[Angband 3.1.0 beta Character Dump] Sex Male Age 18 STR: 18 +0 +5 +5 18/100 Race Human Height 73 INT: 15 +0 -2 +2 15 Class Warrior Weight 191 WIS: 14 +0 -2 +2 14 Title Commando Social Role model DEX: 18/38 +0 +2 +0 18/58 HP 429/429 Maximize Y CON: 18/29 +0 +2 +2 18/69 SP 0/0 CHR: 12 +0 -1 +0 11 Level 31 Armor [31,+81] Saving Throw 50% Cur Exp 124859 Fight (+12,+24) Stealth Fair Max Exp 124859 Melee (+20,+36) Fighting Heroic Adv Exp 150000 Shoot (+21,+11) Shooting Heroic MaxDepth 1500' (L30) Blows 4/turn Disarming 58% Turns 1217323 Shots 1/turn Magic Device Very Good Gold 129955 Infra 20 ft Perception 1 in 38 Burden 95.5 lbs Speed 10 Searching 14% You are one of several children of a Yeoman. You are a well liked child. You have green eyes, straight red hair, and a dark 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) a Whip (Defender) (1d3) (+8,+12) [+7] (+2 stealth) +2 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 4 blows per round. Each blow will do an average damage of 38 against normal creatures. b) a Light Crossbow of Power (x3) (+9,+11) c) an Alexandrite Ring of Damage (+0,+14) d) a Sapphire Ring of Acid [+7] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. e) a Bronze Amulet of Slow Digestion Slows your metabolism. 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) Bar Chain Mail (Dwarven) (-2) [18,+12] (+2) +2 strength, constitution, infravision. Cannot be harmed by acid, fire. Prevents paralysis. h) The Cloak of Thorongil [1,+10] Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. i) a Leather Shield of Resistance [6,+17] Provides resistance to acid, lightning, fire, cold. 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 Leather Gloves of Power (+5,+4) [1,+7] (+3) +3 strength. l) a Pair of Iron Shod Boots of Speed [3,+8] (+10) +10 speed. [Character Inventory] a) 15 White Potions of Cure Critical Wounds b) 2 Brown Potions of Enlightenment c) 8 Scrolls titled "ster ando" of Phase Door d) 5 Scrolls titled "ro fabo na in" of Teleportation e) 5 Scrolls titled "aesis bor exto" of Satisfy Hunger f) 22 Scrolls titled "sio no ne" of Identify g) 4 Scrolls titled "in pe comantas" of Word of Recall h) 2 Mithril Rods of Treasure Location i) 15 Mithril Bolts (3d5) (+7,+4) 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 72 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 2 Vermilion Potions 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. b) 2 Smoky Potions of Restore Strength When ingested, it restores your strength. c) an Indigo Potion of Restore Intelligence When ingested, it restores your intelligence. d) a Red Potion of Restore Wisdom When ingested, it restores your wisdom. e) 2 Violet Speckled Potions of Restore Dexterity When ingested, it restores your dexterity. f) 3 Clotted Red Potions of Restore Constitution When ingested, it restores your constitution. g) 12 Scrolls titled "his ca opoco" of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. h) 6 Scrolls titled "in pe comantas" of Word of Recall When read, it returns you from the dungeon or takes you to the dun geon after a short delay. i) 3 Scrolls titled "dirrigo ado" of Deep Descent When read, it transports you two or three levels below your maximu m dungeon depth. j) a Bamboo Staff of *Destruction* (4 charges) When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. k) a Beryl Ring of Strength (+4) +4 strength. Sustains strength. l) 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. m) 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 111 turns to recharge after use. n) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. o) a Pair of Steel Shod Boots of Stability [6,+4] Provides resistance to nexus. Feather Falling. p) The Dagger 'Dethanc' (2d4) (+4,+6) Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 45 against electricity-vulnerable creatures, and 35 against normal creatures. q) a Main Gauche of *Slay Evil* (1d5) (+7,+11) (+2) +2 wisdom. Blessed by the gods. Speeds regeneration. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 41 against evil creatures, and 38 against normal creatures. r) a Battle Axe of Westernesse (2d8) (+6,+6) (+2) +2 strength, dexterity, constitution. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 59 against orcs, 59 against trolls, 59 against giants, and 41 against normal creatures. s) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 74 against evil creatures, 87.5 against orcs, 87.5 against trolls, and 60.5 against normal creatures. t) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4) +4 strength. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 64 against animals, 71 against orcs, 71 against trolls, 71 against poison-vulnerable creatures, and 57 against normal creatures. u) a Shovel of Earthquakes (1d2) (+14,+6) (+2) +2 strength, tunneling. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 36.5 against acid-vulnerable creatures, and 33.5 against normal creatures. Sometimes creates earthquakes on impact. v) 29 Bolts of Lightning (1d5) (+2,+9) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 207 against electricity-vulnerable creatures, and 69 against normal creatures. 25% chance of breaking upon contact. w) 23 Bolts of Frost (1d5) (+10,+3) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 153 against frost-vulnerable creatures, and 51 against normal creatures. 25% chance of breaking upon contact. [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)