[Angband 3.1.1 dev Character Dump] Name Miriel Self RB CB EB Best Sex Female Age 104 STR! 18/100 +1 +2 +22 18/*** Race High-Elf Height 70 INT! 18/100 +3 +2 +3 18/180 Class Ranger Weight 191 WIS: 18/50 -1 +0 +5 18/90 Title ***WINNER*** Social Lordly DEX! 18/100 +3 +1 +9 18/*** HP 985/985 Maximize Y CON! 18/100 +1 +1 +16 18/*** SP 377/377 CHR: 18/90 +5 +1 +9 18/*** Level 50 Armor [57,+164] Saving Throw 100% Cur Exp 11750462 Fight (+52,+45) Stealth Superb Max Exp 11750462 Melee (+62,+65) Fighting Legendary Adv Exp ******** Shoot (+69,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 96% Turns 1070235 Shots 3/turn Magic Device Legendary Gold 1826970 Infra 40 ft Perception 1 in 20 Burden 311.5 lbs Speed 24 Searching 27% You are one of several children of a Vanyarin Warrior. You have light grey eyes, straight blond 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 Great Axe of Durin (4d4) (+10,+20) [+15] (+3) +3 strength, constitution, tunneling. Provides resistance to acid, fire, fear, light, dark, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 103.8 against orcs, 103.8 against trolls, 103.8 against demons, 103.8 against acid-vulnerable creatures, 103.8 against fire-vulnerable creatures, 127.2 against dragons, and 80.4 against normal creatures. With this item, you can expect to clear rubble in 1.0 turn, magma veins in 2.3 turns, quartz veins in 4.9 turns, and granite in 11 turns. b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent} +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) a Quartzite Ring of Speed (+14) +14 speed. d) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 686 to 1020 turns to recharge after use at your current speed. e) 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 680 turns to recharge after use at your current speed. 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, traps, doors, stairs, and all creatures nearby. It takes 105 to 204 turns to recharge after use at your current speed. Radius 3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 1700 turns to recharge after use at your current speed. h) an Elven Cloak of Aman [6,+29] (+3 stealth) +3 stealth. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. 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 Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. 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 Steel Shod Boots of Speed [6,+10] (+8) +8 speed. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] b) a Book of Magic Spells [Incantations and Illusions] c) a Book of Magic Spells [Sorcery and Evocations] d) a Book 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) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. g) 2 Light Green Potions of *Healing* It can be thrown at creatures with damaging effect. h) 3 Pungent Potions of Life It can be thrown at creatures with damaging effect. i) 20 Scrolls titled "thentus deo" of Teleportation j) a Tin Rod of Healing (charging) Cannot be harmed by electricity. k) 5 Brass Wands of Teleport Other (14 charges) l) a Cypress Staff of Healing (2 charges) m) 2 Willow Staves of Banishment (2 charges) n) 4 Maple Staves of the Magi (13 charges) o) The Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. 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 343 to 680 turns to recharge after use at your current speed. p) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} Permanently cursed. +125 strength, intelligence, wisdom, dexterity, constitution, charisma, infravision. Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. q) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 236.4 against animals, 236.4 against evil creatures, 310.6 against orcs, 310.6 against trolls, 459.1 against dragons, 459.1 against demons, 459.1 against undead, and 162.1 against normal creatures. Sometimes creates earthquakes on impact. With this item, you can expect to clear rubble in 1 turn, magma veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10 turns. r) 23 Arrows of Wounding (2d4) (+20,+18) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 674.1 against dragons, and 224.7 against normal creatures. 35% chance of breaking upon contact. s) 4 Arrows of Slay Evil (1d4) (+14,+11) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 347.7 against evil creatures, 521.6 against dragons, and 173.9 against normal creatures. 35% chance of breaking upon contact. t) 5 Arrows of Slay Evil (1d4) (+11,+7) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 304.9 against evil creatures, 457.4 against dragons, and 152.5 against normal creatures. 35% chance of breaking upon contact. u) 9 Seeker Arrows of Holy Might (4d4) (+24,+13) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 453.6 against evil creatures, 680.4 against dragons, 680.4 against demons, 680.4 against undead, and 226.8 against normal creatures. 35% chance of breaking upon contact. v) 13 Seeker Arrows of Holy Might (4d4) (+13,+14) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 460.1 against evil creatures, 690.1 against dragons, 690.1 against demons, 690.1 against undead, and 230 against normal creatures. 35% chance of breaking upon contact. w) 15 Mithril Arrows of Slay Evil (3d4) (+13,+11) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 401.2 against evil creatures, 601.9 against dragons, and 200.6 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. b) 3 Cyan Potions of Restore Mana When ingested, it restores your mana points to maximum. c) a Scroll titled "dens quis" of *Remove Curse* When read, it removes all curses from all equipped items. d) 2 Birch Staves of *Destruction* (7 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) 4 Sycamore Staves of Holiness (17 charges) When used, it inflicts damage on evil creatures you can see, cures 50 hit points, heals all temporary effects and grants you protecti on from evil. f) 2 Maple Staves of the Magi (7 charges) When used, it restores both intelligence and manapoints to maximum. g) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 693 to 1360 turns to recharge after use at your current speed. h) The Ring of Power 'Nenya' (+8,+8) (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to cold. Provides resistance to cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. It takes 686 to 1020 turns to recharge after use at your current speed. i) 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 34 turns to recharge after use at your current speed. j) 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. k) The Cloak 'Holcolleth' [1,+10] (+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 187 turns to recharge after use at your current speed. l) 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 377 turns to recharge after use at your current speed. m) 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. n) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma. +15% to searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. o) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom. +10% to searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, traps, doors, stairs, and all creatures nearby. It takes 190 to 374 turns to recharge after use at your current speed. p) 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. 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 17 turns to recharge after use at your current speed. r) The Glaive of Pain (9d6) (+0,+30) Provides resistance to 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 118.6 against normal creatures. With this item, you can expect to clear rubble in 1.5 turns, magma veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 turns. s) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. It is especially deadly to evil creatures, orcs, trolls. 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 105 against evil creatures, 121.8 against orcs, 121.8 against trolls, and 88.3 against normal creatures. With this item, you can expect to clear rubble in 1.4 turns, magma veins in 3.1 turns, quartz veins in 6.8 turns, and granite in 17 turns. t) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4) +4 wisdom, tunneling. It is especially deadly to evil creatures, demons, undead. It is a great bane of dragons. It is branded with acid. Provides resistance to acid, lightning, fire, cold, fear, nexus. 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 109.6 against evil creatures, 130 against demons, 130 against undead, 130 against acid-vulnerable creatures, 170.7 against dragons, and 89.3 against normal creatures. With this item, you can expect to clear rubble in 1.0 turn, magma veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 turns. u) 38 Arrows of Venom (1d4) (+9,+9) {@f0} It is branded with venom. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 484.9 against dragons, 484.9 against poison-vulnerable creatures, and 161.6 against normal creatures. 35% chance of breaking upon contact. v) 73 Arrows of Frost (1d4) (+8,+8) It is branded with frost. Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 469 against dragons, 469 against frost-vulnerable creatures, and 156.3 against normal creatures. 35% chance of breaking upon contact. w) 99 Arrows of Flame (1d4) (+2,+2) It is branded with flames. Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 373.6 against dragons, 373.6 against fire-vulnerable creatures, and 124.5 against normal creatures. 35% chance of breaking upon contact. x) 11 Mithril Arrows of Slay Dragon (3d4) (+15,+15) It is especially deadly to dragons. Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 666.1 against dragons, and 222 against normal creatures. 35% chance of breaking upon contact. [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)