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The Angband Ladder: Glowyr, DeathMold Sorceror by <vrak >

  [ToME 2.1.0 Character Dump]

 Name  : Glowyr                 Age                  7       STR: 18/210       
 Sex   : Female                 Height              10       INT: 18/***       
 Race  : DeathMold LostSoul     Weight              52       WIS: 18/***       
 Class : Sorceror               Social Class         1       DEX: 18/170       
 Body  : Player                                              CON: 18/***       
 God   : Nobody                                              CHR:      3       
                                                                               
 + To Melee Hit          38 Level             50    Max Hit Points       696   
 + To Melee Damage       35 Experience  17412038    Cur Hit Points       696   
 + To Ranged Hit         53 Max Exp     17412038    Max SP (Mana)       1021   
 + To Ranged Damage      12 Exp to Adv.    *****    Cur SP (Mana)        921   
   AC                12+201 Gold          253253                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Heroic       Perception  : Superb       Blows/Round:  6         
 Bows/Throw  : Heroic       Searching   : Excellent    Shots/Round:  1         
 Saving Throw: Good         Disarming   : Excellent    Wpn.dmg/Rnd:  6d4+210   
 Stealth     : Legendary[30]Magic Device: Heroic       Infra-Vision: 100 feet  
                                                       Tactic:       furious   
                                                       Explor:       leisurely 
                         (Character Background)                                
          You were born in a pile of dust, created by a curious mage           
          apprentice. Since then you have given life to two foul               
          offspring.                                                           
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      ON
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Halls of Mandos: Level 98 (4900')
        Heart of the Earth: Level 36 (1800')
        Illusory Castle: Level 52 (2600')
        Maze: Level 28 (1400')
        Orc Cave: Level 22 (1100')
        Moria: Level 41 (2050')
        Dol Guldur: Level 67 (3350')
        The Small Water Cave: Level 34 (1700')

 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 5th Quelle of the 2890th year of the third age.
 It now is 19 days that you are adventuring.

                    adefghmnopuz{|@             
        Add Str   : ...+...........             
        Add Int   : ...++..+.......             
        Add Wis   : ...+...........             
        Add Dex   : .+.+......+....             
        Add Con   : ...+++.........             
        Add Chr   : ...+++.........             
        Mul Mana  : +..............             
        Mul SPower: +......+.......             
        Add Stea. : ....+..........             
        Add Sear. : .......+.......             
        Add Tun.. : .............+.             
        Add Speed : .++++.+........             
        Add Blows : ....+..........             
        Sust Str  : ...+.....+.....             
        Sust Int  : .........+.....             
        Sust Wis  : ....+....+.....             
        Sust Dex  : ...+.....+.....             
        Sust Con  : ...+.+..++.....             
        Sust Chr  : .........+.....             
        Invisible : .....+.........             
        Mul life  : ...............             
        Imm Acid  : ........+......             
        Imm Elec  : ...+...........             
        Imm Fire  : ..............+             
        Imm Cold  : ........+......             
        Sens Fire : .......+.......             
        Reflect   : ...............             
        Free Act  : ...+......+....             
        Hold Life : ...+..+.......+             
        Res Acid  : .+..+...+++....             
        Res Elec  : .+......++.....             
        Res Fire  : .+.......+.....             
        Res Cold  : .+......++.....             
        Res Pois  : ...++..........             
        Res Fear  : ....+..........             
        Res Lite  : ....+.+........             
        Res Dark  : ....+.+........             
        Res Blind : ....+..+.......             
        Res Conf  : ....+..+.......             
        Res Sound : ....++...+.....             
        Res Shard : ....+..........             
        Res Neth  : ..............+             
        Res Nexus : ..............+             
        Res Chaos : ....+++........             
        Res Disen : ...+++.........             
        Aura Fire : ..............+             
        Aura Elec : ........+......             
        Hide Type : ..+++.+...+....             
        Show Mods : +.........+..+.             
        Insta Art : ...+..+........             
        Levitate  : ...+...........             
        See Invis : ...+.+++......+             
        Digestion : ...++..........             
        Regen     : ...+...........             
        Ign Acid  : .+.++++++++..+.             
        Ign Elec  : .+.++++++++..+.             
        Ign Fire  : .+.++++++++..+.             
        Ign Cold  : .+.++++++++..+.             
        Activate  : ...+..+...+....             
        Drain Exp : .....+.........             
        Cursed    : +++..+.+.......             
        Hvy Curse : .....+.+.......             
        B.Breath  : ..............+             
        Fly       : .....+........+             
        Orc.ESP   : ......+........             
        Evil.ESP  : .........+.....             
        Full ESP  : ..........+....             

