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The Angband Ladder: Dunedil, High-Elf Demonologist by <roblt97@hotmail.com>

  [ToME 2.3.1 Character Sheet]

 Name  : Dunedil                Age                122       STR! 18/***       
 Sex   : Male                   Height              75       INT! 18/130       
 Race  : High-Elf               Weight             167       WIS! 18/120       
 Class : Demonologist           Social Class        49       DEX! 18/***       
 Body  : Player                                              CON! 18/***       
 God   : Tulkas                                              CHR!  18/80       
                                                                               
 + To Melee Hit          96 Level             40    Max Hit Points      1032   
 + To Melee Damage       87 Experience   2189503    Cur Hit Points      1032   
 + To Ranged Hit         47 Max Exp      2189503    Max SP (Mana)        142   
 + To Ranged Damage      12 Exp to Adv.  2500000    Cur SP (Mana)        140   
   AC                 55+81 Gold          250378    Piety              30681   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[52]Perception  : Good         Blows/Round:  9         
 Bows/Throw  : Legendary[10]Searching   : Good         Shots/Round:  1         
 Saving Throw: Good         Disarming   : Fair         Mel.dmg/Rnd:  63d6+783  
 Stealth     : Good         Magic Device: Legendary[20]Infra-Vision: 100 feet  
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the only child of a Telerin Archer.  You have light          
          grey eyes, wavy blond hair, and a fair complexion.                   
                                                                               
                                                                               


  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ALWAYS
 Arena Levels:         ON
 Always unusual rooms: ON
 Persistent Dungeons:  OFF

 Recall Depth:
        Mordor: Level 34 (1700')
        Barrow-Downs: Level 10 (500')
        Orc Cave: Level 22 (1100')
        The Sacred Land Of Mountains: Level 46 (2300')
        The Sandworm lair: Level 29 (1450')
        A lost temple: Level 30 (1500')

 Your body is a Player.
 You are currently in the town of Bree.
 You have defeated 9388 enemies.
 You saved Bree from a dreadful Nazgul.
 You saved no princesses.
 You found 4 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 3rd Quelle of the 2890th year of the third age.
 You have been adventuring for 17 days.

                    adefkmnopsuxz{|@            
        Add Str   : *.........1....+            
        Add Int   : .....2..........            
        Add Wis   : .....2..........            
        Add Dex   : .44.5...4.......            
        Add Con   : *..............+            
        Add Chr   : .........5......            
        Add Stea. : .......2........            
        Add Sear. : .....2.....4....            
        Add Infra : .....2.....4....            
        Add Tun.. : ...........4..7.            
        Add Speed : *4..............            
        Chaotic   : +...............            
        Vampiric  : +...............            
        Slay Evil : +...............            
        Slay Demon: +...............            
        Poison Brd: +...............            
        Fire Brand: +...............            
        Sust Str  : .......++.......            
        Sust Int  : ................            
        Sust Wis  : ................            
        Sust Dex  : ........+.......            
        Sust Con  : ........+.......            
        Sust Chr  : ................            
        Invisible : ........+.......            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ........+.......            
        Hold Life : ........+.......            
        Imm Acid  : .+.....*........            
        Imm Elec  : .+.....*........            
        Imm Fire  : .+......*.......            
        Imm Cold  : .+......*.......            
        Res Pois  : ....+...........            
        Res Fear  : ...............+            
        Res Lite  : ...............+            
        Res Dark  : ................            
        Res Blind : .....+....+.....            
        Res Conf  : ......+........+            
        Res Sound : ......+.........            
        Res Shard : ......+.........            
        Res Neth  : ................            
        Res Nexus : .......+........            
        Res Chaos : ......+.........            
        Res Disen : ......+.........            
        Aura Fire : ........+.......            
        Aura Elec : ........+.......            
        Levitate  : ........+.......            
        Lite      : +...............            
        See Invis : .....+...+.....+            
        Digestion : .........+......            
        Regen     : .........+......            
        Activate  : ....+++.........            
        Aggravate : .....+..........            
        Cursed    : .++++...........            
        Hvy Curse : ++......++......            
        Fly       : ......+.........            
        Climb     : ...........+....            
        Demon.ESP : .........+......            
        Evil.ESP  : .........+......            
        Good.ESP  : .........+......            
        Full ESP  : .....+..........            

