The Angband Ladder: Cadewyn, Hobbit Rogue by <slagvi@hem.passagen.se>

  [T.o.M.E. 1.0.0 Character Dump]

 Name  : Cadewyn                Age                 98       STR: 18/146       
 Sex   : Female                 Height              34       INT: 18/130       
 Race  : Vampire Hobbit         Weight              63       WIS:     12       
 Class : Rogue                  Social Class        63       DEX: 18/180       
 Body  : Player                                              CON: 18/111       
 Magic : Spirit                                              CHR: 18/110       
                                                                               
 + To Hit           41      Level             34    Max Hit Points       420   
 + To Damage        40      Experience    819352    Cur Hit Points        -1   
 + To AC            88      Max Exp       820374    Max SP (Mana)        166   
   Base AC          19      Exp to Adv.   822500    Cur SP (Mana)         74   
                            Gold          657638    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[20]Perception  : Excellent    Blows/Round:  5+1       
 Bows/Throw  : Legendary[20]Searching   : Excellent    Shots/Round:  1         
 Saving Throw: Heroic       Disarming   : Heroic       Wpn.dmg/Rnd:  15d5+200  
 Stealth     : Legendary[7] Magic Device: Heroic       Infra-Vision: 70 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Hobbit Burglar.  You            
          are a credit to the family.  You have brown eyes, straight           
          black hair, and an average complexion.                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       ON
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barrow-Downs: Level 10 (500')
        Maze: Level 25 (1250')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')

 Your body was a Player.

     Your Attributes:
You are dead.
Your gaze is hypnotic.
You can drain life from a foe.
You can feel the danger of evil magic.
You can create food.
You can destroy walls.
You can mystify pets.
You can wake up a pet.
You can lay monster traps.
You have a beak (dam. 2d4).
You can learn some spells/prayers.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You have free action.
You regenerate quickly.
Your appetite is small.
You have normal luck.
You have a firm hold on your life force.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nether forces.
You are completely fearless.
Your strength is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength 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 digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon has been blessed by the gods.
Your weapon freezes your foes.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against dragons.

 Spell list:
  * Spirit realm
     |-Teleport                                 level 1
     |-Fast Recall                              level 1
     |-Probability Travel                       level 1
     |-Detect Monsters                          level 1
     |-Knowledge                                level 1
     |-Reveal Secrets                           level 1
     |-Radiate Force                            level 1
     |-Telekinesis                              level 1
     |-Gravitic Hole                            level 1
     |-Project Force                            level 1
     |-Sleep                                    level 1


 One of your companion(s) has been killed.
 You saved Bree from a dreadful Nazgul.
 You saved 21 princesses.

 You have defeated 7932 enemies.


  [Corruptions]

 Your gaze is hypnotic.
 You have a beak (dam. 2d4).


  [Fates]

You may find a Catapult Trap Set on level 1.
You are fated to find a Lance on level 8.
You are fated to find a Scroll of Word of Recall on level 12.
You may find a Staff of Object Location on level 6.
You are fated to find a Parchment - Adventurer's guide to Middle Earth on level
16.
You are fated to find a Book of Magic Spells [Magic for Beginners] on level 1.
You are fated to meet a Wild cat on level 14.


  [Character Equipment]

a) The Broad Sword 'Arunruth' (3d5) (+8,+8) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   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.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to 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.
d) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
e) a Ring of Slaying (+12,+4)
f) a Ring of Damage (+18)
k) an Amulet of the Serpents [+1] (+2)
m) The Star of Elendil (+1) {@A1}
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to light.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
o) a Cloak of Mimicry [Fire cloud] of Aman [1,+28] (+2 to stealth)
   
   It affects your stealth.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
p) (nothing)
s) an Iron Crown of Lordliness [0,+7] (+1)
   
   It affects your wisdom.
   It affects your charisma.
   It sustains your wisdom.
   It sustains your charisma.
   It provides resistance to dark.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
x) a Pair of Metal Shod Boots of Free Action [6,+4]
   
   It provides immunity to paralysis.
z) (nothing)
{) The Rounded Pebble 'Travak' (3d6) (+8,+5)
   
   A bolt imbued with the powers of the elements.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It cannot be harmed by acid, cold, lightning or fire.
|) a Magical Orcish Pick (1d3) (+6,+8) (+2)
   
   It grants you the power of...
   stone to mud
   ...if it is being worn.
   It affects your ability to tunnel.


  [Character Inventory]

a) 3 Spirit Spellbooks [Psychoportation] {@m1@b1@G1!d!k!v}
b) 3 Spirit Spellbooks [Clairsentience] {@m2@b2@G2!d!k!v}
c) 2 Spirit Spellbooks [Telekinesis] {@m3@b3@G3!d!k!v}
d) 3 Spirit Spellbooks [Empathy] {@m4@b4@G4!d!k!v}
e) 13 Potions of Cure Critical Wounds
f) 2 Scrolls of Magic Mapping
g) 28 Scrolls of Satisfy Hunger
h) an Iron Rod of Capacity of Detection (100/100) {@z2}
   
   It can hold more mana.
i) 3 Wands of Teleport Other (32 charges)
j) The Wand of Digging of Thrain (22 charges)
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
k) a Staff of Teleportation (1 charge)
l) a Staff of Dispel Evil of Plenty (5 charges)
   
m) an Automatic Catapult Trap Set (+21,+19) [+6]
   
