The Angband Ladder: Olorin, Maia Sorceror by Neil Stevens

  [ToME 2.1.0 Character Dump]

 Name  : Olorin                 Age                 20       STR: 18/***       
 Sex   : Male                   Height              61       INT: 18/***       
 Race  : Maia Hermit            Weight             182       WIS: 18/***       
 Class : Sorceror               Social Class        23       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
 God   : Manwe Sulimo                                        CHR: 18/***       
                                                                               
 + To Melee Hit         -63 Level             50    Max Hit Points       945   
 + To Melee Damage      -66 Experience  54870185    Cur Hit Points       945   
 + To Ranged Hit        -67 Max Exp     54870185    Max SP (Mana)       1175   
 + To Ranged Damage      14 Exp to Adv.    *****    Cur SP (Mana)       1175   
   AC                46+125 Gold         1787937    Piety             285371   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Superb       Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Very Good    Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Superb       Wpn.dmg/Rnd:  8d5+-264  
 Stealth     : Heroic       Magic Device: Superb       Infra-Vision: 10 feet   
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are associated with Manwe.  In the past you lived in             
          Aman.                                                                
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mordor: Level 66 (3300')
        Angband: Level 109 (5450')
        Barrow-Downs: Level 5 (250')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 31 (1550')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 50 (2500')

 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 45th Quelle of the 2890th year of the third age.
 It now is 59 days that you are adventuring.

                    adefkmnopsuxz{|@            
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        Lite      : ......+..+....+.            
        See Invis : ..++.++..+......            
        Regen     : ..+......+......            
        Ign Acid  : .+++++++++++.++.            
        Ign Elec  : .+++++++++++.++.            
        Ign Fire  : .+++++++++++.++.            
        Ign Cold  : .+++++++++++.++.            
        Activate  : .+++.++..++...+.            
        Drain Exp : ...............+            
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        Orc.ESP   : .....+..........            
        Dragon.ESP: ......+.........            
        Good.ESP  : ...........+....            
        Unique.ESP: ...........+....            
        Full ESP  : ...+.....+......            

 Corruption list:

Skills (points left: 0)
 . Sneakiness                                    01.000 [0.900]
 - Magic                                         50.000 [1.000]
	  . Magic-Device                                12.000 [1.000]
	  . Spell-power                                 33.000 [0.600]
	  . Sorcery                                     50.000 [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                                  50.000 [0.900]
	  . Runecraft                                   00.000 [0.900]
	  . Thaumaturgy                                 00.000 [0.900]
 - Spirituality                                  20.250 [0.550]
	  . Prayer                                      00.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 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 no princesses.
 You saved Arda and became a famed King.

 You have defeated 34594 enemies.


  [Character Equipment]