 Corruption list:
Balrog Strength:
  Provides 3 strength and 1 constitution
  But it reduces charisma by 1 and dexterity by 3


Skills (points left: 0)
 - Combat                                        30.631 [0.750]
          - Weaponmastery                        36.121 [0.750]
                   . Sword-mastery               44.400 [0.600]
          . Archery                              20.100 [0.400]
 - Sneakiness                                    02.300 [1.800]
          . Stealth                              04.000 [0.400]
          . Disarming                            02.400 [1.800]
 - Magic                                         07.824 [0.700]
          . Magic-Device                         44.400 [1.150]
          . Demonology                           44.000 [1.000]
 - Spirituality                                  13.050 [0.700]
          . Prayer                               17.500 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Spread blows


  [Fates]

You may find a Scroll of Darkness on level 17.
You may find a Mushroom of Restoring on level 17.
You may find a Beaked Axe on level 31.


  [Character Equipment]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20 to speed) {cursed}
        It provides light (radius 1) forever.  It decreases your strength, 
    constitution, speed and luck by 20.  It does extra damage from fire.  
    It poisons your foes.  It produces chaotic effects.  It drains life
    from your foes.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It is heavily cursed.  It can re-curse itself.  It can resist
    being shattered by morgul beings.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Imp on level 18 of A lost temple.
d) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) {cursed}
    It 
    increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
e) a Ring of Dexterity (+4) {cursed}
    It 
    increases your dexterity by 4.  It is cursed.  
    You stole it from the Black Market.
f) a Ring of Damage (+19) {cursed}
    It is cursed.  
    You found it in the remains of a Young multi-hued dragon in the town of
    Gondolin .
k) an Amulet of the Serpents [+7] (+5) {cursed}
    It can be activated for venom breathing every 40+d60 turns
     if it is being worn. It increases your dexterity by 5.  It provides
    resistance to poison.  It is cursed.  
    You found it lying in a vault on level 29 of The Sandworm lair.
m) The Palantir of Orthanc (+2)
    It can
    be activated for clairvoyance every 100+d100 turns if it is being
    worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 27 of A
    lost temple.
n) a Balance Dragon Scale Mail (-2 to accuracy) [30,+10] {100% off}
o) The Wolf Pelt of Mendaid [1,+9] (+2 to stealth) {AE|Nx|Str}
    It increases your stealth by 2.  It sustains your strength
    .  It provides immunity to acid and electricity.  It provides
    resistance to acid and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
p) The Demonshield of Gothmog [13,+12] (+4) {cursed}
    
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to fire and cold.  It provides immunity to paralysis.  It
    provides resistance to life draining.  It allows you to levitate.  It
    produces a fiery sheath.  It produces an electric sheath.  It is
    heavily cursed.  It can re-curse itself.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
s) The Demonhorn of Gothmog [2,+10] (-5) {cursed}
    It
    provides light (radius 2) forever.  It decreases your charisma by 5.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of demons, evil beings and good beings.  It slows your
    metabolism.  It speeds your regenerative powers.  It identifies all
    items for you.  It is heavily cursed.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
u) a Set of Cesti of Power (+4,+2) [5,+7] (+1)
    It 
    increases your strength by 1.  It provides resistance to blindness.  
    You found it lying in a vault on level 34 of Mordor.
x) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the
    power of magic map if it is being worn.  It increases your searching, 
    infravision and ability to tunnel by 4.  It allows you to climb
    mountains.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
z) (nothing)
{) (nothing)
|) a Dwarven Pick of Digging (+7)
    
    It increases your ability to tunnel by 7.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.


