[Angband 3.1.1 dev Character Dump] Name Gelarth Self RB CB EB Best Sex Female Age 45 STR: 18/60 +2 +5 +2 18/150 Race Dwarf Height 43 INT: 13 -3 -2 +5 13 Class Warrior Weight 122 WIS: 13 +2 -2 +8 18/30 Title Champion Social Respected DEX: 18/60 -2 +2 +7 18/130 HP 728/728 Maximize Y CON: 18/90 +2 +2 +3 18/160 SP 0/0 CHR: 13 -3 -1 +6 15 Level 38 Armor [31,+103] Saving Throw 68% Cur Exp 971083 Fight (+17,+14) Stealth Bad Max Exp 971083 Melee (+30,+35) Fighting Legendary Adv Exp 1020000 Shoot (+34,+19) Shooting Legendary MaxDepth 4100' (L82) Blows 5/turn Disarming 69% Turns 370626 Shots 1/turn Magic Device Superb Gold 521359 Infra 50 ft Perception 1 in 38 Burden 180.5 lbs Speed 11 Searching 21% You are the only child of a Dwarven Prison Guard. You are a credit to the family. You have dark brown eyes, wavy brown hair, a two foot beard, and a dark 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 Lance of Eorlingas (3d8) (+13,+21) (+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 71 against evil creatures, 86.9 against orcs, 86.9 against trolls, 86.9 against acid-vulnerable creatures, and 55.1 against normal creatures. With this item, you can expect to clear rubble in 1.8 turns, magma veins in 3.9 turns, quartz veins in 8.7 turns, and granite in 23 turns. b) a Long Bow of Extra Might (x3) (+17,+19) (+1) +1 shooting power. c) an Azurite Ring of Speed (+4) +4 speed. d) an Aquamarine Ring of Acid [+14] 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 107 to 210 turns to recharge after use at your current speed. e) a Golden Amulet of Devotion (+3) +3 wisdom, charisma. Provides resistance to fire, light, dark. Sustains wisdom, charisma. Stops experience drain. Radius 1 light. f) The Phial of Galadriel {!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 23 to 42 turns to recharge after use at your current speed. Radius 3 light. g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!} +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 21 turns to recharge after use at your current speed. h) The Cloak of Thingol [1,+18] (+3) +3 dexterity, charisma. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it tries to recharge a wand or staff, destroying t he wand or staff on failure. It takes 147 turns to recharge after use at your current speed. i) a Small Metal Shield of Resistance [4,+15] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. j) 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. k) a Set of Caestus of Agility (+0,+3) [2,+13] (+2) +2 dexterity. l) a Pair of Steel Shod Boots of Speed [6,+4] (+6) +6 speed. [Character Inventory] a) 13 Metallic Blue Potions of Cure Critical Wounds b) 3 Scrolls titled "tando co" of Phase Door c) 2 Scrolls titled "piens us renus" of Teleport Level {!*} d) a Scroll titled "elicito" of Mass Banishment {!*} e) 4 Scrolls titled "co caudam spes" of Identify f) 3 Scrolls titled "pax cogo" of Word of Recall {!*} g) 4 Copper Rods of Treasure Location {!!} h) 4 Brass Rods of Door/Stair Location i) 4 Tungsten Rods of Trap Location {!!} j) 2 Steel-Plated Wands of Teleport Other (11 charges) k) 3 Hawthorn Staves of *Destruction* (9 charges) l) 3 Balsa Staves of Teleportation (13 charges) m) The Mattock of Nain (2d8) (+12,+18) (+6 searching) +6 strength, infravision, tunneling. +30% to searching. Provides resistance to dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it turns rock into mud. It takes 4 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 69.1 against orcs, 69.1 against trolls, 69.1 against giants, 69.1 against dragons, 69.1 against acid-vulnerable creatures, and 48.7 against normal creatures. With this item, you can expect to clear rubble in 1 turn, magma veins in 1.7 turns, quartz veins in 3.6 turns, and granite in 8.0 turns. n) 6 Arrows (1d4) (+4,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 113.3 against normal creatures. 35% chance of breaking upon contact. o) 17 Seeker Arrows (4d4) (+7,+8) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 152.4 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 15 Metallic Blue Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. b) 4 Brown Speckled Potions of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. c) a Pungent 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. d) 5 Runed Rods of Light {!!