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The Angband Ladder: Blob, DeathMold Sorceror by Yazka

  [ToME 2.3.5 Character Sheet]

 Name  : Blob                   Age                 13       STR!     33       
 Sex   : Neuter                 Height              10       INT!     39       
 Race  : DeathMold Hermit       Weight              50       WIS!     40       
 Class : Sorceror               Social Class         1       DEX!     36       
 Body  : Player                                              CON!     40       
 God   : Melkor Bauglir                                      CHR!     24       
                                                                               
 + To Melee Hit         -55 Level             50    Death Points    -84/    66 
 + To Melee Damage     -111 Experience  22674130    Spell Points   1358/  1369 
 + To Ranged Hit         -9 Max Exp     22674130    Sanity          930/   930 
 + To Ranged Damage      17 Exp to Adv.    *****    Piety               175428 
   AC                23+213 Gold         3541816    Speed           Fast (+54) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Poor         Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Poor         Shots/Round:  2         
 Saving Throw: Superb       Disarming   : Good         Mel.dmg/Rnd:  4d4-444   
 Stealth     : Legendary[32]Magic Device: Poor         Infra-Vision: 110 feet  
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You were born in pebbles, created by a curious mage                  
          apprentice.  Since then you have given life to one                   
          weak-willed foul offspring.                                          
                                                                               


  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ON
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 85 (4250')
        Barrow-Downs: Level 4 (200')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 28 (1400')
        Orc Cave: Level 12 (600')
        Erebor: Level 72 (3600')
        The Old Forest: Level 13 (650')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        Death fate: Level 1 (50')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 31 (1550')

 You have done something experimental.
 Your body was a Player.
 You were disguised as a Vapour.
 You have defeated 14089 enemies.
 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 have completed 67 princess quests.
 You have completed 67 lost sword quests.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 5th Coire of the 2890th year of the third age.
 Your adventure lasted 145 days.

     Your Attributes:
You are dead, killed by a Great Wyrm of Chaos on level 85 of Angband.
You can switch locations with another being.
You can sense what is beyond walls.
You can test automatizer rules against specific items
You are protected by a mystic shield.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You levitate just over the ground.
You have free action.
You regenerate quickly.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are carrying a permanent light.
You are resistant to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your charisma 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 digging ability is affected by your equipment.
Your speed is affected by your equipment.


                    adefghmnopuz{|@             
        Add Str   : ..3..1........+             
        Add Int   : .1...13.2....3+             
        Add Wis   : .1...13.2....3+             
        Add Dex   : .1...1.......3.             
        Add Con   : ..34.1....4...+             
        Add Chr   : ..34.13.2....3+             
        Mul Mana  : +..............             
        Mul SPower: +..............             
        Add Stea. : ........2......             
        Add Sear. : ..3............             
        Add Tun.. : .............3.             
        Add Speed : .1.4*1..2......             
        Slay Evil : ............+..             
        Slay Demon: ............+..             
        Sust Str  : .....+.........             
        Sust Int  : ...............             
        Sust Wis  : .....+.........             
        Sust Dex  : ...............             
        Sust Con  : .....+.+..+....             
        Sust Chr  : .....+.........             
        Invisible : ...+..+.+..+..+             
        Mul life  : .......+......+             
        Sens Fire : ...............             
        Reflect   : .........+.....             
        Free Act  : .....+.........             
        Hold Life : .........+.....             
        Res Acid  : .......++......             
        Imm Elec  : ...+...*.......             
        Imm Fire  : ..*..*..+.....*             
        Imm Cold  : ...+...*+.+....             
        Res Pois  : .........+.....             
        Res Fear  : .....+.........             
        Res Light : ...............             
        Res Dark  : ...............             
        Res Blind : ......+........             
        Res Conf  : ...+...........             
        Res Sound : ........++.....             
        Res Shard : ...+.....+.....             
        Res Neth  : .....+...+.....             
        Res Nexus : ...............             
        Res Chaos : ...+...........             
        Res Disen : ...............             
        Lite      : .............+.             
        See Invis : ..+..+.........             
        Regen     : .....+....+....             
        Xtra Might: .+.............             
        Xtra Shots: .+.............             
        Activate  : ..+..+..+.+....             
        Drain Exp : ...+...........             
        Cursed    : ...+...........             
        Hvy Curse : ...+...........             
        Fly       : ..+............             
        TLord.ESP : ..+............             

