[Angband 3.1.0 beta Character Dump] Sex Male Age 114 STR: 18/23 +1 +2 +9 18/143 Race High-Elf Height 107 INT: 18/45 +3 +2 +10 18/195 Class Ranger Weight 159 WIS: 18 -1 +0 +5 18/40 Title Pathfinder Social Lordly DEX: 18/34 +3 +1 +3 18/104 HP 604/604 Maximize Y CON: 18/43 +1 +1 +9 18/153 SP 14/305 CHR: 12 +5 +1 +0 18 Level 40 Armor [35,+101] Saving Throw 91% Cur Exp 2620878 Fight (+22,+18) Stealth Superb Max Exp 2620878 Melee (+34,+33) Fighting Heroic Adv Exp 2875000 Shoot (+37,+28) Shooting Legendary MaxDepth 4850' (L97) Blows 5/turn Disarming 87% Turns 167904 Shots 3/turn Magic Device Legendary Gold 370433 Infra 40 ft Perception 1 in 1 Burden 230.1 lbs Speed 20 Searching 57% You are the only child of a Telerin Ranger. You have light grey 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 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 51 against trolls, 51 against giants, and 39 against normal creatures. b) a Long Bow of Power (x3) (+15,+28) c) a Ring of Speed (+6) +6 speed. d) a Ring of Intelligence (+5) +5 intelligence. Sustains intelligence. e) an Amulet of ESP (+6) +6 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. 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, and all creatures in the surrounding area. It takes 30 turns to recharge after use. Radius 3 light. g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 10 squares away. It takes 2 turns to recharge after use. h) The Cloak 'Holcolleth' [1,+4] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 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 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' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Leather Boots of Speed [2,+16] (+8) +8 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1 @b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2 @G2 @b2} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3 @b3} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4 @b4} e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5 @b5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7 @G7 @b7} Cannot be harmed by acid, electricity, fire, cold. g) 3 Books of Magic Spells [Tenser's Transformations] {@m8 @G8 @b8} Cannot be harmed by acid, electricity, fire, cold. h) 5 Potions of Healing i) 13 Scrolls of Teleport Level {!*} j) 22 Scrolls of Treasure Detection {@r3} k) 80 Scrolls of Identify {@r1} l) 5 Scrolls of Word of Recall {!*} m) 8 Scrolls of Recharging n) a Rod of Detection {!!} Cannot be harmed by electricity. o) 3 Rods of Magic Mapping {!!} p) 4 Wands of Teleport Other (11 charges) {@a4} q) a Staff of *Destruction* (3 charges) {!*} r) an Amulet of Weaponmastery (+4,+3) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. s) 28 Arrows of Lightning (1d4) (+13,+15) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 409.5 against electricity-vulnerable creatures, and 136.5 against normal creatures. 35% chance of breaking upon contact. t) 99 Arrows of Venom (1d4) (+1,+1) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 283.5 against poison-vulnerable creatures, and 94.5 against normal creatures. 35% chance of breaking upon contact. u) 97 Arrows of Flame (1d4) (+1,+1) 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 283.5 against fire-vulnerable creatures, and 94.5 against normal creatures. 35% chance of breaking upon contact. v) 99 Arrows of Frost (1d4) (+0,+0) 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 274.5 against frost-vulnerable creatures, and 91.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Potion 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. b) a Potion 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. c) 3 Potions of Restore Mana When ingested, it restores your mana points to maximum. d) 3 Scrolls 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. e) 2 Staffs of Healing (6 charges) When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. f) a Ring of Constitution (+5) +5 constitution. Sustains constitution. g) a Ring of Acid [+10] {!!} Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. h) an Amulet of the Magi [+6] (+4) +4 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. i) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. 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 225 turns to recharge after use. j) 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. k) 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. l) 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. m) 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. n) a Golden Crown of the Magi [0,+14] (+2) {ESP} +2 intelligence. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Grants telepathy. o) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. 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 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. r) a Blade of Chaos (Holy Avenger) (6d5) (+16,+15) [+4] (+4) +4 wisdom. Provides resistance to fear, chaos. Sustains wisdom. 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 69 against evil creatures, 87 against demons, 87 against undead, and 51 against normal creatures. s) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) +2 strength, constitution. Provides resistance to acid, fire, dark. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts you in a berserker rage for d50+50 turns. It takes 80 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 66.5 against trolls, 66.5 against dragons, 66.5 against acid-vulnerable creatures, 87.5 against demons, and 45.5 against normal creatures. t) a Lochaber Axe of Extra Attacks (3d8) (+17,+11) (+2) +2 attack speed. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 42.5 against normal creatures. u) a Sling of Buckland (x2) (+22,+18) (+2) +2 dexterity, shooting speed, shooting power. Cannot be harmed by acid, fire. v) 21 Bolts of Slay Evil (1d5) (+19,+15) w) 26 Bolts of Acid (1d5) (+9,+18) Cannot be harmed by acid. x) 20 Bolts of Slay Evil (1d5) (+15,+8) [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)