  [Character Inventory]

a) Raal's Voodoo Doll of Revenge {@A0 destruction}
    It can
    be activated for Destruction every 100 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
b) The Devil's Pentagram {@A4 curing}
    It can be
    activated for curing every 110 turns.  
    You found it lying in a vault on level 2 of Barrow-Downs.
c) Benetar's Portable Plague {@A1 satisfy hunger}
    It can be
    activated for satisfy hunger every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) The Grail of Kenault {@A3 restore stats and life levels}
    It can
    be activated for restore stats and life levels every 200 turns.  
    You found it lying in a vault on level 28 of The Sandworm lair.
e) Tenser's Torch of Spontaneous Combustion {@A2 teleport}
    It can
    be activated for teleport (range 100) every 100 turns.  
    You found it lying on the ground on level 29 of The Sandworm lair.
f) Tenser's Top-Heavy Teaspoon {@A9 mass genocide}
    It
    can be activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
g) a Potion of *Healing*
h) a Potion of Enlightenment
i) 7 Scrolls of *Identify*
j) a Silver Rod of the Istari of Perception (200/200) {@z1}
    It can
    hold more mana.  It can cast spells for a lesser mana cost.  It can
    cast spells faster.  It regenerates its mana faster.  
    You found it lying in a vault on level 23 of The Sandworm lair.
k) a Mithril Rod of Capacity of Enlightenment (320/320) {@z5}
    It can
    hold more mana.  
    You found it lying in a vault on level 29 of The Sandworm lair.
l) a Mithril Rod of Capacity of Detection (320/320) {@z2}
    It can
    hold more mana.  
    You found it lying in a vault on level 23 of The Sandworm lair.
m) a Mithril Rod of Capacity of Recall (320/320) {@z0}
    It can
    hold more mana.  
    You found it lying in a vault on level 23 of The Sandworm lair.
n) a Mithril Rod of Capacity of Disarming (320/320) {@z3}
    It can
    hold more mana.  
    You found it lying in a vault on level 29 of The Sandworm lair.
o) a Mithril Rod of Capacity of Teleport Other (320/320) {@z4}
    It can
    hold more mana.  
    You found it lying in a vault on level 28 of The Sandworm lair.
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Tome of the Impenetrable Earth
b) a War Tome of Tulkas
c) Kenault's Cantrip Generator {something weird}
    It can
    be activated for something weird every 5 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) The Gem of Venom {cure hallucination}
    It can
    be activated for cure hallucination every 100 turns.  
    You found it in the remains of a Death quasit on level 27 of A lost temple.
e) The Gem of Knowledge {destruction}
    
    It can be activated for Destruction every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
f) Mordekainen's Pocket Magician {mass genocide}
    It can
    be activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
g) a Parchment titled ``Demigods and their Uses'' {teleport}
    It can
    be activated for teleport (range 100) every 100 turns.  
    You found it lying in a vault on level 28 of The Sandworm lair.
h) Bumganir's Bag of Magic Toys {something weird}
    It can
    be activated for something weird every 5 turns.  
    You found it in the remains of a Novice mage on level 1 of Barrow-Downs.
i) Benetar's Mana Battery {gain corruption}
    
    It can be activated for gain corruption every 10 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
j) The Jester's Cap of Insanity {cure hallucination}
    It can
    be activated for cure hallucination every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
k) Boccob's Magical Mish-mash {teleport}
    It can
    be activated for teleport (range 100) every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
l) Bigby's Big Book of Brutality {teleport}
    It can
    be activated for teleport (range 100) every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
m) Raistlin's Ready Ranger {summon monster}
    It can
    be activated for summon monster.  
    You found it lying in a vault on level 29 of The Sandworm lair.
n) Cathal's Corrupting Cymbal {aggravate}
    It can
    be activated for aggravate.  
    You found it in the remains of a Half-orc on level 12 of Orc Cave.
o) The Toenail of Vecna {light absorption}
    It
    can be activated for light absorption every 80 turns.  
    You found it lying in a vault on level 2 of Barrow-Downs.
p) Jor's Book of Impossible Occurences {light area}
    It can be
    activated for light area (dam 2d15) every 100 turns.  
    You found it lying in a vault on level 28 of The Sandworm lair.
q) a Golden Rod of the Istari of Nothing (250/250)
r) a Rod Tip of Probing (50 Mana to cast)
s) a Rod Tip of Speed (100 Mana to cast)
t) The Great Rod Tip of Home Summoning (75 Mana to cast)
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.


