Wobei allerdings die Versionen mit Oberwelt und weiteren Dungeons nicht unbedingt leichter sind.
Es geht in einigen Versionen noch komplizierter zu, was Skills, Magierichtungen, Quests, Monster usw. angeht.
Moderatoren: Thies, mara, Tantalusss



Code: Alles auswählen
[ToME 2.3.4 Character Sheet]
Name : Afith Age 108 STR: 10
Sex : Male Height 97 INT: 18/50
Race : High-Elf Weight 196 WIS: 13
Class : Mage Social Class 69 DEX: 18/30
Body : Player CON: 10
God : Nobody CHR: 18/30
+ To Melee Hit 3 Level 10 Hit Points -4/ 65
+ To Melee Damage 0 Experience 887 Spell Points 73/ 87
+ To Ranged Hit 3 Max Exp 887 Sanity 55/ 55
+ To Ranged Damage 0 Exp to Adv. 1150
AC 11+2 Gold 128 Speed Normal
(Miscellaneous Abilities)
Fighting : Bad Perception : Bad Blows/Round: 1
Bows/Throw : Bad Searching : Bad Shots/Round: 1
Saving Throw: Fair Disarming : Bad Mel.dmg/Rnd: 1d4
Stealth : Fair Magic Device: Fair Infra-Vision: 40 feet
Tactic: normal
Explor: normal
(Character Background)
You are the only child of a Telerin Warrior. You have
light grey eyes, straight black hair, and a fair
complexion.
[Miscellaneous information]
Joke monsters: ON
Maximize mode: ON
Preserve Mode: ON
Autoscum: ON
Small Levels: ON
Arena Levels: OFF
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Barrow-Downs: Level 2 (100')
Your body was a Player.
You have defeated 70 enemies.
You saved one princess.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
You ended your adventure the 43rd Yavie of the 2890th year of the third age.
Your adventure lasted 0 days.
Your Attributes:
You are dead, killed by a Panther on level 2 of Barrow-Downs.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You are unlucky.
You are resistant to bright light.
Your digging ability is affected by your equipment.
adefkmnopsuxz{|@
Add Tun.. : ..............1.
Sust Str : ................
Sust Int : ................
Sust Wis : ................
Sust Dex : ................
Sust Con : ................
Sust Chr : ................
Invisible : ................
Mul life : ................
Sens Fire : ................
Reflect : ................
Free Act : ................
Hold Life : ................
Res Acid : ................
Res Elec : ................
Res Fire : ................
Res Cold : ................
Res Pois : ................
Res Fear : ................
Res Light : ...............+
Res Dark : ................
Res Blind : ................
Res Conf : ................
Res Sound : ................
Res Shard : ................
Res Neth : ................
Res Nexus : ................
Res Chaos : ................
Res Disen : ................
See Invis : ...............+
Skills (points left: 10)
- Combat 02.250 [0.500]
. Weaponmastery 02.200 [0.500]
. Archery 03.500 [0.300]
- Sneakiness 02.605 [0.900]
. Stealth 05.200 [0.400]
. Disarming 00.400 [0.000]
- Magic 11.836 [0.900]
. Magic-Device 05.400 [1.200]
. Spell-power 03.000 [0.600]
. Sorcery 00.000 [0.200]
. Mana 02.800 [0.900]
. Fire 03.600 [0.900]
. Water 00.000 [0.900]
. Air 00.000 [0.900]
. Earth 00.000 [0.900]
. Meta 00.900 [0.900]
. Conveyance 04.500 [0.900]
. Divination 06.300 [0.900]
. Temporal 00.000 [0.900]
. Mind 00.000 [0.900]
. Nature 00.000 [0.900]
. Necromancy 00.000 [0.700]
. Runecraft 00.000 [0.700]
. Thaumaturgy 00.000 [0.700]
- Spirituality 11.000 [0.550]
. Prayer 00.000 [0.500]
. Monster-lore 01.000 [0.500]
Abilities
* Perfect casting
[Character Equipment]
a) a Dagger (1d4) (+0,+0)
d) (nothing)
e) (nothing)
f) (nothing)
k) (nothing)
m) a Brass Lantern (with 5482 turns of light)
It provides light (radius 2) when fueled. It cannot be harmed by
fire.
n) a Soft Studded Leather [5,+0]
o) a Cloak [1,+0]
p) (nothing)
s) a Hard Leather Cap [2,+0]
u) (nothing)
x) a Pair of Hard Leather Boots [3,+0]
z) (nothing)
{) (nothing)
|) a Shovel (+1)
It increases your ability to tunnel by 1.
