[Angband 3.1.0 beta Character Dump] Sex Male Age 124 STR! 18/100 +1 -5 +11 18/170 Race High-Elf Height 85 INT! 18/100 +3 +3 +8 18/*** Class Mage Weight 183 WIS! 18/100 -1 +0 +7 18/160 Title ***WINNER*** Social Feared DEX! 18/100 +3 +1 +14 18/*** HP 941/941 Maximize Y CON! 18/100 +1 -2 +11 18/200 SP 199/367 CHR! 18/100 +5 +1 +10 18/*** Level 50 Armor [53,+162] Saving Throw 100% Cur Exp 10602934 Fight (+50,+40) Stealth Superb Max Exp 10602934 Melee (+65,+58) Fighting Superb Adv Exp ******** Shoot (+67,+19) Shooting Superb MaxDepth 5000' (L100) Blows 4/turn Disarming 93% Turns 1532911 Shots 1/turn Magic Device Legendary Gold 1665860 Infra 40 ft Perception 1 in 1 Burden 219.1 lbs Speed 43 Searching 34% You are the only child of a Vanyarin Archer. You have light grey eyes, wavy 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 1000 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 83 against evil creatures, 95.5 against orcs, 95.5 against undead, 95.5 against frost-vulnerable creatures, 120.5 against demons, and 70.5 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent} +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) 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 200 turns to recharge after use. d) a Mithril Ring of Speed (+20) +20 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. 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, e3 light. g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) +2 constitution. Provides resistance to acid, cold, fear, dark, confusion, nexus, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Stops experience drain. When activated, it heals 1000 hit points. It takes 444 turns to recharge after use. h) a Fur Cloak of Aman [3,+26] (+3 stealth) +3 stealth. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. 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 Jewel Encrusted Crown of Numenor [0,+18] (+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 Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 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) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1!d!k} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2!d!k} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3!d!k} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4!d!k} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5!d!k} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6!d!k} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7!d!k} Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] {@m8@b8!d!k} Cannot be harmed by acid, electricity, fire, cold. i) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9@b9!d!k} Cannot be harmed by acid, electricity, fire, cold. j) 10 Cloudy Potions of *Healing* It can be thrown at creatures with damaging effect. k) 12 Orange Speckled Potions of Life It can be thrown at creatures with damaging effect. l) 3 Lead-Plated Rods of Magic Mapping {@z1} m) 3 Copper Rods of Restoration (1 charging) {@z2} Cannot be harmed by electricity. n) 3 Cypress Staffs of Healing (4 charges) o) 3 Golden Staffs of the Magi (2 charges) p) The Massive Iron Crown of Morgoth [0,+3] (+0) Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. q) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 82 against dragons, and 58 against normal creatures. r) The Mighty Hammer 'Grond' (3d9) (+6,+1) Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 69 against animals, 69 against evil creatures, 84 against orcs, 84 against trolls, 114 against dragons, 114 against demons, 114 against undead, and 54 against normal creatures. Sometimes creates earthquakes on impact. s) 17 Mithril Arrows of Holy Might (3d4) (+29,+22) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 485 against evil creatures, 727.5 against dragons, 727.5 against demons, 727.5 against undead, and 242.5 against normal creatures. 35% chance of breaking upon contact. t) 5 Mithril Arrows of Wounding (3d4) (+16,+20) {@f1} Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 697.5 against dragons, and 232.5 against normal creatures. 35% chance of breaking upon contact. u) 6 Mithril Arrows of Wounding (3d4) (+15,+17) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 652.5 against dragons, and 217.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 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. b) an Obsidian Amulet of Weaponmastery (+4,+5) (+3) +3 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. c) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 50 turns to recharge after use. d) Balance Dragon Scale Mail (-2) [30,+23] Provides resistance to sound, shards, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe balance for 250 damage. It takes d300+300 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 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. g) 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. 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 Cloak 'Colluin' [1,+15] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 111 turns to recharge after use. j) 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. k) 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 100 turns to recharge after use. Radius 1 light. l) 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 250 turns to recharge after use. Radius 1 light. m) The Hard Leather Cap of Thranduil [2,+9] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. n) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma, searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. o) 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. p) 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. q) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 55 against animals, 55 against evil creatures, 58.5 against orcs, 58.5 against undead, and 51.5 against normal creatures. r) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed) +10 speed. Provides resistance to cold, fear, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a frost ball with damage 100. It takes 40 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 87 against evil creatures, 99 against trolls, 99 against undead, 99 against frost-vulnerable creatures, 123 against demons, and 75 against normal creatures. s) 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 4 blows per round. Each blow will do an average damage of 88.5 against fire-vulnerable creatures, 88.5 against poison-vulnerable creatures, 109.5 against dragons, and 67.5 against normal creatures. t) 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 4 blows per round. Each blow will do an average damage of 69 against dragons, and 55 against normal creatures. u) 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 4 blows per round. Each blow will do an average damage of 92.5 against orcs, 92.5 against trolls, 92.5 against demons, and 65.5 against normal creatures. v) The Mattock of Nain (2d8) (+12,+18) (+6 searching) +6 strength, searching, infravision, tunneling. Provides resistance to dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it turns rock into mud. It takes 2 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 90 against orcs, 90 against trolls, 90 against giants, 90 against dragons, and 72 against normal creatures. w) 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. 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)