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The Angband Ladder: Gliranydd, Wood-Elf Sorceror by <s_latour@hotmail.com>

  [ToME 2.1.0 Character Dump]

 Name  : Gliranydd              Age                141       STR:  18/47       
 Sex   : Female                 Height              50       INT: 18/***       
 Race  : Wood-Elf               Weight              77       WIS:     18       
 Class : Sorceror               Social Class         1       DEX: 18/***       
 Body  : Player                                              CON: 18/130       
                                                             CHR: 18/139       
                                                                               
 + To Melee Hit           9 Level             42    Max Hit Points       244   
 + To Melee Damage       -1 Experience   2800048    Cur Hit Points       -18   
 + To Ranged Hit         18 Max Exp      2800048    Max SP (Mana)       1141   
 + To Ranged Damage       0 Exp to Adv.  2880000    Cur SP (Mana)        160   
   AC                21+181 Gold          434411    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Fair         Perception  : Heroic       Blows/Round:  4         
 Bows/Throw  : Superb       Searching   : Superb       Shots/Round:  1         
 Saving Throw: Very Good    Disarming   : Excellent    Wpn.dmg/Rnd:  4d4+-4    
 Stealth     : Superb       Magic Device: Legendary[32]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 the black sheep           
          of the family.  You have hazel eyes, curly red hair, and a           
          dark complexion.                                                     


  [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:       OFF
 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 48 (2400')
        Barrow-Downs: Level 10 (500')
        Heart of the Earth: Level 36 (1800')
        Maze: Level 37 (1850')
        Orc Cave: Level 19 (950')
        The Old Forest: Level 21 (1050')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')

 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 7th Quelle of the 2890th year of the third age.
 It now is 21 days that you are adventuring.

     Your Attributes:
You are dead.
You can drive yourself into a berserk frenzy.
You can cast magic missiles.
You can sense what is beyond walls.
You are protected by a mystic shield.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
Your appetite is small.
You have ESP.
You are lucky.
You reflect arrows and bolts.
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 poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to nexus attacks.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your strength is affected by your equipment.
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 charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your ability to score critical hits is affected by your equipment.

 Corruption list:

Skills (points left: 0)
 - Sneakiness                                    03.700 [0.900]
	  . Stealth                                     01.000 [0.500]
 - Magic                                         47.850 [1.000]
	  . Magic-Device                                48.000 [1.000]
	  . Spell-power                                 47.400 [0.600]
	  . Sorcery                                     47.400 [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                                   00.000 [0.900]
	  . Thaumaturgy                                 00.000 [0.900]
 - Spirituality                                  02.650 [0.550]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  02.300 [0.500]
	  . Symbiosis                                   10.500 [0.500]

 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 47 princesses.

 You have defeated 5852 enemies.


  [Fates]

You may meet a Green jelly on level 17.
You are fated to meet a Floating eye on level 1.
You may find a Potion of Abomination on level 1.


  [Character Equipment]

a) The Mage Staff 'Egrin' (1d4) (-6,-2) [+10](100%) (+5) {cursed, !*}

 It can be wielded two-handed.  It provides light (radius 1) forever.
It can be used to store a spell.  It increases your intelligence, mana
capacity and spell power by 5.  It provides immunity to paralysis.
It provides resistance to blindness and confusion.  It allows you 
to fly.  It allows you to see invisible monsters.  It is cursed.  It
cannot be harmed by acid, cold, lightning or fire.  


d) (nothing)
e) a Ring of Constitution (+2) {!*}
f) a Ring of Constitution (+4) {!*}
k) an Amulet of Resistance
m) a Dwarven Lantern of the Magi (+2) {!*}

 It grants you the power of magic map if it is being worn.  It provides
light (radius 2) forever.  It can be used to store a spell.  It increases
your intelligence, wisdom and charisma by 2.  It makes you invisible.
It provides resistance to blindness.  It cannot be harmed by fire.



n) The Filthy Rag of the Wight [1,-1] (+6 to searching)
A piece of discarded cloth, smelly and dirty. Eurgh. You're not going
to wear this, are you???
 It increases your intelligence, searching and spell power by 6.  It
provides resistance to blindness and confusion.  It allows you to 
see invisible monsters.  It cannot be harmed by acid, cold, lightning
or fire.  


o) an Elven Cloak [4,+10] (+4 to stealth)
p) a Small Leather Shield of Reflection [2,+10]
A small disc of lindenwood, with a leather covering on one side. 
 It reflects bolts and arrows.  It cannot be harmed by acid, cold, 
lightning or fire.  


