[Angband 3.1.0 beta Character Dump] Sex Male Age 117 STR: 18/81 +1 +2 +4 18/151 Race High-Elf Height 101 INT: 14 +3 +2 +2 18/30 Class Ranger Weight 211 WIS: 17 -1 +0 +2 18 Title Explorer Social Lordly DEX: 18/85 +3 +1 +2 18/145 HP 312/312 Maximize Y CON: 18 +1 +1 +0 18/20 SP 56/56 CHR: 18/50 +5 +1 +0 18/110 Level 33 Armor [34,+85] Saving Throw 84% Cur Exp 543155 Fight (+19,+34) Stealth Excellent Max Exp 543155 Melee (+32,+51) Fighting Superb Adv Exp 632500 Shoot (+28,+15) Shooting Legendary MaxDepth 1750' (L35) Blows 5/turn Disarming 67% Turns 3293326 Shots 2/turn Magic Device Heroic Gold 754742 Infra 40 ft Perception 1 in 10 Burden 165.5 lbs Speed Normal Searching 37% You are one of several children of a Telerin Ranger. You have light grey eyes, wavy brown 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 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 82.5 against fire-vulnerable creatures, 82.5 against poison-vulnerable creatures, 103.5 against dragons, and 61.5 against normal creatures. b) a Long Bow of Power (x3) (+9,+15) c) a Ring of Damage (+0,+12) d) a Ring of Damage (+0,+11) e) an Amulet of Regeneration Speeds regeneration. 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 10 turns to recharge after use. Radius 3 light. g) 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. h) a Cloak of Protection [1,+14] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm 'Holhenneth' [5,+10] (+2) +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, k) The Set of Leather Gloves 'Cammithrim' [1,+10] dPrevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. l) a Pair of Iron Shod Boots of Stability [3,+7] Provides resistance to nexus. Feather Falling. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] {@p1} b) 4 Books of Magic Spells [Conjurings and Tricks] c) 4 Books of Magic Spells [Incantations and Illusions] d) 2 Books 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) 5 Potions of Cure Critical Wounds h) 2 Potions of Healing i) a Potion of Restore Mana j) 3 Potions of Restore Life Levels k) 2 Potions of Speed l) 6 Potions of Heroism m) 30 Scrolls of Identify {@r1} n) a Rod of Treasure Location o) a Rod of Recall {!*} Cannot be harmed by electricity. p) 4 Wands of Teleport Other (36 charges) q) 27 Arrows (1d4) (+6,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 73.5 against normal creatures. 35% chance of breaking upon contact. r) 18 Arrows of Slay Animal (1d4) (+2,+6) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 141 against animals, and 70.5 against normal creatures. 35% chance of breaking upon contact. s) 71 Arrows (1d4) (+0,+0) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 52.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 8 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) 2 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) 8 Potions of Restore Mana When ingested, it restores your mana points to maximum. d) 24 Potions of Speed When ingested, it hastens you for 2d10+20 turns. e) 67 Scrolls of Enchant Weapon To-Hit When read, it attempts to magically enhance a weapon's to-hit bonu s. f) 56 Scrolls of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. g) a Scroll 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. h) 6 Rods of Treasure Location When used, it detects all gold and objects on the level. It takes 50 turns to recharge after use. i) 2 Rods of Curing Cannot be harmed by electricity. When used, it heals cut damage, and cures all stunning, poison, bl indness and confusion. It takes 100 turns to recharge after use. j) a Staff of Speed (5 charges) When used, it hastens you for 2d10+20 turns. k) Green Dragon Scale Mail (-2) [30,+10] Provides resistance to poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe poison gas for 150 damage. It takes d450+450 turns to recharge after use. l) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. m) 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. n) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. o) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. p) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 53 against frost-vulnerable creatures, and 43 against normal creatures. q) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. 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 47.5 against normal creatures. r) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1) +1 searching. Provides resistance to lightning, blindness. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 66 against orcs, 66 against trolls, 66 against giants, 66 against electricity-vulnerable creatures, and 54 against normal creatures. s) a Spear of Extra Attacks (1d6) (+8,+7) (+2) +2 attack speed. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 42.5 against normal creatures. t) The Broad Axe 'Barukkheled' (2d6) (+12,+17) (+3) +3 constitution. 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 63 against evil creatures, 70 against orcs, 70 against trolls, 70 against giants, and 56 against normal creatures. u) a Whip (Holy Avenger) (1d3) (+17,+15) [+1] (+1) +1 wisdom. Provides resistance to fear. Sustains constitution. Blessed by the gods. 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 51 against evil creatures, 53 against demons, 53 against undead, and 49 against normal creatures. v) 15 Arrows of Venom (1d4) (+5,+5) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 202.5 against poison-vulnerable creatures, and 67.5 against normal creatures. 35% chance of breaking upon contact. w) 15 Arrows of Flame (1d4) (+5,+5) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 202.5 against fire-vulnerable creatures, and 67.5 against normal creatures. 35% chance of breaking upon contact. x) 99 Arrows (1d4) (+6,+5) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 67.5 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)