The Angband Ladder: Eol, Dark-Elf Sorceror by <darkgod@ifrance.com>

  [ToME 2.0.0 Character Dump]

 Name  : Eol                    Age                104       STR:     16       
 Sex   : Male                   Height              57       INT: 18/***       
 Race  : Dark-Elf Hermit        Weight              94       WIS: 18/***       
 Class : Sorceror               Social Class        22       DEX: 18/175       
 Body  : Player                                              CON: 18/160       
                                                             CHR: 18/153       
                                                                               
 + To Melee Hit          13 Level             50    Max Hit Points       545   
 + To Melee Damage       -6 Experience  10104297    Cur Hit Points       541   
 + To Ranged Hit         20 Max Exp     10104297    Max SP (Mana)       1972   
 + To Ranged Damage      17 Exp to Adv.    *****    Cur SP (Mana)       1971   
   AC                41+110 Gold        11224726    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Good         Perception  : Good         Blows/Round:  6         
 Bows/Throw  : Excellent    Searching   : Fair         Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Superb       Wpn.dmg/Rnd:  6d4-36    
 Stealth     : Superb       Magic Device: Legendary[17]Infra-Vision: 90 feet   
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Dark Elven Warlock.             
          You have black eyes, straight black hair and a very dark             
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 31 (1550')
        Mordor: Level 65 (3250')
        Angband: Level 105 (5250')
        Barrow-Downs: Level 8 (400')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 33 (1650')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sandworm lair: Level 29 (1450')
        Death fate: Level 1 (50')

 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 10th Quelle of the 2890th year of the third age.
 Your adventured lasted 24 days.

     Your Attributes:
You can teleport at will.
You can turn ordinary items to gold.
You can destroy walls.
You can cast magic missiles.
You can wreck the world around you.
You can restore lost life forces.
You can mystify pets.
You can wake up a pet.
Your brain is a living computer (+4 INT/WIS).
You have remarkable infravision (+3).
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune 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 bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence 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 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 digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.

Skills (points left: 0)
 - Sneakiness                                    12.700 [0.900]
 - Magic                                         50.000 [1.000]
     . Spell-power                               50.000 [0.600]
     . Sorcery                                   50.000 [0.800]
     . Mana                                      00.000 [0.600]
     . Fire                                      00.000 [0.600]
     . Water                                     00.000 [0.600]
     . Air                                       00.000 [0.600]
     . Earth                                     00.000 [0.600]
     . Conveyance                                00.000 [0.600]
     . Divination                                00.000 [0.600]
     . Temporal                                  00.000 [0.600]
     . Nature                                    00.000 [0.600]
     . Necromancy                                00.000 [0.800]
     . Runecraft                                 00.000 [0.800]
     . Thaumaturgy                               00.000 [0.800]
 - Spirituality                                  01.000 [0.550]
 - Misc                                          00.000 [0.000]

 You felt under the evil influence of the One Ring and decided to wear it.
 You saved Gondolin from destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 11 princesses.
 You became a new force of darkness and enslaved all free people.

 You have defeated 7555 enemies.


  [Corruptions]

 You can teleport at will.
 You can turn ordinary items to gold.
 Your brain is a living computer (+4 INT/WIS).
 You have remarkable infravision (+3).


  [Fates]

You may find a Fortune cookie on level 19.
You may meet a Forest wight on level 60.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (+5,-8)(20%) (+1)
   
   It can be wielded two-handed.
   It affects your mana capacity.
   It affects your spell power.
d) The Short Bow of Amrod (x4) (+12,+15) (+2) {cursed}
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives enduranceand strength,
   while the other gives quickness and subtlety.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It fires missiles with extra might.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Uvatha the Horseman (+3 to speed)
   
   It affects your wisdom.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It affects your attack speed.
   It makes you invisible.
   It sustains your strength.
   It sustains your constitution.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed}
   
