[Angband 3.1.0 beta Character Dump] Sex Male Age 17 STR: 18/93 +0 -5 +5 18/93 Race Human Height 64 INT! 18/100 +0 +3 +7 18/200 Class Mage Weight 158 WIS! 18/100 +0 +0 +0 18/100 Title ***WINNER*** Social Feared DEX! 18/100 +0 +1 +10 18/210 HP 724/793 Maximize Y CON! 18/100 +0 -2 +10 18/180 SP 141/401 CHR: 18/90 +0 +1 +0 18/100 Level 50 Armor [21,+108] Saving Throw 82% Cur Exp 5981416 Fight (+20,+7) Stealth Superb Max Exp 5981416 Melee (+34,+27) Fighting Superb Adv Exp ******** Shoot (+39,+19) Shooting Excellent MaxDepth 5000' (L100) Blows 4/turn Disarming 89% Turns 21111109 Shots 2/turn Magic Device Legendary Gold 10863749 Infra 0 ft Perception 1 in 1 Burden 139.7 lbs Speed 22 Searching 56% You are one of several children of a Guildsman. You are a credit to the family. You have dark brown eyes, curly black hair, and a very dark 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 see a Great Hammer (8d1). > On the ground: a Great Hammer (Holy Avenger) (8d1) (+16,+19) [+3] (+4). > You see a Fur Cloak [3]. > On the ground: a Fur Cloak of Aman [3,+21] (+3 stealth). > You see a Massive Iron Crown [0]. > On the ground: The Massive Iron Crown of Morgoth [0,+5] (+0). > You see a Mighty Hammer (3d9). > On the ground: The Mighty Hammer 'Grond' (3d9) (+2,+6). > You see a Cutlass (1d8). > On the ground: a Cutlass of Extra Attacks (1d8) (+17,+13) (+2). > You see an Awl-Pike (1d8). > On the ground: an Awl-Pike of Acid (1d8) (+11,+12). > You see The Massive Iron Crown of Morgoth [0,+5] (+0). > You see The Mighty Hammer 'Grond' (3d9) (+2,+6). > You sense the presence of monsters! Killed by Ripe Old Age. [Character Equipment] a) a Cutlass of Westernesse (1d8) (+14,+20) (+2) +2 strength, dexterity, constitution. 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 40.5 against orcs, 40.5 against trolls, 40.5 against giants, and 31.5 against normal creatures. b) a Heavy Crossbow of Extra Shots (x4) (+19,+19) (+1) +1 shooting speed. c) an Azurite Ring of Constitution (+5) +5 constitution. Sustains constitution. d) an Adamantite Ring of Speed (+12) +12 speed. e) a Mithril Amulet of the Magi [+7] (+3) +3 intelligence, searching. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Prevents paralysis. Grants the ability to see invisible things. f) a Lantern (Everburning) Cannot be harmed by fire. Radius 2 light. No fuel required. g) Studded Leather Armour of Elvenkind (-1) [6,+19] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. h) an Elven Cloak of the Magi [6,+12] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. i) a Leather Shield of Elvenkind [6,+15] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. j) a Jewel Encrusted Crown of Might [0,+16] (+3) +3 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. k) a Set of Leather Gloves of Thievery (+2,+2) [1,+15] (+5) +5 dexterity, searching. Feather Falling. Prevents paralysis. l) a Pair of Leather Boots of Speed [2,+9] (+10) +10 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) 2 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) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. i) 9 Metallic Red Potions of Cure Critical Wounds j) 14 Grey Speckled Potions of Healing k) 16 Purple Speckled Potions of Restore Mana l) an Indigo Potion of Restore Life Levels m) a Nickel-Plated Rod of Magic Mapping n) 3 Lead Rods of Teleport Other (1 charging) o) 2 Banyan Staffs of Teleportation (6 charges) p) an Oak Staff of the Magi (0 charges) [Home Inventory] a) 2 Banyan Staffs of Teleportation (13 charges) When used, it teleports you randomly up to 100 squares away. b) a Granite Ring of Dexterity (+6) +6 dexterity. Sustains dexterity. c) an Adamantite Ring of Speed (+11) +11 speed. d) a Platinum Ring of Resist Poison Provides resistance to poison. e) an Obsidian Ring of Damage (+0,+12) f) an Ivory Amulet of ESP (+5) +5 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. g) a Ruby Amulet of Weaponmastery (+5,+4) (+3) +3 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. h) Mithril Chain Mail (Dwarven) (-1) [28,+30] (+2) +2 strength, constitution, infravision. Cannot be harmed by acid, fire. Prevents paralysis. i) a Robe of Permanence [2,+23] Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Stops experience drain. j) Soft Leather Armour of Elvenkind [4,+10] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, confusion. Cannot be harmed by acid, electricity, fire, cold. k) a Wicker Shield of Preservation [2,+25] Provides resistance to confusion, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. l) a Small Metal Shield of Preservation [4,+33] Provides resistance to chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. m) an Iron Crown of the Magi [0,+11] (+2) +2 intelligence. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Grants the ability to see invisible things. n) an Iron Crown of Night and Day [0,+10] Provides resistance to light, dark, blindness. Cannot be harmed by acid. Grants the ability to see invisible things. Radius 1 light. o) a Set of Gauntlets of Power (+2,+5) [3,+9] (+5) +5 strength. p) a Set of Gauntlets of Agility [3,+6] (+5) +5 dexterity. q) a Short Bow of Lothlorien (x2) (+19,+21) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Radius 1 light. r) 11 Bolts of Lightning (1d5) (+16,+18) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 480 against electricity-vulnerable creatures, and 160 against normal creatures. 25% chance of breaking upon contact. s) 7 Bolts of Venom (1d5) (+15,+12) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 408 against poison-vulnerable creatures, and 136 against normal creatures. 25% chance of breaking upon contact. t) 54 Bolts of Venom (1d5) (+8,+9) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 372 against poison-vulnerable creatures, and 124 against normal creatures. 25% chance of breaking upon contact. u) 5 Seeker Bolts of Slay Giant (4d5) (+13,+15) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 552 against giants, and 184 against normal creatures. 25% chance of breaking upon contact. v) 7 Mithril Bolts of Flame (3d5) (+13,+17) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 540 against fire-vulnerable creatures, and 180 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 : yes (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)