[Angband 3.1.1 dev (r1219) Character Dump] Name Ilion Self RB CB EB Best Sex Male Age 117 STR! 18/100 +1 +2 +21 18/*** Race High-Elf Height 83 INT! 18/100 +3 +2 +7 18/*** Class Ranger Weight 183 WIS! 18/100 -1 +0 +6 18/150 Title ***WINNER*** Social Role model DEX! 18/100 +3 +1 +5 18/190 HP 1005/1005 Maximize Y CON! 18/100 +1 +1 +12 18/*** SP 125/385 CHR! 18/100 +5 +1 +9 18/*** Level 50 Armor [28,+111] Saving Throw 100% Cur Exp 13828001 Fight (+49,+42) Stealth Heroic Max Exp 13828001 Melee (+61,+58) Fighting Legendary Adv Exp ******** Shoot (+66,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 97% Turns 1806310 Shots 3/turn Magic Device Legendary Gold 1517240 Infra 40 ft Perception 1 in 20 Burden 186.7 lbs Speed 36 Searching 27% You are one of several children of a Telerin Archer. You have light green 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 Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) +4 strength, charisma, stealth, speed. Provides resistance to cold, fear, dark, nether. 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 82.9 against animals, 82.9 against evil creatures, 94.2 against giants, 116.8 against undead, and 71.6 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. b) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) a Lapis Lazuli Ring of Speed (+16) +16 speed. d) 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 888 to 1320 turns to recharge after use at your current speed. e) a Golden Amulet of Weaponmastery (+4,+4) (+3) +3 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, traps, doors, stairs, and all creatures nearby. It takes 136 to 264 turns to recharge after use at your current speed. 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) an Elven Cloak of the Magi [6,+13] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. 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 Golden Crown of Gondor [0,+15] (+3) +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 1100 turns to recharge after use at your current speed. 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 Speed [3,+14] (+9) +9 speed. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 2 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) 2 Orange Speckled Potions of Life It can be thrown at creatures with damaging effect. j) 2 Scrolls titled "jus do abo vus" of *Destruction* {!*} k) 2 Aluminum Rods of Magic Mapping l) 3 Titanium Rods of Healing (3 charging) Cannot be harmed by electricity. m) a Tin Rod of Polymorph n) 4 Aluminum-Plated Rods of Teleport Other (2 charging) o) 6 Cypress Staves of Healing (7 charges) p) 6 Redwood Staves of the Magi (6 charges) q) The Ring of Power 'Narya' (+6,+6) (+1) (charging) +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 897 to 1760 turns to recharge after use at your current speed. r) 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 888 to 1320 turns to recharge after use at your current speed. s) 44 Arrows of Flame (1d4) (+10,+10) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 500.8 against dragons, 500.8 against fire-vulnerable creatures, and 166.9 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Brass Amulet of Trickery (+3) +3 dexterity, stealth, infravision, speed. +15% to searching. Provides resistance to poison, nexus. Sustains dexterity. b) 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 224 to 440 turns to recharge after use at your current speed. Radius 3 light. c) Law Dragon Scale Mail (-2) [30,+29] Provides resistance to sound, shards. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe sound/shards for 230 dama ge. It takes 1324 to 2640 turns to recharge after use at your current speed. d) 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 44 turns to recharge after use at your current speed. e) 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. f) 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. g) 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 8 turns to recharge after use at your current speed. h) 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 2200 turns to recharge after use at your current speed. i) The Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. 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 444 to 880 turns to recharge after use at your current speed. j) 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. k) a Wicker Shield of Preservation [2,+30] Provides resistance to nether, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. l) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 220 turns to recharge after use at your current speed. m) The Leather Shield of Celegorm [4,+18] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. n) 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. o) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 440 turns to recharge after use at your current speed. Radius 1 light. p) 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. q) 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. r) 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. It takes 246 to 484 turns to recharge after use at your current speed. s) The Pair of Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. t) 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 98.5 against fire-vulnerable creatures, 98.5 against poison-vulnerable creatures, 122.9 against dragons, and 74.2 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 Trident of Wrath (3d8) (+16,+18) (+2) +2 strength, dexterity. Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. 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 96.9 against evil creatures, 113.2 against poison-vulnerable creatures, 145.9 against undead, and 80.5 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. v) 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 880 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 87.2 against fire-vulnerable creatures, 87.2 against frost-vulnerable creatures, and 63.6 against normal creatures. With this item, you can expect to clear rubble in 1.6 turns, magma veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 turns. w) a Scythe of Extra Attacks (5d3) (+15,+18) (+2) +2 attack speed. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 75.4 against normal creatures. With this item, you can expect to clear rubble in 1.6 turns, magma veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 turns. x) 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)