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The Angband Ladder: Asilig, Thunderlord Ranger by <funky_cheeze@usa.net>

  [ToME 2.1.0 Character Dump]

 Name  : Asilig                 Age                 19       STR:     25       
 Sex   : Male                   Height             194       Int:     19     20
 Race  : Thunderlord            Weight             285       WIS:     13       
 Class : Ranger                 Social Class        52       DEX:     24       
 Body  : Player                                              CON:     20       
                                                             CHR:     20       
                                                                               
 + To Melee Hit          17 Level             25    Max Hit Points       258   
 + To Melee Damage       24 Experience     65990    Cur Hit Points       -13   
 + To Ranged Hit         21 Max Exp        81393    Max SP (Mana)         23   
 + To Ranged Damage      12 Exp to Adv.    75250    Cur SP (Mana)         23   
   AC                 17+67 Gold           17977    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Heroic       Perception  : Superb       Blows/Round:  2         
 Bows/Throw  : Legendary[10]Searching   : Superb       Shots/Round:  2         
 Saving Throw: Very Good    Disarming   : Good         Wpn.dmg/Rnd:  4d5+48    
 Stealth     : Bad          Magic Device: Good         Infra-Vision: 0 feet    
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of many manwe maia. Your eagle looks very good.          
                                                                               
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       ON
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barrow-Downs: Level 10 (500')
        Heart of the Earth: Level 36 (1800')
        The Old Forest: Level 25 (1250')

 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 49th Yavie of the 2890th year of the third age.
 It now is 6 days that you are adventuring.

     Your Attributes:
You are dead.
You can breath fire.
You can use thunderlords powers.
You can mystify pets.
You can wake up a pet.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
You can sense the presence of orcs.
You can sense the presence of dragons.
You are lucky.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to darkness.
You are completely fearless.
Your eyes are resistant to blindness.
Your constitution is sustained.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your digging ability is affected by your equipment.
Your weapon is very sharp.

 Corruption list:
Balrog Aura:
  Surrounds you with a fiery aura
  But it can burn scrolls when you read them

Demon Breath:
  Provides fire breath
  But gives a small chance to spoil potions when you quaff them


Skills (points left: 5)
 - Combat                                        28.576 [0.800]
	  - Weaponmastery                               14.500 [0.500]
	  - Archery                                     23.308 [0.750]
	 	  . Sling-mastery                             06.900 [0.300]
	 	  . Bow-mastery                               08.400 [0.300]
	 	  . Crossbow-mastery                          06.000 [0.300]
	 	  . Boomerang-mastery                         00.000 [0.300]
 - Sneakiness                                    04.705 [0.950]
	  . Stealth                                     07.000 [0.500]
	  . Disarming                                   01.000 [1.000]
 - Magic                                         01.000 [0.700]
	  . Magic-Device                                01.000 [1.100]
	  . Conveyance                                  00.000 [0.500]
	  . Divination                                  00.000 [0.500]
	  . Nature                                      00.000 [0.500]
 - Spirituality                                  01.000 [0.500]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  00.000 [0.700]

 You saved 24 princesses.

 You have defeated 2833 enemies.


  [Character Equipment]

a) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) {cursed}
A broad-bladed axe, suited for battle.
 The Petty-dwarves of Bathak forged this blade, and it shares their
thirst for blood.
 It increases your dexterity by 4.  It is very sharp and can cut your
foes.  It is very sharp and make your foes bleed.  It is cursed.  It
cannot be harmed by acid, cold, lightning or fire.  


d) a Light Crossbow of Extra Shots (x3) (+13,+12)
A metal bow mounted on a wooden stock. It is used for shooting bolts.
This design is relatively light and not too difficult to cock, but
also shoots its quarrels with less force. You can 'f'ire with it after
you 'w'ield it.
 It fires missiles excessively fast.  


e) a Ring of Invisibility {cursed}
f) a Ring of Protection [+13]
k) an Amulet of Searching (+3)
m) an Everburning Torch
n) Elven Hard Leather Armour of Resist Lightning (-1) [6,+18] (+1 to stealth)
A leather armour covering only the body. It is made of hardened leather,
making it harder to penetrate, but also harder to move in, as it is
rather stiff.
 It increases your stealth by 1.  It provides resistance to acid, electricity,
fire, cold and dark.  It allows you to sense the presence of orcs.
It cannot be harmed by acid, cold, lightning or fire.  


o) The Cloak of Thorongil [1,+10]
A cloth coat typically worn as a loose outer garment. It is spacious
enough to be worn even over bulky metal armour.
 A cloak of shimmering green and brown that grants sight beyond sight
and shakes off holding magics, worn by Aragorn son of Arathorn in 
his youth as he adventured under the name of Thorongil.
 It provides immunity to paralysis.  It makes you completely fearless.
It provides resistance to acid.  It allows you to see invisible monsters.
It cannot be harmed by acid, cold, lightning or fire.  


p) (nothing)
s) The Iron Helm 'Holhenneth' [5,+10] (+2)
A large helmet, protecting the entire head. Ventilation and bad vision
can be a problem with such headgear.
 A famous helm of forged iron granting extraordinary powers of mind
and awareness.
 It can be activated for detection every 55+d55 turns if it is being
worn. It increases your intellence, wisdom and searching by 2.  It
provides resistance to blindness.  It allows you to see invisible 
monsters.  It cannot be harmed by acid, cold, lightning or fire.  


u) The Set of Gauntlets 'Paurnimmen' [2,+14] (+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.  