Skills (points left: 30)
          . Archery                              02.000 [0.000]
 - Sneakiness                                    01.400 [0.900]
          . Stealth                              28.000 [0.400]
          . Disarming                            02.000 [0.000]
 - Magic                                         50.000 [1.000]
          . Magic-Device                         04.500 [1.000]
          . Spell-power                          50.000 [0.600]
          . Sorcery                              50.000 [0.700]
          . Mana                                 00.000 [0.900]
                   . Fire                        00.000 [1.000]
                   . Water                       00.000 [1.000]
                   . Air                         00.000 [1.000]
                   . Earth                       00.000 [1.000]
          . Meta                                 00.000 [1.000]
          . Conveyance                           00.000 [1.000]
          . Divination                           00.000 [1.000]
          . Temporal                             00.000 [1.000]
          . Mind                                 00.000 [1.000]
          . Nature                               00.000 [1.000]
          . Udun                                 02.400 [0.400]
          . Necromancy                           40.700 [1.100]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          50.000 [0.900]
 - Spirituality                                  10.650 [0.550]
          . Prayer                               15.000 [0.500]
 - Monster-lore                                  00.000 [0.500]
          . Summoning                            01.000 [0.300]
          . Symbiosis                            01.300 [0.400]
          . Mimicry                              04.700 [0.500]

Abilities
 * Perfect casting
 * Undead Form


  [Fates]

You are fated to find a Wand of Manathrust on level 10.
You are fated to find a Potion of Detect Invisible on level 7.
You are fated to find a Ring of Weakness on level 7.
You are fated to find an Essence of Fire on level 7.
You may find a Sling on level 1.
You may meet a Giant white ant on level 1.
You are fated to find The Dagger 'Nimthanc' on level 17.
You may meet a Giant white ant on level 19.


  [Character Equipment]

a) a Mage Staff of Wizardry [Genocide] (1d4) (-13,-27)(80%) (+4)
    It can be wielded two-handed.  It has a spell stored inside.  It 
    increases your spell power by 4.  It increases your mana capacity by 
    80%.  
    You found it lying in a vault on level 57 of Mordor.
d) The Long Bow of Vangondil (x4) (+27,+17) (+1 to speed)
    It increases your intelligence, wisdom, dexterity and speed by 1.  It
    fires missiles with extra might.  It fires missiles excessively fast.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master vampire on level 70 of Angband.
    
e) The Ring of Flare (+3)
    It can be activated for dimension door every 100 turns 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 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord in a plain of grass.
f) The Ring of Power of Hoarmurath of Dir (+4 to speed)
    It increases your constitution, charisma, speed and ability to score
    critical hits by 4.  It makes you invisible.  It provides resistance 
    to electricity, cold, confusion, shards and chaos.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 63 of Dol Guldur.
g) a Ring of Speed (+12)
h) The Ring of Power 'Narya' (+6,+6) (+1)
    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.  
    You found it lying on the floor of a special level.
m) a Dwarven Lantern of the Magi [Stun] (+3)
    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 3.  It makes you invisible.  
    It provides resistance to blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
n) The Ring Mail of Glion (-5,-66) [12,+11](40%)
    It increases your hit points by 40%.  It sustains your constitution.  
    It provides immunity to electricity and cold.  It provides resistance 
    to acid.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord in a plain of grass.
o) The Shadow Cloak of Luthien [6,+20] (+2) {@w2!d!k!v}
    It can be activated for restore life levels every 450 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, stealth, speed and luck by 2.  It
    makes you invisible.  It provides resistance to acid, fire, cold and 
    sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
p) The Small Metal Shield of Ereth [3,+11]
    It provides resistance to life draining, poison, sound, shards and 
    nether.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 64 of
    Erebor.
u) The Set of Gauntlets 'Paurnimmen' [Drain] [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It has a spell stored inside.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
z) a Trapper (600 hp)
{) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 60 of Mordor.
|) The Mattock of Cilmor (+3)
    It provides light (radius 1) forever.  It increases your intelligence, 
    wisdom, dexterity, charisma and ability to tunnel by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {!d!v!k!k!k!U!U!U}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) a Fireproof Tome of the Eternal Flame {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
c) a Fireproof Tome of the Blowing Wind {!d!k!v}
    It cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
d) a Fireproof Tome of the Impenetrable Earth {!d!k!v}
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
e) a Fireproof Tome of the Everrunning Wave {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
f) a Fireproof Tome of Translocation {!d!k!v}
    It cannot be harmed by fire.  
    You found it in the remains of Saruman of Many Colours on level 57 of
    Mordor.
g) a Fireproof Tome of the Tree {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
h) a Fireproof Fireproof Tome of Knowledge {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
i) a Fireproof Tome of the Time {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) a Tome of Meta Spells {!d!k!v}
    It cannot be harmed by fire.  
k) 27 Potions of Healing {!d!v!k}
    
