[DaJAngband v1.0.99 8/27/09 update Character Dump] Name Noros Self RB CB EB Best Sex Male Age 121 Str: 18/90 +0 +2 +9 18/200 18/195 Race Dark Elf Height 56 INT! 18/100 +2 +0 +4 18/160 Class Archer Weight 125 WIS: 18/85 -2 -1 +4 18/95 Title ***WINNER*** Status 42 Dex: 18/96 +2 +2 +12 18/256 18/246 HP 698/779 Maximize Y Con! 18/100 -1 +1 +9 18/190 18/185 SP 286/286 Chr: 18/81 -2 +0 +1 18/71 18/66 Level 45 Armor [34,+139] Saving Throw 24 Cur Exp 3623047 Fight (+65,+32) Fighting 364 Max Exp 3623079 Melee (+77,+61) Shooting 520 Adv Exp 3861000 Shoot (+77,+15) Throwing 404 MaxDepth Lev 100 Blows 5/turn Disarming 102 Turns 932269 Shots 4/turn Magic Device 88 Gold 417811 Stealth 0 Alertness 45 Burden 193.8 lbs Energy 370% Searching 22 You are one of several children of a dark elf lord. You have pale green eyes, wavy dark reddish hair, and a dark complexion. abcdefghijkl@ abcdefghijkl@ Acid:+.....+++++.. Blind:.....+....... Elec:++.....++.... Confu:............. Fire:++.*...++.... Sound:............. Cold:++.....+++... Shard:......+...... Pois:.......+..... Nexus:.........+... 1/2Po:............. Nethr:...+......... Fear:...++.......+ Chaos:.....+....... Lite:............. Disen:............. abcdefghijkl@ abcdefghijkl@ S.Dig:.+.+......... Stea.:............. Feath:............. Alert:.....+....... PLite:............. Tunn.:............. Regen:...++........ Speed:.+++..+.....+ Telep:.....+....... Blows:............. Dkvis:....+......+. Shots:.+........... Invis:...+++....... Might:.+........... FrAct:...++.....++. :............. [Character Equipment] a) The lochaber axe 'Mundwine' (3d8) (+12,+17) It slays animals, demons, and all evil creatures. It provides resistance to acid, electricity, fire, and cold. It increases likelihood of critical hits. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 112 against animals, 112 against evil creatures, 149.5 against demons, and 74.5 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 5. b) The short bow of Amras (ML3) (+12,+15) (+1 to speed) It increases your intelligence, wisdom, and dexterity by 1. It increases your speed, shooting speed, and shooting power by 1. It provides resistance to electricity, fire, and cold. It slows your metabolism. It cannot be harmed by the elements. A launcher with an multiplier level (ML) of 3 actually multiplies damage by x2.625 Examine ammo to see average damage. c) a Ring of Speed of Warfare (+4,+4) (+13) It increases your speed by 13. d) The Ring of Power 'Narya' (+6,+6) (+1) It increases all your stats by 1. It increases your speed by 1. It provides immunity to fire. It provides resistance to fear, dark, nether, and charming. It sustains your strength, wisdom, and constitution. It slows your metabolism and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for protection from evil every 30+d30 turns. It cannot be harmed by the elements. e) The Necklace of the Dwarves (+3) It increases your strength and constitution by 3. It provides resistance to fear. It speeds your regeneration. It grants you immunity to paralysis, darkvision, and the ability to see invisible things. It cannot be harmed by the elements. f) The Palantir of Westernesse (6 turns) (+2) (charging) It increases your intelligence and wisdom by 2. It increases your alertness by 10. It provides resistance to blindness and chaos. It usually provides light of radius 3. It is evil and hates good. It grants you the power of telepathy and the ability to see invisible things, but it also aggravates creatures around you and drains experience. It activates for clairvoyance every 50+d50 turns. It cannot be harmed by the elements. g) The leather scale mail 'Thalkettoth' (-1) [11,+25] (+3) It increases your dexterity by 3. It increases your speed by 3. It provides resistance to acid and shards. It cannot be harmed by the elements. h) The cloak 'Colluin' [1,+15] It provides resistance to acid, electricity, fire, cold, and poison. It activates for resistance (20+d20 turns) every 111 turns. It cannot be harmed by the elements. i) The large metal shield of Anarion [5,+20] It provides resistance to acid, electricity, fire, and cold. It sustains all your stats. It cannot