[DaJAngband v1.0.99 8/27/09 update Character Dump] Name Noros Self RB CB EB Best Sex Male Age 121 STR! 18/100 +0 +2 +12 18/240 Race Dark Elf Height 56 INT: 18/82 +2 +0 +0 18/102 Class Archer Weight 125 WIS: 18/54 -2 -1 +0 18/24 Title Master Marksman Status 42 DEX: 18/89 +2 +2 +8 18/209 HP -169/763 Maximize Y CON: 18/99 -1 +1 +8 18/179 SP 169/169 CHR: 18/62 -2 +0 +0 18/42 Level 46 Armor [47,+113] Saving Throw 74 Cur Exp 4242595 Fight (+30,+20) Fighting 263 Max Exp 4242595 Melee (+42,+53) Shooting 420 Adv Exp 4290000 Shoot (+42,+15) Throwing 302 MaxDepth Lev 99 Blows 5/turn Disarming 98 Turns 929108 Shots 3/turn Magic Device 83 Gold 291998 Stealth 7 Alertness 61 Burden 218.7 lbs Energy 200% 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:..........++. :............. [Last Messages] > The white wolf wakes up. > You hit the white wolf. > You have slain the white wolf. > You hit the white wolf. > You have slain the white wolf. > The white wolf wakes up. > Huan, Wolfhound of the Valar breathes sound. > The white wolf dies. <2x> > You have been stunned. > The white wolf notices you. <2x> > The white wolf misses you. <2x> > Huan, Wolfhound of the Valar breathes light. > The white wolf dies. <2x> > Huan, Wolfhound of the Valar breathes sound. > You die. [Character Equipment] a) The dwarven mattock of Nain (2d8) (+12,+18) (+6 to alertness) It increases your strength by 6. It increases your tunneling by 6. It increases your alertness by 30. It slays orcs, trolls, giants, and dragons. It provides resistance to dark and disenchantment. It grants you darkvision. It activates for stone to mud every 2 turns. 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 128.6 against orcs, 128.6 against trolls, 128.6 against giants, 128.6 against dragons, and 58.2 against other monsters (add +52.8 damage against creatures vulnerable to rock remover). Your chance of scoring a critical hit with this weapon is 1 in 7. b) The short bow of Amrod (ML4) (+12,+15) (+2) {Mim} It increases your strength and constitution by 2. It increases your shooting power by 2. It provides resistance to electricity, fire, and cold. It speeds your regeneration. It cannot be harmed by the elements. A launcher with an multiplier level (ML) of 4 actually multiplies damage by x3.5 Examine ammo to see average damage. c) The Ring of Tulkas (+4) It increases your strength, dexterity, and constitution by 4. It provides resistance to fear and charming. It activates for haste self (75+d75 turns) every 150+d150 turns. It cannot be harmed by the elements. d) a Citrine Ring of Speed (+11) It increases your speed by 11. e) The Amulet of Carlammas (+2) It increases your constitution by 2. It provides resistance to fire. It activates for protection from evil every 225+d225 turns. It cannot be harmed by the elements. f) The Arkenstone of Thrain It provides resistance to light, dark, and life draining. It usually provides light of radius 3. It grants you the ability to see invisible things. It activates for detection every 30+d30 turns. It cannot be harmed by the elements. g) Ethereal Dragon Scale Mail of Lightness [30,+30] It provides resistance to light, dark, blindness, and confusion. It is lighter than most armor of its type and makes you fall like a feather. It activates for . It cannot be harmed by the elements. h) The cloak 'Colluin' [1,+15] {Gollum} 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 leather shield of Celegorm [4,+20] It provides resistance to acid, electricity, fire, cold, light, and dark. It cannot be harmed by the elements. j) a barbut of Telepathy [4,+11] It grants you the power of telepathy. 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 hard leather boots of Free Action [3,+4] It grants you immunity to paralysis. [Character Equipment -- Quiver] n) 26 arrows (1d4) (+8,+9) Fired from your current missile launcher, this missile will inflict an average damage of 185.4 against evil creatures, 278.1 against demons, 278.1 against undead, and 92.7 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. o) 27 arrows (acid coated) (1d4) (+4,+5) It cannot be harmed by acid. Fired from your current missile launcher, this missile will inflict an average damage of 157.4 against evil creatures, 236.1 against demons, 236.1 against undead, and 78.7 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. p) 23 arrows (1d4) (+4,+7) Fired from your current missile launcher, this missile will inflict an average damage of 171.4 against evil creatures, 257.1 against demons, 257.1 against undead, and 85.7 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. q) 49 arrows of Frost (1d4) (+1,+1) It is branded with frost. It cannot be harmed by cold. Fired from your current missile launcher, this missile will inflict an average damage of 129.4 against evil creatures, 194.1 against demons, 194.1 against undead, 194.1 against frost-vulnerable creatures, +16.1 when both a slay and brand apply (slay animal, slay evil, and execute ('KILL') slays don't stack), and 64.7 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 10. r) 84 arrows (acid coated) (1d4) (+0,+0) It cannot be harmed by acid. Fired from your current missile launcher, this missile will inflict an average damage of 122.4 against evil creatures, 183.6 against demons, 183.6 against undead, and 61.2 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 10. s) 8 seeker arrows (acid coated) (4d4) (+7,+8) It cannot be harmed by acid. Fired from your current missile launcher, this missile will inflict an average damage of 231 against evil creatures, 346.5 against demons, 346.5 against undead, and 115.5 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. t) 30 mithril arrows (acid coated) (3d4) (+10,+10) It cannot be harmed by acid or fire. Fired from your current missile launcher, this missile will inflict an average damage of 227.4 