l) 16 Potions of Restore Mana {!d!v!k}
    
m) an Indestructible Ring of Lordly Protection [+23] {@w3!d!k!v}
    It provides immunity to paralysis.  It provides resistance to life
    draining, poison, light, sound and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You bought it from the Rare Jewelry Shop.
n) The Ring of Durin (+2) {@w3!d!k!v}
    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.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
o) The Anchor of Space-Time {!d!k!v}
    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.  
    It was given to you as a reward.
p) a Cloak of Mist of Immolation [1,+9] {!d!v!k@w2}
    It provides resistance to fire.  It produces a fiery sheath.  It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying on the ground on level 24 of The Sandworm lair.
q) The Jewel Encrusted Crown of Ranelen [0,+15]
r) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) an Iron Rod of the Istari of Polymorph (100/100)
b) a Silver Rod of the Istari of Nothing (200/200)
c) a Golden Rod of the Istari of Nothing (250/250) {!d!k!v@0}
d) an Indestructible Ring of Flying
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
e) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+13] (+3 to stealth)
    It can be activated for breathe lightning (100) every 90+d90 turns if
    it is being worn. It increases your stealth by 3.  It provides
    resistance to acid, electricity, fire, cold, poison and nether.  It
    allows you to fly.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
f) The Green Dragon Scale Mail 'Telva' (-2 to accuracy) [30,+19]
    It can be activated for breathe poison gas (150) every 90+d90 turns if
    it is being worn. It sustains your strength and intelligence.  It
    provides immunity to acid and electricity.  It provides resistance to 
    cold, poison, dark and sound.  It allows you to fly.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 63 of
    Dol Guldur.
g) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    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.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
h) a Mage Staff of Wizardry (1d4) (-22,-37)(40%) (+2) {!d!k!v}
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 2.  It increases your mana capacity by 
    40%.  
    You found it lying on the ground on level 25 of The Sandworm lair.
i) The Mage Staff of Gauramorn (1d4) (+8,+8) {!d!k!v}
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It provides resistance to blindness.
    It allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.


  [Home Inventory - Gondolin ]

a) The Ring of Power of Khamul, the Black Easterling (+5% of critical hits)
    It increases your searching and ability to score critical hits by 5.  
    It makes you invisible.  It sustains your constitution and charisma.  
    It makes you completely fearless.  It provides resistance to light.  
    It speeds your regenerative powers.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Khamul, the Black Easterling on level 63 of
    Mordor.
b) The Ring of Power of Dwar, Dog Lord of Waw (+3% of critical hits)
    It increases your ability to score critical hits by 3.  It makes you
    invisible.  It sustains your wisdom and constitution.  It provides
    resistance to light, blindness, confusion and shards.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 63 of Dol
    Guldur.
c) The Ring of Power of Uvatha the Horseman (+3 to stealth)
    It increases your stealth by 3.  It makes you invisible.  It sustains 
    your charisma.  It provides resistance to fire, light and shards.  It
    allows you to fly.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
d) The Ring of Suluin
    It sustains your strength, dexterity and constitution.  It makes you
    completely fearless.  It provides resistance to dark and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-orc on level 35 of Moria.
e) The Ring of Uindi [+15] (+2 to searching)
    It can be activated for ball of fire and resist fire every 50+d50 turns
     if it is being worn. It increases your searching by 2.  It makes you
    invisible.  It sustains your intelligence.  It provides resistance to 
    fire, sound and nether.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
f) a Ring of Intelligence (+5)
g) The Ring 'Beleb' (+8 to damage) (+5)
    It increases your dexterity by 5.  It sustains your wisdom.  It
    provides resistance to electricity, cold, blindness and disenchantment
    .  It allows you to levitate.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mature black dragon on level 67 of Dol
    Guldur.
h) a Ring of Speed (+11)
i) a Ring of Speed (+9)
    It increases your speed by 9.  
j) a Ring of Speed (+12) {25% off}
    It increases your speed by 12.  
    You bought it from the Rare Jewelry Shop.
k) The Ring of Aidrahar (+2 to speed)
    It increases your intelligence, charisma, speed and ability to score
    critical hits by 2.  It sustains your intelligence.  It makes you
    completely fearless.  It slows your metabolism.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ulfang the Black on level 40 of The Land Of
    Rhun.
l) 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.
    
