[Angband 3.1.0 beta Character Dump] Sex Female Age 118 STR: 18/46 +1 +5 +13 18/*** Race High-Elf Height 72 INT: 14 +3 -2 +0 15 Class Warrior Weight 166 WIS: 16 -1 -2 +0 13 Title Champion Social Respected DEX: 18/91 +3 +2 +11 18/*** HP -154/914 Maximize Y CON: 18/50 +1 +2 +15 18/*** SP 0/0 CHR: 18 +5 -1 +0 18/40 Level 37 Armor [33,+105] Saving Throw 76% Cur Exp 1118628 Fight (+73,+27) Stealth Superb Max Exp 1118628 Melee (+80,+36) Fighting Legendary Adv Exp 1400000 Shoot (+79,+9) Shooting Legendary MaxDepth 3100' (L62) Blows 6/turn Disarming 73% Turns 875517 Shots 1/turn Magic Device Superb Gold 501926 Infra 40 ft Perception 1 in 34 Burden 125.9 lbs Speed 3 Searching 17% You are one of several children of a Telerin Ranger. You have light grey 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:.+........... [Last Messages] > You sense the presence of buried treasure! > You sense the presence of objects! > You sense no traps. > Uriel, Angel of Fire wakes up. > You have no scrolls to read. > There is a pile of rubble in the way! > You feel like a killing machine! > You have no more Hazy Potions of Berserk Strength (i). > You feel like a hero! > You have 4 Coagulated Crimson Potions of Heroism (h). > You have removed the rubble. > Uriel, Angel of Fire breathes fire. > One of your Arrows of Wounding (1d4) (+15,+12) (s) was destroyed! > Uriel, Angel of Fire breathes fire. > You die. Killed by Uriel, Angel of Fire. [Character Equipment] a) The Battle Axe of Balli Stonehand (3d8) (+7,+9) [+3] (+3) +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 76.5 against orcs, 76.5 against trolls, 76.5 against demons, and 49.5 against normal creatures. b) The Short Bow of Amrod (x2) (+6,+9) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Quartzite Ring of Resist Poison Provides resistance to poison. d) an Onyx Ring of Constitution (+4) +4 constitution. Sustains constitution. e) a Bronze Amulet of Regeneration Speeds regeneration. 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 Metal Brigandine Armour of the Rohirrim [20,+14] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colannon' [1,+14] (+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) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. 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) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. [Character Inventory] a) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. b) 9 Rations of Food c) 4 Pieces of Elvish Waybread d) 16 Orange Potions of Cure Critical Wounds e) a Red Speckled Potion of Healing f) a Brown Speckled Potion of *Healing* It can be thrown at creatures with damaging effect. g) a Silver Speckled Potion of Enlightenment h) 4 Coagulated Crimson Potions of Heroism i) a Pewter Rod of Treasure Location j) 2 Aluminum Rods of Door/Stair Location (1 charging) k) 2 Lead-Plated Rods of Trap Location l) 3 Zirconium Rods of Teleport Other m) a Runed Rod of Illumination n) 2 Tin-Plated Rods of Recall Cannot be harmed by electricity. o) 2 Tin Rods of Identify Cannot be harmed by electricity. p) a Silver Ring of Flames [+18] Provides resistance to fire. Cannot be harmed by fire. When activated, it grants fire resistance for d20+20 turns and cre ates a fire ball of damage 80. It takes d50+50 turns to recharge after use. q) 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. r) 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. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 61 against fire-vulnerable creatures, 61 against frost-vulnerable creatures, and 41 against normal creatures. s) 7 Arrows of Wounding (1d4) (+15,+12) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 94 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 7 Orange 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. b) 2 Red Speckled 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 Brown Speckled 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 Metallic Blue Potions of Restore Strength When ingested, it restores your strength. e) a Shimmering Potion of Restore Intelligence When ingested, it restores your intelligence. f) 5 Oily Yellow Potions of Restore Dexterity When ingested, it restores your dexterity. g) 4 Black Potions of Restore Constitution When ingested, it restores your constitution. h) 3 Dark Red Potions of Restore Life Levels When ingested, it restores your experience. i) 2 Silver Speckled Potions of Enlightenment When ingested, it completely lights up and magically maps the leve l. j) 2 Scrolls titled "lupetio" of *Remove Curse* When read, it removes all curses from all equipped items. k) a Scroll titled "exespero" of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. l) a Pewter Rod of Treasure Location When used, it detects all gold and objects on the level. It takes 50 turns to recharge after use. m) 2 Lead-Plated Rods of Trap Location When used, it detects all traps in the surrounding area. It takes 50 turns to recharge after use. n) 2 Lead Rods of Probing When used, it gives you information on the health and abilities of monsters you can see. It takes 50 turns to recharge after use. o) a Zirconium Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. p) 2 Runed Rods of Illumination When used, it lights up an area and inflicts 2d8 damage on light-s ensitive creatures. It takes 30 turns to recharge after use. q) 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. r) The Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. s) 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. [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)