against evil creatures, 341.1 against demons, 341.1 against undead, and 113.7 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. u) 26 mithril arrows (acid coated) (3d4) (+8,+5) It cannot be harmed by acid or fire. Fired from your current missile launcher, this missile will inflict an average damage of 192.4 against evil creatures, 288.6 against demons, 288.6 against undead, and 96.2 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. [Character Inventory] a) 2 Books of Alchemy [Beginner's Mixing] b) 3 Books of Alchemy [Commonly Used Potions] It cannot be harmed by acid. c) a Book of Alchemy [Chemical Detections & Tools] d) 2 Books of Alchemy [Quick Getaways: Thieves' edition] e) 30 Canescent Potions of Cure Critical Wounds f) 5 Blue Potions of Healing g) a Black Potion of *Healing* h) 6 Scrolls titled "ditto co la" of Teleport Level i) 22 Scrolls titled "pone ulto no" of Identify j) 3 Tin-Plated Rods of Recall It cannot be harmed by lightning. k) 3 Lead-Plated Rods of Probing l) 4 Mithril Rods of Teleport Other m) a Druj Bone Wand of Teleport Other (8 charges) n) a Maple Staff of Teleportation (1d5) (+4,+6) (7 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 22.2. Your chance of scoring a critical hit with this weapon is 1 in 13. o) an Eucalyptus Staff of *Destruction* (2d4) (+5,+4) (2 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 22.2. Your chance of scoring a critical hit with this weapon is 1 in 12. p) a small leather shield [2,+8] q) a small leather shield [2,+6] r) The large metal shield of the Sun [6,+18] (+4 to speed) It increases your speed by 4. It provides resistance to fire and fear. It usually provides light of radius 4. It grants you immunity to paralysis. It activates for daylight and berserk rage every 250+d50 turns. It cannot be harmed by the elements. s) a wooden club (2d3) (+8,+4) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 21.2. Your chance of scoring a critical hit with this weapon is 1 in 12. t) a sling (ML2) (+7,+8) A launcher with an multiplier level (ML) of 2 actually multiplies damage by x1.75 Examine ammo to see average damage. [Home Inventory] a) 2 Books of Alchemy [Missile Magic] It cannot be harmed by the elements. b) a Book of Alchemy [Advanced Archer's Tactics] It cannot be harmed by the elements. c) 4 Mauve Potions of Purity d) 4 Black Potions of *Healing* e) 3 Purple Speckled Potions of Life f) 24 Smoky Potions of Restore Mana g) 3 Dark Red Potions of Super Spellcasting h) 24 Scrolls titled "ditto co la" of Teleport Level i) 7 Scrolls titled "eto cor" of *Identify* j) a Scroll titled "lum plarto pro" of Rune of Protection k) 6 Scrolls titled "lortor cedo" of *Destruction* l) 3 Scrolls titled "anseper ne la" of Banishment m) a Scroll titled "co quassido" of Mass Banishment n) a Cottonwood Staff of Summoning (1d5) (-5,-7) (4 charges) {cursed} It is cursed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 9.2. Your chance of scoring a critical hit with this weapon is 1 in 15. o) an Eucalyptus Staff of *Destruction* (2d4) (+0,+0) (3 charges) With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 18.2. Your chance of scoring a critical hit with this weapon is 1 in 13. p) a Citrine Ring of Speed of Warfare (+5,+6) (+9) It increases your speed by 9. q) The Ring of Barahir (+1) It increases all your stats by 1. It increases your stealth by 1. It provides resistance to poison and dark. It cannot be harmed by the elements. r) 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. s) The Amulet of Ingwe (+3) It increases your intelligence, wisdom, and charisma by 3. It increases your alertness by 15. It provides resistance to acid, electricity, and cold. It is good and hates evil. It grants you immunity to paralysis and the ability to see invisible things. It activates for dispel evil (x5) every 50+d50 turns. It cannot be harmed by the elements. t) The Jewel 'Evenstar' It provides resistance to cold, dark, and life draining. It sustains your intelligence, wisdom, and constitution. It activates for restore life levels every 150 turns. It cannot be harmed by the elements. u) Chaos Dragon Scale Mail of Lightness [30,+23] It provides resistance to chaos and disenchantment. It is lighter than most armor of its type and makes you fall like a feather. It activates for breathe chaos/disenchant (220) every 300+d300 turns. It cannot be harmed by the elements. v) 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. w) The mithril chain mail 'Belegennon' (-1) [28,+20] (+4) It increases your stealth by 4. It provides resistance to acid, electricity, fire, cold, and poison. It activates for phase door every 2 turns. It cannot be harmed by the elements. x) 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. y) The cloak 'Colannon' [1,+15] (+3) {Wormtongue} 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. z) a golden crown of the Magi [0,+12] (+3) It increases your intelligence by 3. It provides resistance to acid, electricity, fire, and cold. It sustains your intelligence. It provides damage reduction against monster breath. It cannot be harmed by the elements. {) The scimitar 'Haradekket' (2d4) (+9,+12) (+2) It increases your dexterity by 2. It increases your attack speed by 2. It slays animals and all evil creatures, and is especially deadly against undead. It sustains your dexterity. It cannot be harmed by the elements. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 54.4 against animals, 54.4 against evil creatures, 110.5 against undead, and 35.7 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 9. |) The light crossbow 'Cubragol' (ML3) (+10,+14) (+10) It increases your speed by 10. It provides resistance to fire. It activates for fire branding of bolts every 999 turns. 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. [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)