    You found it in the remains of a Great Ice Wyrm on level 60 of Mordor.
m) 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.  
    You found it in the remains of a Dracolich on level 59 of Mordor.
n) 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.  
    You found it lying in a vault on level 25 of The Sandworm lair.
o) 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.  
    It was given to you as a reward.
p) The Augmented Chain Mail of Heleb (-2 to accuracy) [16,+13]
    It sustains your charisma.  It provides immunity to fire.  It provides
    resistance to life draining, acid, electricity, sound and nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) 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.  
    You found it in the remains of a Great Ice Wyrm on level 74 of Angband.
    
r) The Robe 'Feithand' (-23,-50) [2,+8](20%)
    It increases your hit points by 20%.  It sustains your charisma.  It
    provides resistance to life draining, acid, dark, confusion, shards, 
    nexus and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Seraph on level 67 of Angband.
s) The Leather Scale Mail 'Eleng' (-1 to accuracy) [11,+24]
    It sustains your dexterity.  It provides immunity to acid and cold.  
    It provides resistance to electricity, dark, nexus and disenchantment.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 77 of
    Angband.
t) 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.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
u) The Dagger 'Narthanc' (E:15, 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 nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
v) The Long Sword of the Dawn (E:37, L:2) (3d5) (+20,+20) (+3 to infravision)
    It can be activated for summon the Legion of the Dawn every 500+d500
    turns if it is being worn. It increases your charisma and infravision
     by 3.  It does extra damage from fire.  It is very sharp and can cut
    your foes.  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 charisma.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to life draining, fire, light and blindness.  It
    speeds your regenerative powers.  It can clone monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 74 of Angband.
    
w) a Mage Staff of Power (1d4) (-1,-13) (+9) {!d!k!v}
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 9.  
    You found it lying on the ground on level 22 of The Sandworm lair.
x) a Mage Staff of Wizardry (1d4) (-6,-19)(60%) (+3)


  [Home Inventory - Minas Anor ]

a) Tenser's Alteration Manual {***light abs***}
    It can be activated for light absorption every 80 turns.  
    You found it in the remains of a Hell knight on level 46 of Mordor.
b) Tenser's Top-Heavy Teaspoon
    It can be activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 30 of Moria.
c) 4 Potions of *Healing*
    
