[Angband 3.1.0 dev Character Dump] Name Elladan II Self RB CB EB Best Sex Male Age 113 STR! 18/100 +1 +2 +14 18/270 Race High-Elf Height 93 INT! 18/100 +3 +2 +9 18/240 Class Ranger Weight 208 Wis! 18/100 -1 +0 +8 18/170 18/160 Title ***WINNER*** Social Lordly DEX! 18/100 +3 +1 +10 18/240 HP 952/989 Maximize Y CON! 18/100 +1 +1 +13 18/250 SP 335/379 Chr! 18/100 +5 +1 +11 18/270 18/260 Level 50 Armor [34,+147] Saving Throw 100% Cur Exp 17044710 Fight (+61,+51) Stealth Superb Max Exp 17044710 Melee (+76,+69) Fighting Legendary Adv Exp ******** Shoot (+81,+22) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 98% Turns 2390865 Shots 4/turn Magic Device Legendary Gold 2329369 Infra 40 ft Perception 1 in 5 Burden 171.4 lbs Speed 23 Searching 42% You are the only child of a Telerin Archer. You have light blue eyes, wavy 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging) +2 strength, intelligence, wisdom, dexterity, constitution, charisma. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 1000 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 76 against evil creatures, 88.5 against orcs, 88.5 against undead, 88.5 against frost-vulnerable creatures, 113.5 against demons, and 63.5 against normal creatures. b) 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. c) The Ring of Power 'Narya' (+6,+6) (+1) +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. d) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 200 turns to recharge after use. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +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. 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, rRadius 3 light. g) The Full Plate Armour of Isildur [26,+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) The Small Metal Shield of Thorin [3,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. 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) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Iron Shod Boots of Speed [3,+16] (+10) +10 speed. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] b) 4 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) 2 Books of Magic Spells [Sorcery and Evocations] e) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) 14 Cyan Potions of Cure Critical Wounds h) 6 Gold Speckled Potions of Healing i) 5 Coagulated Crimson Potions of *Healing* It can be thrown at creatures with damaging effect. j) 8 Hazy Potions of Life It can be thrown at creatures with damaging effect. k) 2 White Potions of Restore Mana l) 5 Zinc Rods of Healing (2 charging) Cannot be harmed by electricity. m) 11 Titanium Rods of Teleport Other (5 charging) n) The Massive Iron Crown of Morgoth [0,+1] (+0) Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. o) 4 Arrows of Slay Evil (1d4) (+14,+12) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 83 against evil creatures, and 41.5 against normal creatures. 35% chance of breaking upon contact. p) 6 Arrows of Flame (1d4) (+10,+10) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 118.5 against fire-vulnerable creatures, and 39.5 against normal creatures. 35% chance of breaking upon contact. q) 14 Arrows of Frost (1d4) (+11,+10) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 118.5 against frost-vulnerable creatures, and 39.5 against normal creatures. 35% chance of breaking upon contact. r) 20 Seeker Arrows of Venom (4d4) (+13,+15) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 201 against poison-vulnerable creatures, and 67 against normal creatures. 35% chance of breaking upon contact. s) 13 Mithril Arrows of Lightning (3d4) (+16,+19) Cannot be harmed by acid, electricity, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 190.5 against electricity-vulnerable creatures, and 63.5 against normal creatures. 35% chance of breaking upon contact. t) 21 Mithril Arrows of Lightning (3d4) (+16,+18) Cannot be harmed by acid, electricity, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 187.5 against electricity-vulnerable creatures, and 62.5 against normal creatures. 35% chance of breaking upon contact. u) 13 Mithril Arrows of Slay Giant (3d4) (+15,+10) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 163.5 against giants, and 54.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Books of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. b) a Scroll titled "vus charus" of Rune of Protection When read, it inscribes a glyph of warding beneath you, which mons ters cannot move onto. c) a Marble Ring of Speed (+14) +14 speed. d) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. e) 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, 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. f) a Driftwood Amulet of the Magi [+8] (+3) +3 intelligence, searching. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Prevents paralysis. Grants the ability to see invisible things. g) 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. h) 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. i) The Palantir of Westernesse (+2) +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. j) 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. k) 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. l) an Elven Cloak of Protection [6,+25] (+2 stealth) +2 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. m) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. n) 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. o) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. p) The Bastard Sword 'Calris' (5d4) (+10,+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 5 blows per round. Each blow will do an average damage of 76 against evil creatures, 88.5 against trolls, 88.5 against demons, 113.5 against dragons, and 63.5 against normal creatures. q) The Katana 'Aglarang' (8d4) (+10,+9) (+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 71 against normal creatures. r) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2) +2 strength. Provides resistance to fire, poison. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 82.5 against fire-vulnerable creatures, 82.5 against poison-vulnerable creatures, 103.5 against dragons, and 61.5 against normal creatures. s) 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 5 blows per round. Each blow will do an average damage of 81 against orcs, 81 against trolls, 81 against demons, 81 against acid-vulnerable creatures, 81 against fire-vulnerable creatures, 101 against dragons, and 61 against normal creatures. t) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4) +4 strength, wisdom, speed. Provides resistance to lightning, fire, nether. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 100 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 71 against evil creatures, 81 against undead, and 61 against normal creatures. u) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. 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 87 against evil creatures, 105 against demons, 105 against undead, 105 against acid-vulnerable creatures, 141 against dragons, and 69 against normal creatures. v) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. w) 2 Arrows of Slay Evil (1d4) (+20,+14) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 87 against evil creatures, and 43.5 against normal creatures. 35% chance of breaking upon contact. [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)