[Character Inventory]
a) a Book of Beginner Cantrips
b) 7 Rations of Food
c) 5 Flasks of oil
d) a Potion of Water
e) a Potion of Slowness
f) a Scroll of Object Detection
g) a Dagger (1d4) (+0,+0)
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)





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[Angband 3.1.1 dev (r1219) Character Dump]
Name Glarfaur Self RB CB EB Best
Sex Male Age 115 Str! 18/100 +1 +2 +13 18/*** 18/200
Race High-Elf Height 102 INT! 18/100 +3 +1 +10 18/***
Class Rogue Weight 186 WIS! 18/100 -1 -2 +11 18/180
Title ***WINNER*** Social Role model DEX! 18/100 +3 +3 +14 18/***
HP 991/1084 Maximize Y CON! 18/100 +1 +1 +11 18/***
SP 150/369 Chr! 18/100 +5 -1 +10 18/*** 18/180
Level 50 Armor [34,+170] Saving Throw 100%
Cur Exp 14904066 Fight (+92,+42) Stealth Legendary
Max Exp 14904066 Melee (+111,+63) Fighting Legendary
Adv Exp ******** Shoot (+112,+22) Shooting Legendary
MaxDepth 5000' (L100) Blows 5/turn Disarming 100%
Turns 1915523 Shots 2/turn Magic Device Legendary
Gold 1775468 Infra 70 ft Perception 1 in 1
Burden 317.9 lbs Speed 13 Searching 65%
You are one of several children of a Telerin Ranger. You have light
grey eyes, wavy 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:.............
[Character Equipment]
a) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
+4 wisdom, tunneling.
Provides resistance to acid, lightning, fire, cold, fear, nexus.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 109.6 against evil creatures,
130.8 against demons, 130.8 against undead, 130.8 against
acid-vulnerable creatures, 173.3 against dragons, and 88.3 against
normal creatures.
With this item, you can expect to clear rubble in 1.0 turn, magma
veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11
turns.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
+1 dexterity, stealth, speed, shooting speed.
Provides resistance to disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Vilya' (+10,+10) (+3) (charging)
+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 666 to 990 turns to recharge after use at your current
speed.
d) 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 666 to 990 turns to recharge after use at your current
speed.
e) a Carved Oak Amulet of Trickery (+3)
+3 dexterity, stealth, infravision, speed.
+15% to searching.
Provides resistance to poison, nexus.
Sustains dexterity.
f) The Star of Elendil
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
When activated, it maps the area around you.
It takes 168 to 330 turns to recharge after use at your current
speed.
Radius 3 light.
g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
+2 strength, dexterity.
Provides resistance to acid, lightning, fire, cold, fear,
confusion, sound.
Cannot be harmed by acid, electricity, fire, cold.
h) The Elven Cloak of Luthien [6,+20] (+2) (charging)
+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 825 turns to recharge after use at your current speed.
i) The Small Metal Shield of Thorin [4,+25] (+4)
+4 strength, constitution.
Provides immunity to acid.
Provides resistance to fear, sound, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
+3 intelligence, dexterity, charisma, speed.
+15% to searching.
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.
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 Iron Shod Boots of Elvenkind [3,+17] (+4)
+4 stealth, speed.
Cannot be harmed by acid, fire.
Feather Falling.
[Character Inventory]
a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
i) 3 Copper Speckled Potions of Life
It can be thrown at creatures with damaging effect.
j) 7 Scrolls titled "cono am fameo" of Teleportation {!*}
k) 2 Scrolls titled "auto nis sus" of *Destruction* {!*}
l) 2 Mithril Rods of Healing (2 charging)
Cannot be harmed by electricity.
m) 7 Gold-Plated Rods of Teleport Other (2 charging)
n) a Pine Staff of Banishment (0 charges) {!*}
o) 5 Mistletoe Staves of the Magi (0 charges)
p) an Aquamarine Ring of Speed (+11)
+11 speed.
q) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
Permanently cursed.
+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.
r) The Main Gauche of Azaghal (2d5) (+12,+14)
Provides immunity to fire.
Provides resistance to acid, 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 92.4 against dragons, and 65
against normal creatures.
With this item, you can expect to clear rubble in 1.9 turns, magma
veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25
turns.
s) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
+4 intelligence, wisdom, charisma.