d) The Crumpled Scroll of Mass Resurrection {!*!*!*!*}
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 57 of Mordor.
e) The Golden Horn of the Thunderlords (5 charges) {100% off}
f) The Blue Stone 'Toris Mejistos'(40%) (+2)
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated for destroy doors and traps every 10 turns if it
    is being worn. It increases your intelligence, wisdom and constitution
     by 3.  It provides resistance to acid, poison, confusion and sound.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
h) The Metal Brigandine Armour of Girdol (-3 to accuracy) [19,+11] {***ALL
IMMU'}
    It sustains your constitution and charisma.  It provides immunity to 
    acid, electricity, fire and cold.  It provides resistance to confusion
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 65 of Mordor.
i) The Filthy Rag of the Wight [1,+1](40%) (+2 to searching)
    It increases your intelligence and searching by 2.  It increases your 
    mana capacity by 40%.  It provides resistance to blindness and 
    confusion.  It renders you especially vulnerable to fire.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
j) The Paper Armour of Thilos [4,+0]
    It sustains your strength.  It provides immunity to acid and fire.  It
    provides resistance to life draining, light, dark and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Watcher in the Water on level 34 of The
    Small Water Cave.
k) The Thunderlord Coat of Trone [9,+20] (+4 to speed) {!d!k!v}
    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 thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
l) The Cloak 'Holcolleth' [1,+10] (+2) {!d!v!k@w2}
    It can be activated for sleep nearby monsters every 55 turns if it is
    being worn. It increases your intelligence, wisdom, stealth and speed
     by 2.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
m) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and constitution by 4.  It provides
    immunity to acid.  It provides immunity to paralysis.  It provides
    resistance to sound, nexus and chaos.  It allows you to sense the
    presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 34 of Moria.
n) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated for heal 700 hit points every 250 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, wisdom, constitution and speed by 3.  It provides immunity
    to paralysis.  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 speeds
    your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 57 of Mordor.
o) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser kraken on level 35 of The
    Helcaraxe.
p) The Sling 'Egrimoron' (x3) (+12,+8) (+1 to speed)
    It provides light (radius 1) forever.  It increases your intelligence, 
    wisdom, constitution and speed by 1.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 57 of Mordor.
q) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    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.  
    You found it in the remains of a Great Ice Wyrm on level 54 of Mordor.
r) a Heavy Crossbow of Siegecraft (x6) (+15,+10) [+15]
    It renders you immovable.  It reflects bolts and arrows.  It fires
    missiles with extra might.  It fires missiles excessively fast.  
    You found it in the remains of a Great Ice Wyrm on level 60 of Mordor.
s) The Bolt of Sularthor (1d5) (+18,+11) (+1)
    It increases your strength and wisdom by 1.  It does extra damage from 
    electricity and fire.  It drains life from your foes.  It strikes at
    demons with holy wrath.  It has been blessed by the gods.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Scrag on level 56 of Mordor.
t) The Harp of Daeron (+1 to speed)
    It increases your wisdom, charisma, stealth, speed and luck by 1.  It
    provides resistance to acid, electricity, fire, cold and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 45 of The Sacred Land Of Mountains.
u) a Climbing Set {!d!k!v}
    It allows you to climb mountains.  
v) The Mage Staff of Forochel (3d4) (-12,-8)(60%) (+3 to infravision) {!d!k!v}
    It can be wielded two-handed.  It increases your intelligence, wisdom, 
    infravision and spell power by 3.  It increases your mana capacity by 
    60%.  It sustains your intelligence and wisdom.  It provides immunity 
    to cold.  It provides resistance to blindness.  It renders you
    especially vulnerable to fire.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
w) a Mage Staff of Power [Stone Prison] (1d4) (+0,-21) (+8)
    It can be wielded two-handed.  It has a spell stored inside.  It 
    increases your spell power by 8.  
    You found it lying in a vault on level 30 of The Sandworm lair.
x) a Mage Staff of Wizardry (1d4) (-19,+0)(60%) (+3)
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 3.  It increases your mana capacity by 
    60%.  
    You found it in the remains of a Lesser kraken on level 35 of The
    Helcaraxe.


  [Home Inventory - Lothlorien ]

