[Angband 3.1.1 dev (r1392) Character Dump] Name Danger3 Self RB CB EB Best Sex Male Age 119 Str: 18/40 +1 +2 +8 18/150 18/135 Race High-Elf Height 91 Int: 13 +3 +2 +3 18/30 17 Class Ranger Weight 205 Wis: 12 -1 +0 +3 14 11 Title Explorer Social Respected Dex: 18/20 +3 +1 +5 18/110 18/100 HP -69/362 Maximize Y Con: 18/10 +1 +1 +6 18/90 18/83 SP 43/43 Chr: 17 +5 +1 +3 18/80 18/30 Level 32 Armor [26,+95] Saving Throw 81% Cur Exp 392397 Fight (+20,+17) Stealth Superb Max Exp 417225 Melee (+30,+37) Fighting Superb Adv Exp 460000 Shoot (+32,+18) Shooting Legendary MaxDepth 3450' (L69) Blows 4/turn Disarming 64% Turns 679774 Shots 2/turn Magic Device Heroic Gold 51349 Infra 40 ft Perception 1 in 10 Burden 175.1 lbs Speed Normal Searching 37% You are the only child of a Telerin Archer. You have light grey eyes, straight 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] > You resist the effects! > There is a wall in the way! > It breathes time. > You're not as powerful as you used to be... > It breathes time. > You can learn 10 more spells. > You feel life has clocked back. > Low hitpoint warning! > *** LOW HITPOINT WARNING! *** > It breathes time. > You feel life has clocked back. > *** LOW HITPOINT WARNING! *** > It breathes time. > You feel life has clocked back. > You die. Killed by a Time hound. [Character Equipment] a) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) +3 strength, constitution, tunneling. Slays demons, orcs, trolls. *Slays* dragons. Branded with acid, flames. Provides resistance to acid, fire, fear, light, dark, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Combat info: 4 blows/round. Average damage/hit: 73.2 vs. demons, 73.2 vs. orcs, 73.2 vs. trolls, 73.2 vs. creatures not resistant to acid, 73.2 vs. creatures not resistant to fire, 95.6 vs. dragons, and 50.8 vs. others. b) a Long Bow of Power (x3) (+12,+18) c) a Ring of Dexterity (+4) +4 dexterity. Sustains dexterity. d) 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. 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. Takes 11 to 20 turns to recharge. Radius 3 light. g) 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. h) a Cloak of Stealth [1,+7] (+3 stealth) +3 stealth. i) a Wicker Shield of Resistance [2,+19] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. 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. Takes 56 to 110 turns to recharge. 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 Free Action [3,+8] Prevents paralysis. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1} b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2} c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3} d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v} Cannot be harmed by acid, electricity, fire, cold. g) 9 Potions of Cure Critical Wounds h) 16 Scrolls of Phase Door {@r5} i) 3 Scrolls of Word of Recall {!*!*} j) 3 Scrolls of Recharging k) a Scroll of *Destruction* l) a Rod of Detection {!!} Cannot be harmed by electricity. m) 2 Rods of Teleport Other {@z5!!} n) a Rod of Identify {@z1} Cannot be harmed by electricity. o) 2 Wands of Stone to Mud (12 charges) p) 2 Wands of Teleport Other (16 charges) q) a Staff of Mapping (4 charges) {@u3} r) 2 Staves of Teleportation (10 charges) {!*} s) a Maul of Gondolin (4d4) (+15,+13) Slays demons, orcs, trolls, dragons. Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. Combat info: 4 blows/round. Average damage/hit: 61.9 vs. demons, 61.9 vs. orcs, 61.9 vs. trolls, 61.9 vs. dragons, and 39.7 vs. others. Radius 1 light. t) a Sling of Accuracy (x2) (+9,+13) u) 30 Seeker Bolts (4d5) (+8,+8) v) 20 Arrows (1d4) (+8,+7) Combat info: Hits targets up to 120 feet away. Average damage/hit: 84.9. 35% chance of breaking upon contact. w) 69 Arrows (1d4) (+5,+7) {@f0} Combat info: Hits targets up to 120 feet away. Average damage/hit: 84.9. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} b) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. c) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v} Cannot be harmed by acid, electricity, fire, cold. d) 3 Potions of Healing e) a Potion of Restore Mana f) 2 Scrolls of Teleportation {!*} g) a Scroll of *Remove Curse* h) a Scroll of Banishment i) a Rod of Treasure Location {@z3!!} j) a Ring of Intelligence (+4) +4 intelligence. Sustains intelligence. k) a Ring of Resist Poison Provides resistance to poison. l) a Ring of Acid [+12] It brands your melee attacks with acid. Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. Takes 51 to 100 turns to recharge. m) a Ring of Damage (+0,+8) n) a Ring of Free Action Prevents paralysis. o) an Amulet of Wisdom (+6) +6 wisdom. Sustains wisdom. p) 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. q) 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. r) a Jewel Encrusted Crown of Might [0,+11] (+1) +1 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. s) a Metal Cap of Telepathy [3,+9] Grants telepathy. t) The Set of Leather Gloves 'Cammithrim' [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. Takes 2 turns to recharge. Radius 1 light. u) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. Takes 9 to 16 turns to recharge. v) a Pair of Leather Sandals of Stability [1,+9] Provides resistance to nexus. Feather Falling. w) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Slays evil creatures. Branded with flames. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. Takes 15 turns to recharge. Combat info: 4 blows/round. Average damage/hit: 45.4 vs. evil creatures, 56.8 vs. creatures not resistant to fire, and 34.1 vs. others. x) a Two-Handed Great Flail (Holy Avenger) (3d6) (+9,+19) [+4] (+2) +2 wisdom. Slays evil creatures, undead, demons. Provides resistance to fear. Sustains strength. Blessed by the gods. Grants the ability to see invisible things. Combat info: 4 blows/round. Average damage/hit: 59.4 vs. evil creatures, 71.3 vs. undead, 71.3 vs. demons, and 47.6 vs. others. [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)