  [Home Inventory - Gondolin ]

a) The Phial of Galadriel (+4)
    It can
    be activated for light area (dam 2d15) every 10+d10 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
b) The Anchor of Space-Time
    It
    provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Azriel, Angel of Death on level 46 of The
    Sacred Land Of Mountains.
c) The Green Dragon Scale Mail of Golmahia (-2 to accuracy) [30,+20]
{C|PoDk|Str}
    It can be activated for breathe poison gas
    (150) every 90+d90 turns if it is being worn. It sustains your 
    strength, intelligence, wisdom and dexterity.  It provides immunity to 
    cold.  It provides immunity to paralysis.  It provides resistance to 
    fire, poison and dark.  It allows you to fly.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) The Chain Mail of Arvedui (-2) [14,+14] (+2)
    It 
    increases your strength and charisma by 2.  It provides resistance to 
    acid, electricity, fire, cold, blindness, shards and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
e) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It 
    increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion, sound and chaos.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
f) The Full Plate Armour of Isildur [25,+25] (+1)
    It 
    increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 34 of Mordor.
g) The Ribbed Plate Armour 'Bramran' (-25,-17) [28,+5](40%) {AFC|Nt|Cha}
    It increases your 
    hit points by 40%.  It sustains your charisma.  It provides immunity 
    to acid, fire and cold.  It provides immunity to paralysis.  It
    provides resistance to cold and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It 
    increases your dexterity and speed by 3.  It provides resistance to 
    acid, shards and chaos.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
i) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated
    for teleport (range 100) every 45 turns if it is being worn. It 
    increases your stealth and speed by 3.  It provides resistance to acid
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
j) The Fur Cloak 'Celegil' [3,+7] (+3 to stealth) {A|HlCoNtDi|WisCon}
    It 
    increases your stealth by 3.  It sustains your wisdom and constitution
    .  It provides immunity to acid.  It provides resistance to life
    draining, cold, confusion, nether and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 14 of Orc Cave.
k) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be
    activated for rays of fear in every direction if it is being worn. It 
    decreases your intelligence, wisdom and searching by 5.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, fire, poison and 
    disenchantment.  It allows you to see invisible monsters.  It produces
    an anti-magic shell.  It drains life.  It induces random
    teleportation.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 45 of The Sacred Land Of Mountains.
l) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
    
    It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It does extra damage from electricity.  It provides
    resistance to electricity and light.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
m) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It 
    increases your intelligence, dexterity and speed by 3.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It provides resistance to 
    chaos.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
n) The Long Sword of Vientaras (2d5) (+12,+24) (+2)
    It increases your 
    strength, wisdom and constitution by 2.  It does extra damage from 
    fire.  It poisons your foes.  It produces chaotic effects.  It is a
    great bane of dragons.  It strikes at demons with holy wrath.  It
    fights against evil with holy fury.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
o) The Whip of Gothmog (3d6) (+15,+16) (-2) {cursed}
p) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It 
    increases your strength and constitution by 2.  It provides resistance 
    to electricity, fire and cold.  It speeds your regenerative powers.  
    It fires missiles with extra might.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
q) The Bolt 'Valad' (1d5) (+12,+17) (+3) {100% off}
    It
    provides light (radius 1) forever.  It increases your wisdom and 
    charisma by 3.  It does extra damage from fire.  It has been blessed
    by the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
r) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy
    wrath.  It fights against evil with holy fury.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.