a) 2 Fireproof Tomes of Magical Energy {!d!k!v!k!k}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) a Tome of the Eternal Flame
c) 3 Fireproof Tomes of the Blowing Wind {!d!k!v}
    It cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
d) 3 Fireproof Tomes of the Impenetrable Earth {!d!k!v}
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
e) 5 Fireproof Tomes of the Everrunning Wave {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
f) 5 Fireproof Tomes of Translocation {!d!k!v}
    It cannot be harmed by fire.  
    You found it in the remains of Saruman of Many Colours on level 57 of
    Mordor.
g) 3 Fireproof Tomes of the Tree {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
h) 4 Fireproof Fireproof Tomes of Knowledge {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
i) 2 Fireproof Tomes of the Time {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) 9 Tomes of Meta Spells {!d!k!v}
    It cannot be harmed by fire.  
k) 5 Fireproof Tomes of the Mind {!d!k!v}
    It cannot be harmed by fire.  
    You found it in the remains of an Archlich on level 64 of Mordor.
l) 2 Fireproof Unholy Tomes of the Hellflame {!d!k!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
m) a Fireproof Corrupted Tome of Melkor
n) The Tome of Blob
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) a Parchment titled ``Demigods and their Uses'' (charging) {---Aquirement---}
    It can be activated for acquirement every 3000 turns.  
    You found it in the remains of a Dark elven warlock on level 40 of The
    Land Of Rhun.
p) a Parchment titled ``Planar Travel Made Easy'' {---Light Absorbation---}
    It can be activated for light absorption every 80 turns.  
    You found it in the remains of a Dark elven warlock on level 40 of The
    Land Of Rhun.
q) a Ring of Intelligence (+4)
    It increases your intelligence by 4.  
    You bought it from the Black Market.
r) a Polished Bronze Dragon Scale Mail of Defense (-2 to accuracy) [30,+20]
    It can be activated for breathe confusion (120) every 90+d90 turns if
    it is being worn. It sustains your charisma.  It provides resistance 
    to confusion.  It allows you to fly.  It reflects bolts and arrows.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 45 of The Sacred Land Of Mountains.
s) a Spider Web [1,+5]
t) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated for whispers from beyond(sanity drain) 100+d200
    turns if it is being worn. It provides light (radius 1) forever.  It 
    decreases your luck by 6.  It identifies all items for you.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
u) The Pair of Metal Shod Boots of the Machine [6,+24] (+3)
    It increases your intelligence, ability to tunnel and speed by 3.  It
    provides resistance to confusion, shards and chaos.  It allows you to
    sense the presence of non-living things.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
v) a Mage Staff of Power (1d4) (+4,+9) (+7)


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It decreases your luck by 20.  
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it lying in a vault on level 30 of The Sandworm lair.
b) The Gem of Knowledge
    It can be activated for decreasing Constitution.  
    You found it lying in a vault on level 25 of The Sandworm lair.
c) The Gem of Rage (charging)
    It can be activated for something weird every 5 turns.  
    You found it in the remains of a Dark naga on level 24 of A lost temple.
d) The Devil's Pentagram
    It can be activated for satisfy hunger every 100 turns.  
    You found it lying on the ground on level 24 of The Sandworm lair.
e) The Grail of Kenault
    It can be activated for Destruction every 100 turns.  
    You found it in the remains of a Dark elven druid on level 19 of Mirkwood.
f) a Parchment titled ``Tenser's Last Words'' (charging)
    It can be activated for acquirement every 3000 turns.  
    You found it in the remains of a Forest wight on level 18 of Mirkwood.
g) Tenser's Torch of Spontaneous Combustion
    It can be activated for light area (dam 2d15) every 100 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
h) Cathal's Corrupting Cymbal
    It can be activated for restore stats and life levels every 200 turns.
    
    You found it lying in a vault on level 25 of The Sandworm lair.
i) Olive's Omnipotent Ostrich
    It can be activated for teleport (range 100) every 100 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
j) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed)
    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.  
    It was given to you as a reward.
k) 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.  
    It was given to you as a reward.



Posted on 12.3.2009 14:32

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1163. on the Ladder (of 12507)
547. on the ToME Ladder (of 2972)

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On 12.3.2009 14:32 Yazka wrote:
My first char to ever get past even Mirkwood walked to the sight of two Qs on open area at the DimGates. And I had scried their location but after a tussle with twenty something greater demons (courtesy of an Arch Lich) I forgot all about them. Sorceror paid the price. Undead form didn't help any, which was to be expected.

I was carrying a ring of Flare as a swapout and sacrificed a turn to wield it but the swap was resisted by Ancient Blue. I didn't even know that could happen. I was trying to get enough space between myself and the swarm to put up a Stone Prison. As my last move I did swap the places but didn't have the time to get any distance between the swarm and myself, let alone casting the SP.

In retrospect I should've cast Recall as a first move after being surrounded. And I had the price already and wasn't even looking for stuff. I was cocky and overconfident. First time summoners got better of me. Now I understand the general hatred towards Q's, s's and U's.

Next spellweaver will do a snatch'n grab on special levels. I hate not being able to do emergency evac when situation calls for it.

Oh and next time I'm in a pinch, I don't make a move and think it thru overnight or something. I could've salvaged that if I had made more calculated moves. Like skip the first two (or was it three) Manathrusts since I won't beat the summoning rate anyway.

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