a) a Scimitar of Life (2d5) (+14,+19)(60%) {Ere 3600'}
    It increases your hit points by 3.  It provides resistance to life
    draining.  
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {Invasion}
    It can be activated for fire branding of bolts every 999 turns if 
    it is being worn. It increases your speed by 10.  It provides resistance
    to fire and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
e) The Ring of Power 'Narya' (+6,+6) (+1) {Dim Gates !v!d!s}
    It can be activated for healing (500) every 200+d100 turns if it is
    being worn. It increases your strength, intelligence, wisdom, dexterity,
    constitution, charisma, speed and luck by 1.  It sustains your strength,
    wisdom, constitution and charisma.  It provides immunity to fire. 
    It provides immunity to paralysis.  It makes you completely fearless.
    It provides resistance to nether.  It allows you to see invisible 
    monsters.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
f) The Ring of Power 'Nenya' (+9,+9) (+2) {Ang 4950'}
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, dexterity,
    constitution, charisma, stealth, speed and luck by 2.  It sustains
    your intelligence, wisdom and charisma.  It provides immunity to cold.
    It provides immunity to paralysis.  It provides resistance to life
    draining and blindness.  It allows you to see invisible monsters. 
    It gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
k) The Amulet of Gonna (+3) {cursed, Durin's Bane}
    It increases your strength, intelligence, wisdom, dexterity, constitution,
    charisma and stealth by 3.  It sustains your dexterity.  It provides
    resistance to shards.  It allows you to levitate.  It is cursed.  It
    cannot be dropped while cursed.  It can re-curse itself.  It cannot
    be harmed by acid, cold, lightning or fire.  
m) The Arkenstone of Thrain (+3) {Ere 3600'}
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed 
    and luck by 3.  It provides resistance to life draining, light, dark 
    and chaos.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
n) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] {Nameless}
    It can be activated for star ball (150) every 1000 turns if it is 
    being worn. It provides light (radius 1) forever.  It provides immunity
    to electricity.  It provides immunity to paralysis.  It provides resistance
    to fire, cold, poison, light and dark.  It allows you to see invisible
    monsters.  It allows you to sense the presence of dragons.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
o) The Cloak of Mimicry [Wolf] of Banth [1,+10] {Ulfang}
    It sustains your strength and wisdom.  It provides immunity to acid.
    It provides resistance to electricity, cold, poison, dark and nether.
    It produces an electric sheath.  It cannot be harmed by acid, cold,
    lightning or fire.  
p) The Shield of Deflection 'Uilpion' [10,+19] {Ere 3100'}
    It sustains your intelligence and dexterity.  It provides resistance
    to nether.  It reflects bolts and arrows.  It cannot be harmed by 
    acid, cold, lightning or fire.  
s) The Golden Crown of Gondor [0,+15] (+3) {MoM 2250' GV}
    It can be activated for charm monster every 400 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your strength,
    wisdom, constitution and speed by 3.  It makes you completely fearless.
    It provides resistance to electricity, fire, cold, light, blindness,
    confusion, sound and chaos.  It allows you to see invisible monsters.
    It gives telepathic powers.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
u) The Set of Gauntlets of Eol [3,+15](60%) (+3) {Ere 3600'}
    It can be activated for mana bolt (9d8) 7+d7 turns if it is being 
    worn. It can be used to store a spell.  It increases your intelligence,
    luck and mana capacity by 3.  It provides immunity to paralysis.  It
    provides resistance to electricity, poison and dark.  It allows you
    to levitate.  It cannot be harmed by acid, cold, lightning or fire.
    
x) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3) {Dim
Gate}
    It grants you the power of panic hit if it is being worn.  It increases
    your intelligence, dexterity, charisma, stealth, searching and speed 
    by 3.  It provides immunity to paralysis.  It provides resistance to
    light and dark.  It allows you to levitate.  It allows you to sense
    the presence of good beings and unique beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
z) (nothing)
{) The Seeker Arrow of Bard (8d4) (+20,+15) {Feagwath}
    It does extra damage from acid, electricity, fire and frost.  It poisons
    your foes.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  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 cannot
    be harmed by acid, cold, lightning or fire.  
|) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5) {Ill 2600'}
    It can be activated for open a secret passage every 75 turns if it
    is being worn. It provides light (radius 1) forever.  It increases
    your strength and ability to tunnel by 5.  It does extra damage from
    acid.  It is especially deadly against orcs.  It is especially deadly
    against trolls.  It strikes at demons with holy wrath.  It sustains
    your strength.  It provides resistance to light, dark and chaos.  It
    allows you to climb high mountains.  It cannot be harmed by acid, 
    cold, lightning or fire.  


