[Angband 3.1.0 beta Character Dump] Sex Male Age 115 STR! 18/100 +1 +5 +19 18/*** Race High-Elf Height 87 INT! 18/100 +3 -2 +9 18/200 Class Warrior Weight 169 WIS! 18/100 -1 -2 +12 18/190 Title ***WINNER*** Social Role model DEX! 18/100 +3 +2 +11 18/*** HP 1159/1159 Maximize Y CON! 18/100 +1 +2 +15 18/*** SP 0/0 CHR! 18/100 +5 -1 +13 18/*** Level 50 Armor [42,+122] Saving Throw 100% Cur Exp 14562668 Fight (+47,+40) Stealth Good Max Exp 14562668 Melee (+62,+58) Fighting Legendary Adv Exp ******** Shoot (+51,+9) Shooting Legendary MaxDepth 5050' (L101) Blows 6/turn Disarming 100% Turns 3016342 Shots 1/turn Magic Device Heroic Gold 890958 Infra 70 ft Perception 1 in 34 Burden 206.2 lbs Speed 16 Searching 17% You are one of several children of a Telerin Ranger. You have light green eyes, straight blond hair, and a fair complexion. Acid:....+.++*.... Confu:.........+.+. Elec:...*+.+...... Sound:........++... Fire:.+*...+..+... Shard:............. Cold:*...+.+..+... Nexus:............. Pois:...+......... Nethr:...........+. Fear:+.+....++...+ Chaos:........++.+. Lite:.........+..+ Disen:......+...... Dark:...+..+...... S.Dig:..++......... Blind:.........+... Feath:...+......... PLite:.........+... Aggrv:............. Regen:..++.....+... Stea.:............. Telep:..++......... Sear.:............. Invis:+.+++..+.+..+ Infra:....+.......+ FrAct:+.+++..++.++. Tunn.:............. HLife:...+......... Speed:.+++.....+... ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:............. [Character Equipment] a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) +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 6 blows per round. Each blow will do an average damage of 83 against evil creatures, 95.5 against orcs, 95.5 against undead, 95.5 against frost-vulnerable creatures, 120.5 against demons, and 70.5 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+4,+9) (+10) +10 speed. Provides resistance to fire. 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 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. f) The Phial of Galadriel {@A0} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 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) The Cloak of Thorongil [1,+7] Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. 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 Golden Crown of Gondor [0,+15] (+3) +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 250 turns to recharge after use. Radius 1 light. k) The Set of Leather Gloves 'Cambeleg' (+4,+4) [1,+12] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. [Character Inventory] a) 32 Rations of Food b) 23 Potions of Cure Critical Wounds c) a Potion of *Healing* It can be thrown at creatures with damaging effect. d) 6 Potions of Life It can be thrown at creatures with damaging effect. e) 32 Scrolls of Phase Door f) a Scroll of Banishment g) 2 Scrolls of Mass Banishment h) 5 Rods of Detection {@z0} Cannot be harmed by electricity. i) 6 Rods of Curing Cannot be harmed by electricity. j) a Rod of Restoration (charging) Cannot be harmed by electricity. k) 4 Rods of Teleport Other l) 7 Rods of Disarming m) 5 Rods of Recall Cannot be harmed by electricity. n) 3 Rods of Identify {@z1} Cannot be harmed by electricity. o) 2 Rods of Speed Cannot be harmed by electricity. p) a Wand of Teleport Other (0 charges) q) 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. r) 23 Seeker Bolts of Slay Evil (4d5) (+17,+15) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 216 against evil creatures, 324 against fire-vulnerable creatures, and 108 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Ring of Speed (+11) +11 speed. b) 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. c) The Jewel 'Evenstar' {@A1} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. d) 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. e) The Scimitar 'Haradekket' (4d2) (+9,+10) (+2) +2 dexterity, attack speed. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 8 blows per round. Each blow will do an average damage of 62 against animals, 62 against evil creatures, 68 against undead, and 56 against normal creatures. f) The Long Bow of Bard (x3) (+16,+17) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. [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) Lose 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)