[Angband 3.1.0 beta Character Dump] Sex Female Age 130 STR! 18/100 +1 +2 +15 18/*** Race High-Elf Height 94 INT! 18/100 +3 +2 +12 18/*** Class Ranger Weight 192 WIS! 18/100 -1 +0 +17 18/*** Title Ranger Lord Social Lordly DEX! 18/100 +3 +1 +10 18/*** HP -95/1010 Maximize Y CON! 18/100 +1 +1 +13 18/*** SP 92/383 CHR! 18/100 +5 +1 +12 18/*** Level 50 Armor [63,+152] Saving Throw 100% Cur Exp 29823484 Fight (+67,+60) Stealth Superb Max Exp 29823484 Melee (+89,+85) Fighting Legendary Adv Exp ******** Shoot (+84,+19) Shooting Legendary MaxDepth 6350' (L127) Blows 5/turn Disarming 98% Turns 2078914 Shots 3/turn Magic Device Legendary Gold 5111507 Infra 60 ft Perception 1 in 10 Burden 181.9 lbs Speed 35 Searching 37% 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:.+........... [Last Messages] > It was a good hit! > You hit the Aether hound. > You miss the Aether hound. > You hit the Aether hound. > The Aether hound flees in terror! > The Aether hound recovers its courage. > The Aether hound misses you. > The Aether hound bites you. > The Aether hound misses you. > You hit the Aether hound. > You have slain the Aether hound. > The Vrock wakes up. > The Aether hound breathes darkness. > The Aether hound breathes sound. > You die. Killed by the strain of casting Banishment. [Character Equipment] a) 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 5 blows per round. Each blow will do an average damage of 109 against evil creatures, 121 against trolls, 121 against undead, 121 against frost-vulnerable creatures, 145 against demons, and 97 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) +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) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed} Permanently cursed. +5 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to acid, lightning, fire, cold. Provides resistance to acid, lightning, fire, cold, poison, dark, nether, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Speeds regeneration. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it does bizarre things.. It takes 200 turns to recharge after use. 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 Palantir of Westernesse (+2) +2 intelligence, wisdom, searching, infravision. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. It takes 50 turns to recharge after use. Radius 3 light. g) Power Dragon Scale Mail (-3) [40,+27] Provides resistance to acid, lightning, fire, cold, poison, light, dark, blindness, confusion, sound, shards, nexus, nether, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe for 300 damage. It takes d300+300 turns to recharge after use. h) The Elven Cloak of Luthien [6,+20] (+2) +2 intelligence, wisdom, charisma, stealth, speed. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 250 turns to recharge after use. i) a Mithril Shield of Elvenkind [10,+34] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, nexus. 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) a Pair of Steel Shod Boots of Speed [6,+16] (+9) +9 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) 2 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) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) a Violet Mushroom of Vigor h) 12 Chartreuse Potions of Healing i) 5 Bubbling Potions of *Healing* It can be thrown at creatures with damaging effect. j) 4 Indigo Potions of Life It can be thrown at creatures with damaging effect. k) 8 Shimmering Potions of Restore Mana l) 8 Scrolls titled "to dineo pro" of Teleport Level {!*} m) 5 Scrolls titled "brato litersub" of Holy Prayer n) 6 Scrolls titled "hatus provus" of Protection from Evil o) 3 Copper-Plated Rods of Healing {@z1} Cannot be harmed by electricity. p) 3 Cast Iron Rods of Teleport Other {@z3!*} q) 6 Silver-Plated Rods of Identify {@z4} Cannot be harmed by electricity. r) an Ashen Staff of Banishment (0 charges) s) 23 Seeker Arrows of Holy Might (4d4) (+16,+19) 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 480 against evil creatures, 720 against dragons, 720 against demons, 720 against undead, and 240 against normal creatures. 35% chance of breaking upon contact. t) 19 Seeker Arrows of Holy Might (4d4) (+21,+14) 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 430 against evil creatures, 645 against dragons, 645 against demons, 645 against undead, and 215 against normal creatures. 35% chance of breaking upon contact. u) 32 Seeker Arrows of Flame (4d4) (+17,+19) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 720 against dragons, 720 against fire-vulnerable creatures, and 240 against normal creatures. 35% chance of breaking upon contact. v) 12 Seeker Arrows of Slay Evil (4d4) (+14,+19) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 480 against evil creatures, 720 against dragons, and 240 against normal creatures. 35% chance of breaking upon contact. w) 24 Seeker Arrows of Venom (4d4) (+14,+13) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 630 against dragons, 630 against poison-vulnerable creatures, and 210 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. b) 22 Chartreuse 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. c) 3 Bubbling 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. d) 5 Indigo Potions 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. e) 30 Shimmering Potions of Restore Mana When ingested, it restores your mana points to maximum. f) 33 Scrolls titled "to dineo pro" of Teleport Level {!*} When read, it teleports you one level up or down. g) 14 Scrolls titled "brato litersub" of Holy Prayer When read, it increases your AC and to-hit bonus for 1d48+24 turns. h) 10 Scrolls titled "hatus provus" of Protection from Evil When read, it grants you protection from evil for 1d25 plus 3 time s your character level turns. i) a Bronze Ring of Speed (+12) +12 speed. j) 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. k) 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. l) 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. m) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. n) 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. o) a Wicker Shield of Preservation [2,+35] Provides resistance to confusion, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. p) 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. q) 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. r) The Massive Iron Crown of Morgoth [0,+10] (+125) +125 strength, intelligence, wisdom, dexterity, constitution, charisma, infravision. 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. s) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) +3 strength, constitution, tunneling. Provides resistance to acid, fire, fear, light, dark, confusion, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 110 against orcs, 110 against trolls, 110 against demons, 110 against acid-vulnerable creatures, 110 against fire-vulnerable creatures, 130 against dragons, and 90 against normal creatures. t) The Glaive of Pain (9d6) (+10,+30) Provides resistance to fear. 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 121.5 against normal creatures. u) a Mace of Disruption of Fury (5d8) (+24,+25) (+2) +2 strength, attack speed. Provides resistance to fear. Cannot be harmed by acid, fire. Aggravates creatures nearby. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 152.5 against undead, and 107.5 against normal creatures. v) The Mighty Hammer 'Grond' (9d9) (+10,+10) 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 3 blows per round. Each blow will do an average damage of 160 against animals, 160 against evil creatures, 205 against orcs, 205 against trolls, 295 against dragons, 295 against demons, 295 against undead, and 115 against normal creatures. Sometimes creates earthquakes on impact. [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)