  [Home Inventory - Lothlorien ]

a) a Mushroom of Restoring
b) a Potion of Cure Insanity
c) 16 Potions of Healing
d) 8 Potions of Restore Mana
e) a Potion of Enlightenment
f) 5 Scrolls of Acquirement
g) a Staff of Healing[1|31] (3 charges)


  [The Mathom-house Inventory - Bree ]

a) The Bag of Tricks {decrease dex}
    It can
    be activated for decreasing Dexterity.  
    You found it lying in a vault on level 28 of The Sandworm lair.
b) The Deck of Wild Magic {experience loss}
    It can
    be activated for experience loss.  
    You found it lying in a vault on level 29 of The Sandworm lair.
c) Boccob's Unfinished Works {gain corruption}
    It can
    be activated for gain corruption every 10 turns.  
    You found it lying in a vault on level 23 of A lost temple.
d) The Gem of Fire {cure stun}
    It can be
    activated for cure stun every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) The Gem of Wisdom {decrease str}
    It can
    be activated for decreasing Strength.  
    You found it lying in a vault on level 23 of The Sandworm lair.
f) The Shrunken Head of Nightmares {death}
    It can
    be activated for death.  
    You found it in the remains of a Death quasit on level 46 of The Sacred
    Land Of Mountains.
g) The Mirror of Alternate Dimensions {decrease con}
    It can be activated for decreasing Constitution.  
    You found it lying in a vault on level 28 of The Sandworm lair.
h) The Diamond Prism of Light {cure hallucination}
    It can
    be activated for cure hallucination every 100 turns.  
    You found it in the remains of a Novice mage on level 22 of Orc Cave.
i) Gruumsh's Bottle of Death {high stat loss}
    
    It can be activated for high stat loss.  
    You found it lying in a vault on level 5 of Barrow-Downs.
j) Mordekainen's Sneaking Eye {cure light wounds}
    It can be
    activated for cure light wounds every 50 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
k) Kelek's Practical Joke {cure light wounds}
    It can
    be activated for cure light wounds every 50 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
l) Kelek's Wormhole Machine {experience loss}
    It can
    be activated for experience loss.  
    You found it lying on the ground on level 25 of The Sandworm lair.
m) Tenser's Alteration Manual {cure confusion}
    It
    can be activated for cure confusion every 500 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
n) The Pendulum of Orcus {create hunger}
    It can
    be activated for create hunger.  
    You found it lying in a vault on level 28 of The Sandworm lair.
o) Valdarbon's Automatic Alchemist {cure light wounds}
    It can
    be activated for cure light wounds every 50 turns.  
    You found it lying in a vault on level 28 of The Sandworm lair.
p) The Tome of Elven Household Magic {cure blindness}
    It can
    be activated for cure blindness every 100 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
q) a Parchment titled ``Magic for the Layman'' {cuts}
    It can
    be activated for cuts.  
    You found it lying in a vault on level 28 of The Sandworm lair.
r) Balrilbon's Bag of Wondrous Tricks {cure poison}
    It can
    be activated for cure poison every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
s) The Skull of Ancient Wisdom {cure confusion}
    It can
    be activated for cure confusion every 500 turns.  
    You found it lying in a vault on level 28 of The Sandworm lair.
t) Gamenlon's Summoning Manual {cure poison}
    It can
    be activated for cure poison every 100 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
u) Balrilbon's Soulgem {cure poison}
    It can
    be activated for cure poison every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
v) The Lost Works of Kenault {cure serious wounds}
    It can
    be activated for cure serious wounds every 75 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
w) The Box of Many Wonders {paralyze}
    It can
    be activated for paralyze.  
    You found it in the remains of a Nether wraith on level 12 of Orc Cave.
x) The Bottomless Bottle {cure fear}
    
    It can be activated for cure fear every 100 turns.  
    You found it lying in a vault on level 2 of Barrow-Downs.
a) a Parchment titled ``Planar Travel Made Easy'' {cuts}
    It can be
    activated for cuts.  
    You found it in the remains of a Dark elven priest on level 14 of Orc Cave.
b) The Wand Construction Kit {hallucination}
    
    It can be activated for hallucination every 10 turns.  
    You found it lying in a vault on level 27 of The Sandworm lair.
c) Tenser's Mechanical Magician {death}
    It can
    be activated for death.  
    You found it lying on the ground on level 46 of The Sacred Land Of
    Mountains.
d) The Skull of Vecna {cure confusion}
    It can be activated for cure confusion every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) The Crystal Ball of The Witch-King of Angmar {decrease str}
    It can
    be activated for decreasing Strength.  
    You found it in the remains of a Forest wight on level 26 of A lost temple.
f) a Parchment titled ``Secrets of the Gnomish Wizards'' {cure cuts}
    
