[Angband 3.1.0 beta Character Dump] Sex Female Age 61 STR: 14 +1 -5 +10 18/20 Race Dunadan Height 78 INT: 17 +2 +3 +3 18/70 Class Mage Weight 180 WIS: 11 +2 +0 +0 13 Title Evoker Social Liked DEX: 15 +2 +1 +0 18 HP 223/223 Maximize Y CON: 18/39 +3 -2 +1 18/59 SP 62/62 CHR: 14 +2 +1 +0 17 Level 29 Armor [36,+61] Saving Throw 62% Cur Exp 114729 Fight (+4,+3) Stealth Superb Max Exp 114729 Melee (+13,+14) Fighting Excellent Adv Exp 157500 Shoot (+11,+18) Shooting Very Good MaxDepth 1600' (L32) Blows 1/turn Disarming 60% Turns 1849772 Shots 1/turn Magic Device Heroic Gold 48248 Infra 20 ft Perception 1 in 7 Burden 133.6 lbs Speed 7 Searching 29% You are one of several children of a Serf. You are a credit to the family. You have brown 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 Pick of Earthquakes (1d3) (+9,+11) (+6) +6 strength, tunneling. With this weapon, you would currently get 1 blow per round, averaging a damage of 20 against acid-vulnerable creatures, and 16 against normal creatures. Sometimes creates earthquakes on impact. b) a Short Bow of Power (x2) (+7,+18) c) a Ruby Ring of Strength (+4) +4 strength. Sustains strength. d) a Silver Ring of Intelligence (+3) +3 intelligence. Sustains intelligence. e) an Amber Amulet of Infravision (+2) +2 infravision. 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 Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 45 turns to recharge after use. i) a Small Metal Shield of Elvenkind [4,+11] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, shards. Cannot be harmed by acid, electricity, fire, cold. j) a Metal Cap of Seeing [3,+2] (+2 searching) +2 searching. Provides resistance to blindness. Grants the ability to see invisible things. k) (nothing) l) a Pair of Leather Boots of Speed [2,+6] (+4) +4 speed. [Character 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) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. f) 5 Purple Potions of Cure Serious Wounds g) 3 Oily Yellow Potions of Enlightenment h) 6 Hazy Potions of Speed i) a Scroll titled "so pouf solum" of Teleport Level j) 12 Scrolls titled "fabrurio" of Enchant Armour k) 4 Scrolls titled "erum se carius" of Word of Recall l) 3 Ivory Rods of Fire Bolts m) a Nickel Rod of Lightning Bolts n) a Pewter Rod of Acid Bolts o) a Lead-Plated Rod of Recall Cannot be harmed by electricity. p) 2 Rusty Wands of Teleport Other (6 charges) q) 2 Teak Staffs of Teleportation (11 charges) r) 99 Arrows (1d4) (+0,+1) Fired from your current missile launcher, this arrow will hit targets up to 100 feet away, inflicting an average damage of 43 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Conjurings and Tricks] b) a Book of Magic Spells [Incantations and Illusions] c) 4 Books of Magic Spells [Sorcery and Evocations] d) 6 Clear Potions of Restore Strength When ingested, it restores your strength. e) 7 Misty Potions of Restore Intelligence When ingested, it restores your intelligence. f) 3 Coagulated Crimson Potions of Restore Wisdom When ingested, it restores your wisdom. g) 5 Red Speckled Potions of Restore Dexterity When ingested, it restores your dexterity. h) 3 Yellow Speckled Potions of Restore Constitution When ingested, it restores your constitution. i) 2 Purple Speckled Potions of Restore Charisma When ingested, it restores your charisma. j) 7 Shimmering Potions of Restore Life Levels When ingested, it restores your experience. k) an Azurite Ring of the Mouse (+0,-6) (+2) +2 dexterity. l) an Azurite Ring of the Mouse (+0,-3) (+1) +1 dexterity. m) a Turquoise Ring of Free Action Prevents paralysis. n) an Amethyst Ring of See Invisible Grants the ability to see invisible things. o) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. p) a Metal Cap of Intelligence [3,+7] (+1) +1 intelligence. Sustains intelligence. q) a Pair of Iron Shod Boots of Free Action [3,+11] Prevents paralysis. r) 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 1 blow per round, averaging a damage of 21 against frost-vulnerable creatures, and 11 against normal creatures. s) The Mace 'Taratol' (3d4) (+12,+12) Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 1 blow per round, averaging a damage of 34.5 against electricity-vulnerable creatures, 49.5 against dragons, and 19.5 against normal creatures. t) 10 Arrows of Acid (1d4) (+4,+5) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 100 feet away, inflicting an average damage of 153 against acid-vulnerable creatures, and 51 against normal creatures. 35% 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)