[Angband 3.1.0 dev Character Dump] Name Joe Ranger Self RB CB EB Best Sex Female Age 111 STR: 18/89 +1 +2 +15 18/269 Race High-Elf Height 84 INT: 18/92 +3 +2 +6 18/202 Class Ranger Weight 178 WIS! 18/100 -1 +0 +2 18/110 Title ***WINNER*** Social Role model DEX: 18/91 +3 +1 +15 18/281 HP 962/998 Maximize Y CON: 18/98 +1 +1 +11 18/228 SP 8/377 Chr: 18/86 +5 +1 +2 18/166 18/96 Level 49 Armor [30,+103] Saving Throw Heroic Cur Exp 9818012 Fight (+45,+35) Stealth Heroic Max Exp 9818012 Melee (+55,+54) Fighting Heroic Adv Exp 10350000 Shoot (+62,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming Superb Turns 755657 Shots 3/turn Magic Device Legendary Gold 785556 Infra 80 ft Perception Excellent Burden 204.5 lbs Speed 20 Searching Excellent 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) The Lance of Eorlingas (3d8) (+10,+19) (+2) +2 strength, dexterity, speed. Provides resistance to fear. 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 81 against evil creatures, 94.5 against orcs, 94.5 against trolls, and 67.5 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) {1600'} +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) The Ring of Power 'Nenya' (+8,+8) (+2) {4950' Thunder Wyrm} +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, constitution. 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 Silver Ring of Speed (+11) {LV, 4950'} +11 speed. e) an Obsidian Amulet of Trickery (+4) {rPois 4100'} +4 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. 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 Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. h) an Elven Cloak of the Magi [6,+12] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Speeds regeneration. i) The Small Metal Shield of Thorin [3,+22] (+4) {4550'} +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 Might [0,+16] (+3) +3 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2) {Water Troll, 4550'} +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Ethereal Slippers of Slow Descent [0,+9] Cannot be harmed by acid, electricity, fire, cold. Feather Falling. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] b) a Book of Magic Spells [Conjurings and Tricks] c) a Book of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) 3 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. i) 14 Misty Potions of Healing j) a White Potion of *Healing* It can be thrown at creatures with damaging effect. k) 2 Gold Potions of Life It can be thrown at creatures with damaging effect. l) 2 Clotted Red Potions of Restore Mana m) a Scroll titled "ins ius efigo" of Banishment {!*} n) 8 Scrolls titled "hui oppo neo" of *Destruction* {!*} o) a Platinum Rod of Teleport Other {!!} p) 8 Copper-Plated Wands of Teleport Other (1 charge) q) a Banyan Staff of the Magi (0 charges) r) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} Heavily cursed. +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 80 against evil creatures, 92.5 against trolls, 92.5 against demons, 117.5 against dragons, and 67.5 against normal creatures. s) a Lochaber Axe of Slay Orc (3d8) (+14,+13) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 88.5 against orcs, and 61.5 against normal creatures. t) a Long Bow of Power (x3) (+24,+28) u) a Heavy Crossbow of Accuracy (x4) (+14,+15) v) 31 Arrows of Frost (1d4) (+8,+9) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 121.5 against dragons, 121.5 against frost-vulnerable creatures, and 40.5 against normal creatures. 35% chance of breaking upon contact. w) 35 Arrows (1d4) (+8,+9) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 121.5 against dragons, and 40.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Green Mushroom of Vigor When ingested, it restores all your stats. Provides nourishment for about 250 turns under normal conditions. b) 4 Light Blue Mushrooms of Emergency When ingested, it grants temporary resistance to fire and cold, cu res 200HP, but also makes you hallucinate wildly. Provides nourishment for about 250 turns under normal conditions. c) 7 Scrolls titled "scior mo cor" of Teleport Level {!*} When read, it teleports you one level up or down. d) The Ring of Tulkas (+4) +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. e) The Ring of Power 'Narya' (+6,+6) (+1) {4700' Bile Demon} +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. 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. f) a Silver Amulet of Weaponmastery (+3,+4) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. g) 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. h) The Star of Elendil (charging) {!!} 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. i) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25] Provides resistance to confusion, sound, shards, nexus, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. Aggravates creatures nearby. When activated, it fires a ball of electricity in all directions, each one causing 150 damage. It takes 50 turns to recharge after use. j) The Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 100 turns to recharge after use. k) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. l) a Fur Cloak of Aman [3,+21] (+2 stealth) +2 stealth. Provides resistance to poison. Cannot be harmed by acid, electricity, fire, cold. m) a Jewel Encrusted Crown of Serenity [0,+9] Provides resistance to fear, confusion, sound. Cannot be harmed by acid. n) 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. o) 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. p) The Set of Gauntlets 'Pauraegen' [3,+14] Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. Radius 1 light. q) The Spear of Orome (4d6) (+15,+15) (+4) +4 intelligence, infravision, speed. Provides resistance to fire, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Feather Falling. Grants the ability to see invisible things. When activated, it turns rock into mud. It takes 5 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 78 against animals, 92 against giants, 92 against fire-vulnerable creatures, and 64 against normal creatures. r) The Spear of Melkor (4d6) (-12,+20) (-4 stealth) {cursed} Heavily cursed. -4 wisdom, stealth. Provides resistance to light, dark, blindness, nether. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. Drains experience. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 97 against poison-vulnerable creatures, and 69 against normal creatures. s) The Trident of Wrath (3d8) (+16,+18) (+2) +2 strength, dexterity. Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. 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 80 against evil creatures, 93.5 against poison-vulnerable creatures, 120.5 against undead, and 66.5 against normal creatures. t) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. u) 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. v) a Heavy Crossbow of Extra Shots (x4) (+20,+18) (+1) +1 shooting speed. [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)