[Angband 3.1.0 beta Character Dump] Sex Male Age 102 STR: 18 +1 +2 +2 18/50 Race High-Elf Height 90 INT: 10 +3 +2 +3 18 Class Ranger Weight 194 WIS: 17 -1 +0 +6 18/40 Title Guide Social Liked DEX: 17 +3 +1 +4 18/70 HP 373/373 Maximize Y CON: 18/62 +1 +1 +2 18/102 SP 43/43 CHR: 17 +5 +1 +3 18/80 Level 30 Armor [25,+104] Saving Throw 81% Cur Exp 190929 Fight (+12,+11) Stealth Superb Max Exp 190929 Melee (+21,+20) Fighting Superb Adv Exp 230000 Shoot (+24,+15) Shooting Legendary MaxDepth 1650' (L33) Blows 5/turn Disarming 62% Turns 1621847 Shots 3/turn Magic Device Heroic Gold 106378 Infra 40 ft Perception 1 in 20 Burden 151.6 lbs Speed 8 Searching 27% You are one of several children of a Telerin Ranger. You have light grey eyes, straight brown 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) a Long Sword of Extra Attacks (2d5) (+9,+9) (+2) +2 attack speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 26 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 Azurite Ring of Protection [+14] d) an Azurite Ring of Protection [+13] e) a Golden Amulet of Resist Acid Provides resistance to acid. Cannot be harmed by acid. 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) 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,+6] (+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) a Large Metal Shield of Resistance [8,+9] Provides resistance to acid, lightning, fire, cold. 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) 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 Leather Boots of Speed [2,+7] (+2) +2 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) 4 Books of Magic Spells [Incantations and Illusions] d) 43 Indigo Potions of Cure Critical Wounds e) 8 Green Potions of Healing f) 8 Red Speckled Potions of Speed g) 2 Brown Speckled Potions of Berserk Strength h) 20 Scrolls titled "ins frus loc" of Phase Door i) 3 Scrolls titled "deflevis quo" of Teleportation j) 24 Scrolls titled "ceo thendo" of Identify k) 21 Scrolls titled "expero la pra" of Word of Recall l) 5 Teak Staffs of Teleportation (38 charges) [Home Inventory] a) 37 Slime Molds Provides nourishment for about 1250 turns under normal conditions. b) 9 Light Brown Potions of Restore Strength When ingested, it restores your strength. c) 22 Misty Potions of Restore Intelligence When ingested, it restores your intelligence. d) 16 Pungent Potions of Restore Wisdom When ingested, it restores your wisdom. e) 11 Silver Speckled Potions of Restore Dexterity When ingested, it restores your dexterity. f) 15 Smoky Potions of Restore Constitution When ingested, it restores your constitution. g) 30 Gloopy Green Potions of Restore Charisma When ingested, it restores your charisma. h) 13 Scrolls titled "deflevis quo" of Teleportation When read, it teleports you randomly up to 100 squares away. i) a Scroll titled "co abilloc" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. j) a Molybdenum Rod of Probing When used, it gives you information on the health and abilities of monsters you can see. It takes 50 turns to recharge after use. k) 2 Mithril-Plated Rods of Illumination When used, it lights up an area and inflicts 2d8 damage on light-s ensitive creatures. It takes 30 turns to recharge after use. l) a Lead Rod of Recall Cannot be harmed by electricity. When used, it returns you from the dungeon or takes you to the dun geon after a short delay. It takes 60 turns to recharge after use. m) a Silver Ring of Delving When aimed, it turns rock into mud. It takes 2d10+15 turns to recharge after use. n) 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. o) a Pair of Leather Boots of Free Action [2,+0] Prevents paralysis. p) The Dagger 'Dethanc' (2d4) (+8,+8) 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 34 against electricity-vulnerable creatures, and 24 against normal creatures. q) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 32 against frost-vulnerable creatures, and 22 against normal creatures. r) a Main Gauche (Defender) (1d5) (+5,+9) [+4] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. 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 23 against normal creatures. s) a Beaked Axe of Westernesse (2d6) (+8,+7) (+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 40 against orcs, 40 against trolls, 40 against giants, and 26 against normal creatures. t) a Beaked Axe (Defender) (2d6) (+7,+7) [+3] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. 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 25 against normal creatures. u) 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 60 against evil creatures, 73.5 against orcs, 73.5 against trolls, and 46.5 against normal creatures. v) 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 2 blows per round. Each blow will do an average damage of 49 against animals, 56 against orcs, 56 against trolls, 56 against poison-vulnerable creatures, and 42 against normal creatures. w) a Short Bow of Extra Shots (x2) (+12,+9) (+1) +1 shooting speed. x) a Heavy Crossbow of Extra Shots (x4) (+18,+9) (+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)