Provides resistance to fire, nether.
Cannot be harmed by acid, electricity, fire, cold.
Stops experience drain.
Grants the ability to see invisible things.
When activated, it gives you information on the health and abiliti
es of monsters you can see.
It takes 66 turns to recharge after use at your current speed.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 81.3 against evil creatures,
93.1 against orcs, 93.1 against trolls, 93.1 against
fire-vulnerable creatures, 116.7 against demons, and 69.5 against
normal creatures.
With this item, you can expect to clear rubble in 1.7 turns, magma
veins in 3.8 turns, quartz veins in 8.4 turns, and granite in 21
turns.
t) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+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 244 against animals, 244 against
evil creatures, 322.3 against orcs, 322.3 against trolls, 478.9
against dragons, 478.9 against demons, 478.9 against undead, and
165.7 against normal creatures.
Sometimes creates earthquakes on impact.
With this item, you can expect to clear rubble in 1 turn, magma
veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10
turns.
u) The Long Bow of Bard (x3) (+17,+19) (+2)
+2 dexterity, speed, shooting power.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
v) 29 Mithril Arrows of Slay Evil (3d4) (+12,+13)
Cannot be harmed by acid, fire.
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 280.5 against
evil creatures, and 140.3 against normal creatures.
35% chance of breaking upon contact.
[Home Inventory]
a) a Tortoise Shell Ring of Damage (+0,+15)
b) an Ivory Amulet of Sustenance
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
Slows your metabolism.
Stops experience drain.
c) The Amulet of Carlammas (+2) (charging)
+2 constitution.
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it grants you protection from evil for 1d25 plus 3
times your character level turns.
It takes 742 turns to recharge after use at your current speed.
d) The Arkenstone of Thrain
Provides resistance to light, dark.
Cannot be harmed by acid, electricity, fire, cold.
Stops experience drain.
Grants the ability to see invisible things.
When activated, it detects treasure, traps, doors, stairs, and all
creatures nearby.
It takes 102 to 198 turns to recharge after use at your current
speed.
Radius 3 light.
e) The Palantir of Westernesse (+2)
+2 intelligence, wisdom, infravision.
+10% to searching.
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 168 to 330 turns to recharge after use at your current
speed.
Radius 3 light.
f) The Chain Mail of Arvedui (-2) [14,+15] (+2)
+2 strength, charisma.
Provides resistance to acid, lightning, fire, cold, shards, nexus.
Cannot be harmed by acid, electricity, fire, cold.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
+3 intelligence, wisdom, constitution.
Provides resistance to acid, poison, confusion.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it destroys all traps and doors surrounding you.
It takes 33 turns to recharge after use at your current speed.
h) 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.
i) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it teleports you randomly up to 10 squares away.
It takes 6 turns to recharge after use at your current speed.
j) The Cloak 'Colluin' [1,+15]
Provides resistance to acid, lightning, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it grants temporary resistance to acid, electricit
y, fire, cold and poison for 1d20+20 turns.
It takes 366 turns to recharge after use at your current speed.
k) The Leather Shield of Celegorm [4,+20]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.
l) The Large Metal Shield of Anarion [5,+20]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
m) a Large Metal Shield of Preservation [8,+26]
Provides resistance to dark, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, dexterity, constitution.
Stops experience drain.
n) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
+3 intelligence, dexterity, charisma.
+15% to searching.
Provides resistance to acid, fire, shards, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
o) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
+4 dexterity.
Provides resistance to acid.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
When activated, it fires a magical arrow with damage 150.
It takes 102 to 198 turns to recharge after use at your current
speed.
p) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
+3 intelligence, dexterity, speed.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 79.8 against trolls, 79.8
against giants, and 66.2 against normal creatures.
With this item, you can expect to clear rubble in 1.9 turns, magma
veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25
turns.
q) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5) {uncursed}
+5 constitution.
Provides resistance to disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
Aggravates creatures nearby.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 95.4 against evil creatures,
110.2 against trolls, 110.2 against demons, 139.7 against dragons,
and 80.7 against normal creatures.
With this item, you can expect to clear rubble in 1.7 turns, magma
veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22
turns.
r) The Katana 'Aglarang' (8d4) (+8,+9) (+5)
+5 dexterity, speed.
Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 75.3 against normal creatures.
With this item, you can expect to clear rubble in 1.9 turns, magma
veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25
turns.
s) The Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) (+4)
+4 strength, constitution.