be harmed by the elements. j) The steel helm of Hammerhand [6,+20] (+3) It increases your strength, dexterity, and constitution by 3. It provides resistance to acid, cold, dark, nexus, and charming. It sustains your strength, dexterity, and constitution. It aggravates creatures around you. It cannot be harmed by the elements. k) The set of cestus of Fingolfin (+10,+10) [5,+20] (+4) It increases your dexterity by 4. It provides resistance to acid. It grants you immunity to paralysis. It activates for a magical arrow (150) every 30+d30 turns. It cannot be harmed by the elements. l) a pair of metal shod boots (Dwarven) [6,+19] (+2) It increases your strength and constitution by 2. It grants you immunity to paralysis and darkvision. It cannot be harmed by acid or fire. [Character Inventory] a) a Book of Alchemy [Beginner's Mixing] {@m1@b1} b) a Book of Alchemy [Commonly Used Potions] {@m2@b2@G2} It cannot be harmed by acid. c) a Book of Alchemy [Chemical Detections & Tools] {@m3@b3@G3} d) a Book of Alchemy [Quick Getaways: Thieves' edition] {@m4@b4@G4} e) a Book of Alchemy [Advanced Archer's Tactics] {@m6@b6} It cannot be harmed by the elements. f) 15 Potions of Speed g) 22 Potions of Cure Critical Wounds h) 14 Potions of Healing i) 8 Potions of *Healing* j) 2 Potions of Life k) 13 Potions of Restore Mana l) 24 Scrolls of Phase Door m) 12 Scrolls of Teleportation n) 6 Scrolls of *Destruction* o) 2 Scrolls of Mass Banishment p) a Rod of Identify {@z5 !!} It cannot be harmed by lightning. q) 2 Rods of Recall {!! @z9} It cannot be harmed by lightning. r) a Rod of Healing It cannot be harmed by lightning. s) 3 Rods of Teleport Other (2 charging) {@z3} t) 5 Wands of Teleport Other (0 charges) u) 3 Staffs of Banishment (1d5) (+0,+0) (0 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 32. Your chance of scoring a critical hit with this weapon is 1 in 8. v) 2 Staffs of *Destruction* (2d4) (+0,+0) (0 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 34. Your chance of scoring a critical hit with this weapon is 1 in 8. [Home Inventory] a) 2 Books of Alchemy [Missile Magic] {@m5@b5@G5} It cannot be harmed by the elements. b) a Potion of Purity c) 10 Potions of Speed d) 4 Potions of Restore Life Levels e) 18 Scrolls of Teleportation f) 6 Scrolls of Teleport Level g) 8 Scrolls of *Identify* h) a Scroll of *Remove Curse* i) 3 Rods of Detection {@z2 !! !k!d} It cannot be harmed by lightning. j) a Staff of the Magi (1d5) (+7,+5) (1 charge) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 37. Your chance of scoring a critical hit with this weapon is 1 in 8. k) 3 Staffs of Speed (1d5) (+0,+0) (3 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 32. Your chance of scoring a critical hit with this weapon is 1 in 8. l) 3 Staffs of *Destruction* (2d4) (+0,+0) (8 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 34. Your chance of scoring a critical hit with this weapon is 1 in 8. m) an Amulet of Sustenance It provides resistance to life draining. It sustains all your stats. It slows your metabolism. It cannot be harmed by the elements. n) The Star of Elendil It usually provides light of radius 3. It grants you the ability to see invisible things. It activates for magic mapping every 50+d50 turns. It cannot be harmed by the elements. o) The full plate armour of Isildur [25,+25] (+1) It increases your constitution by 1. It provides resistance to acid, electricity, fire, cold, confusion, sound, and nexus. It cannot be harmed by the elements. p) The mithril plate mail of Celeborn (-3) [35,+25] (+4) It increases your strength and charisma by 4. It provides resistance to acid, electricity, fire, cold, dark, and disenchantment. It activates for banishment every 500 turns. It cannot be harmed by the elements. q) The cloak 'Colannon' [1,+15] (+3) {!!