[Angband 3.1.0 beta Character Dump] Sex Male Age 120 STR: 18/81 +1 +2 +10 18/211 Race High-Elf Height 78 INT: 18/93 +3 +2 +1 18/153 Class Ranger Weight 209 WIS: 18/99 -1 +0 +8 18/169 Title Ranger Social Lordly DEX! 18/100 +3 +1 +10 18/*** HP 818/818 Maximize Y CON! 18/100 +1 +1 +8 18/200 SP 267/267 CHR: 18/93 +5 +1 +1 18/163 Level 43 Armor [31,+119] Saving Throw 100% Cur Exp 4334080 Fight (+46,+34) Stealth Superb Max Exp 4334080 Melee (+65,+55) Fighting Heroic Adv Exp 4830000 Shoot (+57,+21) Shooting Legendary MaxDepth 3750' (L75) Blows 5/turn Disarming 87% Turns 1507594 Shots 3/turn Magic Device Legendary Gold 899467 Infra 70 ft Perception 1 in 5 Burden 143.4 lbs Speed 29 Searching 42% You are the only child of a Vanyarin Prince. 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. Cannot be harmed by acid, electricity, fire, cold. 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 91 against evil creatures, 109 against demons, 109 against undead, 109 against acid-vulnerable creatures, 145 against dragons, and 73 against normal creatures. b) a Long Bow of Extra Might (x3) (+11,+21) (+1) +1 shooting power. 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) a Bronze Ring of Speed (+11) +11 speed. e) a Dragon Tooth Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. 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 Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. 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 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 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) a Pair of Leather Boots of Speed [2,+9] (+8) +8 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k} b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!v!k} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m6@b6@G6!d!v!k} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] {@m7@b7@G7!d!v!k} Cannot be harmed by acid, electricity, fire, cold. h) 5 Icky Green Potions of Cure Critical Wounds i) 3 Metallic Green Potions of Healing {!*} j) 3 Scrolls titled "quo chrum pes" of Teleport Level {!*} k) 2 Scrolls titled "mundego" of Banishment l) 2 Tin-Plated Rods of Detection Cannot be harmed by electricity. m) 5 Runed Rods of Teleport Other n) 3 Hemlock Staffs of Teleportation (9 charges) {!*} o) 2 Willow Staffs of Speed (6 charges) p) 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. q) 21 Arrows of Wounding (1d4) (+18,+11) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 138 against normal creatures. 35% chance of breaking upon contact. r) 5 Arrows of Frost (1d4) (+7,+8) {@f2} Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 378 against frost-vulnerable creatures, and 126 against normal creatures. 35% chance of breaking upon contact. s) 20 Seeker Arrows of Wounding (4d4) (+11,+18) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 196 against normal creatures. 35% chance of breaking upon contact. t) 24 Mithril Arrows of Slay Demon (3d4) (+12,+9) {@f4} Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 450 against demons, and 150 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Viscous Pink Potions 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. b) a Shimmering 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. c) an Ironwood Staff of *Destruction* (0 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. d) 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. e) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. f) 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. g) 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. h) 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. i) 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. j) 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. k) 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. l) The Cloak of Thingol [1,+18] (+3) +3 dexterity, charisma. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it tries to recharge a wand or staff, destroying t he wand or staff on failure. It takes 70 turns to recharge after use. m) a Leather Shield of Elvenkind [6,+10] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, disenchantment. Cannot be harmed by acid, electricity, fire, cold. 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 Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. q) 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 5 blows per round. Each blow will do an average damage of 84.5 against fire-vulnerable creatures, 84.5 against poison-vulnerable creatures, 105.5 against dragons, and 63.5 against normal creatures. r) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) 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 77 against evil creatures, 89 against orcs, 89 against trolls, 89 against giants, 89 against dragons, 89 against undead, and 65 against normal creatures. s) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 80 against evil creatures, 90.5 against orcs, 90.5 against trolls, 90.5 against frost-vulnerable creatures, 111.5 against undead, and 69.5 against normal creatures. t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) +2 strength, constitution. Provides resistance to acid, fire, dark. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts you in a berserker rage for d50+50 turns. It takes 80 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 82.5 against trolls, 82.5 against dragons, 82.5 against acid-vulnerable creatures, 103.5 against demons, and 61.5 against normal creatures. u) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. 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 84 against evil creatures, 97.5 against orcs, 97.5 against trolls, and 70.5 against normal creatures. v) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. w) 30 Mithril Arrows of Slay Evil (3d4) (+16,+12) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 324 against evil creatures, and 162 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)