[Angband 3.1.0 beta Character Dump] Sex Male Age 102 STR: 16 +1 -5 +2 14 Race High-Elf Height 95 INT: 12 +3 +3 +0 18 Class Mage Weight 197 WIS: 11 -1 +0 +0 10 Title Evoker Social Role model DEX: 14 +3 +1 +3 18/30 HP -80/169 Maximize Y CON: 17 +1 -2 +0 16 SP 5/43 CHR: 18 +5 +1 +0 18/60 Level 28 Armor [21,+75] Saving Throw 76% Cur Exp 100898 Fight (+2,+0) Stealth Superb Max Exp 100898 Melee (+7,+7) Fighting Excellent Adv Exp 115000 Shoot (+18,+23) Shooting Excellent MaxDepth 1500' (L30) Blows 1/turn Disarming 55% Turns 2417239 Shots 1/turn Magic Device Heroic Gold 83379 Infra 60 ft Perception 1 in 1 Burden 157.3 lbs Speed -1 Searching 44% You are the only child 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 burn the Neekerbreeker. > You have slain the Neekerbreeker. > The Troll priest misses you. > The Troll priest bites you. > The Troll priest hits you. > The Troll priest misses you. > It breathes gas. > Low hitpoint warning! > *** LOW HITPOINT WARNING! *** > You are poisoned! > *** LOW HITPOINT WARNING! *** > You have found a secret door. > *** LOW HITPOINT WARNING! *** > It breathes gas. > You die. Killed by a Basilisk. [Character Equipment] a) The Morning Star 'Firestar' (2d6) (+5,+7) [+2] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a fire bolt with damage 72. It takes 20 turns to recharge after use. With this weapon, you would currently get 1 blow per round, averaging a damage of 28 against fire-vulnerable creatures, and 14 against normal creatures. b) a Light Crossbow of Power (x3) (+16,+23) c) a Rhodonite Ring of Strength (+2) +2 strength. Sustains strength. d) a Carnelian Ring of Protection [+10] e) an Amber Amulet of Infravision (+2) +2 infravision. f) a Lantern (8389 turns) Cannot be harmed by fire. Radius 2 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 Stealth [1,+2] (+3 stealth) +3 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) a Hard Leather Cap of Seeing [2,+0] (+5 searching) +5 searching. Provides resistance to blindness. Grants the ability to see invisible things. k) a Set of Leather Gloves of Free Action [1,+5] Prevents paralysis. l) a Pair of Iron Shod Boots of Slow Descent [3,+9] Feather Falling. [Character Inventory] a) 2 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) 2 Books of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 7 Flasks of oil g) 4 Icky Green Potions of Cure Critical Wounds h) 5 Violet Speckled Potions of Healing i) 5 Scrolls titled "muturor plum" of Phase Door j) 2 Scrolls titled "abor inunus" of Word of Recall k) a Silver Wand of Fire Balls (0 charges) Cannot be harmed by fire. l) 2 Tin Wands of Teleport Other (8 charges) m) a Golden Staff of Teleportation (0 charges) n) a Ball-and-Chain (2d4) (-5,-3) (squelch) With this weapon, you would currently get 1 blow per round, averaging a damage of 2 against normal creatures. o) a Morning Star (2d6) (+7,+3) (squelch) With this weapon, you would currently get 1 blow per round, averaging a damage of 10 against normal creatures. p) a Heavy Crossbow of Power (x4) (+8,+12) q) 14 Bolts of Flame (1d5) (+3,+5) 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 279 against fire-vulnerable creatures, and 93 against normal creatures. 25% chance of breaking upon contact. r) a Bolt (1d5) (+6,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 99 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Magic for Beginners] b) a Book of Magic Spells [Conjurings and Tricks] c) a Book of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) 4 Light Green Mushrooms of Fast Recovery When ingested, it heals cut damage, and cures stunning, poison and blindness. Provides nourishment for about 250 turns under normal conditions. f) a Cloudy Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. g) a Blue Speckled Potion of Restore Mana When ingested, it restores your mana points to maximum. h) 6 Blue Potions of Restore Strength When ingested, it restores your strength. i) a Shimmering Potion of Restore Intelligence When ingested, it restores your intelligence. j) 2 Copper Speckled Potions of Restore Wisdom When ingested, it restores your wisdom. k) 3 Smoky Potions of Restore Dexterity When ingested, it restores your dexterity. l) 5 Gloopy Green Potions of Restore Charisma When ingested, it restores your charisma. m) 4 Golden Staffs of Teleportation (20 charges) When used, it teleports you randomly up to 100 squares away. n) an Onyx Ring of Free Action Prevents paralysis. o) a Scimitar (Holy Avenger) (4d2) (+7,+3) [+4] (+3) +3 wisdom. Provides resistance to fear. Sustains dexterity. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 15 against evil creatures, 21 against demons, 21 against undead, and 9 against normal creatures. p) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2) +2 dexterity, charisma, stealth. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 25 against orcs, 25 against trolls, and 13 against normal creatures. q) a Whip of Westernesse (1d3) (+10,+9) (+2) +2 strength, dexterity, constitution. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 16 against orcs, 16 against trolls, 16 against giants, and 12 against normal creatures. r) 25 Bolts of Acid (1d5) (+5,+3) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 261 against acid-vulnerable creatures, and 87 against normal creatures. 25% chance of breaking upon contact. s) 12 Bolts (1d5) (+5,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 99 against normal creatures. 25% chance of breaking upon contact. t) 25 Bolts (1d5) (+6,+3) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 87 against normal creatures. 25% chance of breaking upon contact. u) 28 Bolts (1d5) (+5,+3) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 87 against normal creatures. 25% chance of breaking upon contact. v) 25 Arrows (1d4) (+1,+2) w) 23 Rounded Pebbles (1d2) (+5,+7) x) 19 Iron Shots of Slay Animal (1d4) (+9,+10) [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 : yes (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 : yes (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)