[Angband 3.1.0 beta Character Dump] Sex Female Age 128 STR: 18/80 +1 +5 +11 18/*** Race High-Elf Height 96 INT: 16 +3 -2 +4 18/30 Class Warrior Weight 174 WIS: 15 -1 -2 +7 18/10 Title Champion Social Lordly DEX: 18/80 +3 +2 +7 18/200 HP 779/779 Maximize Y CON: 18/88 +1 +2 +7 18/188 SP 0/0 CHR: 18/01 +5 -1 +0 18/41 Level 38 Armor [21,+115] Saving Throw 79% Cur Exp 1434602 Fight (+31,+22) Stealth Excellent Max Exp 1434602 Melee (+39,+32) Fighting Legendary Adv Exp 1700000 Shoot (+51,+22) Shooting Legendary MaxDepth 3400' (L68) Blows 6/turn Disarming 76% Turns 455835 Shots 2/turn Magic Device Superb Gold 1134353 Infra 40 ft Perception 1 in 34 Burden 105.5 lbs Speed 21 Searching 17% You are one of several children of a Telerin Ranger. 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:............. [Character Equipment] a) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) +3 wisdom, constitution. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. When activated, it drains up to 120 hit points of life from a targ et creature. It takes 40 turns to recharge after use. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 53 against dragons, and 39 against normal creatures. 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) a Moonstone Ring of Dexterity (+3) +3 dexterity. Sustains dexterity. d) an Obsidian Ring of Strength (+5) +5 strength. Sustains strength. e) an Obsidian Amulet of Weaponmastery (+2,+2) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) 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, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 30 turns to recharge after use. Radius 3 light. g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Holcolleth' [1,+6] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 turns to recharge after use. 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,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) 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. It takes 8 turns to recharge after use. l) The Pair of Leather Boots of Feanor [2,+20] (+15) +15 speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 200 turns to recharge after use. [Character Inventory] a) 5 Rations of Food b) 15 Silver Speckled Potions of Cure Critical Wounds c) a Grey Potion of Speed d) 15 Scrolls titled "sio reper" of Phase Door e) 4 Scrolls titled "trusces ror" of Teleportation f) a Scroll titled "la scentus" of Teleport Level g) 5 Scrolls titled "hor molo vor" of Identify h) an Iron Rod of Magic Mapping i) 3 Lead-Plated Rods of Teleport Other j) 2 Platinum Rods of Recall Cannot be harmed by electricity. k) a Magnesium Rod of Identify Cannot be harmed by electricity. l) 3 Hemlock Staffs of Teleportation (12 charges) m) a Mistletoe Staff of Speed (3 charges) n) 21 Arrows of Acid (1d4) (+12,+12) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 328.5 against acid-vulnerable creatures, and 109.5 against normal creatures. 35% chance of breaking upon contact. o) 16 Arrows of Wounding (1d4) (+11,+10) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 103.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 11 Silver Speckled Potions of Cure Critical Wounds 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) a Scroll titled "ruorius pro" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. c) a Scroll titled "us oser" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. d) 2 Scrolls titled "cus pro" of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) an Ivory Rod 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) 4 Hemlock Staffs of Teleportation (30 charges) When used, it teleports you randomly up to 100 squares away. g) 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. 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 Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. 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, and all creatures in the surrounding area. It takes 55 turns to recharge after use. k) 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. It takes 2 turns to recharge after use. Radius 1 light. l) The Set of Gauntlets 'Paurnen' [3,+14] Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it creates an acid bolt with damage 5d8. It takes 5 turns to recharge after use. m) a Set of Gauntlets of Agility [3,+16] (+5) +5 dexterity. n) The Dagger 'Nimthanc' (2d4) (+4,+7) 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 6 blows per round. Each blow will do an average damage of 44 against frost-vulnerable creatures, and 34 against normal creatures. o) 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 6 blows per round. Each blow will do an average damage of 55 against trolls, 55 against giants, and 43 against normal creatures. p) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1) +1 attack speed. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 38 against animals, 41.5 against orcs, 41.5 against trolls, 41.5 against giants, 41.5 against dragons, and 34.5 against normal creatures. q) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2) +2 attack speed. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. With this weapon, you would currently get 8 blows per round. Each blow will do an average damage of 37 against animals, 41 against poison-vulnerable creatures, and 33 against normal creatures. r) The Halberd 'Osondir' (3d5) (+6,+9) (+3) +3 charisma. Provides resistance to fire, sound. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Grants the ability to see invisible things. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 58 against giants, 58 against undead, 58 against fire-vulnerable creatures, and 40 against normal creatures. s) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. 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 66 against animals, 66 against evil creatures, 79.5 against demons, and 52.5 against normal creatures. t) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) +3 dexterity, charisma. Provides resistance to fire, cold, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it returns you from the dungeon or takes you to th e dungeon after a short delay. It takes 200 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 60 against fire-vulnerable creatures, 60 against frost-vulnerable creatures, and 40 against normal creatures. u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 51 against evil creatures, 61.5 against fire-vulnerable creatures, and 40.5 against normal creatures. v) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) +4 intelligence, wisdom. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it reveals to you the extent of an item's magical powers. It takes 10 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 37 against evil creatures, and 32 against normal creatures. w) The Short Bow of Amras (x2) (+12,+15) (+1 speed) +1 intelligence, wisdom, dexterity, speed, shooting speed, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. x) 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. [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)