[Angband 3.1.0 beta Character Dump] Sex Female Age 116 STR: 18/86 +1 +2 +9 18/206 Race High-Elf Height 88 INT: 18/81 +3 +2 +6 18/191 Class Ranger Weight 201 WIS: 18 -1 +0 +7 18/60 Title ***WINNER*** Social Lordly DEX: 18/47 +3 +1 +11 18/197 HP 848/848 Maximize Y CON: 18/85 +1 +1 +9 18/195 SP 337/337 Chr: 15 +5 +1 +6 18/90 15 Level 44 Armor [47,+186] Saving Throw 96% Cur Exp 5098531 Fight (+48,+38) Stealth Heroic Max Exp 5098531 Melee (+67,+48) Fighting Heroic Adv Exp 5520000 Shoot (+68,+22) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 91% Turns 393902 Shots 4/turn Magic Device Legendary Gold 794800 Infra 80 ft Perception 1 in 1 Burden 155.6 lbs Speed 29 Searching 62% You are the only child 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) a Mace of Disruption (Holy Avenger) (5d8) (+19,+10) [+1] (+4) +4 wisdom. Provides resistance to fear. Sustains charisma. 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 93 against evil creatures, 115.5 against demons, 115.5 against undead, and 70.5 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) 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) 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 200 turns to recharge after use. e) a Bronze Amulet of Trickery (+4) +4 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. f) The Star of Elendil {!t!!} 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. g) Power Dragon Scale Mail (-3) [40,+31] Provides resistance to acid, lightning, fire, cold, poison, light, dark, blindness, confusion, sound, shards, nexus, nether, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe for 300 damage. It takes d300+300 turns to recharge after use. h) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 45 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+24] (+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 Jewel Encrusted Crown of Numenor [0,+16] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. 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) 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) a Book of Magic Spells [Magic for Beginners] {!d!s!k@m1@p1@G1@b1} b) a Book of Magic Spells [Conjurings and Tricks] {!d!s!k@m2@p2@G2@b2} c) a Book of Magic Spells [Incantations and Illusions] {!d!s!k@m3@p3@G3@b3} d) a Book of Magic Spells [Sorcery and Evocations] {!d!s!k@m4@p4@G4@b4} e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!s!k@m5@p5@G5@b5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!s!k@m6@p6@G6@b6} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!s!k@m7@p7@G7@b7} Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] {!d!s!k@m8@p8@G8@b8} Cannot be harmed by acid, electricity, fire, cold. i) a Book of Magic Spells [Kelek's Grimoire of Power] {!d!s!k@m9@p9@G9@b9} Cannot be harmed by acid, electricity, fire, cold. j) a Violet Potion of Healing k) a Metallic Red Potion of *Healing* It can be thrown at creatures with damaging effect. l) 3 Gold Potions of Life It can be thrown at creatures with damaging effect. m) a Pink Potion of Restore Mana n) 2 Scrolls titled "laeteo ub cali" of *Destruction* o) 4 Lead Rods of Treasure Location {@z1!!} p) 2 Copper-Plated Rods of Identify {@z2!!} Cannot be harmed by electricity. q) a Sycamore Staff of the Magi (2 charges) r) The Palantir of Westernesse (+2) (charging) +2 intelligence, wisdom, searching, infravision. 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 50 turns to recharge after use. Radius 3 light. s) 25 Arrows of Acid (1d4) (+18,+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. t) 8 Arrows of Slay Evil (1d4) (+16,+11) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 213 against evil creatures, and 106.5 against normal creatures. 35% chance of breaking upon contact. u) 17 Arrows of Slay Evil (1d4) (+9,+10) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 207 against evil creatures, and 103.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Bloodstone Ring of Strength (+5) +5 strength. Sustains strength. b) a Mithril Ring of Intelligence (+5) +5 intelligence. Sustains intelligence. c) a Bone Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. d) a Tortoise Shell Amulet of ESP (+5) +5 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. e) 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. f) 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. 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 2 turns to recharge after use. 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 500 turns to recharge after use. i) a Steel Helm of Telepathy [6,+9] Grants telepathy. j) 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. k) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} Heavily cursed. +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 83 against evil creatures, 95.5 against trolls, 95.5 against demons, 120.5 against dragons, and 70.5 against normal creatures. l) 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 87 against evil creatures, 100.5 against poison-vulnerable creatures, 127.5 against undead, and 73.5 against normal creatures. m) The Glaive of Pain (9d6) (+0,+30) Provides resistance to fear. 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 99.5 against normal creatures. n) The Flail 'Totila' (3d6) (+4,+5) (+2 stealth) {@w0} +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 5 blows per round. Each blow will do an average damage of 64 against evil creatures, 74.5 against fire-vulnerable creatures, and 53.5 against normal creatures. o) 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. p) 16 Arrows of Acid (1d4) (+12,+14) 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 346.5 against acid-vulnerable creatures, and 115.5 against normal creatures. 35% chance of breaking upon contact. q) 5 Arrows of Acid (1d4) (+12,+10) 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 310.5 against acid-vulnerable creatures, and 103.5 against normal creatures. 35% chance of breaking upon contact. r) 22 Arrows of Venom (1d4) (+8,+9) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 301.5 against poison-vulnerable creatures, and 100.5 against normal creatures. 35% chance of breaking upon contact. s) 17 Arrows of Venom (1d4) (+8,+8) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 292.5 against poison-vulnerable creatures, and 97.5 against normal creatures. 35% chance of breaking upon contact. [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 : no (adult_ai_sound) Adult: Monsters chase recent locations : no (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)