The Angband Ladder: Lothiar, High-Elf Sorceror by <iblum@jrfii.com>

  [ToME 2.1.0 Character Dump]

 Name  : Lothiar                Age                114       STR:     13       
 Sex   : Neuter                 Height              58       INT:  18/99       
 Race  : Corrupted High-Elf     Weight             194       WIS:  18/32       
 Class : Sorceror               Social Class        17       DEX: 18/108       
 Body  : Player                                              CON:     14       
                                                             CHR:  18/86       
                                                                               
 + To Melee Hit         -17 Level             32    Max Hit Points       103   
 + To Melee Damage      -12 Experience    437649    Cur Hit Points       -36   
 + To Ranged Hit         10 Max Exp       437649    Max SP (Mana)        226   
 + To Ranged Damage      14 Exp to Adv.   500000    Cur SP (Mana)        195   
   AC                 18+56 Gold          644286    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Good         Blows/Round:  2         
 Bows/Throw  : Excellent    Searching   : Fair         Shots/Round:  1         
 Saving Throw: Excellent    Disarming   : Very Good    Wpn.dmg/Rnd:  2d4+-24   
 Stealth     : Excellent    Magic Device: Superb       Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          Your mother was of the Nandor.  You are the illegitimate             
          but acknowledged child of a Serf.  You are a credit to the           
          family.  You have hazel eyes, wavy red hair, and a dark              
          complexion.                                                          


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      OFF
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 30 (1500')
        Barrow-Downs: Level 10 (500')
        Orc Cave: Level 22 (1100')

 Your body was a Player.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 9th Quelle of the 2890th year of the third age.
 It now is 23 days that you are adventuring.

     Your Attributes:
You are dead.
You can mystify pets.
You can wake up a pet.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
Your appetite is small.
You are unlucky.
You are surrounded with electricity.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to poison.
You are resistant to bright light.
You are resistant to blasts of shards.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.

 Corruption list:

Skills (points left: 0)
	  - Weaponmastery                               01.000 [0.500]
	  - Archery                                     18.000 [0.500]
 - Sneakiness                                    01.000 [0.900]
	  . Stealth                                     01.000 [0.500]
	  . Disarming                                   01.000 [0.500]
 - Magic                                         23.560 [1.000]
	  . Magic-Device                                03.000 [1.000]
	  . Spell-power                                 37.200 [0.600]
	  . Sorcery                                     37.000 [0.800]
	  . Mana                                        00.000 [0.600]
	  . Fire                                        00.000 [0.700]
	  . Water                                       00.000 [0.700]
	  . Air                                         00.000 [0.700]
	  . Earth                                       00.000 [0.700]
	  . Meta                                        00.000 [0.700]
	  . Conveyance                                  00.000 [0.700]
	  . Divination                                  00.000 [0.700]
	  . Temporal                                    00.000 [0.700]
	  . Mind                                        00.000 [0.700]
	  . Nature                                      00.000 [0.700]
	  . Necromancy                                  00.000 [0.900]
	  . Runecraft                                   01.800 [0.900]
	  . Thaumaturgy                                 14.400 [0.900]
 - Spirituality                                  01.000 [0.550]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  00.000 [0.500]
	  . Mimicry                                     01.000 [0.500]

 You saved 30 princesses.

 You have defeated 4440 enemies.


  [Fates]

You are fated to die on level 1.


  [Character Equipment]

a) a Mage Staff of Power [Recovery] (1d4) (-10,-2) (+10)

 It can be wielded two-handed.  It has a spell stored inside.  It increases
your spell power by 10.  


d) a Long Bow of Extra Might (x4) (+12,+14)
A Bow almost as long as a human. It takes considerable strength and
skill to use and is rather awkward to carry around inside buildings.
Nevertheless, it shoots arrows with astonishing force. You can 'f'ire
with it after you 'w'ield it.
 It provides resistance to poison.  It fires missiles with extra might.



e) a Ring of Speed (+6)
f) a Ring of Flying
k) an Amulet of Slow Digestion
m) a Dwarven Lantern
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Deathwatch}
A suit of armour made of overlapping hardened leather scales. It offers
good protection while still being rather lightweight.
 A tunic and skirt sewn with thick, overlapping scales of hardened 
leather whose wearer moves with agility and assurance.
 It increases your dexterity and speed by 3.  It provides resistance
to acid and shards.  It cannot be harmed by acid, cold, lightning 
or fire.  


o) a Cloak of Mimicry [Goat] of Electricity [1,+7]

 It provides resistance to electricity.  It produces an electric sheath.
It cannot be harmed by acid.  It cannot be harmed by electricity. 



