[DaJAngband version 1.1.0 Character Dump] Name Isil Self RB CB EB Best Sex Female Age 51 Str: 18/99 +1 -4 +13 18/199 18/194 Race Dunadan Height 73 INT! 18/100 +2 +3 +4 18/190 Class War Mage Weight 176 WIS: 18/94 +2 -1 +9 18/194 Title ***WINNER*** Status 31 DEX: 18/93 +2 +1 +7 18/193 HP 590/944 Maximize Y CON: 18/98 +3 -2 +10 18/208 SP 54/510 CHR: 18/85 +2 -1 +11 18/205 Level 43 Armor [38,+117] Saving Throw 89 Cur Exp 3869109 Fight (+64,+33) Fighting 359 Max Exp 3869109 Melee (+76,+49) Shooting 326 Adv Exp 4221000 Shoot (+79,+12) Throwing 336 MaxDepth Lev 100 Blows 4/turn Disarming 90 Turns 859706 Shots 3/turn Magic Device 115 Gold 730308 Stealth 0 Alertness 40 Burden 221.7 lbs Energy 400% Searching 14 You are one of several children of a Yeoman. You are a credit to the family. You have brown eyes, wavy blond hair, and a very fair complexion. abcdefghijkl@ abcdefghijkl@ Acid:......+.++... Blind:.....+....... Elec:......+.+.... Confu:......+...... Fire:....+.+...... Sound:......+...... Cold:+.....+..+... Shard:............. Pois:....+........ Nexus:.........+... 1/2Po:............. Nethr:+............ Fear:+...+.+.....+ Chaos:.....+....... Lite:.+........... Disen:........+.... Dark:+.......++... Charm:.........+... abcdefghijkl@ abcdefghijkl@ S.Dig:............. Stea.:++.....+..... Feath:.+........... Alert:.....+....... PLite:.....+..+.... Tunn.:............. Regen:............. Speed:+++.+......++ Telep:.....+....... Blows:............. Dkvis:............. Shots:.+........... Invis:.....+....... Might:............. FrAct:.......+..+.. :............. HLife:............. :............. [Character Equipment] a) The bastard sword of Eowyn (4d4) (+12,+16) (+4 to stealth) It increases your strength and charisma by 4. It increases your stealth and speed by 4. It slays animals, giants, and all evil creatures, and is especially deadly against undead. It provides resistance to cold, fear, dark, and nether. It cannot be harmed by the elements. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 87 against animals, 87 against evil creatures, 112 against giants, 162 against undead, and 62 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 6. b) The long bow of Legolas (ML3) (+15,+12) (+2) It increases your dexterity by 2. It increases your stealth, speed, and shooting speed by 2. It slays orcs. It provides resistance to light. It sustains your dexterity. It makes you fall like a feather. 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 (+11) It increases your speed by 11. d) a Ring of Constitution (+5) It increases your constitution by 5. It sustains your constitution. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) It increases your strength, wisdom, and charisma by 2. It increases your speed by 2. It provides resistance to fire, poison, and fear. It activates for heal (500) every 200 turns. It cannot be harmed by the elements. f) The Palantir of Westernesse (+2) {!!} It increases your intelligence and wisdom by 2. It increases your alertness by 10. It provides resistance to blindness, chaos, and static. 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 metal brigandine armour of the Rohirrim [19,+15] (+2) It increases your strength and dexterity by 2. It provides resistance to acid, electricity, fire, cold, fear, confusion, and sound. It is lighter than most armor of its type. It cannot be harmed by the elements. h) a cloak of the Magi [1,+11] (+2) It increases your intelligence by 2. It increases your stealth by 2. It sustains your intelligence. It grants you immunity to paralysis. It cannot be harmed by acid. i) The Shield of Deflection of Gil-galad [10,+20] (+5) It increases your wisdom and charisma by 5. It provides resistance to acid, electricity, dark, and disenchantment. It sustains your wisdom, dexterity, and charisma. It usually provides light of radius 1. It activates for starlight (10d8) every 100 turns. It cannot be harmed by the elements. j) The steel helm of Hammerhand (+6,+6) [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 leather gloves 'Cambeleg' (+8,+8) [1,+15] (+2) It increases your strength and constitution by 