    It can be activated for cure cuts every 100 turns.  
    You found it lying in a vault on level 2 of Barrow-Downs.
g) Heward's Excellent Experimental Earmuffs {paralyze}
    It can be
    activated for paralyze.  
    You found it lying on the ground on level 2 of A lost temple.
h) The Cunning Plan of Zog {hallucination}
    It can be
    activated for hallucination every 10 turns.  
    You found it lying on the ground on level 29 of The Sandworm lair.
i) a Parchment titled ''Famous Last Words'' {cure light wounds}
    It
    can be activated for cure light wounds every 50 turns.  
    You found it lying in a vault on level 1 of Barrow-Downs.
j) Jor's Buckler of Missile Attraction {confusion}
    It can be
    activated for confusion.  
    You found it lying in a vault on level 29 of The Sandworm lair.
k) Jor's Compendium of Strange Behaviour {stun}
    It can
    be activated for stun.  
    You found it lying in a vault on level 29 of The Sandworm lair.
l) Pytar's Portable Pandemonium {cure blindness}
    It can
    be activated for cure blindness every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
m) Olive's Omnipotent Ostrich {ruination}
    It can
    be activated for Ruination.  
    You found it lying in a vault on level 2 of Barrow-Downs.
n) The Gold Dragon Scale Mail of Elcar (-2 to accuracy) [30,+20]
    It can be
    activated for breathe sound (130) every 90+d90 turns if it is being
    worn. It sustains your dexterity.  It provides resistance to 
    electricity, poison, light, sound, shards and chaos.  It allows you to
    fly.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
o) The Augmented Chain Mail of Isilmor (+28,+41) [16,+1](-60%) {cursed}
    
    It decreases your hit points by 60%.  It sustains your charisma.  It
    prevents teleportation.  It fills you with the Black Breath.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 27 of A lost temple.
p) The Bar Chain Mail of Cired (-2 to accuracy) [18,+9]
    It sustains 
    your strength, intelligence and charisma.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to sound, shards and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
q) The Bar Chain Mail 'Erumalade' [18,+9] {cursed}
    