Provides resistance to lightning, fire, fear, dark.
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 104 against animals, 121.5
against orcs, 121.5 against trolls, 121.5 against
electricity-vulnerable creatures, 121.5 against fire-vulnerable
creatures, and 86.5 against normal creatures.
With this item, you can expect to clear rubble in 1.5 turns, magma
veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18
turns.
t) The Mace 'Taratol' (3d4) (+12,+12)
Provides immunity to lightning.
Provides resistance to lightning.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it hastens you for d20+20 turns.
It takes 333 to 660 turns to recharge after use at your current
speed.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 84.1 against
electricity-vulnerable creatures, 102.3 against dragons, and 66
against normal creatures.
With this item, you can expect to clear rubble in 1.6 turns, magma
veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20
turns.
u) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
+10 speed.
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
[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)

Code: Alles auswählen
[Angband 3.1.1 dev (r1219) Character Dump]
Name Ilion Self RB CB EB Best
Sex Male Age 117 STR! 18/100 +1 +2 +21 18/***
Race High-Elf Height 83 INT! 18/100 +3 +2 +7 18/***
Class Ranger Weight 183 WIS! 18/100 -1 +0 +6 18/150
Title ***WINNER*** Social Role model DEX! 18/100 +3 +1 +5 18/190
HP 1005/1005 Maximize Y CON! 18/100 +1 +1 +12 18/***
SP 125/385 CHR! 18/100 +5 +1 +9 18/***
Level 50 Armor [28,+111] Saving Throw 100%
Cur Exp 13828001 Fight (+49,+42) Stealth Heroic
Max Exp 13828001 Melee (+61,+58) Fighting Legendary
Adv Exp ******** Shoot (+66,+19) Shooting Legendary
MaxDepth 5000' (L100) Blows 5/turn Disarming 97%
Turns 1806310 Shots 3/turn Magic Device Legendary
Gold 1517240 Infra 40 ft Perception 1 in 20
Burden 186.7 lbs Speed 36 Searching 27%
You are one of several children of a Telerin Archer. You have light
green 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:.+...........
[Character Equipment]
a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
+4 strength, charisma, stealth, speed.
Provides resistance to cold, fear, dark, nether.
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 82.9 against animals, 82.9
against evil creatures, 94.2 against giants, 116.8 against undead,
and 71.6 against normal creatures.
With this item, you can expect to clear rubble in 1.7 turns, magma
veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22
turns.
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 Lapis Lazuli Ring of Speed (+16)
+16 speed.
d) 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 888 to 1320 turns to recharge after use at your current
speed.
e) a Golden Amulet of Weaponmastery (+4,+4) (+3)
+3 strength.
Provides resistance to fear, disenchantment.
Sustains strength, constitution.
Prevents paralysis.
f) The Arkenstone of Thrain
Provides resistance to light, dark.
Cannot be harmed by acid, electricity, fire, cold.
Stops experience drain.
Grants the ability to see invisible things.
When activated, it detects treasure, traps, doors, stairs, and all
creatures nearby.
It takes 136 to 264 turns to recharge after use at your current
speed.
Radius 3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
+2 strength, charisma.
Provides resistance to acid, lightning, fire, cold, shards, nexus.
Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of the Magi [6,+13] (+4)
+4 intelligence, stealth.
Cannot be harmed by acid.
Sustains intelligence.
Radius 1 light.
i) The Small Metal Shield of Thorin [4,+25] (+4)
+4 strength, constitution.
Provides immunity to acid.
Provides resistance to fear, sound, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
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 1100 turns to recharge after use at your current speed.
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 Iron Shod Boots of Speed [3,+14] (+9)
+9 speed.
[Character Inventory]
a) 3 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v!s}
Cannot be harmed by acid, electricity, fire, cold.
i) 2 Orange Speckled Potions of Life
It can be thrown at creatures with damaging effect.
j) 2 Scrolls titled "jus do abo vus" of *Destruction* {!*}
k) 2 Aluminum Rods of Magic Mapping
l) 3 Titanium Rods of Healing (3 charging)
Cannot be harmed by electricity.
m) a Tin Rod of Polymorph
n) 4 Aluminum-Plated Rods of Teleport Other (2 charging)
o) 6 Cypress Staves of Healing (7 charges)
p) 6 Redwood Staves of the Magi (6 charges)
q) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
+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 897 to 1760 turns to recharge after use at your current
speed.
r) 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 888 to 1320 turns to recharge after use at your current
speed.
s) 44 Arrows of Flame (1d4) (+10,+10)
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 500.8 against
dragons, 500.8 against fire-vulnerable creatures, and 166.9
against normal creatures.