} It increases your stealth and speed by 3. It provides resistance to nexus. It activates for teleport every 45 turns. It cannot be harmed by the elements. r) The elven cloak of the Fairies [2,+5] (+3) It increases your speed by 3. It increases your alertness by 15. It provides resistance to dark, confusion, chaos, and charming. It usually provides light of radius 4. It makes animals and light fairies less aggresive, is good and hates evil, and conflicts with something that you're wearing or wielding. It makes you less aggresive in combat. It activates for sphere of animal charming every 45+d45 turns. It cannot be harmed by the elements. s) a large leather shield of Elvenkind [4,+10] (+1 to stealth) It increases your stealth by 1. It provides resistance to acid, electricity, fire, cold, and shards. It cannot be harmed by the elements. t) The iron helm 'Holhenneth' [5,+10] (+2) It increases your intelligence and wisdom by 2. It provides resistance to confusion. It grants you the power of telepathy. It activates for detection every 55+d55 turns. It cannot be harmed by the elements. u) a pair of soft leather boots of the Messenger [2,+16] (+3 to speed) It increases your speed by 3. It makes you fall like a feather. It grants you the power of telepathy. v) The sabre 'Aglarang' (5d7) (+0,+0) (+5) It increases your dexterity by 5. It increases your speed by 5. It increases your alertness by 25. It provides resistance to charming. It sustains your dexterity. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 49. Your chance of scoring a critical hit with this weapon is 1 in 8. w) The long sword 'Anguirel' (2d5) (+8,+12) (+2) It increases your strength and constitution by 2. It increases your speed by 2. It slays orcs, creatures of light, and demons. It is branded with poison. It provides resistance to electricity, light, and dark. It usually provides light of radius 4. It grants you immunity to paralysis and the ability to see invisible things, but it also aggravates creatures around you. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 102.5 against orcs, 102.5 against demons, 102.5 against creatures of light, 102.5 against poison-vulnerable creatures, +5.8 when both a slay and brand apply, and 55.5 against other monsters (add +5.8 damage against creatures vulnerable to light). Your chance of scoring a critical hit with this weapon is 1 in 6. x) The great sword 'Crisdurian' (4d5) (+18,+19) It slays orcs, trolls, giants, dragons, undead, and all evil creatures. It increases likelihood of critical hits. It grants you the ability to see invisible things, but it also sometimes causes you to hit yourself. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 111 against evil creatures, 147 against orcs, 147 against trolls, 147 against giants, 147 against dragons, 147 against undead, and 75 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 4. y) The broad axe 'Barukkheled' (2d6) (+13,+19) (+3) It increases your constitution by 3. It slays orcs, trolls, and all evil creatures. It provides resistance to poison. It cannot be harmed by the elements. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 85 against evil creatures, 108 against orcs, 108 against trolls, and 62 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 6. z) 23 seeker arrows (4d4) (+8,+8) Fired from your current missile launcher, this missile will inflict an average damage of 173.2 against evil creatures, 259.8 against demons, 259.8 against undead, and 86.6 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 6. {) 21 mithril arrows (3d4) (+8,+7) It cannot be harmed by acid or fire. Fired from your current missile launcher, this missile will inflict an average damage of 154.8 against evil creatures, 232.2 against demons, 232.2 against undead, and 77.4 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 6. [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): no (adult_randarts) Adult: Auto-scum for good levels : yes (adult_autoscum) Adult: Restrict the use of stairs/recall : no (adult_ironman) Adult: Restrict the use of stores/home : no (adult_no_stores) Adult: Restrict creation of artifacts : no (adult_no_artifacts) Adult: Don't stack objects on the floor : no (adult_no_stacking) Adult: Preserve artifacts when leaving level : no (adult_no_preserve) Adult: Don't generate connected stairs : yes (adult_no_stairs) Adult: Enable selling to shops : no (adult_cansell) 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 : yes (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)