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

Balrog Wings:
  Creates ugly, but working, wings allowing you to fly
  But it reduces charisma by 4 and dexterity by 2

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

Demon Spirit:
  Increases your intelligence by 1
  But reduce your charisma by 2

Demon Hide:
  Increases your armor class by your level
  Provides immunity to fire at level 40
  But reduces speed by your level / 7

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

Demon Realm:
  Provides access to the demon school skill and the use of demonic equipment
  You need Demon Spirit, Demon Hide and Demon Breath to activate it

Random teleportation:
  Randomly teleports you around


Skills (points left: 16)
 . Sneakiness                                    01.000 [0.900]
 - Magic                                         50.000 [1.000]
	  . Magic-Device                                20.000 [1.000]
	  . Spell-power                                 50.000 [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]
	  . Demonology                                  00.000 [1.500]
	  . Necromancy                                  50.000 [1.100]
	  . Runecraft                                   00.000 [0.900]
	  . Thaumaturgy                                 00.000 [0.900]
 - Spirituality                                  01.000 [0.550]
	  . Prayer                                      00.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 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 have defeated 7259 enemies.


  [Fates]

You may find a Wand of Globe of Light on level 2.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (-5,+1)(60%) (+3) {cursed}
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity and spell power by 3.  It is cursed. 
    
d) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) {cursed}
    It increases your dexterity and speed by 4.  It provides resistance
    to acid, electricity, fire and cold.  It is cursed.  It cannot be 
    harmed by acid, cold, lightning or fire.  
e) a Ring of Speed (+10) {cursed}
f) The Ring of Power 'Vilya' (+12,+12) (+3)
    It can be activated for greater healing (900) every 200+d200 turns 
    if it is being worn. It increases your strength, intelligence, wisdom,
    dexterity, constitution, charisma, speed and luck by 3.  It sustains
    your strength, dexterity and constitution.  It provides immunity to
    electricity.  It provides immunity to paralysis.  It provides resistance
    to life draining, poison and disenchantment.  It allows you to levitate.
    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.  
g) The Ring of Celroth (+2)
    It increases your intelligence, constitution, charisma, stealth, speed 
    and attack speed by 2.  It sustains your wisdom.  It makes you completely
    fearless.  It provides resistance to acid, poison, light, dark, blindness,
    confusion, sound, shards, chaos and disenchantment.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.
    
h) The Ring of Power of Uvatha the Horseman (+2)
    It increases your constitution and charisma by 2.  It makes you invisible.
    It sustains your constitution.  It provides resistance to sound, chaos 
    and disenchantment.  It allows you to fly.  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.  
m) The Arkenstone of Thrain (+3)
    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 Filthy Rag of the Wight [1,+10] (+6 to searching)
    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) The Cloak of Mimicry [Kobold] 'Dagnim' [1,+10]
    It sustains your constitution.  It provides immunity to acid and cold.
    It provides resistance to acid, electricity and cold.  It produces
    an electric sheath.  It cannot be harmed by acid, cold, lightning 
    or fire.  
p) The Large Metal Shield of Anarion [5,+20]
    It sustains your strength, intelligence, wisdom, dexterity, constitution 
    and charisma.  It provides resistance to acid, electricity, fire, cold 
    and sound.  It allows you to sense the presence of evil beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for ball of cold (100) every 300 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 gives telepathic
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
z) (nothing)
{) (nothing)
|) a Mattock of Digging (1d8) (+14,+19) (+7)
    It increases your ability to tunnel by 7.  It cannot be harmed by 
    acid, cold, lightning or fire.  