s) The Steel Helm of Hammerhand [6,+20] (+3)
A helmet which protects the entire head. The expensive steel as base
material allows it to offer very good protection while being fairly
light.
 A great helm as steady as the heroes of the Westdike. Mighty were 
the blows of Helm, the Hammerhand!
 It grants you the power of berserk if it is being worn.  It increases
your strength, dexterity and constitution by 3.  It sustains your strength,
dexterity and constitution.  It makes you completely fearless.  It
provides resistance to acid, cold, dark and nexus.  It slows your 
metabolism.  It cannot be harmed by acid, cold, lightning or fire.



u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
A set of metal gloves with nasty spikes and barbs, originally made
to help in combat, but the additional metal on the backs of the hands
also offers a lot more protection.
 The hand-sheathing of Fingolfin, warrior-king of Elves and Men, who
gave Morgoth seven mighty wounds and pain that will last forever.
 It can be activated for a magical arrow (150) every 90+d90 turns if
it is being worn. It grants you the power of magic missile if it is
being worn.  It increases your dexterity and luck by 4.  It provides
immunity to paralysis.  It provides resistance to acid.  It slows 
your metabolism.  It cannot be harmed by acid, cold, lightning or 
fire.  


x) a Pair of Hard Leather Boots of Free Action [3,+10]
A pair of boots, with hardened leather at the caps, offering a little
extra protection for the feet.
 It provides immunity to paralysis.  


z) a Rot jelly (160 hp)
{) (nothing)
|) (nothing)


  [Character Inventory]

a) a Tome of Magical Energy {@1 !k!d!v}
b) a Tome of the Eternal Flame {@2 !k!d!v}
c) a Tome of the Blowing Wind {@3 !k!d!v}
d) a Fireproof Tome of the Impenetrable Earth {@4 !k!d!v}

 It cannot be harmed by acid.  It cannot be harmed by fire.  


e) a Fireproof Tome of the Everrunning Wave {@5 !k!d!v}

 It cannot be harmed by fire.  


f) a Tome of Translocation {@6 !k!d!v}
g) a Tome of the Tree {@7 !k!d!v}
h) a Tome of Knowledge {@8 !k!d!v}
i) a Tome of the Time {@9 !k!d!v}
j) a Fireproof Tome of Meta Spells {@0 !k!d!v}
This tome gives you deeper insights on the works of magic.
 It cannot be harmed by fire.  


k) a Tome of the Mind {!k!d!v}
l) 6 Sprigs of Athelas {!*}
m) 10 Potions of Cure Critical Wounds {!*}
n) a Potion of Healing {!*}
o) 4 Potions of Restore Mana {!*}
p) a Silver Rod of Cheapness of Recall (100/100) {!*}
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 cast spells for a lesser mana cost.  


q) a Silver Rod of Simplicity of Home Summoning (64/100)
This rod is used often used by court mages. It creation costs insane
amount of gold but it still doesnt beat a golden rod.
 


r) a Wand of Manathrust[1] of Plenty (10 charges) {@a1 !k!d!v}
This magical wand is imbued with a magic spell.
 


s) a Wand of Noxious Cloud[9] (3 charges)
t) The Set of Leather Gloves 'Cammithrim' [1,+10]
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.  


u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) an Unholy Tome of the Hellflame {!k!d!v}
b) a Book of Teleporation
c) a Copper Rod of Nothing (20/20)
d) a Rod Tip of Recall (80 Mana to cast)
e) a Rod Tip of Teleport Other (60 Mana to cast)
f) a Wand of Dig[1] (20 charges)
g) a Wand of Banishment[6] (4 charges)
h) The Amulet of Carlammas (+2)

 A fiery circle of bronze, with mighty spells to ward off evil.
 It can be activated for protection from evil every 225+d225 turns 
if it is being worn. It increases your constitution by 2.  It provides
resistance to fire.  It cannot be harmed by acid, cold, lightning 
or fire.  


i) Elven Soft Studded Leather of Resistance [5,+16] (+2 to stealth)
A leather jerkin with metal studs in critical places offering slightly
better protection.
 It increases your stealth by 2.  It provides resistance to acid, electricity,
fire, cold, dark and disenchantment.  It allows you to sense the presence
of orcs.  It cannot be harmed by acid, cold, lightning or fire.  


j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
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, shards and disenchantment.  It cannot be harmed by acid, 
cold, lightning or fire.  


k) The Hard Leather Cap of Thranduil [2,+10] (+2)
A piece of protective headgear made from hardened leather, just covering
the skull.
 The hunting cap of King Thranduil, to whose ears come all the secrets
of his forest domain.
 It increases your intelligence and wisdom by 2.  It provides resistance
to blindness and confusion.  It allows you to sense the presence of
orcs, trolls and evil beings.  It cannot be harmed by acid, cold, 
lightning or fire.  


