[Angband 3.1.0 beta Character Dump] Sex Male Age 60 Str! 18/100 +1 +2 +17 18/*** 18/*** Race Dunadan Height 84 INT! 18/100 +2 +2 +9 18/*** Class Ranger Weight 152 WIS! 18/100 +2 +0 +3 18/150 Title Ranger Lord Social Lordly DEX! 18/100 +2 +1 +8 18/210 HP 1032/1032 Maximize Y CON! 18/100 +3 +1 +9 18/*** SP 384/384 CHR! 18/100 +2 +1 +14 18/*** Level 50 Armor [42,+123] Saving Throw 95% Cur Exp 16173690 Fight (+40,+32) Stealth Heroic Max Exp 16173690 Melee (+52,+48) Fighting Legendary Adv Exp ******** Shoot (+54,+15) Shooting Legendary MaxDepth 4850' (L97) Blows 5/turn Disarming 98% Turns 6849190 Shots 3/turn Magic Device Heroic Gold 3922205 Infra 0 ft Perception 1 in 1 Burden 202.4 lbs Speed 26 Searching 57% You are the illegitimate and unacknowledged child of a Yeoman. You are a credit to the family. You have brown eyes, straight auburn hair, and a very 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 Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) +4 strength, charisma, stealth, speed. Provides resistance to cold, fear, dark, nether. 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 against animals, 68 against evil creatures, 78 against giants, 98 against undead, and 58 against normal creatures. b) a Short Bow of Lothlorien (x2) (+14,+15) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. c) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. d) 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 200 turns to recharge after use. e) an Amber Amulet of the Magi [+5] (+3) +3 intelligence, searching. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Prevents paralysis. Grants the ability to see invisible things. f) The Arkenstone of Thrain {!t!v!d!k} 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, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 30 turns to recharge after use. Radius 3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +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 500 turns to recharge after use. h) The Cloak 'Colannon' [1,+14] (+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 45 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+18] (+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 Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. k) The Set of Leather Gloves 'Cambeleg' (+5,+4) [1,+11] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots of Feanor [2,+17] (+15) (charging) {!d!v!t!k} +15 speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 200 turns to recharge after use. [Character Inventory] a) 8 Books of Magic Spells [Magic for Beginners] {!k!v!d@p1@b1} b) 6 Books of Magic Spells [Incantations and Illusions] {!k!v!d@p3@b3} c) a Book of Magic Spells [Sorcery and Evocations] d) a Book of Magic Spells [Resistances of Scarabtarices] {!k!v!d@p5@b5} Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Raal's Tome of Destruction] {!v!d!k@p7@b7} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Tenser's Transformations] {!k!v!d@p9@b9} Cannot be harmed by acid, electricity, fire, cold. g) 30 Light Blue Potions of Cure Critical Wounds h) 10 Cloudy Potions of Speed i) 13 Scrolls titled "larus lercus" of Phase Door j) a Scroll titled "laquo vadius" of Teleportation k) 12 Scrolls titled "vigat ingus" of Teleport Level l) a Rusty Rod of Healing (charging) {!k!v!d} Cannot be harmed by electricity. m) 2 Nickel Rods of Teleport Other {!k!v!d} n) a Runed Rod of Recall {!v!k!d!z} Cannot be harmed by electricity. o) 4 Runed Wands of Teleport Other (30 charges) p) 3 Gnarled Staffs of Teleportation (19 charges) q) 8 Arrows of Venom (1d4) (+9,+9) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 318 against poison-vulnerable creatures, and 106 against normal creatures. 35% chance of breaking upon contact. r) 39 Arrows of Flame (1d4) (+9,+9) {@f2} Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 318 against fire-vulnerable creatures, and 106 against normal creatures. 35% chance of breaking upon contact. s) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 70 against normal creatures. 35% chance of breaking upon contact. t) 8 Mithril Arrows of Slay Giant (3d4) (+14,+17) {@f0} Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 474 against giants, and 158 against normal creatures. 35% chance of breaking upon contact. u) 22 Mithril Arrows of Slay Giant (3d4) (+15,+13) {@f0} Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 426 against giants, and 142 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 5 Purple 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) a Green Speckled 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. c) 3 Cypress Staffs of Healing (8 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. d) an Aquamarine Ring of Speed (+10) +10 speed. e) a Golden Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. f) 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 50 turns to recharge after use. g) The Jewel 'Evenstar' (charging) Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. h) The Full Plate Armour of Isildur [26,+22] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. i) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. j) The Iron Helm 'Holhenneth' [5,+10] (+2) {!k!d!v} +2 intelligence, wisdom, 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, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 55 turns to recharge after use. k) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2) +2 strength. Provides resistance to fire, poison. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 80.5 against fire-vulnerable creatures, 80.5 against poison-vulnerable creatures, 101.5 against dragons, and 59.5 against normal creatures. l) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 92 against animals, 92 against evil creatures, 110 against trolls, 110 against demons, 110 against frost-vulnerable creatures, 146 against dragons, and 74 against normal creatures. m) The Spear 'Aeglos' (3d6) (+13,+23) [+3] (+4) {!d} +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 72 against evil creatures, 82.5 against orcs, 82.5 against trolls, 82.5 against frost-vulnerable creatures, 103.5 against undead, and 61.5 against normal creatures. n) 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 82 against orcs, 82 against trolls, 82 against demons, 82 against acid-vulnerable creatures, 82 against fire-vulnerable creatures, 102 against dragons, and 62 against normal creatures. o) The Quarterstaff of Olorin (2d9) (+10,+13) (+4) +4 intelligence, wisdom, charisma. 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 20 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 61 against evil creatures, 71 against orcs, 71 against trolls, 71 against fire-vulnerable creatures, 91 against demons, and 51 against normal creatures. p) 8 Arrows of Acid (1d4) (+11,+14) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 378 against acid-vulnerable creatures, and 126 against normal creatures. 35% chance of breaking upon contact. q) 6 Arrows of Slay Evil (1d4) (+9,+15) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 260 against evil creatures, and 130 against normal creatures. 35% chance of breaking upon contact. r) 5 Arrows of Slay Demon (1d4) (+14,+8) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 306 against demons, and 102 against normal creatures. 35% chance of breaking upon contact. s) 99 Arrows of Venom (1d4) (+4,+4) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 258 against poison-vulnerable creatures, and 86 against normal creatures. 35% chance of breaking upon contact. t) 26 Seeker Arrows of Holy Might (4d4) (+19,+22) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 376 against evil creatures, 564 against demons, 564 against undead, and 188 against normal creatures. 35% chance of breaking upon contact. u) 19 Seeker Arrows of Lightning (4d4) (+16,+19) {@f0} Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 528 against electricity-vulnerable creatures, and 176 against normal creatures. 35% chance of breaking upon contact. v) 18 Seeker Arrows of Venom (4d4) (+15,+14) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 468 against poison-vulnerable creatures, and 156 against normal creatures. 35% chance of breaking upon contact. w) 25 Seeker Arrows of Venom (4d4) (+10,+12) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 444 against poison-vulnerable creatures, and 148 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)