p) a Small Leather Shield of Resist Lightning [2,+5]
A small disc of lindenwood, with a leather covering on one side. 
 It provides resistance to electricity.  It cannot be harmed by electricity.



s) The Metal Cap of Angri [3,+3]
A metal skullcap, it has added nose and cheekguards.
 It provides light (radius 1) forever.  It sustains your intelligence 
and wisdom.  It provides immunity to paralysis.  It cannot be harmed
by acid, cold, lightning or fire.  


u) The Set of Leather Gloves 'Cammithrim' [1,+10] {Deathwatch}
Light gloves which do not seriously hinder finger movements, while
still protecting the hands somewhat.
 These gloves glow so brightly as to light the way for their owner 
and cast magical bolts with great frequency.
 It can be activated for magic missile (2d6) every 2 turns if it is
being worn. It provides light (radius 1) forever.  It sustains your
constitution.  It provides immunity to paralysis.  It provides resistance
to light.  It cannot be harmed by acid, cold, lightning or fire.  


x) (nothing)
z) (nothing)
{) 23 Sheaf Arrows (exploding) (1d5) (+5,+3)
|) a Mattock of Digging (1d8) (+10,+9) (+6)
This is digging tool. Use it to dig in walls, destroy doors or cut
wood.
 It increases your ability to tunnel by 6.  It cannot be harmed by 
acid, cold, lightning or fire.  




  [Character Inventory]

a) a Tome of Magical Energy
b) a Tome of the Impenetrable Earth
c) a Fireproof Tome of Translocation

 It cannot be harmed by fire.  


d) a Tome of Meta Spells
e) a Book of Beginner Cantrips
f) a Book of Fireflash
g) a Spellbook of Essense of Speed
h) a Spellbook of Vision
i) a Spellbook of Identify
j) a Spellbook of Noxious Cloud
k) a Spellbook of Vapor
l) a Runestone {identify ball}
m) 6 Mushrooms of Cure Confusion
n) a Lembas
o) a Potion of Cure Serious Wounds
p) 5 Potions of Cure Critical Wounds
q) a Potion of Restore Mana
r) a Cloak of Mimicry [Dragon] of Protection [1,+10]

 It provides resistance to shards.  It cannot be harmed by acid, cold,
lightning or fire.  


s) an Acidic Broken Dagger (1d1) (+6,+4)
It's a bladed weapon. The blade itself is 30 centimeters and broken
off not far above the hilt.
 It does extra damage from acid.  It provides resistance to acid.  It
cannot be harmed by acid.  


t) a Small Sword of Slay Dragon (1d6) (+3,+2)
It's a bladed weapon. It's the favourite weapon of strong mages and
thieves, the blade is about half a meter. It's very easy to handle,
although it is a lot less efficient than the longer and heavier designs.
 It is especially deadly against dragons.  


u) The Mace of Sorthoron (2d4) (+14,-3) (+4)
It's a hafted weapon. This weapon is is club ending in a ball shape.
The ball shape is scattered with metal shards. Like this you crush
and cut your adversary.
 It can be wielded two-handed.  It increases your charisma by 4.  It
does extra damage from fire.  It produces chaotic effects.  It is 
especially deadly against dragons.  It is especially deadly against
orcs.  It is especially deadly against trolls.  It is especially deadly
against natural creatures.  It cannot be harmed by acid, cold, lightning
or fire.  


v) 24 Arrows (exploding) (1d4) (+4,+5)
w) (nothing)


  [Home Inventory - Bree ]

a) 15 Mushrooms of Cure Serious Wounds {100% off}
b) a Parchment - Adventurer's guide to Middle Earth


  [Home Inventory - Lothlorien ]

a) a Tome of Translocation
b) a Book of Teleporation
c) a Spellbook of Recovery
d) a Spellbook of Dig
e) a Rune [Self]
f) a Rune [Arrow]
g) a Runestone
h) a Runestone {25% off}
i) a Rune [Gravity]
j) a Rune [Life]
k) 2 Runes [Knowledge]
l) The Wand of Digging of Thrain (25 charges)
The miner's friend.  This wand was used by Thrain to dig into the 
walls of the dungeon and is quite useful because it will never be 
destroyed.
 


m) The Ring of Maleth (+1)
When you put on this ring, you will be able to float just above the
floor. This will prevent a lot of traps to trigger, and all your falls
will be painless. It also prevents you from drowning.
 It increases your dexterity by 1.  It provides resistance to sound,
shards and nexus.  It allows you to levitate.  It cannot be harmed
by acid, cold, lightning or fire.  