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {!k!v!d!s}
    It cannot be harmed by fire.  
b) a Tome of the Eternal Flame {!k!v!d!s}
c) a Tome of the Blowing Wind {!k!v!d!s @m1}
d) a Tome of the Impenetrable Earth {!k!v!d!s}
e) a Tome of the Everrunning Wave {!k!v!d!s}
f) a Fireproof Tome of Translocation {!k!v!d!s @m2}
    It cannot be harmed by fire.  
g) a Tome of the Tree {!k!v!d!s @m4}
h) a Fireproof Tome of Knowledge {!k!v!d!s @m3}
    It cannot be harmed by fire.  
i) a Tome of the Time {!k!v!d!s}
j) a Tome of Meta Spells {!k!v!d!s}
k) a Tome of the Mind {!k!v!d!s}
l) Raistlin's Ready Ranger {!k!v!d!s MoM 1500' @A0}
    It can be activated for satisfy hunger.  
m) 12 Potions of Cure Insanity
n) 19 Potions of Healing
o) 11 Potions of *Healing*
p) 4 Potions of Life
q) 7 Potions of Restore Mana
r) The Elfstone 'Elessar' (+7,+7) [+10] (+4) {Ere 3600' !k!v!d!s}
    It can be activated for heal and cure black breath every 200 turns 
    if it is being worn. It provides light (radius 3) forever.  It increases
    your strength, wisdom, charisma and speed by 4.  It makes you completely
    fearless.  It provides resistance to fire, poison and disenchantment.
    It cannot be harmed by acid, cold, lightning or fire.  
s) The Anchor of Space-Time {SwL 1450' !k!v!d!s}
    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.  
t) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your strength,
    intelligence, wisdom, dexterity, constitution, charisma and infravision 
    by 125.  It provides resistance to acid, electricity, fire, cold, poison,
    light, dark, confusion, nether and nexus.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It is permanently cursed. 
    It cannot be harmed by acid, cold, lightning or fire.  
u) The Metal Cap of Celebrimbor [3,+18] (+3 to searching) {Morgoth}
    It can be activated for temporary ESP (dur 20+d20) every 50+d20 turns 
    if it is being worn. It increases your intelligence, dexterity, charisma,
    searching and spell power by 3.  It provides resistance to acid, fire,
    shards and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
v) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed, Morgoth}
    It decreases your strength and dexterity by 3.  It provides immunity
    to fire and cold.  It provides immunity to paralysis.  It provides
    resistance to poison, nether and disenchantment.  It drains mana. 
    It induces random teleportation.  It aggravates nearby creatures. 
    It is heavily cursed.  It carries an ancient foul curse.  It cannot
    be harmed by acid, cold, lightning or fire.  
w) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10]
    It can be activated for alter reality every 100 turns if it is being
    worn. It can cause earthquakes.  It is a great bane of dragons.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  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 provides resistance to acid, electricity, fire 
    and cold.  It allows you to see invisible monsters.  It gives telepathic
    powers.  It produces an anti-magic shell.  It aggravates nearby creatures.
    It cannot be harmed by acid, cold, lightning or fire.  


  [Home Inventory - Bree ]

a) The Gem of Knowledge {!* SwL 1500'}
    It can be activated for mass genocide every 1000 turns.  
b) 6 Sprigs of Athelas
c) The Phial of Galadriel (+4) {SwL 1500' GV}
    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.  
d) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching)
    It increases your intelligence, searching and mana capacity by 2. 
    It provides resistance to blindness and confusion.  It allows you 
    to see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
e) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2) {Crypt}
    It can be activated for restore life levels every 450 turns if it 
    is being worn. It has a spell stored inside.  It increases your
intelligence,
    wisdom, charisma, stealth, speed and luck by 2.  It makes you invisible.
    It provides resistance to acid, fire, cold and confusion.  It cannot
    be harmed by acid, cold, lightning or fire.  
f) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {Ere 3550'}
    It increases your strength and constitution by 2.  It provides immunity
    to paralysis.  It cannot be harmed by acid, cold, lightning or fire.
    
g) The Pair of Hard Leather Boots called 'Garbage' [3,+11] {Artifact Creation
LV}
    It sustains your intelligence and wisdom.  It provides immunity to
    paralysis.  It provides resistance to nexus.  It allows you to levitate.
    It cannot be harmed by acid, cold, lightning or fire.  
h) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4) {Feagwath}
    It increases your strength, dexterity and constitution by 4.  It does
    extra damage from frost.  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 sustains your strength 
    and constitution.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to life draining, cold,
    nether and chaos.  It allows you to see invisible monsters.  It slows
    your metabolism.  It speeds your regenerative powers.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning
    or fire.  
i) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    It can be activated for ball of fire (72) every 400 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your
    strength, dexterity and luck by 4.  It does extra damage from fire.
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It fights against evil with holy fury.  It sustains your dexterity.
    It provides immunity to paralysis.  It makes you completely fearless.
    It provides resistance to fire 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.  
j) The Short Bow of Amras (x3) (+12,+15) (+1 to speed) {Ere 3450'}
    It increases your intelligence, wisdom, dexterity and speed by 1. 
    It provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
k) The Heavy Crossbow of Haugloron (x4) (+16,+11) (+2)
    It provides light (radius 1) forever.  It increases your strength,
    intelligence, wisdom, dexterity, constitution and charisma by 2.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
l) a Mage Staff of Power (1d4) (+10,-8) (+10)
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your spell power by 10.  


