[Angband 3.1.0 beta Character Dump] Sex Female Age 107 STR! 18/100 +1 +2 +13218/*** Race High-Elf Height 65 INT: 18/99 +3 +2 +13118/*** Class Ranger Weight 168 WIS: 18/99 -1 +0 +13118/*** Title ***WINNER*** Social Lordly DEX! 18/100 +3 +1 +13418/*** HP 1018/1018 Maximize Y CON! 18/100 +1 +1 +13218/*** SP 279/350 CHR: 18/88 +5 +1 +13118/*** Level 50 Armor [42,+107] Saving Throw 100% Cur Exp 10950900 Fight (+92,+38) Stealth Superb Max Exp 10950900 Melee (+114,+63) Fighting Legendary Adv Exp ******** Shoot (+115,+13) Shooting Legendary MaxDepth 5050' (L101) Blows 5/turn Disarming 98% Turns 2647682 Shots 3/turn Magic Device Legendary Gold 2436333 Infra 1320 ft Perception 1 in 20 Burden 181.8 lbs Speed 23 Searching 27% You are one of several children of a Noldorin 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 Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed) +10 speed. Provides resistance to cold, fear, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a frost ball with damage 100. It takes 40 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 87 against evil creatures, 99 against trolls, 99 against undead, 99 against frost-vulnerable creatures, 123 against demons, and 75 against normal creatures. b) a Long Bow of Lothlorien (x3) (+23,+13) (+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) 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. f) The Star of Elendil Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. g) Balance Dragon Scale Mail (-2) [30,+16] Provides resistance to sound, shards, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe balance for 250 damage. It takes d300+300 turns to recharge after use. h) 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 45 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+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 Massive Iron Crown of Morgoth [0,+5] (+125) +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. k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. l) a Pair of Iron Shod Boots of Speed [3,+16] (+9) +9 speed. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) 3 Books of Magic Spells [Sorcery and Evocations] e) 3 Books 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) a Book 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) 7 Potions of Healing j) 5 Potions of *Healing* It can be thrown at creatures with damaging effect. k) 4 Scrolls of Banishment l) 14 Scrolls of Holy Chant m) a Rod of Healing Cannot be harmed by electricity. n) 4 Rods of Recall Cannot be harmed by electricity. o) The Golden Crown of Gondor [0,+15] (+3) +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 250 turns to recharge after use. Radius 1 light. p) 19 Arrows of Slay Evil (1d4) (+14,+14) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 295 against evil creatures, and 147.5 against normal creatures. 35% chance of breaking upon contact. q) 4 Arrows of Slay Evil (1d4) (+10,+13) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 285 against evil creatures, and 142.5 against normal creatures. 35% chance of breaking upon contact. r) 12 Seeker Arrows of Slay Demon (4d4) (+11,+18) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 615 against demons, and 205 against normal creatures. 35% chance of breaking upon contact. s) 2 Seeker Arrows of Flame (4d4) (+12,+11) 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 510 against fire-vulnerable creatures, and 170 against normal creatures. 35% chance of breaking upon contact. t) 10 Seeker Arrows of Slay Evil (4d4) (+14,+10) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 330 against evil creatures, and 165 against normal creatures. 35% chance of breaking upon contact. u) 17 Seeker Arrows of Slay Evil (4d4) (+11,+12) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 350 against evil creatures, and 175 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. b) 20 Potions of Cure Critical Wounds 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. c) 3 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) 9 Potions of Restore Mana When ingested, it restores your mana points to maximum. e) a Ring of Speed (+11) +11 speed. f) 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 150 turns to recharge after use. 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 200 turns to recharge after use. h) an Amulet of the Magi [+7] (+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. i) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. j) The Jewel 'Evenstar' 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. 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 10 turns to recharge after use. 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) an Elven Cloak of Aman [6,+27] (+3 stealth) +3 stealth. Provides resistance to nether. Cannot be harmed by acid, electricity, fire, cold. 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 Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. 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 Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. s) a Pair of Iron Shod Boots of Elvenkind [3,+11] (+3) +3 stealth, speed. Cannot be harmed by acid, fire. Feather Falling. t) The Short Sword 'Sting' (1d6) (+8,+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 7 blows per round. Each blow will do an average damage of 53 against animals, 53 against evil creatures, 56.5 against orcs, 56.5 against undead, and 49.5 against normal creatures. u) The Mighty Hammer 'Grond' (9d9) (+3,+6) 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 134 against animals, 134 against evil creatures, 179 against orcs, 179 against trolls, 269 against dragons, 269 against demons, 269 against undead, and 89 against normal creatures. Sometimes creates earthquakes on impact. v) The Short Bow of Amras (x2) (+12,+15) (+1 speed) +1 intelligence, wisdom, dexterity, speed, shooting speed, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. w) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. x) a Long Bow of Extra Shots (x3) (+23,+15) (+1) +1 shooting 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 : no (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)