    It sustains your constitution.  It provides immunity to electricity.  
    It provides resistance to dark.  It induces random teleportation.  It
    is heavily cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 16 of Orc Cave.
r) The Metal Brigandine Armour of Bornor (-3 to accuracy) [19,+8]
    It sustains your 
    wisdom and charisma.  It provides immunity to fire.  It provides
    resistance to confusion and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 29 of A lost temple.
s) The Metal Brigandine Armour of Hungweth (-1 to accuracy) [19,+10] {cursed}
    It sustains 
    your wisdom.  It provides resistance to fire.  It is heavily cursed.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 12 of Orc Cave.
t) The Metal Lamellar Armour 'Seant' (-3 to accuracy) [23,+8]
    It sustains your 
    intelligence and charisma.  It provides resistance to light and nether
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 16 of Orc Cave.
u) The Soft Leather Armour of Arnon [4,+13] {100% off}
    It sustains your 
    strength.  It provides immunity to cold.  It provides immunity to
    paralysis.  It provides resistance to fire, confusion, sound and nexus
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
v) The Cord Armour 'Umarsiach' [6,+13]
    It provides immunity to electricity
    .  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to electricity, light, confusion and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 12 of Orc Cave.
w) The Fur Cloak of Feldardor [3,+10]
    It sustains your 
    constitution.  It provides resistance to acid, poison, light and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 29 of The Sandworm lair.
x) The Fur Cloak of Turth [3,+7]
    It
    sustains your intelligence and wisdom.  It provides resistance to 
    electricity, sound and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
a) The Spider Web of Avaran [1,+13]
    It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to electricity, fire and light.  It produces an
    electric sheath.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
b) The Small Metal Shield of Alast [3,+3]
    It
    sustains your strength.  It provides immunity to electricity.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, dark and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 12 of Orc Cave.
c) The Pair of Metal Shod Boots 'Valroca' [6,+10]
    It provides
    resistance to acid, cold, light, confusion and sound.  It allows you
    to levitate.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
d) The Pair of Metal Shod Boots of Ilmale [6,+14]
    It
    sustains your wisdom and dexterity.  It provides resistance to sound
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) The Broad Axe of Berel (2d6) (+10,+6) (+4)
    It can
    be wielded two-handed.  It increases your charisma by 4.  It is very
    sharp and can make your foes bleed.  It strikes at undead with holy
    wrath.  It is especially deadly against natural creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 12 of Orc Cave.
f) The Broken Sword 'Utulorlia' (1d2) (-3,-2) (+3)
    It increases 
    your wisdom and dexterity by 3.  It does extra damage from electricity
     and fire.  It produces chaotic effects.  It is especially deadly
    against trolls.  It is especially deadly against natural creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 46 of
    The Sacred Land Of Mountains.
g) The Dagger of Hamirie (1d4) (+9,+19) (+1 to speed)
    It increases your dexterity, speed and 
    attack speed by 1.  It does extra damage from electricity and frost.  
    It poisons your foes.  It produces chaotic effects.  It is a great
    bane of dragons.  It is especially deadly against giants.  It strikes
    at demons with holy wrath.  It is a great bane of undead.  It fights
    against evil with holy fury.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of A lost temple.
h) The Dagger of Ephelion (1d4) (+4,+8)
    It provides
    light (radius 1) forever.  It does extra damage from electricity.  It
    produces chaotic effects.  It drains life from your foes.  It is very
    sharp and can make your foes bleed.  It is especially deadly against
    giants.  It is a great bane of demons.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 3 of Barrow-Downs.
i) The Dagger of Tinaturod (1d4) (+7,+9) (+6)
    It increases 
    your dexterity by 6.  It does extra damage from fire.  It produces
    chaotic effects.  It is especially deadly against dragons.  It strikes
    at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 12 of Orc Cave.
j) The Dagger of Bauglon (1d4) (+4,+9) (+2)
    It increases 
    your strength, intelligence and dexterity by 2.  It is very sharp and
    can make your foes bleed.  It is a great bane of undead.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of A lost temple.
k) The Long Sword of Giryon (2d5) (+8,+9) (+3)
    It 
    increases your intelligence by 3.  It produces chaotic effects.  It
    drains life from your foes.  It is a great bane of demons.  It is a
    great bane of undead.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
l) The Two-Handed Sword of Arast (3d6) (-2,+24) (+4)
    It must
    be wielded two-handed.  It increases your strength and dexterity by 4.
    It produces chaotic effects.  It is very sharp and can make your foes
    bleed.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is a great bane of undead.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 23 of A lost temple.
m) The Two-Handed Sword of Naham (3d6) (+22,+19)
    It must be
    wielded two-handed.  It does extra damage from electricity.  It 
    poisons your foes.  It produces chaotic effects.  It is very sharp and
    can make your foes bleed.  It is a great bane of dragons.  It is
    especially deadly against giants.  It has been blessed by the gods.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
n) The Two-Handed Sword of Celth (3d6) (+10,+19) (+4)
    