  [Mathom-house Inventory - Bree ]

a) The Crumpled Scroll of Mass Resurrection {Ere 3000'}
    It cannot be harmed by acid, cold, lightning or fire.  
b) The Ring of Power of Dwar, Dog Lord of Waw (+4 to speed)
    It increases your wisdom and speed by 4.  It makes you invisible. 
    It sustains your intelligence and wisdom.  It provides immunity to
    paralysis.  It provides resistance to poison.  It allows you to see
    invisible monsters.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
c) The Ring of Power of Khamul, the Black Easterling (+2 to speed)
    It increases your intelligence, constitution, stealth, speed and ability
    to score critical hits by 2.  It makes you invisible.  It provides
    resistance to poison and nexus.  It speeds your regenerative powers.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
d) The Ring of Power of Hoarmurath of Dir (+3 attacks)
    It increases your strength, charisma, stealth and attack speed by 3.
    It makes you invisible.  It provides resistance to blindness and shards.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
e) The Ring of Power of Ji Indur Dawndeath (+4 to searching)
    It increases your strength, dexterity, constitution, charisma and searching 
    by 4.  It makes you invisible.  It sustains your strength.  It provides
    resistance to light, dark and nether.  It allows you to levitate. 
    It allows you to see invisible monsters.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
f) The Ring of Power of The Witch-King of Angmar (+5% of critical hits)
    It increases your strength and ability to score critical hits by 5.
    It makes you invisible.  It provides resistance to cold, dark, confusion,
    sound, nether and nexus.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.
    
g) The Ring of Power of Adunaphel the Quiet (+5)
    It increases your strength, dexterity and constitution by 5.  It makes
    you invisible.  It sustains your wisdom.  It provides resistance to
    poison and dark.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
h) The Ring of Power of Akhorahil the Blind (+2)
    It increases your intelligence and wisdom by 2.  It makes you invisible.
    It sustains your dexterity and charisma.  It provides resistance to
    acid and chaos.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
i) The Ring of Power of Ren the Unclean (+1 to infravision)
    It increases your dexterity and infravision by 1.  It makes you invisible.
    It sustains your constitution.  It provides resistance to electricity,
    light, blindness and chaos.  It speeds your regenerative powers.  It
    drains experience.  It cannot be dropped while cursed.  It cannot 
    be harmed by acid, cold, lightning or fire.  
j) The Ring of Power of Uvatha the Horseman
    It makes you invisible.  It sustains your intelligence.  It provides
    resistance to electricity, light, nexus and chaos.  It allows you 
    to see invisible monsters.  It speeds your regenerative powers.  It
    drains experience.  It cannot be dropped while cursed.  It cannot 
    be harmed by acid, cold, lightning or fire.  
k) a Dwarven Lantern of the Magi [Essence of Speed] (+1) {Turgon}
    It grants you the power of magic map if it is being worn.  It provides
    light (radius 2) forever.  It has a spell stored inside.  It increases
    your intelligence, wisdom and charisma by 1.  It makes you invisible.
    It provides resistance to blindness.  It cannot be harmed by fire.
    
l) Elven Blue Dragon Scale Mail (-2) [30,+19] (+1 to stealth)
    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, poison and blindness.
    It allows you to fly.  It allows you to sense the presence of orcs.
    It cannot be harmed by acid, cold, lightning or fire.  
m) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {Ere 3600'}
    It can be activated for fire branding of bolts every 999 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 allows
    you to levitate.  It cannot be harmed by acid, cold, lightning or 
    fire.  
n) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed) {Ere 3600'}
    It increases your strength, dexterity and speed by 2.  It is very 
    sharp and can cut your foes.  It is very sharp and make your foes 
    bleed.  It fights against evil with holy fury.  It provides immunity
    to paralysis.  It allows you to see invisible monsters.  It slows 
    your metabolism.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
o) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] {Feagwath}
    It does extra damage from fire and frost.  It poisons your foes.  It
    produces chaotic effects.  It is very sharp and can cut your foes.
    It is a great bane of dragons.  It is especially deadly against orcs.
    It is especially deadly against trolls.  It fights against evil with
    holy fury.  It is especially deadly against natural creatures.  It
    provides immunity to paralysis.  It provides resistance to acid,
electricity,
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire. 
    
p) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an antimagic field.  It increases your speed and attack
    speed by 2.  It does extra damage from fire.  It is especially deadly
    against dragons.  It provides immunity to fire.  It makes you completely
    fearless.  It provides resistance to fire, chaos and disenchantment.
    It drains mana, life and experience.  It aggravates nearby creatures.
    It is heavily cursed.  It carries an ancient foul curse.  It cannot
    be harmed by acid, cold, lightning or fire.  
q) The Glaive of Pain (E:45, L:3) (9d6) (+0,+30) {Rebels}
    It drains mana.  It cannot be harmed by acid, cold, lightning or fire.
    
r) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is being 
    worn. It increases your searching and infravision by 2.  It fires 
    missiles excessively fast.  It cannot be harmed by acid, cold, lightning
    or fire.  


  [Home Inventory - Minas Anor ]

a) The Amulet of Ingwe (+3) {Ere 3250'}
    It can be activated for dispel evil (level*5) every 300+d300 turns 
    if it is being worn. It increases your intelligence, wisdom, charisma,
    searching and infravision by 3.  It provides immunity to paralysis.
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
b) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {Ere 3600' !k!v!d!s}
    It decreases your strength, wisdom, charisma and speed by 10.  It 
    does extra damage from fire.  It drains life from your foes.  It makes
    you invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows 
    you to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It carries
    an ancient morgothian curse.  It can clone monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  


  [Home Inventory - Lothlorien ]

