[Angband 3.1.0 beta Character Dump] Sex Male Age 130 STR: 18/96 +1 +2 +9 18/216 Race High-Elf Height 79 INT: 18/98 +3 +2 +4 18/188 Class Ranger Weight 170 WIS: 16 -1 +0 +4 18/10 Title Pathfinder Social Respected DEX: 18/46 +3 +1 +4 18/126 HP 536/549 Maximize Y CON: 18/76 +1 +1 +7 18/166 SP 271/273 CHR: 18/52 +5 +1 +1 18/122 Level 36 Armor [37,+98] Saving Throw 87% Cur Exp 1201935 Fight (+36,+34) Stealth Heroic Max Exp 1201935 Melee (+52,+52) Fighting Heroic Adv Exp 1265000 Shoot (+48,+15) Shooting Legendary MaxDepth 2650' (L53) Blows 5/turn Disarming 82% Turns 1845940 Shots 3/turn Magic Device Heroic Gold 605766 Infra 40 ft Perception 1 in 20 Burden 214.7 lbs Speed 12 Searching 27% 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) 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 79 against evil creatures, 92.5 against poison-vulnerable creatures, 119.5 against undead, and 65.5 against normal creatures. b) 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. c) 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. d) an Aquamarine Ring of Slaying (+6,+8) e) a Carved Oak Amulet of Slow Digestion Slows your metabolism. f) The Star of Elendil 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) The Mithril Chain Mail 'Belegennon' (-1) [28,+19] (+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 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,+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 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 Leather Boots of Speed [2,+6] (+10) +10 speed. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 4 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] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) 8 Oily Yellow Potions of Cure Critical Wounds h) 2 Misty Potions of Healing i) 3 Blue Speckled Potions of *Healing* It can be thrown at creatures with damaging effect. j) a Scroll titled "famo ine" of Banishment k) 3 Brass Rods of Treasure Location l) a Nickel-Plated Rod of Recall Cannot be harmed by electricity. m) 4 Runed Staffs of Teleportation (34 charges) n) an Ironwood Staff of Speed (5 charges) o) 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. p) an Executioner's Sword of Gondolin (4d5) (+18,+12) Provides resistance to dark. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 79 against orcs, 79 against trolls, 79 against dragons, 79 against demons, and 55 against normal creatures. q) a Great Axe of Gondolin (4d4) (+14,+15) Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 76 against orcs, 76 against trolls, 76 against dragons, 76 against demons, and 56 against normal creatures. r) 11 Bolts of Flame (1d5) (+11,+7) Cannot be harmed by fire. s) 23 Arrows of Venom (1d4) (+7,+11) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 256.5 against poison-vulnerable creatures, and 85.5 against normal creatures. 35% chance of breaking upon contact. t) 18 Arrows of Slay Evil (1d4) (+10,+10) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 165 against evil creatures, and 82.5 against normal creatures. 35% chance of breaking upon contact. u) 2 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 52.5 against normal creatures. 35% chance of breaking upon contact. v) 21 Seeker Arrows of Slay Evil (4d4) (+12,+9) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 204 against evil creatures, and 102 against normal creatures. 35% chance of breaking upon contact. w) 26 Mithril Arrows (3d4) (+8,+7) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 88.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Pink Speckled Potion of Restore Strength When ingested, it restores your strength. b) 2 Red Potions of Restore Constitution When ingested, it restores your constitution. c) 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. 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 10 turns to recharge after use. e) 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. f) 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 100 turns to recharge after use. 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 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. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. 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, k) The Steel Helm of Hammerhand [6,+20] (+3) dAggravates creatures nearby. l) The Set of Gauntlets 'Paurnimmen' [3,+14] Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. m) 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. n) a Pair of Iron Shod Boots of Stealth [3,+5] (+2) +2 stealth. o) The Dagger 'Dethanc' (2d4) (+6,+8) Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 54 against electricity-vulnerable creatures, and 44 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 6 blows per round. Each blow will do an average damage of 47 against animals, 50.5 against orcs, 50.5 against trolls, 50.5 against giants, 50.5 against dragons, and 43.5 against normal creatures. q) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2) +2 intelligence. Provides resistance to fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Slows your metabolism. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 61 against trolls, 61 against giants, 61 against demons, 61 against fire-vulnerable creatures, 61 against frost-vulnerable creatures, and 49 against normal creatures. r) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. 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 87.5 against orcs, 87.5 against trolls, 87.5 against demons, and 60.5 against normal creatures. s) 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 5 blows per round. Each blow will do an average damage of 60 against evil creatures, 70.5 against fire-vulnerable creatures, and 49.5 against normal creatures. t) 30 Bolts (1d5) (+6,+7) u) 21 Bolts (1d5) (+4,+6) v) 20 Bolts (1d5) (+5,+5) w) 33 Arrows of Slay Animal (1d4) (+8,+4) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 129 against animals, and 64.5 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 : 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)