[Angband 3.1.1 dev (r1225) Character Dump] Name Fros Self RB CB EB Best Sex Female Age 113 STR: 18/40 +1 +2 +10 18/170 Race High-Elf Height 87 INT: 18/90 +3 +1 +2 18/150 Class Rogue Weight 169 WIS: 17 -1 -2 +2 16 Title Rogue Social Role model DEX: 18/40 +3 +3 +14 18/*** HP 833/833 Maximize Y CON: 18/60 +1 +1 +12 18/200 SP 228/228 CHR: 14 +5 -1 +0 18 Level 39 Armor [20,+120] Saving Throw 89% Cur Exp 2224744 Fight (+34,+21) Stealth Superb Max Exp 2224744 Melee (+43,+32) Fighting Legendary Adv Exp 2250000 Shoot (+44,+14) Shooting Heroic MaxDepth 4850' (L97) Blows 7/turn Disarming 100% Turns 401700 Shots 1/turn Magic Device Heroic Gold 1255177 Infra 40 ft Perception 1 in 12 Burden 161.9 lbs Speed 24 Searching 35% You are the only child of a Noldorin Archer. 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 Scimitar 'Haradekket' (4d2) (+9,+11) (+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 7 blows per round. Each blow will do an average damage of 46.5 against animals, 46.5 against evil creatures, 53.1 against undead, and 39.9 against normal creatures. With this item, you can expect to clear rubble in 2.0 turns, magma veins in 4.5 turns, quartz veins in 10 turns, and granite in 28 turns. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) The Ring of Tulkas (+4) {!!} +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 604 to 1200 turns to recharge after use at your current speed. d) a Ring of Speed (+11) +11 speed. e) 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 900 turns to recharge after use at your current speed. 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 44 to 80 turns to recharge after use at your current speed. Radius 3 light. g) 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. h) The Cloak 'Colluin' [1,+15] {!!} Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 444 turns to recharge after use at your current speed. i) The Small Metal Shield of Thorin [4,+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 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) 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) 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 20 turns to recharge after use at your current speed. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1} b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2} c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7} Cannot be harmed by acid, electricity, fire, cold. g) 2 Books of Magic Spells [Tenser's Transformations] {@m8@b8@G8} Cannot be harmed by acid, electricity, fire, cold. h) 20 Potions of Cure Critical Wounds {@q1} i) 5 Potions of Healing {@q3} j) 2 Potions of *Healing* {@q5} It can be thrown at creatures with damaging effect. k) 7 Potions of Restore Mana {@q4} l) 17 Potions of Heroism {@q2} m) 23 Scrolls of Phase Door {@r1} n) 9 Scrolls of Teleportation {@r5!*} o) 2 Scrolls of Teleport Level {@r7!*} p) 9 Scrolls of Holy Chant {@r3} q) a Rod of Magic Mapping {@z6} r) a Rod of Healing (charging) {@z9} Cannot be harmed by electricity. s) 2 Rods of Identify {@z3} Cannot be harmed by electricity. t) a Wand of Teleport Other (8 charges) {@a0!d!k!v} u) 34 Mithril Bolts of Slay Animal (3d5) (+13,+18) {@f0} 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 258.3 against animals, 387.4 against fire-vulnerable creatures, and 129.1 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 63 Potions of Cure Critical Wounds {@q1} 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) 99 Scrolls of Phase Door {@r1} When read, it teleports you randomly up to 10 squares away. c) 3 Rods of Acid Bolts {@z5} When aimed, it creates an acid bolt with damage 12d8. It takes 48 turns to recharge after use at your current speed. d) 2 Rods of Acid Balls {@z7} When aimed, it creates an acid ball with damage 125. It takes 108 turns to recharge after use at your current speed. e) a Rod of Teleport Other {@z4!d!k!v} When aimed, it teleports a target monster away. It takes 100 turns to recharge after use at your current speed. f) 5 Rods of Light {@z1} When aimed, it lights up part of the dungeon in a straight line. It takes 36 turns to recharge after use at your current speed. g) a Rod of Speed Cannot be harmed by electricity. When used, it hastens you for 2d10+20 turns. It takes 400 turns to recharge after use at your current speed. h) 2 Wands of Stone to Mud (13 charges) When aimed, it turns rock into mud. i) a Staff of *Destruction* (3 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. j) 2 Staves of Healing (5 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. k) a Staff of Banishment (2 charges) When used, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. l) 2 Staves of Teleportation (12 charges) {@u1!*} When used, it teleports you randomly up to 100 squares away. m) a Ring of Acid [+15] 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 204 to 400 turns to recharge after use at your current speed. n) an Amulet of ESP (+8) Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. o) an Amulet of Weaponmastery (+3,+4) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. p) an Amulet of Trickery (+3) +3 dexterity, stealth, infravision, speed. +15% to searching. Provides resistance to poison, nexus. Sustains dexterity. q) 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 220 turns to recharge after use at your current speed. r) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 68.2 against dragons, and 42.5 against normal creatures. With this item, you can expect to clear rubble in 2.2 turns, magma veins in 5.1 turns, quartz veins in 12 turns, and granite in 33 turns. s) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4) +4 strength, dexterity. Provides resistance to fire, fear, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a fire bolt with damage 72. It takes 160 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 62.5 against evil creatures, 72.4 against orcs, 72.4 against trolls, 72.4 against undead, 72.4 against fire-vulnerable creatures, and 52.6 against normal creatures. With this item, you can expect to clear rubble in 1.7 turns, magma veins in 3.8 turns, quartz veins in 8.6 turns, and granite in 22 turns. t) The Spear of Orome (4d6) (+15,+15) (+4) +4 intelligence, infravision, speed. Provides resistance to fire, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Feather Falling. Grants the ability to see invisible things. When activated, it turns rock into mud. It takes 20 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 67.5 against animals, 82.7 against giants, 82.7 against fire-vulnerable creatures, and 52.4 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. u) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) +3 wisdom, constitution. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. When activated, it drains up to 120 hit points of life from a targ et creature. It takes 160 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 55.9 against dragons, and 40.2 against normal creatures. With this item, you can expect to clear rubble in 1.9 turns, magma veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 turns. v) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 71.9 against animals, 71.9 against evil creatures, 87.4 against demons, and 56.3 against normal creatures. With this item, you can expect to clear rubble in 1.8 turns, magma veins in 4.0 turns, quartz veins in 8.8 turns, and granite in 23 turns. w) a Lead-Filled Mace of Westernesse (4d3) (+21,+19) (+2) +2 strength, dexterity, constitution. 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 71.8 against orcs, 71.8 against trolls, 71.8 against giants, and 53.7 against normal creatures. With this item, you can expect to clear rubble in 1.7 turns, magma veins in 3.8 turns, quartz veins in 8.6 turns, and granite in 22 turns. [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)