[Angband 3.1.0 beta Character Dump] Sex Female Age 130 Str: 18/30 +1 +2 +9 18/150 18/140 Race High-Elf Height 78 INT: 11 +3 +2 +2 18 Class Ranger Weight 192 WIS: 11 -1 +0 +1 11 Title Explorer Social Feared DEX: 17 +3 +1 +1 18/40 HP 512/512 Maximize Y CON: 18/17 +1 +1 +14 18/177 SP 44/44 CHR: 12 +5 +1 +0 18 Level 31 Armor [29,+61] Saving Throw 80% Cur Exp 298544 Fight (+17,+15) Stealth Superb Max Exp 307993 Melee (+23,+23) Fighting Superb Adv Exp 345000 Shoot (+29,+15) Shooting Legendary MaxDepth 3050' (L61) Blows 2/turn Disarming 61% Turns 374273 Shots 3/turn Magic Device Heroic Gold 95373 Infra 60 ft Perception 1 in 20 Burden 205.2 lbs Speed 10 Searching 27% You are the only child of a Noldorin Mage. You have light blue eyes, straight black 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 Battle Axe of Balli Stonehand (3d8) (+6,+8) [+3] (+3) +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 63.5 against orcs, 63.5 against trolls, 63.5 against demons, and 36.5 against normal creatures. b) The Short Bow of Amras (x2) (+12,+15) (+1 speed) +1 intelligence, wisdom, dexterity, speed, shooting speed, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. c) a Moonstone Ring of Slaying (+7,+5) d) a Quartz Ring of Constitution (+5) +5 constitution. Sustains constitution. e) an Amber Amulet of Regeneration Speeds regeneration. f) a Lantern (1671 turns) Cannot be harmed by fire. Radius 2 light. g) Chain Mail (Dwarven) (-2) [14,+11] (+2) +2 strength, constitution, infravision. Cannot be harmed by acid, fire. Prevents paralysis. h) an Elven Cloak of Protection [6,+8] (+2 stealth) +2 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. 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) a Metal Cap of Intelligence [3,+3] (+1) +1 intelligence. Sustains intelligence. k) (nothing) l) a Pair of Iron Shod Boots of Speed [3,+9] (+10) +10 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) a Book of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. f) 16 Vermilion Potions of Cure Critical Wounds g) an Orange Potion of Healing h) a Light Green Potion of Speed i) 10 Scrolls titled "cono dus" of Phase Door j) a Scroll titled "ter india laet" of Teleportation k) 2 Scrolls titled "acidio quantus" of Detect Invisible l) a Scroll titled "intio levocor" of Mass Banishment m) 5 Scrolls titled "mitas forseco" of Word of Recall n) a Copper-Plated Rod of Treasure Location (charging) o) a Nickel Rod of Lightning Bolts p) 4 Mithril Wands of Stone to Mud (0 charges) q) 5 Birch Staffs of Teleportation (12 charges) r) 5 Silver Staffs of Identify (13 charges) s) The Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. t) a Lance of Slay Evil (2d8) (+12,+6) With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 36 against evil creatures, and 27 against normal creatures. u) an Arrow of Slay Undead (1d4) (+9,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 220.5 against undead, and 73.5 against normal creatures. 35% chance of breaking upon contact. v) 35 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 52.5 against normal creatures. 35% chance of breaking upon contact. w) 3 Seeker Arrows of Slay Evil (4d4) (+5,+9) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 204 against evil creatures, and 102 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Flasks of oil b) a Silver Ring of Strength (+3) +3 strength. Sustains strength. c) 2 Silver Rings of Strength (+2) +2 strength. Sustains strength. d) a Fluorite Ring of Teleportation (+2 speed) +2 speed. Induces random teleportation. e) an Alexandrite Ring of Escaping (+4 speed) +4 speed. Makes you unable to hit foes. f) a Turquoise Ring of Free Action Prevents paralysis. g) Leather Scale Mail of Resistance (-1) [10,+13] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. h) a Golden Crown of Lordliness [0,+10] (+3) +3 wisdom, charisma. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, charisma. Stops experience drain. i) a Pair of Leather Boots of Stealth [2,+10] (+3) +3 stealth. j) a Pair of Leather Boots of Free Action [2,+8] Prevents paralysis. k) The Dagger 'Dethanc' (2d4) (+4,+6) 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. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 33 against electricity-vulnerable creatures, and 23 against normal creatures. l) The Dagger 'Narthanc' (2d4) (+4,+6) Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 33 against fire-vulnerable creatures, and 23 against normal creatures. m) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 33 against frost-vulnerable creatures, and 23 against normal creatures. n) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. 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 4 blows per round. Each blow will do an average damage of 35.5 against undead, 35.5 against frost-vulnerable creatures, and 28.5 against normal creatures. o) a Spear (Holy Avenger) (1d6) (+9,+14) [+2] (+1) +1 wisdom. Provides resistance to fear. Sustains constitution. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 33 against evil creatures, 36.5 against demons, 36.5 against undead, and 29.5 against normal creatures. p) a Pike of Venom (2d5) (+10,+13) With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 43 against poison-vulnerable creatures, and 31 against normal creatures. q) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) +3 dexterity, charisma. Provides resistance to fire, cold, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it returns you from the dungeon or takes you to th e dungeon after a short delay. It takes 200 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 50 against fire-vulnerable creatures, 50 against frost-vulnerable creatures, and 30 against normal creatures. r) The Morning Star 'Firestar' (2d6) (+5,+7) [+2] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a fire bolt with damage 72. It takes 20 turns to recharge after use. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 40 against fire-vulnerable creatures, and 26 against normal creatures. s) a Lead-Filled Mace (Holy Avenger) (4d3) (+14,+14) [+1] (+4) +4 wisdom. Provides resistance to fear. Sustains intelligence. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 42 against evil creatures, 50 against demons, 50 against undead, and 34 against normal creatures. t) a War Hammer of Gondolin (3d3) (+12,+14) Provides resistance to dark. Cannot be harmed by acid, fire. Feather Falling. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 44 against orcs, 44 against trolls, 44 against dragons, 44 against demons, and 32 against normal creatures. u) a Short Bow of Lothlorien (x2) (+12,+16) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Slows your metabolism. 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 : 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)