2. It grants you immunity to paralysis. It cannot be harmed by the elements. l) a pair of leather sandals of Speed [1,+9] (+8) It increases your speed by 8. [Character Equipment -- Quiver] n) 26 bolts of Acid (1d5) (+10,+12) It is branded with acid. It cannot be harmed by acid. o) 8 seeker bolts of Lightning (4d5) (+13,+16) It is branded with lightning. It cannot be harmed by lightning. p) 25 mithril bolts of Slay Undead (3d5) (+17,+10) It slays undead. It cannot be harmed by acid or fire. q) 25 mithril bolts of Slay Evil (3d5) (+12,+14) It slays all evil creatures. It cannot be harmed by acid or fire. r) 20 mithril bolts of Flame (3d5) (+11,+11) It is branded with fire. It cannot be harmed by acid or fire. s) 22 mithril bolts of Slay Undead (3d5) (+9,+10) It slays undead. It cannot be harmed by acid or fire. t) 18 arrows of Acid (1d4) (+7,+6) It is branded with acid. It cannot be harmed by acid. Fired from your current missile launcher, this missile will inflict an average damage of 161.4 against orcs, 161.4 against acid-vulnerable creatures, +13.4 when both a slay and brand apply, and 53.8 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 Magic Spells [Magic for Beginners] {@m1@b1} b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} e) 2 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6} It cannot be harmed by the elements. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7} It cannot be harmed by the elements. g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8} It cannot be harmed by the elements. h) 2 Books of Magic Spells [Kelek's Grimoire of Power] {@m9@b9@G9} It cannot be harmed by the elements. i) 22 Potions of Cure Critical Wounds j) 26 Potions of Healing k) 6 Potions of *Healing* l) 2 Potions of Life m) 12 Potions of Restore Mana n) 5 Potions of Restore Life Levels o) 8 Scrolls of Teleport Level p) 2 Scrolls of Mass Banishment q) a Rod of Healing {@z3 !!} It cannot be harmed by lightning. r) 4 Rods of Teleport Other {@z5 !!} s) 2 Staffs of *Destruction* (2d4) (+0,+0) (0 charges) With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 33.5. Your chance of scoring a critical hit with this weapon is 1 in 8. t) a heavy crossbow of Steady Aim (ML4) (+32,+22) (+2) It increases your alertness by 10. It provides resistance to fear, confusion, and charming. A launcher with an multiplier level (ML) of 4 actually multiplies damage by x3.5 Examine ammo to see average damage. [Home Inventory] a) 4 pieces of elvish waybread b) 46 Potions of Cure Critical Wounds c) 2 Potions of Super Spellcasting d) 9 Scrolls of *Identify* e) 5 Scrolls of *Destruction* f) a Ring of Intelligence of Warfare (+9,+8) (+6) It increases your intelligence by 6. It sustains your intelligence. g) 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. h) 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. i) 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 is lighter than most armor of its type. It activates for banishment every 500 turns. It cannot be harmed by the elements. j) a cloak of Holy Protection [1,+22] (+1) It increases your wisdom by 1. It provides resistance to dark and nether. It sustains your wisdom. It is good and hates evil and conflicts with something that you're wearing or wielding. It cannot be harmed by acid, fire, or cold. It might have hidden powers. k) a knight shield of Elvenkind [11,+20] (+3 to stealth) It increases your stealth by 3. It provides resistance to acid, electricity, fire, cold, and poison. It cannot be harmed by the elements. l) a golden crown of Might [0,+12] (+1) It increases your strength, dexterity, and constitution by 1. It sustains your strength, dexterity, and constitution. It grants you immunity to paralysis. It cannot be harmed by the elements. m) The long sword 'Anduril' (3d5) (+10,+15) [+10] (+4) It increases your strength and dexterity by 4. It slays orcs, trolls, undead, and all evil creatures. It is branded with fire. It provides resistance to fire, fear, and disenchantment. It sustains your strength and dexterity. It is good and hates evil and conflicts with something that you're wearing or wielding. It grants you immunity to paralysis and the ability to see invisible things. It activates for fire ball (72) every 40 turns. It cannot be harmed by the elements. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 84 against evil creatures, 108 against orcs, 108 against trolls, 108 against undead, 108 against fire-vulnerable creatures, +6 when both a slay and brand apply (slay animal, slay evil, and execute ('KILL') slays don't stack), n) a Mace of Disruption (Holy Avenger) (5d8) (+13,+17) [+3] (+1) It increases your wisdom by 1. It slays demons, undead, and all evil creatures. It provides resistance to fear and life draining. It is blessed by the gods, is good and hates evil, and conflicts with something that you're wearing or wielding. It might have hidden powers. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 123 against evil creatures, 165.5 against demons, 165.5 against undead, and 80.5 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 4. o) a sling of Buckland (ML4) (+13,+12) (+2) It increases your dexterity by 2. It increases your shooting speed and shooting power by 2. It cannot be harmed by acid or fire. A launcher with an multiplier level (ML) of 4 actually multiplies damage by x3.5 Examine ammo to see average damage. p) The short bow of Amrod (ML4) (+12,+14) (+2) 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. q) 29 seeker bolts of Lightning (4d5) (+11,+11) It is branded with lightning. It cannot be harmed by lightning. r) 17 arrows of Frost (1d4) (+15,+19) 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 263.7 against orcs, 263.7 against frost-vulnerable creatures, +21.9 when both a slay and brand apply, and 87.9 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 8. s) 14 arrows of Slay Demon (1d4) (+9,+16) It slays demons. Fired from your current missile launcher, this missile will inflict an average damage of 240 against orcs, 240 against demons, and 80 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. t) 17 arrows of Slay Demon (1d4) (+9,+14) It slays demons. Fired from your current missile launcher, this missile will inflict an average damage of 224.4 against orcs, 224.4 against demons, and 74.8 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 9. u) 24 arrows of Slay Evil (1d4) (+11,+11) It slays all evil creatures. Fired from your current missile launcher, this missile will inflict an average damage of 133.8 against evil creatures, 200.7 against orcs, and 66.9 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 8. v) 13 seeker arrows of Acid (4d4) (+16,+19) It is branded with acid. It cannot be harmed by acid. Fired from your current missile launcher, this missile will inflict an average damage of 322.8 against orcs, 322.8 against acid-vulnerable creatures, +26.9 when both a slay and brand apply, and 107.6 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 8. w) 30 seeker arrows of Lightning (4d4) (+14,+12) It is branded with lightning. It cannot be harmed by lightning. Fired from your current missile launcher, this missile will inflict an average damage of 267.6 against orcs, 267.6 against electricity-vulnerable creatures, +22.3 when both a slay and brand apply, and 89.2 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 8. x) 21 mithril arrows of Slay Animal (3d4) (+11,+16) It slays animals. It cannot be harmed by acid or fire. Fired from your current missile launcher, this missile will inflict an average damage of 186.2 against animals, 279.3 against orcs, and 93.1 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 8. y) 16 iron shots of Acid (1d4) (+11,+11) It is branded with acid. It cannot be harmed by acid. z) 24 mithril shots of Flame (3d4) (+20,+18) It is branded with fire. It cannot be harmed by acid or fire. [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): no (adult_randarts) A: Randomize randart names (if randarts is on): yes (adult_randnames) Adult: Auto-scum for good levels : no (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 : no (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 : no (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)