} When aimed, it lights up part of the dungeon in a straight line. It takes 18 turns to recharge after use at your current speed. e) 3 Titanium Rods of Illumination When used, it lights up an area and inflicts 2d8 damage on light-s ensitive creatures. It takes 63 turns to recharge after use at your current speed. f) a Walnut Staff of Speed (5 charges) When used, it hastens you for 2d10+20 turns. g) an Amethyst Ring of Constitution (+3) +3 constitution. Sustains constitution. h) a Quartzite Ring of Damage (+0,+8) i) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. j) 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. k) a Cloak of Aman [1,+14] (+2 stealth) {Conf} +2 stealth. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. l) an Elven Cloak of the Magi [6,+9] (+4) {ESP} +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants telepathy. m) an Iron Crown of Serenity [0,+11] Provides resistance to fear, confusion, sound. n) a Jewel Encrusted Crown of Might [0,+10] (+2) +2 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. o) The Set of Leather Gloves 'Cammithrim' [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 4 turns to recharge after use at your current speed. Radius 1 light. p) a Set of Mithril Gauntlets of Power (+1,+4) [5,+9] (+5) +5 strength. Cannot be harmed by acid. q) a Scythe of Slicing of Flame (8d4) (+11,+8) It is branded with flames. Provides resistance to fire. Cannot be harmed by fire. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 88.4 against acid-vulnerable creatures, 88.4 against fire-vulnerable creatures, and 43.6 against normal creatures. With this item, you can expect to clear rubble in 2.2 turns, magma veins in 5.0 turns, quartz veins in 11 turns, and granite in 32 turns. r) a Lucerne Hammer of Extra Attacks (2d5) (+11,+14) (+2) +2 attack speed. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 46.3 against acid-vulnerable creatures, and 33.5 against normal creatures. With this item, you can expect to clear rubble in 2.5 turns, magma veins in 5.9 turns, quartz veins in 14 turns, and granite in 43 turns. s) The Mace 'Taratol' (3d4) (+12,+12) (charging) {!!} It is a great bane of dragons. It is branded with lightning. Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 212 to 420 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 50.1 against acid-vulnerable creatures, 50.1 against electricity-vulnerable creatures, 66.6 against dragons, and 33.6 against normal creatures. With this item, you can expect to clear rubble in 2.3 turns, magma veins in 5.3 turns, quartz veins in 12 turns, and granite in 36 turns. t) The Quarterstaff of Olorin (2d9) (+10,+13) (+4) +4 intelligence, wisdom, charisma. It is especially deadly to evil creatures, orcs, trolls. It is a great bane of demons. It is branded with flames. Provides resistance to fire, nether. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it gives you information on the health and abiliti es of monsters you can see. It takes 42 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47.8 against evil creatures, 58.6 against orcs, 58.6 against trolls, 58.6 against acid-vulnerable creatures, 58.6 against fire-vulnerable creatures, 80.2 against demons, and 37 against normal creatures. With this item, you can expect to clear rubble in 2.5 turns, magma veins in 5.7 turns, quartz veins in 13 turns, and granite in 40 turns. u) a Mace of Disruption of Acid (5d8) (+11,+13) It is especially deadly to undead. It is branded with acid. Provides resistance to acid. Cannot be harmed by acid. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 108.2 against undead, 108.2 against acid-vulnerable creatures, and 54.7 against normal creatures. With this item, you can expect to clear rubble in 1.9 turns, magma veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 turns. v) a Heavy Crossbow of Power (x4) (+13,+17) w) 27 Bolts of Frost (1d5) (+13,+7) It is branded with frost. Cannot be harmed by cold. x) 17 Bolts of Slay Giant (1d5) (+4,+10) It is especially deadly to giants. [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)