[Angband 3.1.0 beta Character Dump] Sex Male Age 124 STR: 18/15 +1 -5 +8 18/55 Race High-Elf Height 95 INT: 18 +3 +3 +3 18/90 Class Mage Weight 214 WIS: 11 -1 +0 +3 13 Title Conjurer Social Lordly DEX: 17 +3 +1 +7 18/100 HP -40/233 Maximize Y CON: 16 +1 -2 +3 18 SP 104/109 CHR: 12 +5 +1 +3 18/30 Level 31 Armor [14,+66] Saving Throw 78% Cur Exp 231113 Fight (-6,-7) Stealth Superb Max Exp 231113 Melee (+3,+4) Fighting Excellent Adv Exp 345000 Shoot (+3,+15) Shooting Excellent MaxDepth 1800' (L36) Blows 2/turn Disarming 67% Turns 677378 Shots 1/turn Magic Device Heroic Gold 24132 Infra 40 ft Perception 1 in 1 Burden 169.4 lbs Speed 3 Searching 44% You are one of several children of a Telerin Ranger. You have light green eyes, straight blond 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] > You failed to concentrate hard enough! > You are no longer stunned. > The Gravity hound breathes gravity. > The Gravity hound resists. > Gravity warps around you. > You have been stunned. > The Gravity hound breathes gravity. > The Gravity hound resists. > Gravity warps around you. > Low hitpoint warning! > *** LOW HITPOINT WARNING! *** > The Gravity hound breathes gravity. > The Gravity hound resists. > Gravity warps around you. > You die. Killed by a Gravity hound. [Character Equipment] a) The Battle Axe of Balli Stonehand (3d8) (+9,+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 44.5 against orcs, 44.5 against trolls, 44.5 against demons, and 17.5 against normal creatures. b) a Long Bow of Extra Might (x3) (+9,+15) (+1) +1 shooting power. c) a Diamond Ring of Strength (+3) +3 strength. Sustains strength. d) a Diamond Ring of Strength (+2) +2 strength. Sustains strength. e) a Carved Oak Amulet of ESP (+5) {800'} +5 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. f) a Lantern of Brightness (12407 turns) Cannot be harmed by fire. Radius 3 light. g) a Robe of Permanence [2,+11] Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Stops experience drain. h) a Cloak of Stealth [1,+4] (+1 stealth) +1 stealth. 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 Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. k) a Set of Caestus of Agility (+0,+3) [2,+5] (+4) +4 dexterity. l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+3] (+3) +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4} e) a Book of Magic Spells [Mordenkainen's Escapes] {@m6, 400'} Cannot be harmed by acid, electricity, fire, cold. f) 15 Blue Speckled Potions of Cure Critical Wounds g) 2 Vermilion Potions of Speed h) 7 Green Speckled Potions of Heroism i) a Metallic Blue Potion of Resist Poison j) 13 Scrolls titled "grum fam dero" of Phase Door k) 7 Scrolls titled "vo or artota" of Teleportation l) 10 Scrolls titled "fertus trato" of Magic Mapping m) 7 Scrolls titled "ilius vinstor" of Word of Recall n) a Lead Rod of Detection Cannot be harmed by electricity. o) a Silver Rod of Sleep Monster p) a Zinc-Plated Rod of Recall Cannot be harmed by electricity. q) a Lead-Plated Wand of Magic Missile (16 charges) r) 2 Tin-Plated Wands of Teleport Other (15 charges) s) 4 Walnut Staffs of Teleportation (27 charges) t) The Set of Leather Gloves 'Cammithrim' [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. u) a Pair of Steel Shod Boots [6,+0] v) a Beaked Axe of *Slay Troll* (2d6) (+9,+10) (+1) +1 strength. Speeds regeneration. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 24 against trolls, and 10 against normal creatures. w) 36 Arrows (1d4) (+8,+3) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 82 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 25 Blue Speckled Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. b) a Copper Speckled Potion of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. c) 5 Bubbling Potions of Restore Mana When ingested, it restores your mana points to maximum. d) 9 Green Speckled Potions of Heroism When ingested, it restores 10 hit points, removes fear and grants you resistance to fear and +12 to-hit for 1d25+25 turns. e) 2 Metallic Purple Potions of Berserk Strength When ingested, it restores 30 hit points, removes fear and grants you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns. f) 2 Metallic Blue Potions of Resist Poison When ingested, it grants temporary resistance to poison for 1d10+1 0 turns. g) 2 Scrolls titled "amus deo tater" of Enchant Weapon To-Hit When read, it attempts to magically enhance a weapon's to-hit bonu s. h) 4 Scrolls titled "degra pro" of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. i) a Malachite Ring of Damage (+0,+12) j) a Main Gauche of Slay Evil (1d5) (+11,+12) With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 11 against evil creatures, and 8 against normal creatures. k) a Scimitar of Acid (4d2) (+9,+6) Provides resistance to acid. Cannot be harmed by acid. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 17 against acid-vulnerable creatures, and 5 against normal creatures. l) a Broad Sword (Defender) (2d5) (+8,+6) [+7] (+4 stealth) +4 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. 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 5 against normal creatures. m) a Zweihander of Slay Evil (3d6) (+13,+8) With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 22 against evil creatures, and 11.5 against normal creatures. n) an Awl-Pike of Westernesse (1d8) (+12,+12) (+2) +2 strength, dexterity, constitution. 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 18.5 against orcs, 18.5 against trolls, 18.5 against giants, and 9.5 against normal creatures. o) a Halberd of Venom (3d5) (+6,+12) With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 32 against poison-vulnerable creatures, and 14 against normal creatures. p) a Great Axe of Extra Attacks (4d4) (+8,+8) (+2) +2 attack speed. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 11 against normal creatures. q) a Lance (Defender) (2d8) (+7,+12) [+3] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. 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 14 against normal creatures. r) a Sling of Extra Shots (x2) (+17,+11) (+1) +1 shooting speed. s) 10 Arrows of Slay Dragon (1d4) (+12,+8) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 306 against dragons, and 102 against normal creatures. 35% chance of breaking upon contact. t) 20 Arrows of Slay Evil (1d4) (+4,+3) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 164 against evil creatures, and 82 against normal creatures. 35% chance of breaking upon contact. u) 60 Iron Shots (1d4) (+3,+5) {@f1} v) 17 Iron Shots (1d4) (+0,+1) {@f1} [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)