[Angband 3.1.1 dev Character Dump] Name Aerlyck VII Self RB CB EB Best Sex Male Age 118 STR! 18/100 +1 +2 +14 18/*** Race High-Elf Height 71 INT! 18/100 +3 +2 +3 18/180 Class Ranger Weight 176 WIS! 18/100 -1 +0 +5 18/140 Title Ranger Lord Social Lordly DEX! 18/100 +3 +1 +3 18/170 HP 904/904 Maximize Y CON! 18/100 +1 +1 +13 18/*** SP 285/354 CHR! 18/100 +5 +1 +3 18/190 Level 47 Armor [44,+169] Saving Throw 100% Cur Exp 7416201 Fight (+46,+40) Stealth Superb Max Exp 7416201 Melee (+54,+60) Fighting Heroic Adv Exp 8050000 Shoot (+63,+19) Shooting Legendary MaxDepth 3750' (L75) Blows 5/turn Disarming 92% Turns 1555282 Shots 3/turn Magic Device Legendary Gold 2361525 Infra 40 ft Perception 1 in 10 Burden 164.1 lbs Speed 20 Searching 37% You are the only child of a Telerin Archer. You have light grey eyes, wavy 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 Pick of Erebor (3d4) (+8,+20) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 89.1 against orcs, 89.1 against trolls, 89.1 against demons, 89.1 against acid-vulnerable creatures, and 71.9 against normal creatures. With this item, you can expect to clear rubble in 1 turn, magma veins in 1.9 turns, quartz veins in 4.0 turns, and granite in 8.8 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) 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 775 to 1520 turns to recharge after use at your current speed. d) an Obsidian Ring of Speed (+6) +6 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 760 turns to recharge after use at your current speed. f) The Star of Elendil (charging) Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you. It takes 193 to 380 turns to recharge after use at your current speed. Radius 3 light. g) 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. h) an Elven Cloak of Aman [6,+15] (+4 stealth) +4 stealth. Provides resistance to disenchantment. 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 'Holhenneth' [5,+10] (+2) (charging) +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 212 to 418 turns to recharge after use at your current speed. k) The Set of Leather Gloves 'Cambeleg' (+6,+7) [1,+13] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Leather Boots of Speed [2,+9] (+9) +9 speed. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] b) a Book of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. i) 11 Gold Potions of Cure Critical Wounds j) 4 Green Potions of Restore Life Levels k) 10 Scrolls titled "sid meo cus" of Teleport Level l) a Scroll titled "matio plum" of Banishment m) a Mithril-Plated Rod of Healing Cannot be harmed by electricity. n) 5 Aluminum Rods of Teleport Other (1 charging) o) a Walnut Staff of *Destruction* (2 charges) p) a Silver Staff of Healing (4 charges) q) 3 Arrows of Venom (1d4) (+11,+13) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 548.5 against dragons, 548.5 against poison-vulnerable creatures, and 182.8 against normal creatures. 35% chance of breaking upon contact. r) 48 Arrows of Flame (1d4) (+10,+9) {@f2} 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 484.9 against dragons, 484.9 against fire-vulnerable creatures, and 161.6 against normal creatures. 35% chance of breaking upon contact. s) 50 Arrows of Flame (1d4) (+9,+10) {@f2} 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 500.8 against dragons, 500.8 against fire-vulnerable creatures, and 166.9 against normal creatures. 35% chance of breaking upon contact. t) 15 Arrows of Slay Evil (1d4) (+10,+10) {@f3} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 333.9 against evil creatures, 500.8 against dragons, and 166.9 against normal creatures. 35% chance of breaking upon contact. u) 4 Seeker Arrows of Venom (4d4) (+17,+11) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 636 against dragons, 636 against poison-vulnerable creatures, and 212 against normal creatures. 35% chance of breaking upon contact. v) 19 Mithril Arrows of Venom (3d4) (+10,+10) {@f1} 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 580.3 against dragons, 580.3 against poison-vulnerable creatures, and 193.4 against normal creatures. 35% chance of breaking upon contact. w) 18 Mithril Arrows of Flame (3d4) (+10,+9) {@f2} 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 564.4 against dragons, 564.4 against fire-vulnerable creatures, and 188.1 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 19 Dark Blue 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. b) 6 Violet Potions 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. c) 2 Brown Potions 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) 3 Scrolls titled "matio plum" of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. e) a Scroll titled "ago pro fortus" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. f) 30 Scrolls titled "veneo pus in" of Protection from Evil When read, it grants you protection from evil for 1d25 plus 3 time s your character level turns. g) 11 Scrolls titled "curo pulo" 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. h) a Copper-Plated Rod of Detection Cannot be harmed by electricity. When used, it detects treasure, traps, doors, stairs, and all crea tures nearby. It takes 380 turns to recharge after use at your current speed. i) an Obsidian Ring of Speed (+5) +5 speed. 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 193 to 380 turns to recharge after use at your current speed. k) 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 38 turns to recharge after use at your current speed. l) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. 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) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 171 turns to recharge after use at your current speed. o) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. p) 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. q) 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. r) 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. s) 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 19 turns to recharge after use at your current speed. t) The Pair of Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. u) The Bastard Sword 'Calris' (5d4) (+8,+20) (+5) {uncursed} +5 constitution. It is especially deadly to evil creatures, trolls, demons. It is a great bane of dragons. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 90.6 against evil creatures, 104.6 against trolls, 104.6 against demons, 132.6 against dragons, and 76.6 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 8.5 turns, and granite in 22 turns. v) The Katana 'Aglarang' (8d4) (+0,+0) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 61.7 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. w) The Mace 'Taratol' (3d4) (+12,+12) 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 383 to 760 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 79.9 against electricity-vulnerable creatures, 97.2 against dragons, and 62.7 against normal creatures. With this item, you can expect to clear rubble in 1.6 turns, magma veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 turns. x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. It is branded with flames. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. [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 : yes (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)