[Angband 3.1.1 dev (r1283) Character Dump] Name Lain III Self RB CB EB Best Sex Male Age 121 STR: 17 +1 +2 +0 18/20 Race High-Elf Height 92 INT: 15 +3 +1 +4 18/50 Class Rogue Weight 198 WIS: 16 -1 -2 +2 15 Title Filcher Social Respected DEX: 18/30 +3 +3 +2 18/110 HP 353/353 Maximize Y CON: 18/20 +1 +1 +0 18/40 SP 53/53 CHR: 11 +5 -1 +0 15 Level 30 Armor [40,+60] Saving Throw 80% Cur Exp 201554 Fight (+13,+20) Stealth Legendary Max Exp 201554 Melee (+25,+37) Fighting Heroic Adv Exp 225000 Shoot (+31,+12) Shooting Heroic MaxDepth 3250' (L65) Blows 3/turn Disarming 100% Turns 309807 Shots 1/turn Magic Device Heroic Gold 56265 Infra 40 ft Perception 1 in 2 Burden 156.3 lbs Speed 6 Searching 45% You are one of several children of a Noldorin Archer. You have light green 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) a Pike (Defender) (2d5) (+12,+17) [+1] (+4 stealth) +4 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains charisma. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 45 against normal creatures. With this item, you can expect to clear rubble in 7.1 turns, magma veins in 22 turns, quartz veins in 100 turns, and not affect granite. b) a Long Bow of Accuracy (x3) (+18,+12) c) a Ring of Slaying (+6,+6) d) a Ring of Damage (+0,+11) e) 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 240 turns to recharge after use at your current speed. 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 17 to 32 turns to recharge after use at your current speed. Radius 3 light. g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 10 squares away. It takes 3 turns to recharge after use at your current speed. h) a Fur Cloak of the Magi [3,+9] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants the ability to see invisible things. i) (nothing) j) 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 89 to 176 turns to recharge after use at your current speed. k) a Set of Leather Gloves of Agility [1,+8] (+2) +2 dexterity. l) a Pair of Iron Shod Boots of Speed [3,+5] (+7) +7 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1@p1@b1@G1!k!d!v} b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@p2@b2@G2!k!d!v} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@p3@b3@G3!k!d!v} d) a Book of Magic Spells [Sorcery and Evocations] {@m4@p4@b4@G4!k!d!v} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@p5@b5@G5!k!d!v} Cannot be harmed by acid, electricity, fire, cold. f) 15 Potions of Cure Critical Wounds {@q2} g) 4 Potions of Speed {!*} h) 10 Potions of Heroism i) 10 Scrolls of Phase Door j) 2 Scrolls of Teleportation k) 4 Scrolls of Word of Recall l) 3 Rods of Treasure Location {@z3} m) 2 Rods of Door/Stair Location {@z2} n) a Rod of Trap Location {@z1} o) a Staff of Teleportation (4 charges) p) a Staff of Speed (4 charges) q) a Staff of Identify (16 charges) r) a Lucerne Hammer of Extra Attacks (2d5) (+9,+7) (+2) +2 attack speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 34 against normal creatures. With this item, you can expect to clear rubble in 8.3 turns, magma veins in 29 turns, quartz veins in 200 turns, and not affect granite. s) 99 Arrows (1d4) (+0,+0) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 44.3 against normal creatures. 35% chance of breaking upon contact. t) 21 Seeker Arrows (4d4) (+2,+5) {@f2} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 82.6 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 29 Potions of Cure Critical Wounds {@q2} 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. b) 2 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. c) a Potion 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. d) 4 Potions of Speed {!*} When ingested, it hastens you for 2d10+20 turns. e) a Potion of Berserk Strength When ingested, it restores 30 hit points, removes fear and grants you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns. f) 18 Scrolls of Phase Door When read, it teleports you randomly up to 10 squares away. g) a Scroll of Rune of Protection When read, it inscribes a glyph of warding beneath you, which mons ters cannot move onto. h) a Rod of Slow Monster When aimed, it attempts to magically slow a single monster. It takes 32 turns to recharge after use at your current speed. i) a Rod of Curing Cannot be harmed by electricity. When used, it heals cut damage, and cures all stunning, poison, bl indness and confusion. It takes 160 turns to recharge after use at your current speed. j) a Rod of Illumination When used, it lights up an area and inflicts 2d8 damage on light-s ensitive creatures. It takes 48 turns to recharge after use at your current speed. k) a Rod of Recall {@z6!!} Cannot be harmed by electricity. When used, it returns you from the dungeon or takes you to the dun geon after a short delay. It takes 96 turns to recharge after use at your current speed. l) a Staff of *Destruction* (2 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. m) a Staff of Teleportation (5 charges) When used, it teleports you randomly up to 100 squares away. n) a Staff of Identify (0 charges) When used, it reveals to you the extent of an item's magical power s. o) a Ring of Strength (+2) +2 strength. Sustains strength. p) a Ring of Constitution (+4) {@w2} +4 constitution. Sustains constitution. q) a Ring of Damage (+0,+9) {@w1} r) an Amulet of Resist Lightning Provides resistance to lightning. Cannot be harmed by electricity. s) Metal Scale Mail (Dwarven) (-2) [12,+19] (+2) +2 strength, constitution, infravision. Cannot be harmed by acid, fire. Prevents paralysis. t) The Cloak of Thorongil [1,+10] Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. u) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+4] (+3) {@w2, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 32 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 : 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)