a) The Wand of Digging of Thrain (111 charges) {Azog !k!v!d!s @a0}
    
b) a Ring of Speed (+13) {Ere 3600'}
c) The Ring of Barahir (+1) {LoM 3050'}
    It can be activated for Unknown! if it is being worn. It increases
    your strength, intelligence, wisdom, dexterity, constitution, charisma,
    stealth and searching by 1.  It provides resistance to poison and dark.
    It allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
d) The Ring of Tulkas (+4) {Crypt}
    It can be activated for Unknown! if it is being worn. It increases
    your strength, dexterity, constitution and speed by 4.  It allows 
    you to sense the presence of evil beings.  It cannot be harmed by 
    acid, cold, lightning or fire.  
e) The Ring of Eredaeth (+4) {Ere 3600'}
    It increases your strength and constitution by 4.  It sustains your
    wisdom.  It provides resistance to dark, sound, nexus and disenchantment.
    It cannot be harmed by acid, cold, lightning or fire.  
f) The Ring of Flare (+3) {Ere 3200'}
    It can be activated for Unknown! if it is being worn. It grants you
    the power of swap position if it is being worn.  It increases your
    strength, constitution, charisma and searching by 3.  It provides 
    immunity to fire.  It allows you to fly.  It allows you to see invisible
    monsters.  It allows you to sense the presence of dragonriders.  It
    cannot be harmed by acid, cold, lightning or fire.  
g) The Ring of Durin (+2) {Necromancer}
    It grants you the power of midas touch if it is being worn.  It increases
    your strength, constitution and charisma by 2.  It sustains your strength,
    constitution and charisma.  It provides resistance to life draining,
    acid, cold, dark, nether and chaos.  It allows you to sense the presence
    of evil beings.  It drains experience.  It aggravates nearby creatures.
    It cannot be harmed by acid, cold, lightning or fire.  
h) The Necklace 'Nauglamir' (+3) {Ang 4900'}
    It provides light (radius 3) forever.  It increases your strength,
    dexterity, constitution, infravision and speed by 3.  It provides 
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.
    It cannot be harmed by acid, cold, lightning or fire.  
i) The Blue Stone 'Toris Mejistos'(40%) (+2) {Ar-Pharazon}
    It grants you the power of restore life if it is being worn.  It provides
    light (radius 1) forever.  It can be used to store a spell.  It increases
    your intelligence, wisdom, luck and mana capacity by 2.  It sustains
    your intelligence and wisdom.  It provides resistance to life draining.
    It allows you to sense the presence of evil beings and good beings.
    It slows your metabolism.  It speeds your regenerative powers.  It
    can re-curse itself.  It cannot be harmed by acid, cold, lightning
    or fire.  
j) The Jewel 'Evenstar' (+3) {Ere 3450'}
    It can be activated for restore stats and life levels every 750 turns 
    if it is being worn. It provides light (radius 1) forever.  It increases
    your constitution by 3.  It sustains your intelligence, wisdom and
    constitution.  It provides resistance to life draining, cold, dark 
    and nether.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
k) The Metal Lamellar Armour 'Cirech' (-65,-4) [23,+10](40%) {GV Ang 3350'}
    It increases your hit points by 2.  It sustains your strength.  It
    provides immunity to acid and cold.  It provides resistance to acid.
    It cannot be harmed by acid, cold, lightning or fire.  
l) The Full Plate Armour of Saurgonwe (-3) [25,+11] {Ere 3250'}
    It provides immunity to electricity and cold.  It provides immunity
    to paralysis.  It provides resistance to sound, nether and disenchantment.
    It cannot be harmed by acid, cold, lightning or fire.  
m) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
    It can be activated for heal 1000 hit points every 888 turns if it
    is being worn. It increases your constitution by 2.  It sustains your
    constitution.  It makes you completely fearless.  It provides resistance
    to life draining, acid, cold, dark, confusion, nether, nexus and chaos.
    It allows you to sense the presence of undead.  It cannot be harmed
    by acid, cold, lightning or fire.  
n) The Robe of Incanus [2,+20] (+3) {LoM 3050'}
    It grants you the power of weigh magic if it is being worn.  It can
    be used to store a spell.  It increases your intelligence, wisdom 
    and searching by 3.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid,
electricity,
    fire and cold.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
o) The Robe of Luvan (-17,-51) [2,+14](20%) {Ere 3600'}
    It increases your hit points by 1.  It sustains your constitution.
    It provides immunity to electricity and fire.  It provides resistance
    to confusion, shards and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
p) The Thunderlord Coat of T'ron [9,+20] (+4 to speed)
    It increases your intelligence, constitution, stealth and speed by
    4.  It provides immunity to fire.  It provides resistance to acid,
    electricity, cold and nexus.  It allows you to fly.  It allows you
    to sense the presence of dragonriders.  It reflects bolts and arrows.
    It produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
q) The Cloak of Mimicry [Serpent] of Bellos [1,+14]
    It sustains your wisdom.  It provides immunity to fire and cold.  It
    provides resistance to acid, electricity, fire and nether.  It produces
    a fiery sheath.  It produces an electric sheath.  It cannot be harmed
    by acid, cold, lightning or fire.  
r) The Small Metal Shield of Thorin [3,+25] (+4) {Ere 3600'}
    It increases your strength and constitution by 4.  It provides immunity
    to acid.  It provides immunity to paralysis.  It provides resistance
    to sound, chaos and disenchantment.  It allows you to sense the presence
    of orcs.  It cannot be harmed by acid, cold, lightning or fire.  
s) The Small Metal Shield of Minalca [3,+9] {Ere 3600'}
    It sustains your constitution.  It provides immunity to cold.  It 
    makes you completely fearless.  It provides resistance to acid, fire,
    poison, confusion, nexus, chaos and disenchantment.  It cannot be 
    harmed by acid, cold, lightning or fire.  
t) The Shield of Deflection of Gil-galad [10,+20] (+5) {Ere 3600'}
    It can be activated for starlight (75) every 75+d75 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom,
    dexterity and charisma.  It provides resistance to acid, electricity,
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
u) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2) {Ere 3600'}
    It can be activated for mass genocide every 1000 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity,
    constitution and charisma by 2.  It does extra damage from frost. 
    It is especially deadly against orcs.  It is a great bane of demons.
    It strikes at undead with holy wrath.  It fights against evil with
    holy fury.  It provides immunity to cold.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It allows you
    to sense the presence of non-living things.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
v) The Mace 'Taratol' (3d4) (+12,+12)
    It can be activated for speed (dur 20+d20) every 250 turns if it is
    being worn. It does extra damage from electricity.  It is a great 
    bane of dragons.  It provides immunity to electricity.  It cannot 
    be harmed by acid, cold, lightning or fire.  
w) The Long Bow of Bard (x5) (+17,+19) (+2) {MoM 1500' ^f^f^f^f}
    It increases your dexterity and luck by 2.  It provides immunity to
    paralysis.  It allows you to sense the presence of dragons.  It fires
    missiles with extra might.  It cannot be harmed by acid, cold, lightning
    or fire.  
x) a Mage Staff of Wizardry (1d4) (-8,-10)(60%) (+3) {SwL 1450'}
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity and spell power by 3.  