l) a Long Sword of *Slay Undead* (2d5) (+13,+7) (+1)
It's a bladed weapon. A long straight sword, tapering to a pronounced
point. Mainly good for piercing attacks, but it can be used for slashing,
too. It is a very popular design and has become standard issue in 
many armies.
 It increases your wisdom by 1.  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.  


m) a Pike (*Defender*) (2d5) (+11,+3) [+2] (+4 to stealth)
This is a polearm. A staff, 16-18 feet long, that has a small piercing
head about 10 inches long. The pike was is often used by infantry 
to fend off cavalry.  It is very effective against mounted troops.
 It can be wielded two-handed.  It increases your wisdom, dexterity,
constitution and stealth by 4.  It sustains your charisma.  It provides
immunity to paralysis.  It provides resistance to life draining, acid,
electricity, fire, cold and poison.  It allows you to levitate.  It
allows you to see invisible monsters.  It speeds your regenerative
powers.  It cannot be harmed by acid, cold, lightning or fire.  


n) 21 Silver Bolts of Frost (3d5) (+9,+11)
This crossbow bolt has a silver tip, blessed by the Valar for fighting
evil.
 It does extra damage from frost.  It fights against evil with holy
fury.  It cannot be harmed by acid.  It cannot be harmed by fire. 
It cannot be harmed by cold.  


o) a Mage Staff of Spell (1d4) (+6,+8)

 It can be wielded two-handed.  It can be activated for runespell(Cold,
Power Surge, 20) every 100 turns and runespell(Element, Armageddon,
58) every 290 turns if it is being worn. It cannot be harmed by acid,
cold, lightning or fire.  




  [Home Inventory - Gondolin ]

a) 7 Potions of Healing {!*}
b) a Ring of Confusion Resistance
c) a Ring of Blindness Resistance
d) a Dwarven Lantern {!*}
e) The Phial of Galadriel (+4)

 A small crystal phial, with the light of Earendil's Star contained
inside.  Its light is imperishable, and near it darkness cannot endure.
 It is from a group of Elven items once entrusted to Hobbits
 It can be activated for illumination 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.





  [Home Inventory - Minas Anor ]

a) a Tome of the Everrunning Wave {@5 !k!d!v}
b) a Potion of *Healing*
c) a Moonstone Rod of Nothing (75/75)
d) a Silver Rod of Light (100/100)
e) a Wand of Slow Monster[7] (10 charges)
f) a Wand of Confuse[1] (5 charges)
g) a Wand of Ice Storm[2] (3 charges)
h) an Amulet of the Serpents [+2] (+3)
i) The Anchor of Space-Time

 A powerful stone that provides a strong light for any who wields it.
It is rumored that it may even protect the wearer from the passing
of the 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.  


j) The Large Metal Shield of Anarion [5,+20]
A large piece of wood, rectangular or oval in shape, and covered with
metal to strengthen it. It's to be worn strapped to the arm not occupied
by the weapon when fighting.
 The great metal-bound shield of Anarion, son of Elendil, who Sauron
found himself powerless to wither or diminish.
 It sustains your strength, intelligence, wisdom, dexterity, constitution 
and charisma.  It provides resistance to acid, electricity, fire, cold 
and disenchantment.  It allows you to sense the presence of evil beings.
It cannot be harmed by acid, cold, lightning or fire.  


k) a Pike of Aman (2d5) (+10,+15) [+1] (+2)
This is a polearm. A staff, 16-18 feet long, that has a small piercing
head about 10 inches long. The pike was is often used by infantry 
to fend off cavalry.  It is very effective against mounted troops.
 It can be wielded two-handed.  It increases your wisdom by 2.  It 
strikes at demons with holy wrath.  It strikes at undead with holy
wrath.  It fights against evil with holy fury.  It sustains your strength.
It makes you completely fearless.  It allows you to see invisible 
monsters.  It allows you to sense the presence of evil beings.  It
has been blessed by the gods.  


l) a Fiery Scythe of Life (5d3) (+10,+12)(20%)
A simple farm implement, converted into a weapon by slightly straightening
its blade and putting it in line with its pole, instead of the typical
right angle.
 It can be wielded two-handed.  It provides light (radius 1) forever.
It increases your hit points by 1.  It does extra damage from fire.
It provides resistance to life draining and fire.  It cannot be harmed
by fire.  


m) a Quarterstaff of the Thunderlords (1d9) (+8,+13) (+2 to searching)
It's a polearm. A long, wooden pole, usually the height of the wielder.
Four of them can be made out of the trunk of one young tree, hence
the name. The quarterstaff is an excellent weapon for travelers as
it doubles both as a walking staff and as a deterrent against brigands.
The quarterstaff is used more in fencing and brawling than melee combat.