    It must be wielded two-handed.  It increases your constitution by 4.  
    It does extra damage from electricity and frost.  It is especially
    deadly against orcs.  It fights against evil with holy fury.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
o) The Two-Handed Sword of Andurim (3d6) (+9,+18) (+1)
    It must
    be wielded two-handed.  It increases your wisdom and constitution by 1
    .  It poisons your foes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 12 of Orc Cave.
p) The Flamberge 'Lionath' (3d7) (+12,+10) (+4)
    It must be
    wielded two-handed.  It increases your strength by 4.  It does extra
    damage from acid and electricity.  It is especially deadly against
    trolls.  It is a great bane of demons.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 46 of The Sacred
    Land Of Mountains.
q) The Trident of Elrodras (1d8) (+3,+1) (+3)
    It can be wielded two-handed.  It increases your 
    intelligence and wisdom by 3.  It does extra damage from electricity.  
    It produces chaotic effects.  It is especially deadly against dragons.
    It strikes at undead with holy wrath.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 12 of Orc Cave.
r) The Fauchard 'Cureth' (1d10) (+12,+10) (+3)
    It can be
    wielded two-handed.  It increases your strength by 3.  It does extra
    damage from frost.  It produces chaotic effects.  It is especially
    deadly against dragons.  It is especially deadly against trolls.  It
    fights against evil with holy fury.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ethereal drake on level 46 of The Sacred
    Land Of Mountains.
s) The Pike of Balath (2d5) (+0,+7) {cursed}
    It can be wielded two-handed.  It does extra damage 
    from electricity and frost.  It is very sharp and can cut your foes.  
    It drains experience.  It induces random teleportation.  It is heavily
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 26 of A lost temple.
t) The Guisarme of Ameneith (2d5) (+13,+15) (+6)
    It can be
    wielded two-handed.  It increases your strength and constitution by 6.
    It does extra damage from acid and fire.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It is a
    great bane of undead.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 7 of Barrow-Downs.
u) The Whip of Belentar (1d6) (+4,+4) (-7) {cursed}
    It decreases 
    your constitution by 7.  It induces random teleportation.  It fills
    you with the Black Breath.  It is heavily cursed.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 12 of Orc Cave.
v) The Mace of Lomurthan (2d4) (+19,+6) (+2 attacks)
    It can be
    wielded two-handed.  It increases your strength and attack speed by 2.
    It produces chaotic effects.  It can cause earthquakes.  It is a great
    bane of demons.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
w) The Small Wooden Boomerang 'Galar' (1d4) (+10,+14)
    
    It poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It strikes at undead with holy wrath.  It is especially
    deadly against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 16 of Orc Cave.
x) The Metal Boomerang of Dalach (4d5) (+14,+4)
    It does extra
    damage from acid and fire.  It is a great bane of dragons.  It strikes
    at demons with holy wrath.  It strikes at undead with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 14 of Orc Cave.



Posted on 13.7.2005 04:53
Last updated on 18.11.2005 21:30

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5088. on the Ladder (of 12813)
1350. on the ToME Ladder (of 2975)
11. for this player (out of 13)

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On 13.7.2005 04:53 roblt97@hotmail.com wrote:
I've been trying to learn Hengband lately, but in frustration I turned back to ToME to let off some steam. This demonologist is doing great--but I can't safely go beyond BDw1. Like speed-diving, ironman/small forces you to be super-disciplined. Hopefully I can keep it going.

On 13.7.2005 04:55 roblt97@hotmail.com wrote:
Oh right, and check out the Mathom House. My first Junkart was pretty funny-Medallion of Good Will indeed!

On 13.7.2005 05:12 roblt97@hotmail.com wrote:
So much for disciplined and all that. I took on a ghoulking and killed him--but his poison dropped me from 45 to 0. Bah. Probably back to Heng after this, but if I keep having trouble I'll build another Unbeliever and mow down Morgoth's minions.

Oh, to remind myself in the future--don't go hand to hand early on with ironman/small. More wands, more arrows.

Poison. Grr.

On 18.11.2005 21:30 roblt97@hotmail.com wrote:
Clvl 40

Here's a re-roll that I've been meaning to post for a while. The Gothmog set is tons-o'-fun, but waaaay too easy to complete, especially with ironman/small on. Survive those first few trips to BDw and the Sandworm Cave is yours...Anyway, 4 immunities, stats are maxed, I've got (for the first time EVER) a speed ring market, Great Rod Tip of Home Summoning...lots of goodies to go around.

And no advice on maxing/not maxing demonology. It should be a law that demonologists have to max it--I'll just pay attention to when I summon and when I demonblade.

On 19.11.2005 12:52 Elliott946@aol.com wrote:
Wow, you have accumulated by far the most junkarts I've ever seen.

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