   "Ash nazg durbatuluk, ash nazg gimbatul, ash nazg
   thrakatuluk agh burzum-ishi krimpatul". Unadorned, made of
   massive gold, set with runes in the foul speech of Mordor,
   with power so great that it inevitably twists and masters
   any earthly being who wears it.
   It can be activated for...
   powerful things
   ...if it is being worn.
   It grants you the power of...
   change the world
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your mana capacity.
   It affects your spell power.
   It makes you invisible.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to blindness.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It speeds your regenerative powers.
   It drains mana.
   It drains life.
   It drains experience.
   It is permanently cursed.
   It cannot be droped while cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It is heavily cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to 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) Elven Blue Dragon Scale Mail (-2) [30,+20] (+2 to stealth)
   
   It can be activated for...
   breathe lightning (100) every 90+d90 turns
   ...if it is being worn.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It allows you to fly.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cloak of Mimicry [Vampire] of Nilanc [1,+6] (+2 to stealth)
   
   It affects your stealth.
   It provides immunity to fire.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to disenchantment.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) a Jewel Encrusted Crown of the Magi [0,+12] (+3)
   
   It affects your intelligence.
   It affects your spell power.
   It sustains your intelligence.
   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 allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Soft Leather Boots of Celfind [2,+0]
   
   It sustains your strength.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
z) (nothing)
{) (nothing)
|) a Magical Shovel (1d2) (+4,+4) (+1)
   
   It grants you the power of...
   stone to mud
   ...if it is being worn.
   It affects your ability to tunnel.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {@m0}
   
   It cannot be harmed by fire.
b) a Fireproof Tome of the Eternal Flame {@m1}
   
   It cannot be harmed by fire.
c) a Fireproof Tome of the Blowing Wind {@m5}
   
   It cannot be harmed by electricity.
   It cannot be harmed by fire.
d) a Tome of the Impenetrable Earth {@m2}
e) a Fireproof Tome of the Everrunning Wave {@m9}
   
   It cannot be harmed by fire.
f) a Fireproof Tome of Translocation {@m7}
   
   It cannot be harmed by fire.
g) a Tome of the Tree
h) a Fireproof Tome of Knowledge {@m3}
   
   It cannot be harmed by fire.
i) a Fireproof Tome of the Time {@m8}
   
   It cannot be harmed by fire.
j) a Tome of Meta Spells
k) The Bag of Tricks (charging) {geno}
   
   It can be activated for...
   genocide
l) 24 Potions of Cure Critical Wounds
m) a Ring of Constitution (+3)
n) The Ring of Tulkas (+4)
   
   The treasure of Tulkas, most fleet and wrathful of the
   Valar.
   It can be activated for...
   haste self (75+d75 turns) every 150+d150 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Ring of Power 'Nenya' (+9,+9) (+2)
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the time.
   It provides light (radius 1) forever.
   It prevents the space-time continuum from being disrupted.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Hard Leather Armour of Himring [6,+15]
   
   Contained within this studded cuirass of pliable leather is
   the memory of unvanquished Himring, defiant fortress
   surrounded by the legions of Morgoth.
   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.
   It provides resistance to nether.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your infravision.
   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 light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is permanently cursed.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient.
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   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.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It is heavily cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10](40%)
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient.
   
   It can be activated for...
   alter reality every 100 turns
   ...if it is being worn.
   It can cause earthquakes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It affects your hit points.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It produces an anti-magic shell.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Book of Teleporation
b) a Book of Recall
c) a Book of Summoning
d) a Book of Fireflash
e) a Spellbook of Elemental Shield
f) a Spellbook of Greater Identify
g) a Spellbook of Vision {@m4}
h) a Spellbook of Ent's Potion {@m5}
i) a Spellbook of Reveal Ways {@m3}
j) 5 Sprigs of Athelas
k) 98 Potions of Water Curing
l) a Potion of Healing
m) 4 Scrolls of Word of Recall
n) a Scroll of *Identify*
o) a Silver Rod of Nothing (100/100)
p) The Wand of Digging of Thrain (25 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.
q) The Ring 'Lothor' (+4)
   
   It affects your intelligence.
   It affects your searching.
   It sustains your intelligence.
   It provides resistance to fire.
   It provides resistance to sound.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
r) a Ring of Speed (+9)
s) The Ring 'Hellair' (+4)
   