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {!k!d!s!v}
    It cannot be harmed by fire.  
b) a Tome of the Eternal Flame {!k!d!s!v}
c) a Fireproof Tome of the Blowing Wind {!k!d!s!v}
    It cannot be harmed by electricity.  It cannot be harmed by fire. 
    
d) a Fireproof Tome of the Impenetrable Earth {!k!d!s!v}
    It cannot be harmed by acid.  It cannot be harmed by fire.  
e) a Tome of the Everrunning Wave {!k!d!s!v}
f) a Tome of Translocation {!k!d!s!v}
g) a Tome of the Tree {!k!d!s!v}
h) a Fireproof Tome of Knowledge {!k!d!s!v}
    It cannot be harmed by fire.  
i) a Fireproof Tome of the Time {!k!d!s!v}
    It cannot be harmed by fire.  
j) a Fireproof Tome of Meta Spells {!k!d!s!v}
    It cannot be harmed by fire.  
k) a Tome of the Mind {!k!d!s!v}
l) 7 Potions of *Healing*
m) 2 Potions of Life
n) 10 Potions of Restore Mana
o) a Scroll of *Destruction*
p) a Golden Rod of the Istari of Nothing (250/250)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
q) an Adamantite Rod of the Istari of Healing (400/400)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
r) The Ring of Valith [+14] (+2 to infravision)
    It can be activated for ball of fire and resist fire if it is being
    worn. It increases your infravision by 2.  It sustains your charisma.
    It provides immunity to paralysis.  It provides resistance to fire,
    nether and disenchantment.  It allows you to fly.  It slows your metabolism.
    It cannot be harmed by acid, cold, lightning or fire.  
s) The Robe of Dengol [2,+23]
    It provides immunity to acid and electricity.  It provides resistance
    to acid, fire, dark, sound and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
t) The Cloak of Mimicry [Hound] 'Mithal' [1,+18]
    It provides immunity to cold.  It provides resistance to life draining,
    fire, cold, confusion and chaos.  It produces a fiery sheath.  It 
    cannot be harmed by acid, cold, lightning or fire.  
u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  It poisons
    your foes.  It is especially deadly against dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It 
    is especially deadly against giants.  It is a great bane of demons.
    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.  
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Tome of Magical Energy
b) 18 Mushrooms of Cure Serious Wounds {100% off}
c) a Mushroom of Restore Strength
d) 3 Sprigs of Athelas
e) 5 Potions of Corruption
f) a Moonstone Rod of the Istari of Nothing (150/150)
    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 Silver Rod of the Istari of Nothing (200/200)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
h) a Silver Rod of the Istari of Nothing (200/200)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
i) a Golden Rod of Charging of Nothing (125/125)
    It regenerates its mana faster.  
j) a Golden Rod of Quickness of Nothing (125/125)
    It can cast spells faster.  
k) a Golden Rod of Quickness of Nothing (125/125)
    It can cast spells faster.  
l) a Golden Rod of Simplicity of Nothing (125/125)
    
m) a Mithril Rod of Simplicity of Nothing (160/160)
    
n) an Adamantite Rod of Charging of Nothing (200/200)
    It regenerates its mana faster.  
o) a Rod Tip of Recall (80 Mana to cast)
p) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is well-hidden. It rearms itself.  It can teleport monsters to 
    you.  It fires missiles excessively fast.  It cannot be harmed by 
    acid, cold, lightning or fire.  
q) The Ring of Taugloth (+8)
    It increases your speed by 8.  It sustains your wisdom.  It cannot
    be harmed by acid, cold, lightning or fire.  
r) The Stone of Lore (charging)
    It can be activated for perilous identify every turn if it is being
    worn. It provides light (radius 1) forever.  It cannot be harmed by
    acid, cold, lightning or fire.  
s) The Robe of Incanus [2,+20] (+3)
    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.  
t) a Cloak of the Magi (-5,-3) [1,+17] (+1)
    It increases your intelligence, stealth and speed by 1.  It sustains
    your intelligence.  It provides immunity to paralysis.  It cannot 
    be harmed by acid.  
u) The Cloak of Mimicry [Quylthulg] 'Duinir' [1,+21] (+3 to stealth)
    It increases your stealth by 3.  It sustains your dexterity.  It provides
    immunity to electricity.  It makes you completely fearless.  It provides
    resistance to acid, electricity and nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
v) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is 
    being worn. It can be used to store a spell.  It provides resistance
    to fire.  It cannot be harmed by acid, cold, lightning or fire.  
w) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    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 carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
x) 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 - Gondolin ]

