[Angband 3.1.0 beta Character Dump]
Sex Male Age 119 STR: 17 +1 -5 +7 18/20
Race High-Elf Height 73 INT: 18/89 +3 +3 +4 18/189
Class Mage Weight 161 WIS: 12 -1 +0 +2 13
Title Conjurer Social Lordly DEX: 18 +3 +1 +9 18/130
HP -90/223 Maximize Y CON: 16 +1 -2 +2 17
SP 86/265 CHR: 11 +5 +1 +0 17
Level 33 Armor [27,+84] Saving Throw 80%
Cur Exp 552334 Fight (+27,+6) Stealth Superb
Max Exp 552334 Melee (+34,+14) Fighting Excellent
Adv Exp 632500 Shoot (+44,+19) Shooting Excellent
MaxDepth 2150' (L43) Blows 6/turn Disarming 77%
Turns 1639635 Shots 1/turn Magic Device Legendary
Gold 168911 Infra 80 ft Perception 1 in 1
Burden 115.6 lbs Speed 15 Searching 39%
You are one of several children 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]
> The Set of Gauntlets is unaffected!
> The Phantom screams in pain.
> The Phantom flees in terror!
> The Olog cries out in pain.
> It ignores the attack.
> The Great crystal drake shrugs off the attack.
> The Giant fire ant resists a lot.
> The Phantom tries to blank your mind.
> You resist the effects!
> The Great crystal drake breathes shards.
> The Giant fire ant writhes in agony.
> The Giant fire ant shrieks in pain.
> The Olog screams in pain.
> The Phantom is destroyed.
> You die.
Killed by a Great crystal drake.
[Character Equipment]
a) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
+2 strength, dexterity, constitution, speed, attack speed.
Provides resistance to fear, light.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.
Radius 1 light.
With this weapon, you would currently get 6 blows per round. Each
blow will do an average damage of 21 against animals, 21 against
evil creatures, 24.5 against orcs, 24.5 against undead, and 17.5
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) a Calcite Ring of Strength (+5)
+5 strength.
Sustains strength.
d) an Adamantite Ring of Accuracy (+10)
e) an Amber Amulet of Infravision (+4)
+4 infravision.
f) The Phial of Galadriel
Cannot be harmed by acid, electricity, fire, cold.
When activated, it lights up the surrounding area, hurting light-s
ensitive creatures.
It takes 10 turns to recharge after use.
Radius 3 light.
g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
+3 dexterity, speed.
Provides resistance to acid, shards.
Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of the Magi [1,+9] (+2)
+2 intelligence, stealth.
Cannot be harmed by acid.
Sustains intelligence.
Grants telepathy.
i) a Small Metal Shield of Elvenkind [4,+15] (+2 stealth)
+2 stealth.
Provides resistance to acid, lightning, fire, cold, light.
Cannot be harmed by acid, electricity, fire, cold.
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
+2 intelligence, wisdom, searching.
Provides resistance to blindness, confusion.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
When activated, it detects treasure, objects, traps, doors, stairs,
and all creatures in the surrounding area.
It takes 55 turns to recharge after use.
k) a Set of Leather Gloves of Thievery (+8,+3) [1,+10] (+2)
+2 dexterity, searching.
Feather Falling.
Prevents paralysis.
l) a Pair of Steel Shod Boots of Speed [6,+6] (+8)
+8 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) 3 Books of Magic Spells [Sorcery and Evocations]
e) 2 Books of Magic Spells [Resistances of Scarabtarices]
Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
Cannot be harmed by acid, electricity, fire, cold.
g) 3 Yellow Potions of Cure Critical Wounds
h) a Dark Blue Potion of Healing
i) 2 Metallic Green Potions of Restore Mana
j) 2 Scrolls titled "des redo im" of Word of Recall
k) 2 Pewter Rods of Probing (1 charging)
l) 2 Magnesium Rods of Acid Bolts
m) a Gold-Plated Rod of Curing
Cannot be harmed by electricity.
n) a Zinc Wand of Teleport Other (8 charges)
o) a Topaz Ring of Dexterity (+5)
+5 dexterity.
Sustains dexterity.
p) a Silver Ring of Slaying (+2,+7)
q) a Hard Leather Cap of Infravision [2,+9] (+2)
+2 infravision.
r) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
s) a Steel Helm of Telepathy [6,+7]
Grants telepathy.
t) a Pair of Leather Boots of Speed [2,+5] (+7)
+7 speed.
u) a Pair of Leather Boots of Slow Descent [2,+5]
Feather Falling.
v) 19 Arrows of Lightning (1d4) (+10,+9)
Cannot be harmed by electricity.
Fired from your current missile launcher, this arrow will hit targets
up to 160 feet away, inflicting an average damage of 457.5 against
dragons, 457.5 against electricity-vulnerable creatures, and 152.5
against normal creatures.
35% chance of breaking upon contact.
w) 24 Arrows of Slay Undead (1d4) (+9,+2)
Fired from your current missile launcher, this arrow will hit targets
up to 160 feet away, inflicting an average damage of 352.5 against
dragons, 352.5 against undead, and 117.5 against normal creatures.
35% chance of breaking upon contact.
[Home Inventory]
a) 11 Books of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 5 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Green Mushroom of Vigor
When ingested, it restores all your stats.
