[Angband 3.1.0 beta Character Dump] Sex Female Age 59 STR: 18/78 +1 +2 +5 18/158 Race Dunadan Height 79 INT: 18/48 +2 +2 +0 18/88 Class Ranger Weight 182 WIS: 18 +2 +0 +3 18/50 Title Pathfinder Social Respected DEX: 18/98 +2 +1 +14 18/*** HP 793/793 Maximize Y CON: 18/92 +3 +1 +8 18/212 SP 93/112 CHR: 18/95 +2 +1 +0 18/125 Level 39 Armor [18,+115] Saving Throw 76% Cur Exp 1986137 Fight (+32,+19) Stealth Excellent Max Exp 1986137 Melee (+41,+26) Fighting Heroic Adv Exp 2100000 Shoot (+52,+22) Shooting Legendary MaxDepth 2750' (L55) Blows 5/turn Disarming 78% Turns 983343 Shots 3/turn Magic Device Superb Gold 713541 Infra 0 ft Perception 1 in 21 Burden 136.9 lbs Speed 12 Searching 27% You are one of several children of a Townsman. You are a credit to the family. You have green eyes, wavy black hair, and a dark 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 Katana 'Aglarang' (8d4) (+9,+7) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 46 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) a Sapphire Ring of Constitution (+3) +3 constitution. Sustains constitution. d) an Aquamarine Ring of Resist Poison Provides resistance to poison. e) The Jewel 'Evenstar' Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) 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. 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 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. 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 '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. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2} c) 4 Books of Magic Spells [Incantations and Illusions] {@m3} d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5} Cannot be harmed by acid, electricity, fire, cold. e) 27 Metallic Purple Potions of Cure Serious Wounds f) 8 Scrolls titled "infinio ae" of Word of Recall {!r} g) 4 Cast Iron Rods of Treasure Location {!d!k} h) 2 Molybdenum Rods of Probing i) 2 Aluminum Rods of Identify {@z0} Cannot be harmed by electricity. j) 4 Ivory Wands of Teleport Other (25 charges) k) a Mulberry Staff of *Destruction* (4 charges) l) an Ironwood Staff of Speed (4 charges) m) 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. n) 58 Arrows (1d4) (+0,+0) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 73.5 against normal creatures. 35% chance of breaking upon contact. o) 99 Arrows (1d4) (+0,+0) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 73.5 against normal creatures. 35% chance of breaking upon contact. p) 20 Seeker Arrows (4d4) (+5,+5) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 111 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5} Cannot be harmed by acid, electricity, fire, cold. b) a Light Blue Mushroom of Vigor When ingested, it restores all your stats. Provides nourishment for about 250 turns under normal conditions. c) 29 Metallic Purple Potions of Cure Serious Wounds When ingested, it heals you a fair amount (1/5 of your wounds, min imum 25HP), heals cut damage, and cures blindness and confusion. Provides nourishment for about 75 turns under normal conditions. d) 99 Yellow Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. e) 7 White Potions of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. f) a Pungent Potion 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. g) a Viscous Pink Potion of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. h) 17 Light Green Potions of Restore Life Levels When ingested, it restores your experience. i) 4 Metallic Green Potions of Speed {!q} When ingested, it hastens you for 2d10+20 turns. j) 12 Scrolls titled "trips cuma iga" of Teleport Level When read, it teleports you one level up or down. k) 13 Scrolls titled "co cogreque se" of Enchant Armour When read, it attempts to magically enhance a piece of armour. l) a Scroll titled "promis mersus" of *Remove Curse* When read, it removes all curses from all equipped items. m) a Silver-Plated Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. n) 4 Bronze Rods of Light {@z0!d!k} When aimed, it lights up part of the dungeon in a straight line. It takes 9 turns to recharge after use. o) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. 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 225 turns to recharge after use. p) 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. q) a Leather Shield of Elvenkind [6,+9] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, disenchantment. Cannot be harmed by acid, electricity, fire, cold. r) The Steel Helm of Hammerhand [6,+20] (+3) {!w} +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. s) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+2] (+3) {uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. t) The Short Sword 'Sting' (1d6) (+8,+9) (+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 7 blows per round. Each blow will do an average damage of 37 against animals, 37 against evil creatures, 40.5 against orcs, 40.5 against undead, and 33.5 against normal creatures. u) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) +3 constitution. Cannot be harmed by acid, electricity, fire, cold. 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 52 against evil creatures, 59 against orcs, 59 against trolls, 59 against giants, and 45 against normal creatures. v) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. 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 63 against animals, 63 against evil creatures, 76.5 against demons, and 49.5 against normal creatures. w) 28 Arrows of Venom (1d4) (+9,+8) {@f0} 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. x) 20 Arrows of Flame (1d4) (+10,+7) {@f0} Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 283.5 against fire-vulnerable creatures, and 94.5 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)