[Angband 3.1.0 beta Character Dump] Sex Male Age 126 STR: 18/87 +1 +2 +11 18/*** Race High-Elf Height 78 INT: 18/60 +3 +1 +5 18/150 Class Rogue Weight 203 WIS! 18/100 -1 -2 +5 18/120 Title Thief Social Role model DEX: 18/99 +3 +3 +7 18/*** HP -72/868 Maximize Y CON! 18/100 +1 +1 +12 18/*** SP 235/235 CHR: 18/66 +5 -1 +3 18/136 Level 41 Armor [40,+116] Saving Throw 98% Cur Exp 3262569 Fight (+43,+33) Stealth Legendary Max Exp 3262569 Melee (+58,+51) Fighting Legendary Adv Exp 3375000 Shoot (+55,+15) Shooting Heroic MaxDepth 4900' (L98) Blows 5/turn Disarming 100% Turns 3285641 Shots 1/turn Magic Device Heroic Gold 347974 Infra 80 ft Perception 1 in 1 Burden 278.3 lbs Speed 21 Searching 55% 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:.+........... [Last Messages] > The Giant roc flees in terror! > The Giant roc cries out in pain. > The Phoenix breathes fire. > The Giant roc grunts with pain. > The Giant roc cries out in pain. > The Giant roc writhes in agony. > The Giant roc flees in terror! > The Giant roc dies. > The Phoenix casts a fire bolt. > You failed to zap the rod properly. > The Giant roc dies. > The Phoenix breathes light. > The Great Wyrm of Many Colours breathes lightning. > Hoarmurath of Dir grunts with pain. > You die. Killed by a Great Wyrm of Many Colours. [Character Equipment] a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging) +2 strength, intelligence, wisdom, dexterity, constitution, charisma. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 1000 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 76 against evil creatures, 88.5 against orcs, 88.5 against undead, 88.5 against frost-vulnerable creatures, 113.5 against demons, and 63.5 against normal creatures. b) 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. c) 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. d) an Amethyst Ring of Speed (+15) +15 speed. e) an Amber Amulet of Trickery (+4) +4 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. 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 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. h) an Elven Cloak of Aman [6,+9] (+5 stealth) +5 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. 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 Hard Leather Cap of Thranduil [2,+9] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+13] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Leather Boots of Elvenkind [2,+12] (+5) +5 stealth, speed. Cannot be harmed by acid, fire. Feather Falling. [Character Inventory] a) 11 White Potions of Healing b) 15 Scrolls titled "grantas ne" of Phase Door c) 6 Scrolls titled "quoricio or" of Teleportation d) 8 Scrolls titled "pugatio mitto" of Teleport Level e) 8 Scrolls titled "mona santus" of Satisfy Hunger f) 9 Scrolls titled "semo lactus" of Recharging {@r2} g) 3 Scrolls titled "ma arus" of *Destruction* h) 9 Tungsten Rods of Treasure Location (1 charging) {@z3} i) 5 Steel-Plated Rods of Door/Stair Location (1 charging) {@z2} j) 7 Copper-Plated Rods of Trap Location (1 charging) {@z1} k) 5 Ivory Rods of Magic Mapping (1 charging) {@z4} l) 12 Runed Rods of Fire Balls (7 charging) {@z9} m) 13 Rusty Rods of Cold Balls (7 charging) {@z7} n) 15 Silver-Plated Rods of Lightning Balls (1 charging) o) 12 Lead Rods of Acid Balls (1 charging) {@z8} p) 8 Silver Rods of Teleport Other (3 charging) {@z5} q) 4 Copper Rods of Recall {@z0} Cannot be harmed by electricity. r) 4 Mithril-Plated Rods of Identify {@z6} Cannot be harmed by electricity. s) 3 Tin Rods of Speed (2 charging) Cannot be harmed by electricity. t) 20 Tin-Plated Wands of Drain Life (22 charges) u) a Spruce Staff of Healing (3 charges) v) 2 Ashen Staffs of Power (6 charges) w) The Ring of Power 'Vilya' (+10,+10) (+3) +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 200 turns to recharge after use. [Home Inventory] a) 2 Yellow Speckled 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. b) 3 Cloudy 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. c) 28 Scrolls titled "quoricio or" of Teleportation When read, it teleports you randomly up to 100 squares away. d) 40 Scrolls titled "pugatio mitto" of Teleport Level When read, it teleports you one level up or down. e) 2 Steel Rods of Detection Cannot be harmed by electricity. When used, it detects treasure, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 100 turns to recharge after use. f) an Aluminum-Plated Rod of Drain Life When aimed, it drains up to 150 hit points of life from a target c reature. It takes 23 turns to recharge after use. g) a Titanium Wand of Annihilation (3 charges) Cannot be harmed by acid, electricity, fire, cold. When aimed, it drains up to 250 hit points of life from a target c reature. h) 6 Redwood Staffs of *Destruction* (20 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. i) 2 Spruce Staffs of Healing (5 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. j) 2 Ivory Staffs of Banishment (5 charges) When used, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. k) 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. l) 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. m) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. n) The Star of Elendil {@A1} 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. o) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25] Provides resistance to confusion, sound, shards, nexus, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. Aggravates creatures nearby. When activated, it fires a ball of electricity in all directions, each one causing 150 damage. It takes 50 turns to recharge after use. p) Balance Dragon Scale Mail (-2) [30,+21] 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. q) 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. r) 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 2 turns to recharge after use. s) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +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. t) 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. u) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. v) The Katana 'Aglarang' (8d4) (+0,+0) (+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 49 against normal creatures. w) The Great Axe of Durin (4d4) (+9,+18) [+14] (+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 81 against orcs, 81 against trolls, 81 against demons, 81 against acid-vulnerable creatures, 81 against fire-vulnerable creatures, 101 against dragons, and 61 against normal creatures. x) The Pick of Erebor (3d4) (+5,+20) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 75.5 against orcs, 75.5 against trolls, 75.5 against demons, 75.5 against acid-vulnerable creatures, and 60.5 against normal creatures. [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)