[Angband 3.1.0 beta Character Dump] Sex Female Age 125 STR: 18/87 +1 +2 +1 18/127 Race High-Elf Height 87 INT: 18/47 +3 +2 +11 18/207 Class Ranger Weight 180 WIS: 18/48 -1 +0 +8 18/118 Title Pathfinder Social Role model DEX: 18/27 +3 +1 +4 18/107 HP -27/507 Maximize Y CON: 18/87 +1 +1 +0 18/107 SP 251/289 CHR: 18 +5 +1 +5 18/110 Level 38 Armor [24,+113] Saving Throw 94% Cur Exp 1624806 Fight (+17,+9) Stealth Superb Max Exp 1624806 Melee (+28,+21) Fighting Heroic Adv Exp 1955000 Shoot (+27,+21) Shooting Legendary MaxDepth 4900' (L98) Blows 4/turn Disarming 86% Turns 8712074 Shots 2/turn Magic Device Legendary Gold 293527 Infra 40 ft Perception 1 in 1 Burden 205.8 lbs Speed 16 Searching 47% You are the only child of a Noldorin Warrior. 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] > The Troll chieftain misses you. > The Troll chieftain bites you. > The Troll chieftain misses you. > You hit the Troll chieftain. > You have slain the Troll chieftain. > The Ice troll wakes up. > You see a Metal Cap [3]. > You see a Calcite Ring of Lightning. > The wall turns into mud! > The Tarrasque breathes fire. > The Awl-Pike burns up! > The Hard Leather Armour is unaffected! > The Battle Axe burns up! > The Sling burns up! > You die. Killed by The Tarrasque. [Character Equipment] a) The Executioner's Sword 'Hargorman' (7d5) (+11,+12) (+3) +3 intelligence, wisdom, tunneling. Provides resistance to fire, cold, light, sound. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. When activated, it heals 1000 hit points. It takes 444 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 84 against orcs, and 42 against normal creatures. b) a Heavy Crossbow of Extra Shots (x4) (+10,+21) (+1) +1 shooting speed. c) a Pearl Ring of Speed (+8) +8 speed. d) The Ring of Curin (+5) +5 intelligence, wisdom, charisma. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, charisma. 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. Radius 1 light. e) The Jewel of Elininyar (+1) +1 strength. Provides resistance to blindness, confusion, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 150 turns to recharge after use. Radius 1 light. f) The Star of Ancar Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. g) a Robe of Elvenkind [2,+18] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. h) The Elven Cloak of Enaudal [6,+26] (+3) +3 stealth. Provides resistance to shards, nexus. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants telepathy. 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. Radius 1 light. i) a Large Metal Shield of Preservation [8,+27] Provides resistance to fear, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. j) a Jewel Encrusted Crown of the Magi [0,+13] (+3) +3 intelligence. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Feather Falling. k) a Set of Leather Gloves of Thievery (+4,+1) [1,+11] (+4) +4 dexterity, searching. Feather Falling. Prevents paralysis. l) a Pair of Mithril Shod Boots of Speed [7,+12] (+9) +9 speed. Cannot be harmed by acid. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m6} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] {@m8} Cannot be harmed by acid, electricity, fire, cold. h) 23 Viscous Pink Potions of Cure Critical Wounds i) 7 Dark Green Potions of Healing j) 3 Magenta Potions of Restore Mana k) 17 Scrolls titled "eltus pret" of Phase Door l) 15 Scrolls titled "sinvath ide" of Teleportation m) 14 Scrolls titled "sa prae" of Teleport Level n) a Nickel-Plated Rod of Restoration (charging) Cannot be harmed by electricity. o) a Copper Rod of Teleport Other p) a Hawthorn Staff of Banishment (1 charge) q) The Set of Caestus of Lothor (+4,+8) [2,+21] (+4) +4 dexterity, searching. Provides immunity to cold. 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. Radius 1 light. r) The Katana of Eldor (3d5) (+17,+15) (+1) +1 intelligence. Provides immunity to lightning. Provides resistance to acid, cold, sound. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, charisma. Speeds regeneration. Grants the ability to see invisible things. When activated, it fires a magical arrow with damage 150. It takes 20 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 51 against orcs, 51 against trolls, 51 against giants, 51 against electricity-vulnerable creatures, and 33 against normal creatures. s) 9 Bolts of Slay Evil (1d5) (+14,+15) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 312 against evil creatures, and 156 against normal creatures. 25% chance of breaking upon contact. t) 77 Bolts of Frost (1d5) (+0,+0) {@f1} Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 288 against frost-vulnerable creatures, and 96 against normal creatures. 25% chance of breaking upon contact. u) 26 Mithril Bolts of Acid (3d5) (+15,+17) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 564 against acid-vulnerable creatures, and 188 against normal creatures. 25% chance of breaking upon contact. v) 16 Mithril Bolts of Slay Dragon (3d5) (+14,+16) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 552 against dragons, and 184 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 3 Yellow 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 Scrolls titled "faledh esimril" 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. c) 3 Platinum Rods of Treasure Location {@z1} When used, it detects all gold and objects on the level. It takes 50 turns to recharge after use. d) a Rhodonite Ring of Constitution (+6) +6 constitution. Sustains constitution. e) The Ring of Nurth (+4) +4 dexterity. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. f) an Amber Amulet of Resistance Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. g) a Coral Amulet of ESP (+4) +4 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. h) a Copper Amulet of Devotion (+4) +4 wisdom, charisma. Provides resistance to fire, light, dark. Sustains wisdom, charisma. Stops experience drain. Radius 1 light. i) a Bone Amulet of Weaponmastery (+3,+1) (+3) +3 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. j) a Mithril Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. k) Chaos Dragon Scale Mail (-2) [30,+26] Provides resistance to chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe chaos or disenchantment f or 220 damage. It takes d300+300 turns to recharge after use. l) The Soft Leather Armour 'Dirim' [4,+26] (+4) +4 constitution. Provides resistance to acid, lightning, cold, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Stops experience drain. m) an Iron Crown of Might [0,+9] (+2) +2 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. n) a Golden Crown of Serenity [0,+8] Provides resistance to fear, confusion, sound. Cannot be harmed by acid. o) a Jewel Encrusted Crown of Telepathy [0,+13] Cannot be harmed by acid. Grants telepathy. p) a Metal Cap of Seeing [3,+4] (+1 searching) +1 searching. Provides resistance to blindness. Grants the ability to see invisible things. q) The Tulwar 'Duinuvie' (2d4) (+12,+12) (+1) +1 wisdom. Provides immunity to cold. Provides resistance to nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 36 against orcs, 36 against trolls, 36 against giants, 36 against undead, 36 against frost-vulnerable creatures, and 26 against normal creatures. r) a Long Sword (Defender) (2d5) (+18,+19) [+4] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 34 against normal creatures. s) The Spear of Glostirim (1d6) (+12,+12) (+4) +4 speed. Provides resistance to acid, 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 31.5 against acid-vulnerable creatures, 31.5 against frost-vulnerable creatures, and 24.5 against normal creatures. t) a Short Bow of Lothlorien (x2) (+22,+16) (+1) +1 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. u) 8 Mithril Bolts of Lightning (3d5) (+10,+13) Cannot be harmed by acid, electricity, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 516 against electricity-vulnerable creatures, and 172 against normal creatures. 25% chance of breaking upon contact. v) 14 Mithril Arrows of Slay Giant (3d4) (+14,+10) Cannot be harmed by acid, fire. w) 26 Mithril Arrows of Flame (3d4) (+9,+10) Cannot be harmed by acid, fire. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : yes (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 : no (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)