[Angband 3.1.1 dev (r1278) Character Dump] Name Shooter Self RB CB EB Best Sex Male Age 128 STR: 18 +1 +2 +7 18/100 Race High-Elf Height 89 INT: 18/20 +3 +2 +0 18/70 Class Ranger Weight 212 WIS: 14 -1 +0 +0 13 Title Explorer Social Unknown DEX: 13 +3 +1 +5 18/40 HP 456/456 Maximize Y CON: 18/30 +1 +1 +7 18/120 SP 57/57 Chr: 14 +5 +1 +0 18/20 16 Level 32 Armor [25,+79] Saving Throw 81% Cur Exp 448194 Fight (+11,+9) Stealth Superb Max Exp 483934 Melee (+18,+17) Fighting Superb Adv Exp 460000 Shoot (+17,+11) Shooting Legendary MaxDepth 3100' (L62) Blows 5/turn Disarming 66% Turns 410322 Shots 2/turn Magic Device Heroic Gold 232374 Infra 40 ft Perception 1 in 20 Burden 132.9 lbs Speed 13 Searching 27% 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 Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 24.8 against animals, 24.8 against evil creatures, 28.5 against orcs, 28.5 against undead, and 21.1 against normal creatures. With this item, you can expect to clear rubble in 3.5 turns, magma veins in 8.5 turns, quartz veins in 22 turns, and granite in 94 turns. b) a Long Bow of Extra Might (x3) (+6,+11) (+1) +1 shooting power. c) a Fluorite Ring of Resist Poison Provides resistance to poison. d) a Tiger Eye Ring of Constitution (+5) +5 constitution. Sustains constitution. e) an Amber Amulet of Regeneration Speeds regeneration. 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 25 to 46 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) a Fur Cloak of Protection [3,+9] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Small Metal Shield of Elvenkind [4,+9] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. j) a Golden Crown of Serenity [0,+14] Provides resistance to fear, confusion, sound. Cannot be harmed by acid. k) a Set of Mithril Gauntlets of Power (+4,+3) [5,+9] (+5) +5 strength. Cannot be harmed by acid. l) a Pair of Iron Shod Boots of Speed [3,+11] (+8) +8 speed. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) a Book of Magic Spells [Incantations and Illusions] d) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. f) 11 Crimson Potions of Cure Critical Wounds g) 6 Scrolls titled "tro do qui" of Phase Door h) a Scroll titled "tatium cor" of Teleportation i) 2 Scrolls titled "phariut acausy" of Recharging j) a Scroll titled "tatine" of *Destruction* k) a Tungsten Rod of Treasure Location l) an Ivory Rod of Teleport Other m) 4 Rusty Rods of Light {!!} n) a Zinc-Plated Rod of Recall Cannot be harmed by electricity. o) a Mahogany Staff of Teleportation (7 charges) p) a Hawthorn Staff of Speed (3 charges) q) a Redwood Staff of Identify (3 charges) r) 95 Arrows (1d4) (+0,+0) {=g} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 55 against normal creatures. 35% chance of breaking upon contact. s) 99 Arrows (1d4) (+0,+0) {=g} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 55 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Sorcery and Evocations] b) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. c) 3 Misty 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. d) 2 Metallic Purple Potions of Restore Mana When ingested, it restores your mana points to maximum. e) 2 Scrolls titled "macuraho" of Teleport Level When read, it teleports you one level up or down. f) a Silver Ring of Intelligence (+3) +3 intelligence. Sustains intelligence. g) a Bloodstone Ring of Acid [+14] It is branded with acid. 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 117 to 230 turns to recharge after use at your current speed. h) an Obsidian Ring of Ice [+15] It is branded with frost. Provides resistance to cold. Cannot be harmed by cold. When activated, it grants cold resistance for d20+20 turns and cre ates a cold ball of damage 75. It takes 117 to 230 turns to recharge after use at your current speed. i) an Azurite Ring of Lightning [+18] It is branded with lightning. Provides resistance to lightning. Cannot be harmed by electricity. When activated, it grants electricity resistance for d20+20 turns and creates a lightning ball of damage 85. It takes 117 to 230 turns to recharge after use at your current speed. j) a Zircon Ring of Damage (+0,+10) k) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. l) Hard Leather Armour of Elvenkind (-1) [8,+8] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, electricity, fire, cold. m) a Large Metal Shield of Preservation [8,+28] Provides resistance to light, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. n) a Jewel Encrusted Crown of Night and Day [0,+9] Provides resistance to light, dark, blindness. Cannot be harmed by acid. Grants the ability to see invisible things. Radius 1 light. 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) The Katana 'Aglarang' (8d4) (+4,+9) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 38.2 against normal creatures. With this item, you can expect to clear rubble in 4.4 turns, magma veins in 11 turns, quartz veins in 32 turns, and granite in 320 turns. q) a Lead-Filled Mace (Defender) (4d3) (+13,+10) [+3] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. 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 27.8 against normal creatures. With this item, you can expect to clear rubble in 3.4 turns, magma veins in 8.3 turns, quartz veins in 21 turns, and granite in 89 turns. r) a Long Bow of Accuracy (x3) (+25,+13) s) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, light, dark, blindness. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When activated, it fires a magical arrow with damage 150. It takes 48 to 92 turns to recharge after use at your current speed. [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 : no (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)