  [Home Inventory - Khazad-dum ]

a) a Potion of Detonations



Posted on 17.11.2002 15:18
Last updated on 21.11.2002 13:08

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329. on the Ladder (of 18915)
113. on the ToME Ladder (of 3145)
Second best for this player (

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On 17.11.2002 15:18 Neil Stevens wrote:
Here is an Olorin played to be like the original: Hermit Maia Sorceror, Manwe follower, and I will not go after Morgoth until I get Narya. (I won't wear the Robe of Incanus I found though, it's just too pathetic :-)

Oh, you have to love ToME's themed dungeons: Azriel, Uriel, and Gabriel are dead, but Lagduf is alive. :-)

On 18.11.2002 04:43 Neil Stevens wrote:
Feagwath was nice enough to finish the Bard set for me! That set the remaining stats to 18/***, yay.

Upon doing that I gained level 50 in Angband, and then cleared out Dol Guldur.

I wonder what the best place is to look for Nenya... Erebor?

(First time trying an update, I hope it works)

On 18.11.2002 04:51 Neil Stevens wrote:
Eer, Narya, not Nenya. I can never remember which is which. I'd better be careful and win with the right ring!

On 18.11.2002 13:22 Neil Stevens wrote:
Wow... Sauron's a lot tougher than I remember. (To show how much work it was: I went from 8 million to 18 million XP just tracking down the One!) Perhaps those High-Mages of Magery in Pern 5 were a lot stronger than I realized, since that's the last time I got this far. Hmm... Did Pern 5's Angband dungeon have the forced levelling of monsters?

Fortunately it only took three kills of Sauron to get the One.

Should I wear it? (Nah, I'll wear it next game, when I play Curunir or maybe Isildur. :-)

On 19.11.2002 07:43 Neil Stevens wrote:
No Narya yet, and no decent footwear for the entire game, but right now I have a decent set of equipment in its own right. I've cracked 1000 in both HP and SP. I think right now I could win easily if I wanted to, but I want to finish in-character with the right ring.

Man, how could I have forgotten to pick up Toris Mejistos for so long? I'd gone down to the ruins earlier, but didn't remember who it was waiting for me and what he had. And I think I was unlucky, not getting him when I visited. So I got bored and left... I think Sauron would have been easier with this much more SP, grrr.

Angband 6350' is a *mean* place. Everything is so fast, and has so many hit points. I'm glad the bottom of Erebor has some Wyrms, because that place has been the source of so much of my stuff.

On 19.11.2002 12:19 darkgod@t-o-m-e.net wrote:
UHHHHH!
far too many HP !
I'll do smoething about that .. ;)

On 19.11.2002 12:37 Neil Stevens wrote:
Heh... I don't think you can fix Wyrm farming, which is what it took for me to finally get a 60% Life weapon. (I wore a 40% for most of the game)

Now, what you can fix is that I never got a rare book shop or a rare footwear shop. (Only one dungeon market in all of middle-earth, at Moria level 49, and it only had a recaller, a potion shop, and a black market)

You can also make footwear in general more common, and body armor less common, so that I'll get fewer randart body armors (even with all this wyrm farming in Erebor, you can see I only got two life bonus + dual immunity body armors the whole game), and more (SOME) DECENT SHOES!!!! :-)

OK, I'm finished complaining. With this character, I have very little to complain about at this point. I'm starting to get bored, so I might break conduct and win while still borrowing Galadriel's ring.

