[Angband 3.1.0 beta Character Dump] Sex Male Age 127 STR: 18 +1 +2 +2 18/50 Race High-Elf Height 92 INT: 17 +3 +1 +0 18/30 Class Rogue Weight 232 WIS: 10 -1 -2 +0 7 Title Filcher Social Well-liked DEX: 18/21 +3 +3 +5 18/131 HP 337/337 Maximize Y CON: 18 +1 +1 +0 18/20 SP 46/46 CHR: 15 +5 -1 +2 18/30 Level 29 Armor [19,+80] Saving Throw 77% Cur Exp 114789 Fight (+9,+3) Stealth Superb Max Exp 114789 Melee (+18,+14) Fighting Heroic Adv Exp 168750 Shoot (+17,+6) Shooting Heroic MaxDepth 1550' (L31) Blows 7/turn Disarming 99% Turns 1134942 Shots 1/turn Magic Device Heroic Gold 140173 Infra 40 ft Perception 1 in 12 Burden 88.5 lbs Speed 3 Searching 35% You are one of several children of a Telerin Archer. You have light blue eyes, wavy 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:............. [Character Equipment] a) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2) {@w0} +2 dexterity, attack speed. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 26 against animals, 26 against evil creatures, 32 against undead, and 20 against normal creatures. b) a Light Crossbow (x3) (+8,+6) c) a Jasper Ring of Strength (+2) +2 strength. Sustains strength. d) a Tortoise Shell Ring of Protection [+8] e) a Ruby Amulet of Resist Lightning Provides resistance to lightning. Cannot be harmed by electricity. 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) a Cloak of Stealth [1,+4] (+3 stealth) +3 stealth. i) a Wicker Shield of Resistance [2,+14] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. j) a Metal Cap of Beauty [3,+7] (+2) +2 charisma. Sustains charisma. k) 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. l) a Pair of Leather Boots of Slow Descent [2,+3] Feather Falling. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!k!d!v} b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!k!d!v} c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!k!d!v} d) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. e) 10 Pink Potions of Cure Critical Wounds f) 7 Cloudy Potions of Speed {!*} g) 9 Orange Speckled Potions of Heroism h) 11 Scrolls titled "for mo regatus" of Phase Door i) 6 Scrolls titled "luvia as les" of Word of Recall {!*} j) a Molybdenum Rod of Frost Bolts k) 2 Brass Wands of Teleport Other (21 charges) {!*} l) 2 Hickory Staffs of Teleportation (15 charges) {!*} m) 13 Bolts of Frost (1d5) (+7,+3) {@f0=g} 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 108 against frost-vulnerable creatures, and 36 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 2 Violet 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) a Metallic Blue Potion of Restore Mana When ingested, it restores your mana points to maximum. c) a Scroll titled "niantu am er" of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. d) 2 Brass Wands of Teleport Other (20 charges) {!*} When aimed, it teleports a target monster away. e) a Garnet Ring of Resist Fire Provides resistance to fire. Cannot be harmed by fire. f) a Corundum Ring of Resist Cold Provides resistance to cold. Cannot be harmed by cold. g) a Zircon Ring of Free Action Prevents paralysis. h) Studded Leather Armour of Elvenkind (-1) [6,+15] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, sound. Cannot be harmed by acid, electricity, fire, cold. i) a Pair of Leather Sandals of Stability [1,+10] Provides resistance to nexus. Feather Falling. j) a Pair of Leather Boots of Free Action [2,+7] Prevents paralysis. k) The Dagger 'Narthanc' (2d4) (+4,+6) Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 24 against fire-vulnerable creatures, and 14 against normal creatures. l) The Katana 'Aglarang' (8d4) (+2,+2) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 25 against normal creatures. m) a Great Axe (Defender) (4d4) (+5,+13) [+5] (+2 stealth) {@w0} +2 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains charisma. 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 26 against normal creatures. n) 10 Bolts of Slay Evil (1d5) (+2,+12) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 126 against evil creatures, and 63 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)