   It affects your charisma.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It provides resistance to light.
   It provides resistance to disenchantment.
   It allows you to fly.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Soft Leather Armour of the Sandworm [30,+0] (+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.
v) The Dragonrider Coat 'Tumareth' [9,+13]
   
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Flail 'Alath' (2d6) (-3,-17) (+1 attack)
   
   It can be wielded two-handed.
   It affects your wisdom.
   It affects your dexterity.
   It affects your attack speed.
   It does extra damage from frost.
   It produces chaotic effects.
   It is a great bane of dragons.
   It strikes at undead with holy wrath.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) a Ring of Speed (+6)
b) 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 makes you invisible.
   It provides resistance to blindness.
   It cannot be harmed by fire.


  [Home Inventory - Minas Anor ]

a) The Ring of Power of Akhorahil the Blind (+2)
   
   It affects your constitution.
   It makes you invisible.
   It sustains your strength.
   It sustains your constitution.
   It provides resistance to acid.
   It provides resistance to nether.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Dragonrider Coat of Mardra [9,+25] (+5 to stealth)
   
   The flying suit of Mardra, very powerful armour that
   protects the wearer from cold.  Wonderful as this mighty
   armour is, beware wearing it, for it has been cursed by a
   powerful wizard since Mardra had it and is said to have
   gained a couple of undesirable side-effects... 
   It can be activated for...
   summon a dragonrider every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It sustains your intelligence.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to 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.
e) The Shadow Cloak of Luthien [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains 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 allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Lochaber Axe 'Tanath' (3d8) (+16,+12) (+4)
   
   It can be wielded two-handed.
   It affects your wisdom.
   It affects your constitution.
   It is very sharp and make your foes bleed.
   It is a great bane of dragons.
   It is a great bane of demons.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Dagger of Barwe (1d4) (+8,+15) (+3 attacks)
   
   It affects your intelligence.
   It affects your attack speed.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
   
   The great bow of Beleg, made of black yew and strung with
   elven hair that faintly shines a pale clear gold.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to disenchantment.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) a Tome of the Blowing Wind
b) a Fireproof Book of Beginner Cantrips {@m0}
   
   It cannot be harmed by fire.
c) a Book of Teleporation
d) a Sprig of Athelas
e) 2 Potions of Healing
f) 2 Scrolls of *Identify*
g) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
h) an Iron Rod of Nothing (50/50)
i) a Ring of Protection [+10]
j) a Ring of Strength (+3)
k) an Everburning Torch
l) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   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.
m) a Cloak of Mimicry [Insect] of Immolation [1,+3]
   
   It provides resistance to fire.
   It produces a fiery sheath.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
n) a Long Sword (*Defender*) (2d5) (+1,-7) [+1] (+3 to stealth)
   
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your stealth.
   It sustains your charisma.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   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 sound.
   It provides resistance to nether.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
o) a Mage Staff of Power (1d4) (+6,-4) (+4)
   
   It can be wielded two-handed.
   It affects your spell power.


  [Home Inventory - Gondolin ]

a) a Ring of Speed (+6)
b) 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 makes you invisible.
   It provides resistance to blindness.
   It cannot be harmed by fire.



Posted on 9.3.2002 11:48
Last updated on 20.3.2002 23:12

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3955. on the Ladder (of 18973)
961. on the ToME Ladder (of 3151)
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Eol, flee!

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On 9.3.2002 11:48 darkgod@ifrance.com wrote:
Maybe a winner !
If I manage to not do anything overly stupid :)

On 19.3.2002 13:07 darkgod@ifrance.com wrote:
Winner ! wasnt exactly easy considering the low hp I had for nearly the whole game .. but I managed :)
As they say "Faith manages"

On 20.3.2002 23:12 darkgod@ifrance.com wrote:
Hope this time it is correctly registred as winnner :)

On 6.1.2006 06:57 Lom wrote:
It is good, Darkgod.

Liking the palutha kib use of evil artifacts. Didn't realize the One Ring pwned so much, 'tis tres forte.

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