On 19.11.2002 13:30 Neil Stevens wrote:
Really getting bored now... farm farm farm and all I have to show for it lately is Fingolfin (not interesting for a Sorceror!)

Little did I know that getting this stupid ring would be the hardest part of this conduct!

On 20.11.2002 07:30 Neil Stevens wrote:
Ho, hum... destroyed the One as a break from looking for my ring. :-)

Mount Doom is tough. Not insane like Angband, but not being able to Teleport Away makes it uncomfortable all the same. Well, Grow Trees could have made it trivially easy for me, but I chose not to use it this time (didn't someone call me a masochist on r.g.r.a.? :-). I instead used Recall + Stone Prison while fighting to keep the battles a manageable size, get the drop done, and get out.

By the way, don't think I'm too stupid: I did use Grow Trees for every Sauron battle. :-)

Sorcerors are probably my favorite part of ToME. They can be very powerful, but only if you learn how to play them right. Every spell can be potent, but you have to know how and when to use it. I *could* have just tried to kill every single monster in the end of Mount Doom, yes, but it would have taken a long time and cost me some Potions, and my spellbinder (Healing, Healing, Teleport Away at 25% HP) would probably have triggered a couple of times. But it'd be indistinguishable from a warrior, just attacking with spells instead of weapons. What fun are different classes if they don't play differently?

OK, anyway, should I optimize my HP or speed at this point? With the equipment in this dump, my speed is +20. But if I swap in Cubragol for Bard, and the Ring of Speed +12 for Eredaeth, to go to speed +37 at the expense of 156 hit points (due to the lower CON). Note that the spell Essence of Speed gives me a haste of +24, so in the real battles it's actually a question of +44 speed vs +61 speed.

Heh.. players of Vanilla are probably shaking their heads at these numbers, but a typical Vanilla winner would die horribly in Mount Doom. :-)

On 20.11.2002 15:47 Neil Stevens wrote:
In the same vault, I found two items: A *second* pair of footwear of Stability, and a scroll of Artifact Creation.

It only figured that the shoes created by the scroll would be at heart shoes of stability! Argh!

On 21.11.2002 11:52 Neil Stevens wrote:
OK, DarkGod, you can stop laughing at me now. On a whim of boredom from farming, I decided to visit every level of Angband to see if there were any good special levels. The third one I found was the Dimensional Gates (after finding Nameless, I started at the top and went down). Not only did I get the guaranteed item (I checked the edit file afterward to see if I was just lucky), but I actually got the boots of Wormtongue (at last, nice shoes), and finished my set of the Nine rings by offing the Witch King!

So as Magic Johnson would say, it's winning time!

On 21.11.2002 13:08 Neil Stevens wrote:
Whew... Morgoth certainly was much more challenging than last time. In fact, at first I was losing (or at least not winning) because I was using Manathrust to attack without much success. Once I switched to attacking with Fireflash (with its holy fire that hits evil hard, and also has a wide effect to handle summons), Morgy's stars started to drop. Earthquakes destroy trees, so Grow Trees was only good for setting up a rest area on the far side of my phase door-created void gate, unlike the Sauron-killer combo of grow trees + anchor of space-time. Healing and invulnerability are nice spells, but I used neither spell very much in the final battle. I was using potions for healing (sure felt luxurious to be able to quaff potions of Healing, *Healing*, and Restore Mana freely) instead saving my SP for fireflash and the occasional teleport away.

Finally, my first ToME win (my only previous win in any Angband variant was one win in the late Pern 5 days).

On 21.11.2002 15:01 fearoffours@moppy.co.uk wrote:
oh well done neil!
the dump is much neater too. Maybe the mathom-house should go after _all_ the inventories?

On 21.11.2002 15:12 Neil Stevens wrote:
Thanks, and I think you're right. I'll go move the Mathom-house dump right now.

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