[Angband 3.1.0 beta Character Dump] Sex Male Age 116 STR: 18/77 +1 +2 +6 18/167 Race High-Elf Height 84 INT: 14 +3 +2 +2 18/30 Class Ranger Weight 203 WIS: 13 -1 +0 +10 18/40 Title Pathfinder Social Lordly DEX: 18/61 +3 +1 +0 18/101 HP -4/565 Maximize Y CON: 18/22 +1 +1 +9 18/132 SP 62/64 CHR: 12 +5 +1 +0 18 Level 37 Armor [19,+114] Saving Throw 88% Cur Exp 1387715 Fight (+25,+30) Stealth Heroic Max Exp 1390516 Melee (+33,+40) Fighting Heroic Adv Exp 1610000 Shoot (+49,+20) Shooting Legendary MaxDepth 4150' (L83) Blows 4/turn Disarming 70% Turns 709074 Shots 3/turn Magic Device Heroic Gold 18646 Infra 40 ft Perception 1 in 10 Burden 164.9 lbs Speed 8 Searching 37% You are one of several children of a Telerin Archer. 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 Great Storm Wyrm casts a fearful illusion. > You refuse to be frightened. > It commands you to return. > The Dracolich breathes nether. > The Greater draconic quylthulg flinches. > The Great Swamp Wyrm resists somewhat. > The Ancient white dragon resists somewhat. > The Great Hell Wyrm resists somewhat. > The Great Bile Wyrm resists somewhat. > The Great Wyrm of Many Colours resists somewhat. > The Mature gold dragon resists somewhat. > The Great Storm Wyrm resists somewhat. > You feel your life slipping away! > The Great Swamp Wyrm claws you. > You die. Killed by a Great Swamp Wyrm. [Character Equipment] a) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) {@0@2} +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 61 against dragons, and 47 against normal creatures. b) a Long Bow of Extra Shots (x3) (+24,+20) (+1) +1 shooting speed. c) a Jet Ring of Speed (+5) +5 speed. d) a Granite Ring of Damage (+0,+10) e) a Driftwood Amulet of Wisdom (+5) +5 wisdom. Sustains wisdom. 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) a Robe of Permanence [2,+18] Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Stops experience drain. h) an Elven Cloak of Aman [6,+29] (+4 stealth) +4 stealth. Provides resistance to dark. 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 Iron Helm 'Holhenneth' [5,+10] (+2) (charging) {!!} +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 Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) l) a Pair of Leather Boots of Elvenkind [2,+11] (+3) [Character Inventory] a) 2 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) a Book of Magic Spells [Sorcery and Evocations] e) 4 Books of Magic Spells [Resistances of Scarabtarices] f) a Book of Magic Spells [Raal's Tome of Destruction] g) 2 Books of Magic Spells [Mordenkainen's Escapes] h) a Book of Magic Spells [Tenser's Transformations] i) 11 Red Potions of Cure Critical Wounds j) 4 Violet Potions of Healing k) 4 Brown Speckled Potions of Restore Mana l) 3 Scrolls titled "silicum" of Teleport Level m) a Scroll titled "dus deleas no" of Rune of Protection n) a Gold Rod of Identify (charging) {!!} o) 5 Silver Wands of Teleport Other (13 charges) p) 2 Teak Staffs of Teleportation (15 charges) q) 2 Spruce Staffs of Speed (3 charges) r) a Small Metal Shield of Elvenkind [4,+16] (+2 stealth) s) a Jewel Encrusted Crown of Telepathy [0,+12] t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 78.5 against trolls, 78.5 against dragons, 78.5 against acid-vulnerable creatures, 99.5 against demons, and 57.5 against normal creatures. u) a Long Bow of Lothlorien (x3) (+13,+19) (+1) +1 dexterity, shooting power. Cannot be harmed by acid, fire. Slows your metabolism. Prevents paralysis. v) 3 Arrows of Flame (1d4) (+5,+2) 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 220.5 against fire-vulnerable creatures, and 73.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Books of Magic Spells [Incantations and Illusions] b) a Book of Magic Spells [Sorcery and Evocations] c) 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. d) a Cloudy Potion of Restore Strength When ingested, it restores your strength. e) a Dark Blue Potion of Restore Constitution When ingested, it restores your constitution. f) a Pewter Rod of Detection {!!} Cannot be harmed by electricity. When used, it detects treasure, objects, traps, doors, stairs, and all creatures in the surrounding area. It takes 100 turns to recharge after use. g) a Nickel Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. h) a Cypress Staff of Earthquakes (4 charges) When used, it causes an earthquake around you. i) a Spruce Staff of Speed (3 charges) When used, it hastens you for 2d10+20 turns. j) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. k) 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. l) a Cloak of the Magi [1,+9] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. m) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. n) a Jewel Encrusted Crown of Lordliness [0,+10] (+1) +1 wisdom, charisma. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, charisma. Stops experience drain. o) a Jewel Encrusted Crown of Regeneration [0,+7] Cannot be harmed by acid. Speeds regeneration. p) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1) {@0@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 46 against animals, 49.5 against orcs, 49.5 against trolls, 49.5 against giants, 49.5 against dragons, and 42.5 against normal creatures. 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 7 blows per round. Each blow will do an average damage of 47 against animals, 47 against evil creatures, 50.5 against orcs, 50.5 against undead, and 43.5 against normal creatures. r) The Halberd 'Osondir' (3d5) (+6,+9) (+3) +3 charisma. Provides resistance to fire, sound. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. 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 66 against giants, 66 against undead, 66 against fire-vulnerable creatures, and 48 against normal creatures. s) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4) +4 strength. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. 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 70 against animals, 77 against orcs, 77 against trolls, 77 against poison-vulnerable creatures, and 63 against normal creatures. t) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) +4 intelligence, wisdom. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it reveals to you the extent of an item's magical powers. It takes 10 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 45 against evil creatures, and 40 against normal creatures. u) 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. v) a Long Bow of Accuracy (x3) (+21,+13) w) 27 Arrows of Frost (1d4) (+4,+4) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 238.5 against frost-vulnerable creatures, and 79.5 against normal creatures. 35% chance of breaking upon contact. x) 49 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 67.5 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)