[Angband 3.1.0 beta Character Dump] Sex Male Age 118 STR: 18/83 +1 -5 +4 18/83 Race High-Elf Height 95 INT: 18/53 +3 +3 -2 18/93 Class Mage Weight 211 WIS: 17 -1 +0 -2 14 Title Conjurer Social Lordly DEX: 17 +3 +1 +13 18/160 HP -16/477 Maximize Y CON! 18/100 +1 -2 +6 18/150 SP 84/123 CHR: 18/30 +5 +1 +0 18/90 Level 35 Armor [25,+114] Saving Throw 82% Cur Exp 875420 Fight (+11,+23) Stealth Excellent Max Exp 877194 Melee (+18,+31) Fighting Excellent Adv Exp 1035000 Shoot (+23,+15) Shooting Excellent MaxDepth 2850' (L57) Blows 4/turn Disarming 71% Turns 3001520 Shots 2/turn Magic Device Legendary Gold 410216 Infra 40 ft Perception 1 in 41 Burden 140.3 lbs Speed 20 Searching -6% You are one of several children of a Telerin Mage. 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] > You do not have enough mana to cast this spell. > You are getting hungry. > You are full! > You sense the presence of monsters! > The wall turns into mud! > You have no room for a Long Bow (x3). > On the ground: a Long Bow of Extra Might (x3) (+18,+12) (+1). > The Winged Horror grunts with pain. > The Winged Horror breathes nether. > You feel your life slipping away! > The Winged Horror resists a lot. > The Winged Horror shrugs off the attack. > The Winged Horror grunts with pain. > The Winged Horror breathes gas. > You die. Killed by a Winged Horror. [Character Equipment] a) The Katana 'Aglarang' (8d4) (+7,+8) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 51 against normal creatures. b) The Short Bow of Amras (x2) (+12,+15) (+1 speed) +1 intelligence, wisdom, dexterity, speed, shooting speed, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. c) an Onyx Ring of Speed (+5) +5 speed. d) a Bloodstone Ring of Escaping (+4 speed) +4 speed. Makes you unable to hit foes. e) The Amulet of Carlammas (+2) +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 225 turns to recharge after use. 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, objects, traps, doors, stairs, rRadius 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) The Cloak 'Holcolleth' [1,+9] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+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 Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed} Heavily cursed. -5 intelligence, wisdom, searching. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Aggravates creatures nearby. k) 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 30 turns to recharge after use. l) a Pair of Leather Sandals of Stability [1,+6] Provides resistance to nexus. Feather Falling. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] {@b1@m1@G1} b) a Book of Magic Spells [Conjurings and Tricks] {@b2@m2@G2} c) 2 Books of Magic Spells [Incantations and Illusions] {@b3@m3@G3} d) a Book of Magic Spells [Sorcery and Evocations] {@b4@m4@G4} e) a Book of Magic Spells [Resistances of Scarabtarices] {@b5@m5@G5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {@b6@m6@G6} Cannot be harmed by acid, electricity, fire, cold. g) a Misty Potion of Healing h) 3 Metallic Red Potions of Restore Life Levels i) 2 Scrolls titled "ines dia celum" of Teleport Level j) 2 Scrolls titled "ma sum illaguo" of Mass Banishment k) a Tin-Plated Rod of Detection Cannot be harmed by electricity. l) 4 Mithril-Plated Rods of Fire Bolts (1 charging) {@z1} m) 9 Iron Rods of Frost Bolts (1 charging) {@z2} n) 8 Rusty Rods of Lightning Bolts (1 charging) {@z3} o) 4 Aluminum-Plated Rods of Acid Bolts (2 charging) {@z4} p) 2 Steel-Plated Rods of Cold Balls {@z5} q) 2 Aluminum Rods of Curing Cannot be harmed by electricity. r) 3 Brass Rods of Teleport Other s) 2 Nickel Rods of Recall Cannot be harmed by electricity. t) 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. u) 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. v) 17 Arrows of Frost (1d4) (+7,+8) 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 229.5 against frost-vulnerable creatures, and 76.5 against normal creatures. 35% chance of breaking upon contact. w) 28 Seeker Arrows of Flame (4d4) (+10,+7) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 288 against fire-vulnerable creatures, and 96 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 47 Scrolls titled "for fae do" of Enchant Weapon To-Hit When read, it attempts to magically enhance a weapon's to-hit bonu s. b) 25 Scrolls titled "re inflicus" of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. c) 51 Scrolls titled "izzy testo" of Enchant Armour When read, it attempts to magically enhance a piece of armour. d) 3 Scrolls titled "lam corigo ga" of *Enchant Armour* When read, it attempts to magically enhance a piece of armour with high chance of success. e) an Obsidian Ring of Strength (+4) +4 strength. Sustains strength. 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) Gold Dragon Scale Mail (-2) [30,+20] Provides resistance to sound. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe sound for 130 damage. It takes d450+450 turns to recharge after use. 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 Fur Cloak of Aman [3,+17] (+2 stealth) +2 stealth. Provides resistance to chaos. Cannot be harmed by acid, electricity, fire, cold. j) a Leather Shield of Preservation [6,+12] Provides resistance to chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. k) a Leather Shield of Elvenkind [6,+17] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. l) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. m) 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. n) The Set of Gauntlets 'Pauraegen' [3,+14] 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. Radius 1 light. o) a Pair of Iron Shod Boots of Speed [3,+4] (+3) +3 speed. p) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2) +2 attack speed. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 38 against animals, 42 against poison-vulnerable creatures, and 34 against normal creatures. q) 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 3 blows per round. Each blow will do an average damage of 69 against evil creatures, 82.5 against poison-vulnerable creatures, 109.5 against undead, and 55.5 against normal creatures. r) The Halberd 'Osondir' (3d5) (+6,+9) (+3) +3 charisma. Provides resistance to fire, sound. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. 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 59 against giants, 59 against undead, 59 against fire-vulnerable creatures, and 41 against normal creatures. s) a Battle Axe of Gondolin (2d8) (+13,+11) Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 61 against orcs, 61 against trolls, 61 against dragons, 61 against demons, and 43 against normal creatures. t) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1) +1 strength, dexterity. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals you a fair amount (1/5 of your wounds, mi nimum 25HP), heals cut damage, and cures blindness and confusion. It takes 3 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 53 against orcs, 53 against trolls, and 35 against normal creatures. u) 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 4 blows per round. Each blow will do an average damage of 62 against animals, 69 against orcs, 69 against trolls, 69 against poison-vulnerable creatures, and 55 against normal creatures. v) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 52 against evil creatures, 62.5 against fire-vulnerable creatures, and 41.5 against normal creatures. w) The Pick of Erebor (3d4) (+5,+20) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 69.5 against orcs, 69.5 against trolls, 69.5 against demons, 69.5 against acid-vulnerable creatures, and 54.5 against normal creatures. x) a Heavy Crossbow of Extra Shots (x4) (+17,+13) (+1) +1 shooting speed. [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)