, 90 against dragons, 90 against undead, and 66 against normal creatures. v) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) +3 strength, constitution, tunneling. Provides resistance to acid, fire, fear, light, dark, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 85 against orcs, 85 against trolls, 85 against demons, 85 against acid-vulnerable creatures, 85 against fire-vulnerable creatures, 105 against dragons, and 65 against normal creatures. w) The Mace 'Taratol' (3d4) (+12,+12) (charging) Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 69 against electricity-vulnerable creatures, 84 against dragons, and 54.5 against normal creatures. [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 : yes (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)