[Angband 3.1.0 beta Character Dump] Sex Male Age 125 STR: 18 +1 +2 +5 18/80 Race High-Elf Height 77 INT: 16 +3 +1 +0 18/20 Class Rogue Weight 180 WIS: 10 -1 -2 +3 10 Title Filcher Social Well-liked Dex: 15 +3 +3 +3 18/60 18/40 HP -27/246 Maximize Y CON: 16 +1 +1 +2 18/20 SP 13/41 CHR: 12 +5 -1 +3 18/10 Level 28 Armor [21,+96] Saving Throw 77% Cur Exp 105462 Fight (+12,+12) Stealth Superb Max Exp 107818 Melee (+24,+21) Fighting Heroic Adv Exp 112500 Shoot (+23,+9) Shooting Heroic MaxDepth 2400' (L48) Blows 4/turn Disarming 94% Turns 712036 Shots 2/turn Magic Device Heroic Gold 57348 Infra 40 ft Perception 1 in 12 Burden 154.1 lbs Speed 3 Searching 35% You are one of several children of a Noldorin Ranger. 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 have 6 Bolts (1d5) (+4,+2) (w). > The Bolt (1d5) (+4,+2) hits the Dread. > The Dread cries out in pain. > The Dread casts a spell, burning your eyes! > You resist the effects! > You hit the Dread. > You have destroyed the Dread. > The Dread picks up Hard Leather Armour [8]. > You hit the Dread. > You have destroyed the Dread. > The Dread stares deep into your eyes! > You are unaffected! > The Dread casts a nether bolt. > You feel your life draining away! > You die. Killed by a Dread. [Character Equipment] a) a Morning Star of Extra Attacks (2d6) (+12,+9) (+2) +2 attack speed. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 28 against normal creatures. b) a Light Crossbow of Extra Shots (x3) (+11,+9) (+1) +1 shooting speed. c) a Corundum Ring of Ice [+13] Provides resistance to cold. Cannot be harmed by cold. When activated, it grants cold resistance for d20+20 turns and cre ates a cold ball of damage 75. It takes d50+50 turns to recharge after use. d) an Aquamarine Ring of Strength (+3) +3 strength. Sustains strength. e) an Obsidian 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 Protection [1,+15] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Small Metal Shield of Resist Fire [4,+11] Provides resistance to fire. Cannot be harmed by fire. 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' (+7,+7) [1,+14] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Leather Boots of Stealth [2,+4] (+3) +3 stealth. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 3 Books of Magic Spells [Incantations and Illusions] d) 7 Light Brown Potions of Cure Critical Wounds e) an Icky Green Potion of Healing f) a Purple Potion of *Healing* It can be thrown at creatures with damaging effect. g) 8 Scrolls titled "incto pungras" of Phase Door h) 2 Scrolls titled "viendius vilis" of Word of Recall i) a Scroll titled "fae trentus" of *Destruction* j) a Brass Rod of Probing k) a Chromium Rod of Fire Bolts l) a Silver Rod of Fire Balls (charging) m) a Titanium Rod of Teleport Other n) 3 Cast Iron Rods of Light o) 3 Titanium Wands of Stinking Cloud (16 charges) p) a Bronze Wand of Lightning Balls (1 charge) Cannot be harmed by electricity. q) a Tungsten Wand of Teleport Other (3 charges) r) a Bamboo Staff of Teleportation (1 charge) s) 2 Redwood Staffs of Speed (6 charges) t) Red Dragon Scale Mail (-2) [30,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe fire for 200 damage. It takes d450+450 turns to recharge after use. u) Leather Scale Mail of Resist Acid (-1) [10,+8] Provides resistance to acid. Cannot be harmed by acid. v) The Small Metal Shield of Thorin [3,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. w) 6 Bolts (1d5) (+4,+2) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 42 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. b) 2 Icky Green 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. c) a Purple Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. d) 2 Red Potions of Resist Poison When ingested, it grants temporary resistance to poison for 1d10+1 0 turns. e) an Aluminum-Plated 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. f) 3 Gold-Plated Wands of Stone to Mud (16 charges) When aimed, it turns rock into mud. g) a Hemlock Staff of Detect Evil (22 charges) When used, it detects all evil creatures in the immediate area. h) a Rhodonite Ring of Intelligence (+5) +5 intelligence. Sustains intelligence. i) a Fluorite Ring of Bodykeeping Sustains strength, dexterity, constitution. j) a Marble Ring of Soulkeeping Sustains strength, intelligence, wisdom. k) a Mithril Ring of Free Action Prevents paralysis. l) a Quartz Ring of Delving When aimed, it turns rock into mud. It takes 2d10+15 turns to recharge after use. m) a Mithril Amulet of Resist Acid Provides resistance to acid. Cannot be harmed by acid. n) a Small Metal Shield of Resist Lightning [4,+4] Provides resistance to lightning. Cannot be harmed by electricity. o) a Large Metal Shield of Resist Acid [8,+7] Provides resistance to acid. Cannot be harmed by acid. p) a Hard Leather Cap of Seeing [2,+10] (+2 searching) +2 searching. Provides resistance to blindness. Grants the ability to see invisible things. q) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. r) a Pair of Iron Shod Boots of Free Action [3,+9] Prevents paralysis. s) a Zweihander of Westernesse (3d6) (+10,+10) (+1) +1 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 53.5 against orcs, 53.5 against trolls, 53.5 against giants, and 32.5 against normal creatures. t) a Beaked Axe of *Slay Undead* (2d6) (+2,+8) (+2) +2 wisdom. 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 55 against undead, and 27 against normal creatures. u) a Whip of Acid (1d3) (+8,+8) Provides resistance to acid. Cannot be harmed by acid. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 26 against acid-vulnerable creatures, and 22 against normal creatures. v) a Long Bow of Accuracy (x3) (+23,+7) w) a Heavy Crossbow of Power (x4) (+7,+14) x) 19 Bolts of Slay Animal (1d5) (+4,+8) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 120 against animals, and 60 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)