n) Green Dragon Scale Mail (-2) [30,+22]
o) Dwarven Metal Scale Mail of Resist Cold (-2) [13,+16] (+2)
A suit of overlapping metal scales, sewn onto a leather or cloth jerkin.
 It increases your strength, constitution and infravision by 2.  It
sustains your strength and constitution.  It provides immunity to 
paralysis.  It makes you completely fearless.  It provides resistance
to cold and dark.  It cannot be harmed by acid, cold, lightning or
fire.  


p) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
Metal gloves protecting the hands up to the middle of the lower arm.
 A set of handgear so icy as to be able to fire frost bolts.
 It can be activated for frost bolt (6d8) every 7+d7 turns if it is
being worn. It can be used to store a spell.  It increases your constitution 
by 4.  It sustains your constitution.  It provides resistance to cold.
It speeds your regenerative powers.  It cannot be harmed by acid, 
cold, lightning or fire.  


q) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4) {snaga?}
A one-headed axe made for combat, with an elongated moon-shaped blade.
 Forged by the dwarves of Khazad-dum in a time of desperation, this
axe turned many a battle against the invading orcs.
 It can be activated for detect orcs every 10 turns if it is being 
worn. It increases your dexterity and searching by 4.  It is especially
deadly against orcs.  It cannot be harmed by acid, cold, lightning
or fire.  


r) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) {Deathwatch}
This is a bladed weapon. This blade is sinuosly curved and tipped 
with a harpoon like end. This blade has a large handguard and was 
designed as an off-hand weapon, This short but cruel blade is a favourite
among Orcs.
 A short thrusting blade with a large guard worn by Maedhros the Tall,
eldest son of Feanor, and wielded with his left hand after the loss
of his right hand in the pits of Thangorodrim.
 It increases your intellence, dexterity and speed by 3.  It is especially
deadly against trolls.  It is especially deadly against giants.  It
provides immunity to paralysis.  It allows you to levitate.  It allows
you to see invisible monsters.  It cannot be harmed by acid, cold,
lightning or fire.  


s) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
It's a bladed weapon. This oriental blade has 2 edges and is deeply
curved. It has a wide and very sharp end. It is the forefather of 
the sabre.
 A damascened scimitar that seems wondrously easy to hold.  Famed in
song as the "Sickle of Harad", and a deadly foe to the undead.
 It increases your intellence, wisdom and attack speed by 2.  It is
especially deadly against dragons.  It strikes at demons with holy
wrath.  It strikes at undead with holy wrath.  It fights against evil
with holy fury.  It is especially deadly against natural creatures.
It provides resistance to light, nexus, chaos and disenchantment. 
It allows you to see invisible monsters.  It has been blessed by the
gods.  It cannot be harmed by acid, cold, lightning or fire.  


t) The Spear of Ereth (1d6) (+29,+8) (+4)
This is a polearm. Spears tended to have a strong, wide, leaf-shaped
head with a ridge down the middle. The spearhead is attached to the
wooden shaft by a socket. The sockets were usually riveted to the 
shaft and some have two small lugs near the base of the socket to 
allow the head to be possibly bound on as well. This spear is 7 feet
long.
 It increases your strength and charisma by 4.  It does extra damage
from acid and electricity.  It poisons your foes.  It produces chaotic
effects.  It drains life from your foes.  It is very sharp and make
your foes bleed.  It is a great bane of dragons.  It is especially
deadly against giants.  It strikes at demons with holy wrath.  It 
strikes at undead with holy wrath.  It has been blessed by the gods.
It cannot be harmed by acid, cold, lightning or fire.  


u) The Rounded Pebble 'Travak' (3d6) (+8,+5)
Small round stones. When fired with a sling, they could even hurt 
a giant.S You can use it for 'f'iring a sling.
 A bolt imbued with the powers of the elements.  
 It does extra damage from acid, electricity, fire and frost.  It poisons
your foes.  It cannot be harmed by acid, cold, lightning or fire. 






Posted on 9.9.2002 21:46
Last updated on 11.9.2002 21:41

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1868. on the ToME Ladder (of 3145)
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Comments

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On 11.9.2002 15:46 iblum@jrfii.com wrote:
It doesn't say it, but I just wiped up the wight grave (but didn't get the filthy rag of the witch king. :(

He's just passed Abendactred, the lost soul... of course Lothair's at about 1.6 million turns, where Abby died at 25 thousand.

On 11.9.2002 20:33 iblum@jrfii.com wrote:
Now past Deathwatch.... Love to start weilding Maedros for the speed, but that Mage Staff of Power +10 is too good to stop (kinda like an addiction.)

On 11.9.2002 21:41 iblum@jrfii.com wrote:
And that's about all she wrote. blindsided by a manabolt. grrrr...

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