[Angband 3.1.0 beta Character Dump] Sex Male Age 114 STR: 18 +1 -5 +0 14 Race High-Elf Height 95 INT: 18 +3 +3 +9 18/150 Class Mage Weight 175 WIS: 13 -1 +0 +0 12 Title Evoker Social Lordly DEX: 12 +3 +1 +0 16 HP -43/218 Maximize Y CON: 17 +1 -2 +3 18/10 SP 196/196 CHR: 10 +5 +1 +0 16 Level 30 Armor [14,+49] Saving Throw 78% Cur Exp 187129 Fight (+1,+0) Stealth Legendary Max Exp 195255 Melee (+12,+10) Fighting Excellent Adv Exp 230000 Shoot (+13,+17) Shooting Excellent MaxDepth 2500' (L50) Blows 1/turn Disarming 66% Turns 348083 Shots 1/turn Magic Device Legendary Gold 58337 Infra 40 ft Perception 1 in 6 Burden 120.4 lbs Speed -2 Searching 29% You are one of several children of a Telerin Archer. 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 are wearing The Soft Leather Armour 'Hithlomir' [4,+20] (+4) (g). > You failed to pick the lock. > You have picked the lock. > You sense the presence of traps! > You sense the presence of doors and stairs! > The Mature bronze dragon disappears! > The Eye druj wakes up. > The Priest dies. > The Eye druj looks deep into your eyes. > You resist the effects! > The Eye druj casts a nether bolt. > You feel your life draining away! > The Eye druj casts a nether bolt. > You feel your life draining away! > You die. Killed by an Eye druj. [Character Equipment] a) a Main Gauche (Defender) (1d5) (+11,+10) [+7] (+4 stealth) +4 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 1 blow per round, averaging a damage of 13 against normal creatures. b) a Long Bow of Extra Might (x3) (+12,+17) (+1) +1 shooting power. c) a Ring of Intelligence (+5) +5 intelligence. Sustains intelligence. d) a Ring of Constitution (+3) +3 constitution. Sustains constitution. e) (nothing) 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 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. h) an Elven Cloak of the Magi [6,+8] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants telepathy. i) (nothing) j) a Metal Cap of Seeing [3,+7] (+2 searching) +2 searching. Provides resistance to blindness. Grants the ability to see invisible things. k) a Set of Leather Gloves of Free Action [1,+6] Prevents paralysis. l) (nothing) [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1@p1@b1@G1!k!d!v} b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@p2@b2@G2!k!d!v} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@p3@b3@G3!k!d!v} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@p4@b4@G4!k!d!v} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@p5@b5@G5!k!d!v} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@p7@b7@G7!k!d!v} Cannot be harmed by acid, electricity, fire, cold. g) 10 Potions of Cure Critical Wounds h) 5 Potions of Heroism i) 9 Scrolls of Phase Door j) 6 Scrolls of Teleportation k) a Rod of Treasure Location l) 2 Rods of Fire Bolts (1 charging) m) 4 Rods of Frost Bolts n) 2 Rods of Recall {!z!k!d!v} Cannot be harmed by electricity. o) a Wand of Cold Balls (2 charges) Cannot be harmed by cold. p) a Wand of Teleport Other (7 charges) q) a Wand of Drain Life (6 charges) r) a Ring of Strength (+4) +4 strength. Sustains strength. s) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. t) 9 Arrows of Slay Animal (1d4) (+7,+9) {@f2} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 228 against animals, and 114 against normal creatures. 35% chance of breaking upon contact. u) 60 Arrows (1d4) (+0,+0) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 78 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@p5@b5@G5!k!d!v} Cannot be harmed by acid, electricity, fire, cold. b) 15 Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. c) 5 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. d) 2 Potions of Restore Mana When ingested, it restores your mana points to maximum. e) a Potion of Restore Intelligence When ingested, it restores your intelligence. f) a Potion of Restore Constitution When ingested, it restores your constitution. g) a Potion of Restore Life Levels When ingested, it restores your experience. h) 32 Potions of Heroism When ingested, it restores 10 hit points, removes fear and grants you resistance to fear and +12 to-hit for 1d25+25 turns. i) 8 Scrolls of Teleportation When read, it teleports you randomly up to 100 squares away. j) a Scroll 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. k) a Rod of Acid Bolts When aimed, it creates an acid bolt with damage 12d8. It takes 12 turns to recharge after use. l) a Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. m) a Wand of Teleport Other (8 charges) When aimed, it teleports a target monster away. n) a Ring of Dexterity (+5) +5 dexterity. Sustains dexterity. o) a Ring of Damage (+0,+11) p) a Ring of Free Action Prevents paralysis. q) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. r) an Iron Helm of Intelligence [5,+5] (+2) +2 intelligence. Sustains intelligence. s) a Short Sword of Westernesse (1d7) (+9,+11) (+1) +1 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 23 against orcs, 23 against trolls, 23 against giants, and 15 against normal creatures. t) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) +3 dexterity, charisma. Provides resistance to fire, cold, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it returns you from the dungeon or takes you to th e dungeon after a short delay. It takes 200 turns to recharge after use. Radius 1 light. You are too weak to use this weapon effectively! With this weapon, you would currently get 1 blow per round, averaging a damage of 38 against fire-vulnerable creatures, 38 against frost-vulnerable creatures, and 18 against normal creatures. u) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) +3 intelligence. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 1 blow per round, averaging a damage of 30 against animals, 35 against fire-vulnerable creatures, and 25 against normal creatures. v) a Heavy Crossbow of Accuracy (x4) (+18,+15) w) 24 Bolts of Slay Dragon (1d5) (+8,+10) x) 43 Arrows (1d4) (+0,+0) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 78 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)