[Angband 3.1.1 dev (r1219) Character Dump] Name Glarfaur Self RB CB EB Best Sex Male Age 115 Str! 18/100 +1 +2 +13 18/*** 18/200 Race High-Elf Height 102 INT! 18/100 +3 +1 +10 18/*** Class Rogue Weight 186 WIS! 18/100 -1 -2 +11 18/180 Title ***WINNER*** Social Role model DEX! 18/100 +3 +3 +14 18/*** HP 991/1084 Maximize Y CON! 18/100 +1 +1 +11 18/*** SP 150/369 Chr! 18/100 +5 -1 +10 18/*** 18/180 Level 50 Armor [34,+170] Saving Throw 100% Cur Exp 14904066 Fight (+92,+42) Stealth Legendary Max Exp 14904066 Melee (+111,+63) Fighting Legendary Adv Exp ******** Shoot (+112,+22) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 100% Turns 1915523 Shots 2/turn Magic Device Legendary Gold 1775468 Infra 70 ft Perception 1 in 1 Burden 317.9 lbs Speed 13 Searching 65% You are one of several children of a Telerin Ranger. 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. 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 109.6 against evil creatures, 130.8 against demons, 130.8 against undead, 130.8 against acid-vulnerable creatures, 173.3 against dragons, and 88.3 against normal creatures. With this item, you can expect to clear rubble in 1.0 turn, magma veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 turns. b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. c) The Ring of Power 'Vilya' (+10,+10) (+3) (charging) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 666 to 990 turns to recharge after use at your current speed. 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 666 to 990 turns to recharge after use at your current speed. e) a Carved Oak Amulet of Trickery (+3) +3 dexterity, stealth, infravision, speed. +15% to searching. Provides resistance to poison, nexus. Sustains dexterity. 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. It takes 168 to 330 turns to recharge after use at your current speed. 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) The Elven Cloak of Luthien [6,+20] (+2) (charging) +2 intelligence, wisdom, charisma, stealth, speed. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 825 turns to recharge after use at your current speed. 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 Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, speed. +15% to searching. 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' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Iron Shod Boots of Elvenkind [3,+17] (+4) +4 stealth, speed. Cannot be harmed by acid, fire. Feather Falling. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 3 Books of Magic Spells [Incantations and Illusions] d) 3 Books of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v!s} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v!s} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v!s} Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v!s} Cannot be harmed by acid, electricity, fire, cold. i) 3 Copper Speckled Potions of Life It can be thrown at creatures with damaging effect. j) 7 Scrolls titled "cono am fameo" of Teleportation {!*} k) 2 Scrolls titled "auto nis sus" of *Destruction* {!*} l) 2 Mithril Rods of Healing (2 charging) Cannot be harmed by electricity. m) 7 Gold-Plated Rods of Teleport Other (2 charging) n) a Pine Staff of Banishment (0 charges) {!*} o) 5 Mistletoe Staves of the Magi (0 charges) p) an Aquamarine Ring of Speed (+11) +11 speed. q) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} Permanently cursed. +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. r) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, fear. 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 92.4 against dragons, and 65 against normal creatures. With this item, you can expect to clear rubble in 1.9 turns, magma veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 turns. s) 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 66 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 81.3 against evil creatures, 93.1 against orcs, 93.1 against trolls, 93.1 against fire-vulnerable creatures, 116.7 against demons, and 69.5 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 8.4 turns, and granite in 21 turns. t) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] 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 244 against animals, 244 against evil creatures, 322.3 against orcs, 322.3 against trolls, 478.9 against dragons, 478.9 against demons, 478.9 against undead, and 165.7 against normal creatures. Sometimes creates earthquakes on impact. With this item, you can expect to clear rubble in 1 turn, magma veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10 turns. u) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. v) 29 Mithril Arrows of Slay Evil (3d4) (+12,+13) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 280.5 against evil creatures, and 140.3 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Tortoise Shell Ring of Damage (+0,+15) b) an Ivory Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. c) The Amulet of Carlammas (+2) (charging) +2 constitution. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 742 turns to recharge after use at your current speed. d) The Arkenstone of Thrain 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, traps, doors, stairs, and all creatures nearby. It takes 102 to 198 turns to recharge after use at your current speed. Radius 3 light. e) The Palantir of Westernesse (+2) +2 intelligence, wisdom, infravision. +10% to searching. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. It takes 168 to 330 turns to recharge after use at your current speed. Radius 3 light. f) 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. g) 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 33 turns to recharge after use at your current speed. h) 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. i) 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 6 turns to recharge after use at your current speed. j) The Cloak 'Colluin' [1,+15] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 366 turns to recharge after use at your current speed. k) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. l) 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. m) a Large Metal Shield of Preservation [8,+26] Provides resistance to dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. n) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma. +15% to searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. o) 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 102 to 198 turns to recharge after use at your current speed. p) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) +3 intelligence, dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. 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 79.8 against trolls, 79.8 against giants, and 66.2 against normal creatures. With this item, you can expect to clear rubble in 1.9 turns, magma veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 turns. q) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5) {uncursed} +5 constitution. 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 95.4 against evil creatures, 110.2 against trolls, 110.2 against demons, 139.7 against dragons, and 80.7 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. r) The Katana 'Aglarang' (8d4) (+8,+9) (+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 75.3 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. s) The Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) (+4) +4 strength, constitution. Provides resistance to lightning, fire, fear, dark. 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 104 against animals, 121.5 against orcs, 121.5 against trolls, 121.5 against electricity-vulnerable creatures, 121.5 against fire-vulnerable creatures, and 86.5 against normal creatures. With this item, you can expect to clear rubble in 1.5 turns, magma veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 turns. t) The Mace 'Taratol' (3d4) (+12,+12) 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 333 to 660 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 84.1 against electricity-vulnerable creatures, 102.3 against dragons, and 66 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. u) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. 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 : 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)