Provides nourishment for about 250 turns under normal conditions.
f) a Coagulated Crimson Potion of Restore Intelligence
When ingested, it restores your intelligence.
g) a Light Green Potion of Restore Constitution
When ingested, it restores your constitution.
h) a Jade Ring of Intelligence (+3)
+3 intelligence.
Sustains intelligence.
i) a Diamond Ring of Constitution (+3)
+3 constitution.
Sustains constitution.
j) Chain Mail (Dwarven) (-2) [14,+19] (+2)
+2 strength, constitution, infravision.
Cannot be harmed by acid, fire.
Prevents paralysis.
k) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark.
Cannot be harmed by acid, electricity, fire, cold.
l) a Cloak of Aman [1,+27] (+3 stealth)
+3 stealth.
Provides resistance to nexus.
Cannot be harmed by acid, electricity, fire, cold.
m) a Golden Crown of the Magi [0,+11] (+3)
+3 intelligence.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Stops experience drain.
n) The Steel Helm of Hammerhand [6,+20] (+3)
+3 strength, dexterity, constitution.
Provides resistance to acid, cold, dark, nexus.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, dexterity, constitution.
Aggravates creatures nearby.
o) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
+2 strength, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
p) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
+3 constitution.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 38 against evil creatures, 45
against orcs, 45 against trolls, 45 against giants, and 31 against
normal creatures.
q) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
+3 strength, constitution, stealth.
Provides resistance to acid, lightning, fire, cold, blindness.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
Speeds regeneration.
Prevents paralysis.
Grants the ability to see invisible things.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 57.5 against orcs, 57.5 against
trolls, 57.5 against demons, and 30.5 against normal creatures.
r) The Glaive of Pain (9d6) (+6,+30)
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 66.5 against normal creatures.
s) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
+3 intelligence.
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 35 against animals, 40 against
fire-vulnerable creatures, and 30 against normal creatures.
t) a Light Crossbow of Power (x3) (+12,+25)
u) 14 Bolts of Venom (1d5) (+8,+9)
v) 27 Bolts of Flame (1d5) (+8,+8)
Cannot be harmed by fire.
w) 29 Bolts of Slay Demon (1d5) (+5,+8)
x) 5 Bolts of Slay Evil (1d5) (+7,+6)
Another Great drake death - its shards breath was enough to kill me in one go, even resisted(!). I clearly need to be more careful of the breath attacks that aren't covered by rBase. I learned the value of missile weapons this time, though - Uvatha the Horseman was a walk in the park.
(no subject)
[Angband 3.1.0 beta Character Dump]
Sex Male Age 58 STR: 18/49 +1 +5 +4 18/149
Race Dunadan Height 77 INT: 14 +2 -2 +6 18/20
Class Warrior Weight 196 WIS: 13 +2 -2 +2 15
Title Commando Social Role model DEX: 18 +2 +2 +0 18/40
HP -16/399 Maximize Y CON: 16 +3 +2 +1 18/40
SP 0/0 CHR: 12 +2 -1 +0 13
Level 33 Armor [38,+88] Saving Throw 58%
Cur Exp 376757 Fight (+17,+17) Stealth Fair
Max Exp 376757 Melee (+32,+32) Fighting Legendary
Adv Exp 495000 Shoot (+34,+13) Shooting Heroic
MaxDepth 2300' (L46) Blows 4/turn Disarming 65%
Turns 528230 Shots 1/turn Magic Device Excellent
Gold 56034 Infra 60 ft Perception 1 in 35
Burden 208.3 lbs Speed 11 Searching 17%
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]
> The Drolem bites you.
> *** LOW HITPOINT WARNING! ***
> The Drolem misses you.
> You feel very good.
> You have 21 Yellow Potions of Cure Critical Wounds {@q1} (c).
> The Drolem breathes gas.
> You die.
Killed by a Drolem.
[Character Equipment]
a) The Spear of Orome (4d6) (+15,+15) (+4) {@A2}
+4 intelligence, infravision, speed.
Provides resistance to fire, light.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.
Feather Falling.
Grants the ability to see invisible things.
When activated, it turns rock into mud.
It takes 5 turns to recharge after use.
Radius 1 light.
With this weapon, you would currently get 4 blows per round. Each
blow will do an average damage of 60 against animals, 74 against
giants, 74 against fire-vulnerable creatures, and 46 against
normal creatures.
b) a Light Crossbow of Extra Might (x3) (+17,+13) (+1)
+1 shooting power.
c) an Engagement Ring of Free Action
Prevents paralysis.
d) an Azurite Ring of Resist Poison
Provides resistance to poison.
e) an Amber Amulet of Infravision (+2)
+2 infravision.
f) The Phial of Galadriel {@A1}
Cannot be harmed by acid, electricity, fire, cold.
When activated, it lights up the surrounding area, hurting light-s
ensitive creatures.
It takes 10 turns to recharge after use.
Radius 3 light.
g) 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.
h) a Cloak of Protection [1,+15]
Provides resistance to shards.
Cannot be harmed by acid, electricity, fire, cold.
i) The Leather Shield of Celegorm [4,+20]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.
j) 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.
k) a Set of Caestus of Power (+5,+7) [2,+10] (+4)
+4 strength.
l) a Pair of Iron Shod Boots of Speed [3,+6] (+8)
+8 speed.
(no subject)
(no subject)