x) a Pair of Hard Leather Boots of Stealth [3,-1] (+3 to stealth)
A pair of boots, with hardened leather at the caps, offering a little
extra protection for the feet.
 It increases your stealth by 3.  


z) (nothing)
{) 12 Bolts of Slay Animal (1d5) (+5,+8)
Short metal arrows, to be fired with crossbows. You can use it for
'f'iring a crossbow.
 It is especially deadly against natural creatures.  


|) a Pick (1d3) (+5,+4) (+1)


  [Character Inventory]

a) The Devil's Pentagram

 It can be activated for mass genocide.  


b) a Lembas
c) a Sprig of Athelas
d) a Potion of Detect Invisible
e) a Scroll of Remove Curse
f) a Scroll of Reset Recall
g) a Scroll of Satisfy Hunger
h) a Copper Rod of Light (20/20)
i) an Iron Rod of Cheapness of Lightning Bolts (50/50)
This is the better version of the copper rod. It has been forged with
iron that comes from way deep, where the dwarves should not go.
 It can cast spells for a lesser mana cost.  


j) a Wand of Drain Life (5 charges)
k) a Wand of Lightning Balls (10 charges)
l) 4 Staffs of Perception (14 charges)
m) a Staff of Enlightenment (1 charge)
n) a Staff of Treasure Location (14 charges)
o) a Staff of Speed (4 charges)
p) 6 Arrows (exploding) (1d4) (+6,+1)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) an Iron Rod of Quickness of Nothing (50/50)
This is the better version of the copper rod. It has been forged with
iron that comes from way deep, where the dwarves should not go.
 It can cast spells faster.  


b) an Iron Rod of Quickness of Nothing (50/50)
This is the better version of the copper rod. It has been forged with
iron that comes from way deep, where the dwarves should not go.
 It can cast spells faster.  


c) a Silver Rod of the Istari of Nothing (200/200)
This rod is used often used by court mages. It creation costs insane
amount of gold but it still doesnt beat a golden rod.
 It can hold more mana.  It can cast spells for a lesser mana cost.
It can cast spells faster.  It regenerates its mana faster.  


d) The Set of Gauntlets 'Paurnen' [2,+15]
Metal gloves protecting the hands up to the middle of the lower arm.
 A set of handgear so corrosive that it may fire bolts of acid.
 It can be activated for acid bolt (5d8) every 5+d5 turns if it is 
being worn. It can be used to store a spell.  It provides resistance
to acid.  It cannot be harmed by acid, cold, lightning or fire.  


e) a Broad Sword of *Slay Undead* (2d5) (+4,+4) (+2)
It's a bladed weapon. This broader version of the longsword is a standard
weapon in the army of Gondolin.
 It increases your wisdom by 2.  It is a great bane of undead.  It 
provides resistance to nether.  It allows you to see invisible monsters.
It allows you to sense the presence of undead.  


f) a Heavy Crossbow (x4) (+7,+9)
g) 22 Arrows (1d4) (+3,+6)


  [Home Inventory - Lothlorien ]

a) The Gem of Hate

 It can be activated for ruination.  


b) The Grail of Kenault

 It can be activated for teleportation.  


c) The Cloak of Queth [1,+7] (+4 to stealth)
A cloth coat typically worn as a loose outer garment. It is spacious
enough to be worn even over bulky metal armour.
 It increases your stealth by 4.  It provides immunity to acid.  It
provides resistance to poison and nexus.  It cannot be harmed by acid,
cold, lightning or fire.  


d) The Cloak of Mimicry [Mana ball] of Calivrien [1,+11]

 It sustains your intelligence.  It provides resistance to nexus.  It
cannot be harmed by acid, cold, lightning or fire.  


e) a Golden Crown of Lordliness [0,+7] (+3)
A gilded crown, which just looks good. Sometimes such headgear also
has additional properties which might make it worth wearing.
 It increases your wisdom and charisma by 3.  It sustains your wisdom 
and charisma.  It provides resistance to shards.  It cannot be harmed
by acid.  


f) a Dwarven Iron Helm of Wisdom [5,+6] (+3 to infravision)
A large helmet, protecting the entire head. Ventilation and bad vision
can be a problem with such headgear.
 It increases your wisdom, constitution and infravision by 3.  It sustains
your wisdom.  It provides resistance to fire.  It allows you to sense
the presence of trolls and dragons.  


g) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
This is a polearm. The halberd has a broad, short axe blade on a 5
- 6 long haft, with a spear point at the top, often a back-spike and
occasionally a butt-spike. Used to combat heavier armor. Usually used
for cutting and stabbing.  It's the most versatile polearm on Middle
Earth. The axe is used in general melee. The top pike is be used to
pierce armor, or is set against a cavalry charge. The back hook could
unseat horses, trip opponents, parry a blow, or be a general piercing
weapon.
 Lordly and tall did Osondir stand against the wrath of giants, and
clear-eyed in barrows fell, wielding a halberd glowing ruby red.
 It increases your charisma by 3.  It does extra damage from fire. 
It is especially deadly against giants.  It strikes at undead with
holy wrath.  It provides resistance to fire and sound.  It allows 
you to levitate.  It allows you to see invisible monsters.  It allows
you to sense the presence of giants.  It cannot be harmed by acid,
cold, lightning or fire.  





Posted on 6.10.2002 06:11

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11680. on the Ladder (of 15616)
2436. on the ToME Ladder (of 3069)
10. for this player (out of 15)

Comments

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On 6.10.2002 06:11 funky_cheeze@usa.net wrote:
Ouch. death by araena, did find that "passage into the living heart of the world" uh, thing... near the end of my mirkwood excursion.

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