The Angband Ladder: Xeno, Hobbit Sorceror by <xeno@blazemail.com>

  [ToME 2.2.1 Character Dump]

 Name  : Xeno                   Age                 22       STR!     30       
 Sex   : Male                   Height              35       INT!     40       
 Race  : Vampire Hobbit         Weight              59       WIS!     32       
 Class : Sorceror               Social Class        56       DEX!     33       
 Body  : Player                                              CON!     38       
 God   : Eru Iluvatar                                        CHR!     26       
                                                                               
 + To Melee Hit          -6 Level             43    Max Death Points        38 
 + To Melee Damage      -14 Experience   4818731    Cur Death Points       -98 
 + To Ranged Hit         10 Max Exp      4818731    Max SP (Mana)       1355   
 + To Ranged Damage      15 Exp to Adv.  5040000    Cur SP (Mana)       1321   
   AC                32+178 Gold         1164081    Piety              36855   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Bad          Perception  : Superb       Blows/Round:  4         
 Bows/Throw  : Good         Searching   : Superb       Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Superb       Mel.dmg/Rnd:  4d4-56    
 Stealth     : Heroic       Magic Device: Superb       Infra-Vision: 40 feet   
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Hobbit Home Owner.              
          You are a well liked child.  You have blue eyes, straight            
          black hair, and an average complexion.                               
                                                                               


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 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 51 (2550')
        Barrow-Downs: Level 10 (500')
        Maze: Level 25 (1250')
        Orc Cave: Level 22 (1100')
        Moria: Level 50 (2500')
        The Small Water Cave: Level 34 (1700')
        The Sandworm lair: Level 30 (1500')
        A lost temple: Level 5 (250')

 Your body was a Player.
 You have defeated 13940 enemies.
 You saved 50 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 5th Quelle of the 2890th year of the third age.
 Your adventure lasted 19 days.

     Your Attributes:
You are dead, killed by a Skull druj on level 51 of Mordor.
You can drain life from a foe.
You can feel the danger of evil magic.
You can feel the strength of the magics affecting you.
You can create food.
You are bleeding.
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 can sense the presence of orcs.
You are lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are resistant to fire.
You are completely immune to cold.
You are resistant to poison.
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 nexus attacks.
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 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 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.

 Corruption list:
Vampiric Teeth:
  Your teeth allows you to drain blood to feed yourself
  However your stomach now only accepts blood.

Vampiric Strength:
  Your body seems somewhat dead
  In this near undead state it has improved strength, constitution and
intelligence
  But reduced dexterity, wisdom and charisma.

Vampire:
  You are a Vampire. As such you resist cold, poison, darkness and nether.
  Your life is sustained, but you cannot stand the light of the sun.


Skills (points left: 0)
 - Combat                                        01.000 [0.300]
	 	  . Sling-mastery                             00.000 [0.300]
 - Sneakiness                                    01.000 [0.900]
	  . Disarming                                   01.300 [0.400]
 - Magic                                         44.640 [1.000]
	  . Magic-Device                                04.000 [1.000]
	  . Spell-power                                 47.400 [0.600]
	  . Sorcery                                     47.900 [0.700]
	  . Mana                                        00.000 [0.600]
	 	  . Fire                                      00.000 [0.700]
	 	  . Water                                     00.000 [0.700]
	 	  . Air                                       00.000 [0.700]
	 	  . Earth                                     00.000 [0.700]
	  . Meta                                        00.000 [0.700]
	  . Conveyance                                  00.000 [0.700]
	  . Divination                                  02.100 [0.700]
	  . Temporal                                    00.000 [0.700]
	  . Mind                                        00.000 [0.700]
	  . Nature                                      00.000 [0.700]
	  . Necromancy                                  35.100 [0.900]
	  . Runecraft                                   00.000 [0.900]
	  . Thaumaturgy                                 00.000 [0.900]
 - Spirituality                                  09.250 [0.550]
	  . Prayer                                      02.500 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting
 * Undead Form


  [Fates]