 It can be wielded two-handed.  It can be activated for teleport every
50+d50 turns if it is being worn. It increases your searching by 2.
It does extra damage from electricity.  It is a great bane of dragons.
It fights against evil with holy fury.  It provides immunity to paralysis.
It provides resistance to shards and nexus.  It allows you to fly.
It allows you to sense the presence of dragons.  It slows your metabolism.
It speeds your regenerative powers.  It induces random teleportation.



n) The metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
A strange curved leaf-shaped piece of wood, its forward edges enhanced
with metal blades.
 A powerful boomerang that makes one agile and fast, with a thirst 
forevil and undead creatures, but demands its wielder not teleport,
for fearof desertion.
 It increases your dexterity and speed by 3.  It poisons your foes.
It strikes at undead with holy wrath.  It fights against evil with
holy fury.  It provides immunity to paralysis.  It provides resistance
to acid, electricity, fire, cold and sound.  It speeds your regenerative
powers.  It prevents teleportation.  It cannot be harmed by acid, 
cold, lightning or fire.  


o) a Mage Staff of Power (1d4) (-8,-4) (+11)

 It can be wielded two-handed.  It can be used to store a spell.  It
increases your spell power by 11.  




  [Home Inventory - Lothlorien ]

a) a Tome of Magical Energy
b) a Tome of the Eternal Flame
c) a Tome of the Blowing Wind
d) a Tome of the Time
e) 3 Potions of Healing {!*}
f) a Wooden Rod of the Istari of Perception (20/20)
The most common rods of all. It's the wood of oak, cut at midnight
by a fair maiden.
 It can hold more mana.  It can cast spells for a lesser mana cost.
It can cast spells faster.  It regenerates its mana faster.  


g) a Rod Tip of Cold Balls (55 Mana to cast)
h) a Wand of Thunderstorm[4] (5 charges)
i) a Wand of Summon Animal[2] (4 charges)
j) Elven Blue Dragon Scale Mail (-2) [30,+20] (+1 to stealth)
A piece of dragon hide fashioned into an armour, shimmering bright
blue.
 It can be activated for breathe lightning (100) every 90+d90 turns 
if it is being worn. It increases your stealth by 1.  It provides 
resistance to acid, electricity, fire, cold and nexus.  It allows 
you to fly.  It allows you to sense the presence of orcs.  It cannot
be harmed by acid, cold, lightning or fire.  


k) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
A leather jerkin, light and unencumbering, but not very protective.
 This powerful piece of armour was made using the remains of the Sandworm
Queen.
 It increases your strength, stealth, infravision and ability to tunnel 
by 5.  It provides resistance to acid, electricity, fire and poison.
It allows you to sense the presence of animals.  It cannot be harmed
by acid, cold, lightning or fire.  


l) a Dwarven Metal Cap [3,+7] (+1 to infravision)
A metal skullcap, it has added nose and cheekguards.
 It increases your constitution and infravision by 1.  It provides 
resistance to fire.  It allows you to sense the presence of trolls 
and dragons.  


m) a Mage Staff of Mana (1d4) (-13,-22)(40%) (+2)

 It can be wielded two-handed.  It can be used to store a spell.  It
increases your mana capacity by 2.  




  [Home Inventory - Gondolin ]

a) 7 Potions of Healing {!*}
b) a Ring of Confusion Resistance
c) a Ring of Blindness Resistance
d) a Dwarven Lantern {!*}
e) The Phial of Galadriel (+4)

 A small crystal phial, with the light of Earendil's Star contained
inside.  Its light is imperishable, and near it darkness cannot endure.
 It is from a group of Elven items once entrusted to Hobbits
 It can be activated for illumination 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.






Posted on 29.10.2002 12:52

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4685. on the Ladder (of 12678)
1264. on the ToME Ladder (of 2973)
28. for this player (out of 63)

Comments

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On 29.10.2002 12:52 s_latour@hotmail.com wrote:
This is the furthest I have ever gotten with a sorceror (except for a Vampire High Elf in ToME 1.0, but the less said about that the better). The class is certainly a lot of fun. Now I can try out a lot of artifacts that my wood elf archer tossed aside. Now whenever I see a light blue "\", I get mighty excited! The artifact Mage Staff this character had was great! Well, time to roll up a new sorceror. :)

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