a) Baalzebub's All-seeing Servant
    It can be activated for something weird.  
b) Mordekainen's Pocket Magician
    It can be activated for summon monster.  
c) a Parchment titled ``Magic for the Layman''
    It can be activated for cure confusion.  
d) Mordenkainen's Mysterious Mind-Masher
    It can be activated for Ruination.  
e) A parchment titled ''Famous Last Words''
    It can be activated for cure blindness.  
f) The Wand of Digging of Thrain (17 charges)
    
g) The Ring of Power of Akhorahil the Blind (+2)
    It increases your strength and wisdom by 2.  It makes you invisible.
    It sustains your dexterity.  It makes you completely fearless.  It
    provides resistance to acid, confusion and disenchantment.  It drains
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
h) The Ring of Nimlad (+17) (+4 to speed)
    It increases your speed by 4.  It sustains your strength, intelligence,
    dexterity and charisma.  It provides resistance to blindness and confusion.
    It cannot be harmed by acid, cold, lightning or fire.  
i) The Ring of Barahir (+1)
    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.  
j) The Ring of Ecthar (+4 to stealth)
    It increases your constitution, charisma and stealth by 4.  It makes
    you invisible.  It makes you completely fearless.  It provides resistance
    to electricity and cold.  It speeds your regenerative powers.  It 
    cannot be harmed by acid, cold, lightning or fire.  
k) The Ring of Flare (+3)
    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.  
l) a Ring of Spell
m) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every 10+d10 turns if
    it is being worn. It provides light (radius 3) forever.  It increases
    your searching and luck by 4.  It cannot be harmed by acid, cold, 
    lightning or fire.  
n) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area every 50+d50 turns 
    if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
o) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the space-time 
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
p) The Chain Mail of Atalmar (-2) [14,+5]
    It sustains your intelligence, wisdom and dexterity.  It provides 
    immunity to fire.  It makes you completely fearless.  It provides 
    resistance to life draining, acid and light.  It cannot be harmed 
    by acid, cold, lightning or fire.  
q) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  It provides resistance to acid,
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It makes you completely
    fearless.  It provides resistance to acid and shards.  It cannot be
    harmed by acid, cold, lightning or fire.  
s) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light, dark 
    and blindness.  It cannot be harmed by acid, cold, lightning or fire.
    
t) The Set of Leather Gloves 'Cammithrim' [1,+10]
    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) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is 
    being worn. It provides light (radius 1) forever.  It does extra damage
    from fire.  It provides resistance to fire and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
v) The Trident of Ulmo (4d8) (+15,+19) (+4)
    It can be activated for heal 1000 hit points every 888 turns if it
    is being worn. It increases your dexterity by 4.  It is especially
    deadly against dragons.  It is especially deadly against natural creatures.
    It provides immunity to acid.  It provides immunity to paralysis. 
    It provides resistance to life draining and nether.  It allows you
    to breath underwater.  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.  
w) a Mage Staff of Power (1d4) (-11,-10) (+8)
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your spell power by 8.  
x) a Mage Staff of Mana (1d4) (+11,-5)(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 - Minas Anor ]

a) 98 Potions of Water Curing {@d1}
b) The Ring of Power of Ji Indur Dawndeath (+3)
    It increases your intelligence by 3.  It makes you invisible.  It 
    sustains your strength.  It provides resistance to fire, nether and
    disenchantment.  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.  
c) The Jewel 'Evenstar' (+3)
    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.  
d) Elven Blue Dragon Scale Mail (-2) [30,+16] (+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 and confusion.  It allows
    you to fly.  It allows you to sense the presence of orcs.  It cannot
    be harmed by acid, cold, lightning or fire.  
e) The Splint Mail of Finanevor (-4,-22) [19,+12](40%)
    It increases your hit points by 2.  It sustains your wisdom and charisma.
    It provides immunity to fire.  It provides resistance to fire and confusion.
    It cannot be harmed by acid, cold, lightning or fire.  
f) The Hard Leather Armour of Himring [6,+15]
    It can be activated for protect evil (dur level*3 + d25) every 225+d225
    turns if it is being worn. It provides resistance to poison, nether 
    and chaos.  It cannot be harmed by acid, cold, lightning or fire. 
    
g) The Large Metal Shield 'Tirist' [5,+12]
    It provides immunity to electricity, fire and cold.  It provides immunity
    to paralysis.  It provides resistance to electricity, cold, poison 
    and confusion.  It cannot be harmed by acid, cold, lightning or fire.
    
h) The Shield of Deflection of Gil-galad [10,+20] (+5)
    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.  
i) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2.  It provides immunity
    to paralysis.  It cannot be harmed by acid, cold, lightning or fire.
    
j) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    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.  