35% chance of breaking upon contact.
[Home Inventory]
a) a Brass Amulet of Trickery (+3)
+3 dexterity, stealth, infravision, speed.
+15% to searching.
Provides resistance to poison, nexus.
Sustains dexterity.
b) The Palantir of Westernesse (+2)
+2 intelligence, wisdom, infravision.
+10% to searching.
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 224 to 440 turns to recharge after use at your current
speed.
Radius 3 light.
c) Law Dragon Scale Mail (-2) [30,+29]
Provides resistance to sound, shards.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it allows you to breathe sound/shards for 230 dama
ge.
It takes 1324 to 2640 turns to recharge after use at your current
speed.
d) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
+3 intelligence, wisdom, constitution.
Provides resistance to acid, poison, confusion.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it destroys all traps and doors surrounding you.
It takes 44 turns to recharge after use at your current speed.
e) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
+2 strength, dexterity.
Provides resistance to acid, lightning, fire, cold, fear,
confusion, sound.
Cannot be harmed by acid, electricity, fire, cold.
f) 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.
g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it teleports you randomly up to 10 squares away.
It takes 8 turns to recharge after use at your current speed.
h) 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 2200 turns to recharge after use at your current speed.
i) The Hard Leather Armour of Himring [8,+15]
Provides resistance to poison, nether, chaos.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it grants you protection from evil for 1d25 plus 3
times your character level turns.
It takes 444 to 880 turns to recharge after use at your current
speed.
j) 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.
k) a Wicker Shield of Preservation [2,+30]
Provides resistance to nether, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, dexterity, constitution.
Stops experience drain.
l) The Leather Shield of the Haradrim [4,+15] (+2)
+2 strength, constitution.
Provides resistance to poison, fear, blindness.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, constitution.
Aggravates creatures nearby.
When activated, it puts you in a berserker rage for d50+50 turns.
It takes 220 turns to recharge after use at your current speed.
m) The Leather Shield of Celegorm [4,+18]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.
n) The Large Metal Shield of Anarion [5,+20]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
o) 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 440 turns to recharge after use at your current speed.
Radius 1 light.
p) 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.
q) The Iron Helm of Dor-Lomin [5,+20] (+4)
+4 strength, dexterity, constitution.
Provides resistance to acid, lightning, fire, cold, fear.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
Grants the ability to see invisible things.
Radius 1 light.
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
+2 intelligence, wisdom.
+10% to 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, traps, doors, stairs, and all
creatures nearby.
It takes 246 to 484 turns to recharge after use at your current
speed.
s) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
+3 strength, constitution, speed.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
t) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
+2 strength.
Provides resistance to fire, poison.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism.
Speeds regeneration.
Prevents paralysis.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 98.5 against fire-vulnerable
creatures, 98.5 against poison-vulnerable creatures, 122.9 against
dragons, and 74.2 against normal creatures.
With this item, you can expect to clear rubble in 1.6 turns, magma
veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20
turns.
u) The Trident of Wrath (3d8) (+16,+18) (+2)
+2 strength, dexterity.
Provides resistance to light, dark.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.
Grants the ability to see invisible things.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 96.9 against evil creatures,
113.2 against poison-vulnerable creatures, 145.9 against undead,
and 80.5 against normal creatures.
With this item, you can expect to clear rubble in 1.5 turns, magma
veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18
turns.
v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
+3 dexterity, charisma.
Provides resistance to fire, cold, light.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.
When activated, it returns you from the dungeon or takes you to th
e dungeon after a short delay.
It takes 880 turns to recharge after use at your current speed.
Radius 1 light.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 87.2 against fire-vulnerable
creatures, 87.2 against frost-vulnerable creatures, and 63.6
against normal creatures.
With this item, you can expect to clear rubble in 1.6 turns, magma
veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19
turns.
w) a Scythe of Extra Attacks (5d3) (+15,+18) (+2)
+2 attack speed.
With this weapon, you would currently get 7 blows per round. Each
blow will do an average damage of 75.4 against normal creatures.
With this item, you can expect to clear rubble in 1.6 turns, magma
veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19
turns.
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
+10 speed.
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
[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)