   It can rearm itself.
   It cannot be harmed by acid, cold, lightning or fire.
n) a Ring of Sustain Wisdom
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 4 Spirit Spellbooks [Psychoportation] {@m1@b1@G1!d!k!v}
b) 5 Spirit Spellbooks [Clairsentience] {@m2@b2@G2!d!k!v}
c) The Shrunken Head of Nightmares
   
   It can be activated for...
   acquirement
d) Mordekainen's Sneaking Eye
   
   It can be activated for...
   stat loss
e) Valdarbon's Automatic Alchemist
   
   It can be activated for...
   cure corruption
f) The Skull of Ancient Wisdom
   
   It can be activated for...
   cure critical wounds
g) Boccob's Magical Mish-mash
   
   It can be activated for...
   blindness
h) the Crystal Ball of The Witch-King of Angmar
   
   It can be activated for...
   light absortion
i) The Toenail of Vecna
   
   It can be activated for...
   death
j) Jor's Book of Impossible Occurences
   
   It can be activated for...
   weakness
k) A parchment titled ''Finer Points of Munchkinism''
   
   It can be activated for...
   ruination
l) 4 Potions of Corruption
m) a Rod Tip of Fire Bolts (40 Mana to cast)
n) an Arrow Trap Set (+3,+7) [+5]
o) an Arrow Trap Set (+4,+2) [+4]
p) a Fumes Trap Set [+3]
q) 23 Bolts of Flame (1d5) (+8,+12)
   
   It does extra damage from fire.
   It cannot be harmed by fire.
r) 28 Bolts (exploding) (1d5) (+4,+6)
s) 21 Rounded Pebbles (exploding) (1d2) (+2,+4)
t) 21 Rounded Pebbles (exploding) (1d2) (+1,+5)
u) Climbing Set
v) a Parchment - Adventurer's guide to Middle Earth


  [Home Inventory - Gondolin ]

a) The Gem of Rage
   
   It can be activated for...
   cure corruption
b) Raal's Black Candle
   
   It can be activated for...
   confusion
c) Gamenlon's Summoning Manual
   
   It can be activated for...
   corruption
d) The Cunning Plan of Zog
   
   It can be activated for...
   level teleportation
e) Raistlin's Ready Ranger
   
   It can be activated for...
   teleportation
f) an Aluminium 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 Ring of Damage (+15)
h) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It cannot be harmed by fire.
i) The Phial of Galadriel (+4) {@A1}
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
j) a Large Metal Shield of Reflection [5,+14]
   
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Dagger 'Nimthanc' (E:0, L:0) (1d4) (+4,+6)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from frost.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) 5 Sprigs of Athelas
b) 99 Potions of Water Curing
c) 4 Potions of Corruption
d) a Potion of *Healing*
e) 3 Potions of Restore Mana
f) a Fireproof Scroll of Rune of Protection
   
   It cannot be harmed by fire.
g) a Staff of Dispel Evil of Plenty (8 charges)
   
h) a Ring of Light and Darkness Resistance
i) a Ring of Extra Attacks (+1 attack)
j) Bronze Dragon Scale Mail (-2) [30,+10]
k) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Soft Leather Armour of the Sandworm [30,+4] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Cloak of Thorongil [1,+10]
   
   A cloak of shimmering green and brown that grants sight
   beyond sight and shakes off holding magics, worn by Aragorn
   son of Arathorn in his youth as he adventured under the
   name of Thorongil.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
   
   A royal heirloom of the southern coast, strong in combat
   against evil creatures of the earth.
   It affects your constitution.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
   
   A massive axe with twin razor-sharp heads, so large that it
   usuallyrequires two hands to wield, intricately engraved in
   gold with spellsto ward off the elements and smite evil.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Dagger 'Nelos' (1d4) (+10,+8)
   
   It does extra damage from acid.
   It does extra damage from fire.
   It is a great bane of dragons.
   It is especially deadly against giants.
   It is a great bane of undead.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   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 especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Broad Spear of Estarwe (1d9) (+28,+6) (+3)
   
   It affects your intelligence.
   It poisons your foes.
   It produces chaotic effects.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Morning Star of Tarfin (2d6) (+9,-1) (+3)
   
   It affects your constitution.
   It affects your ability to tunnel.
   It does extra damage from frost.
   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.


  [Home Inventory - Gondolin ]

a) The Gem of Rage
   
   It can be activated for...
   cure corruption
b) Raal's Black Candle
   
   It can be activated for...
   confusion
c) Gamenlon's Summoning Manual
   
   It can be activated for...
   corruption
d) The Cunning Plan of Zog
   
   It can be activated for...
   level teleportation
e) Raistlin's Ready Ranger
   
   It can be activated for...
   teleportation
f) an Aluminium 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 Ring of Damage (+15)
h) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It cannot be harmed by fire.
i) The Phial of Galadriel (+4) {@A1}
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
j) a Large Metal Shield of Reflection [5,+14]
   
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Dagger 'Nimthanc' (E:0, L:0) (1d4) (+4,+6)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from frost.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 4.7.2002 21:39
Last updated on 7.7.2002 11:10

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Comments

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On 4.7.2002 21:39 slagvi@hem.passagen.se wrote:
Played Tome a few days now. I like it a lot more than any other variant so far. Second character above 30 but this one is still alive :).

On 7.7.2002 11:10 slagvi@hem.passagen.se wrote:
Quests are harder than they show in levels :/. The nazgul killing in bree was a close call and my weapon got draied badly. But as i never learn i went to another quest and there were too many trolls for me.
Still learning the game though. :)

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