  [Home Inventory - Lothlorien ]

a) a Fireproof Tome of Knowledge
    It cannot be harmed by fire.  
b) Baalzebub's Tormented Box
    It can be activated for gain corruption.  
c) The Gem of Fire
    It can be activated for high stat loss.  
d) The Gem of Knowledge
    It can be activated for confusion.  
e) the Hand of Vecna
    It can be activated for blindness.  
f) a Parchment titled ``Secrets of the Gnomish Wizards''
    It can be activated for decreasing Charisma.  
g) Heward's Excellent Experimental Earmuffs
    It can be activated for poison.  
h) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold, lightning or fire.  
i) a Silver Rod of Capacity of Nothing (200/200)
    It can hold more mana.  
j) a Golden Rod of the Istari of Nothing (250/250)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
k) a Mithril Rod of Capacity of Nothing (320/320)
    It can hold more mana.  
l) an Adamantite Rod of Nothing (200/200)
m) The Ring of Power of Khamul, the Black Easterling (+1 to speed)
    It increases your strength, searching and speed by 1.  It makes you
    invisible.  It makes you completely fearless.  It provides resistance
    to cold and shards.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
n) The Ring of Power of Akhorahil the Blind (+2 attacks)
    It increases your strength, wisdom and attack speed by 2.  It makes
    you invisible.  It sustains your wisdom.  It provides resistance to
    acid, poison and sound.  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.
    
o) The Ring of Power of Dwar, Dog Lord of Waw (+3 to stealth)
    It increases your stealth by 3.  It makes you invisible.  It sustains
    your intelligence.  It provides resistance to poison, blindness, sound 
    and nexus.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
p) The Ring of Power of Hoarmurath of Dir (+4 to infravision)
    It increases your infravision by 4.  It makes you invisible.  It makes
    you completely fearless.  It provides resistance to electricity, confusion,
    shards and nexus.  It allows you to fly.  It speeds your regenerative
    powers.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
q) The Ring of Durin (+2)
    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.  
r) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    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 Thunderlord Coat of Mardra [9,+25] (+5 to stealth)
    It can be activated for Unknown! if it is being worn. It increases
    your intelligence, constitution, charisma and stealth by 5.  It sustains
    your intelligence, constitution and charisma.  It provides immunity
    to cold.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to acid, electricity, cold, blindness,
    confusion and nexus.  It allows you to sense the presence of dragonriders.
    It reflects bolts and arrows.  It produces a fiery sheath.  It drains
    mana.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
t) The Sling of Naedhel (x4) (+22,+20) (+2)
    It provides light (radius 1) forever.  It increases your strength,
    intelligence, dexterity and charisma by 2.  It fires missiles with
    extra might.  It fires missiles excessively fast.  It cannot be harmed
    by acid, cold, lightning or fire.  
u) The Long Bow of Bard (x5) (+17,+19) (+2)
    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.  


  [Home Inventory - Gondolin ]

a) Baalzebub's All-seeing Servant
    It can be activated for something weird.  
b) Mordekainen's Pocket Magician
    It can be activated for summon monster.  
c) a Parchment titled ``Magic for the Layman''
    It can be activated for cure confusion.  
d) Mordenkainen's Mysterious Mind-Masher
    It can be activated for Ruination.  
e) A parchment titled ''Famous Last Words''
    It can be activated for cure blindness.  
f) The Wand of Digging of Thrain (17 charges)
    
