[Angband 3.1.0 dev Character Dump] Name Enwed Self RB CB EB Best Sex Female Age 21 STR: 18/99 -1 +2 +10 18/209 Race Kobold Height 35 INT: 18/96 -1 +2 +5 18/156 Class Ranger Weight 57 WIS! 18/100 +0 +0 +2 18/120 Title Ranger Lord Status 1 DEX! 18/100 +2 +1 +8 18/210 HP 838/838 Maximize Y CON! 18/100 +2 +1 +6 18/190 SP 294/300 Chr! 18/100 -2 +1 +6 18/150 18/120 Level 48 Armor [47,+110] Saving Throw Heroic Cur Exp 5436964 Fight (+35,+24) Stealth Superb Max Exp 5436964 Melee (+47,+39) Fighting Heroic Adv Exp 5800000 Shoot (+55,+23) Shooting Legendary MaxDepth 4950' (L99) Blows 5/turn Disarming Superb Turns 688154 Shots 3/turn Magic Device Heroic Gold 633683 Infra 80 ft Perception Excellent Burden 158.7 lbs Speed 25 Searching Superb You come from a litter of 3 pups. Your father was a fungus farmer, and your mother was a cook. You have dark brown eyes, a dark brown hide, and large, sharp teeth. 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 Main Gauche of Maedhros (2d5) (+12,+15) (+3) +3 intelligence, dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. 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 57 against trolls, 57 against giants, and 45 against normal creatures. b) a Long Bow of Extra Might (x3) (+20,+23) (+1) +1 shooting power. 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) a Garnet Ring of Speed (+9) +9 speed. e) a Tortoise Shell Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. f) The Star of Elendil {!!} Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. g) 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. h) a Shadow Cloak [6,+13] i) The Small Metal Shield of Thorin [3,+25] (+4) {Hill Giant, 4900'} +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) a Golden Crown of Serenity [0,+13] Provides resistance to fear, confusion, sound. Cannot be harmed by acid. k) 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 1 light. l) a Pair of Soft Leather Boots of Speed [2,+9] (+8) {Mat. Black Dragon, 4200'} +8 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Incantations and Illusions] c) 2 Books of Magic Spells [Sorcery and Evocations] d) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. g) 11 Puce Potions of Cure Critical Wounds When ingested, it heals you a little (1/3 of your wounds, minimum 33HP), heals cut damage, and cures poisoning, blindness, and confu sion. Provides nourishment for about 50 turns under normal conditions. h) 8 Scrolls titled "pro tas huineo" of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. i) 5 Scrolls titled "procuma uncis" of Teleport Level {!*} When read, it teleports you one level up or down. j) 4 Magnesium Rods of Identify {!!@z1} Cannot be harmed by electricity. When used, it reveals to you the extent of an item's magical power s. It takes 10 turns to recharge after use. k) a Divining Rod of Magic Mapping When used, it maps the area around you in a 30-radius circle. It takes 100 turns to recharge after use. l) 3 Lead Rods of Detection {!!@z2} 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. m) 10 Transparent Rods of Teleport Other {!!} When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. n) The Ring of Power 'Narya' (+6,+6) (+1) (charging) +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. o) 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. p) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. q) a Bronze Amulet of ESP (+9) +9 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. r) The Palantir of Westernesse (+2) (charging) +2 intelligence, wisdom, searching, infravision. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. It takes 50 turns to recharge after use. Radius 3 light. s) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 68 against dragons, and 44 against normal creatures. t) a Blade of Chaos of Slay Evil (6d5) (+15,+10) Provides resistance to chaos. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 70 against evil creatures, and 52 against normal creatures. u) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 70 against evil creatures, 80 against orcs, 80 against trolls, 80 against frost-vulnerable creatures, 101 against undead, and 59.5 against normal creatures. v) 2 Seeker Arrows of Frost (4d4) (+8,+8) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 300 feet away, inflicting an average damage of 174 against frost-vulnerable creatures, and 154 against normal creatures. 35% chance of breaking upon contact. w) 3 Seeker Arrows of Flame (4d4) (+5,+8) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 300 feet away, inflicting an average damage of 174 against fire-vulnerable creatures, and 154 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 5 Books of Magic Spells [Incantations and Illusions] b) a Book of Magic Spells [Sorcery and Evocations] c) a Dark Green Mushroom of Restoring When ingested, it restores all your stats. Provides nourishment for about 250 turns under normal conditions. d) 8 Black Spotted Mushrooms of Mending When ingested, it heals cut damage, and cures stunning, poison and blindness. Provides nourishment for about 250 turns under normal conditions. e) 4 White Potions of Speed When ingested, it hastens you for 2d10+20 turns. f) 25 Violet 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. g) 2 Crimson 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. h) 7 Green 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. i) 9 Coagulated Crimson Potions of Restore Mana When ingested, it restores your mana points to maximum. j) 27 Scrolls titled "pro tas huineo" of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. k) 47 Scrolls titled "procuma uncis" of Teleport Level {!*} When read, it teleports you one level up or down. l) 4 Scrolls titled "deneo agera la" 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. m) 2 Scrolls titled "culnus pro" of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. n) 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, o) 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. p) 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. q) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. r) The Katana 'Aglarang' (8d4) (+0,+0) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 44 against normal creatures. s) a Two-Handed Sword (Holy Avenger) (3d6) (+17,+17) [+4] (+4) +4 wisdom. Provides resistance to fear. Sustains charisma. Blessed by the gods. 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 62 against evil creatures, 72 against demons, 72 against undead, and 51.5 against normal creatures. t) an Executioner's Sword of Lightning (4d5) (+14,+18) Provides resistance to lightning. Cannot be harmed by electricity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 78 against electricity-vulnerable creatures, and 54 against normal creatures. u) a Battle Axe of Extra Attacks (2d8) (+14,+15) (+2) +2 attack speed. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 48 against normal creatures. v) a Mace of Disruption of Slay Demon (6d8) (+14,+13) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 118 against demons, 118 against undead, and 64 against normal creatures. w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. [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 : yes (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)