g) The Ring of Power of Akhorahil the Blind (+2)
    It increases your strength and wisdom by 2.  It makes you invisible.
    It sustains your dexterity.  It makes you completely fearless.  It
    provides resistance to acid, confusion and disenchantment.  It drains
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
h) The Ring of Nimlad (+17) (+4 to speed)
    It increases your speed by 4.  It sustains your strength, intelligence,
    dexterity and charisma.  It provides resistance to blindness and confusion.
    It cannot be harmed by acid, cold, lightning or fire.  
i) The Ring of Barahir (+1)
    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.  
j) The Ring of Ecthar (+4 to stealth)
    It increases your constitution, charisma and stealth by 4.  It makes
    you invisible.  It makes you completely fearless.  It provides resistance
    to electricity and cold.  It speeds your regenerative powers.  It 
    cannot be harmed by acid, cold, lightning or fire.  
k) The Ring of Flare (+3)
    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.  
l) a Ring of Spell
m) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every 10+d10 turns if
    it is being worn. It provides light (radius 3) forever.  It increases
    your searching and luck by 4.  It cannot be harmed by acid, cold, 
    lightning or fire.  
n) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area every 50+d50 turns 
    if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
o) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the space-time 
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
p) The Chain Mail of Atalmar (-2) [14,+5]
    It sustains your intelligence, wisdom and dexterity.  It provides 
    immunity to fire.  It makes you completely fearless.  It provides 
    resistance to life draining, acid and light.  It cannot be harmed 
    by acid, cold, lightning or fire.  
q) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  It provides resistance to acid,
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It makes you completely
    fearless.  It provides resistance to acid and shards.  It cannot be
    harmed by acid, cold, lightning or fire.  
s) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light, dark 
    and blindness.  It cannot be harmed by acid, cold, lightning or fire.
    
t) The Set of Leather Gloves 'Cammithrim' [1,+10]
    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) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is 
    being worn. It provides light (radius 1) forever.  It does extra damage
    from fire.  It provides resistance to fire and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
v) The Trident of Ulmo (4d8) (+15,+19) (+4)
    It can be activated for heal 1000 hit points every 888 turns if it
    is being worn. It increases your dexterity by 4.  It is especially
    deadly against dragons.  It is especially deadly against natural creatures.
    It provides immunity to acid.  It provides immunity to paralysis. 
    It provides resistance to life draining and nether.  It allows you
    to breath underwater.  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.  
w) a Mage Staff of Power (1d4) (-11,-10) (+8)
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your spell power by 8.  
x) a Mage Staff of Mana (1d4) (+11,-5)(40%) (+2)
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity by 2.  


  [The Mathom-house Inventory - Bree ]

a) The Ring Mail of Hualad (-2) [12,+0]
    It sustains your constitution and charisma.  It provides resistance
    to acid, sound and shards.  It cannot be harmed by acid, cold, lightning
    or fire.  
b) The Double Chain Mail of Tilim (-2) [16,+9]
    It sustains your strength and wisdom.  It provides resistance to life
    draining, shards, nether, chaos and disenchantment.  It cannot be 
    harmed by acid, cold, lightning or fire.  
c) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It increases your strength, constitution and speed by 3.  It makes
    you completely fearless.  It provides resistance to disenchantment.
    It allows you to climb high mountains.  It cannot be harmed by acid,
    cold, lightning or fire.  
d) The Light War Axe of Armena (2d5) (+10,+4) (+4 to speed)
    It increases your intelligence, dexterity and speed by 4.  It does
    extra damage from acid and fire.  It is especially deadly against 
    trolls.  It is especially deadly against giants.  It is a great bane
    of demons.  It cannot be harmed by acid, cold, lightning or fire. 
    
e) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack speed by 3.  It poisons your
    foes.  It is very sharp and can cut your foes.  It is especially deadly
    against orcs.  It is especially deadly against natural creatures. 
    It provides immunity to paralysis.  It provides resistance to poison.
    It allows you to sense the presence of orcs.  It cannot be harmed 
    by acid, cold, lightning or fire.  



Posted on 19.11.2002 13:19
Last updated on 26.11.2002 19:37

Download this dump

1658. on the Ladder (of 12721)
692. on the ToME Ladder (of 2973)
Best for this player (out of 3)

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Comments

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On 19.11.2002 13:19 vrak wrote:
I really like this guy. Maybe he'll be my first winner ever! :)

On 19.11.2002 15:04 darkgod@t-o-m-e.net wrote:
No!
Dont gloat !!!
the rng will hear yo..oups too late.
She did hear you, you are doomed. Have a ncie day:)

On 20.11.2002 21:41 vrak wrote:
Just a slight update :)

On 23.11.2002 12:51 vrak wrote:
Yep another update, this time with some other nifty things. :)

On 26.11.2002 19:37 vrak wrote:
Dang the bottom of Angband (125/126/127) is tougher than the rest of the game! :)

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