You are fated to meet a Stone troll on level 39.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (-3,-1)(80%) (+4)
    It can be wielded two-handed.  It can
    be used to store a spell.  It increases your spell power by 4.  It
    increases your mana capacity by 80%.  
    You found it lying on the ground on level 30 of The Sandworm lair.
d) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It 
    increases your strength and constitution by 2.  It provides resistance 
    to electricity, fire and cold.  It speeds your regenerative powers.  
    It fires missiles with extra might.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
e) The Ring 'Palanwe'
    It
    provides resistance to cold, poison, confusion and chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
f) The Ring of Orien (+2)
    It 
    increases your intelligence, stealth and searching by 2.  It provides
    resistance to fire, cold, poison and blindness.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
k) The Amulet 'Mothim' (+3 to searching)
    It 
    increases your dexterity and searching by 3.  It sustains your 
    strength and wisdom.  It provides resistance to fire, blindness, nexus
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
m) 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.  
    You found it lying in a vault on level 30 of The Sandworm lair.
n) 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 lying in a vault on level 29 of The Sandworm lair.
o) The Fur Cloak of Lomirnim [3,+5]
    It
    provides immunity to cold.  It provides immunity to paralysis.  It
    provides resistance to electricity, dark, nether and disenchantment.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
p) 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 makes you completely fearless.  It provides
    resistance to sound 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 30 of The Sandworm lair.
s) The Steel Helm 'Lebohaum' [20,+80]
    It can
    be activated for sing a cheerful song every 3 turns if it is being
    worn. It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
    It can
    be activated for magic missile (2d6) every 2 turns if it is being
    worn. It provides light (radius 1) forever.  It sustains your 
    constitution.  It provides immunity to paralysis.  It provides
    resistance to light.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It increases your 
    constitution, stealth and speed by 3.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
z) (nothing)
{) (nothing)
|) a Gnomish Shovel of Digging (1d2) (+12,+2) (+7)
    It 
    increases your ability to tunnel by 7.  It cannot be harmed by acid,
    cold, lightning or fire.  


  [Character Inventory]

a) a Fireproof Tome of Magical Energy
    It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
b) a Tome of the Eternal Flame
    It
    cannot be harmed by fire.  
c) a Fireproof Tome of the Blowing Wind
    It cannot be harmed by electricity.  It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) a Fireproof Tome of the Impenetrable Earth
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
e) a Fireproof Tome of the Everrunning Wave
    It
    cannot be harmed by fire.  
    It was given to you as a reward.
f) a Fireproof Tome of Translocation
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) a Fireproof Tome of the Tree
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
h) a Fireproof Tome of Knowledge
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
i) a Fireproof Tome of the Time
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
j) a Tome of Meta Spells
    It cannot be harmed by fire.  
k) Gamenlon's Summoning Manual
    It
    can be activated for cure insanity.  
    You found it in the remains of a Vampire lord on level 49 of Moria.
l) the Hand of Vecna
    It
    can be activated for genocide every 500 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
m) Heward's Excellent Experimental Earmuffs
    It
    can be activated for heal 700 hit points every 250 turns.  
    You found it in the remains of a Snaga Rogue on level 50 of Moria.
n) 2 Potions of *Healing*
    
o) 15 Potions of Restore Mana
    
p) a Scroll of Divination
    
q) a Ring of Critical Hits (+8% of critical hits)
    It 
    increases your ability to score critical hits by 8.  
r) Elven Partial Plate Armour of Resist Acid (-3) [22,+7] (+2 to stealth)
    It increases your 
    stealth by 2.  It provides resistance to acid, electricity, fire, cold
    , poison and sound.  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.
s) a Small Metal Shield of Resist Cold [3,+10]
    It provides resistance to cold.  It
    cannot be harmed by cold.  
    It was given to you as a reward.
t) The Large Metal Shield of Anarion [5,+20]
    It sustains your strength, 
    intelligence, wisdom, dexterity, constitution and charisma.  It
    provides resistance to acid, electricity, fire, cold and light.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Mage Staff of Golata (1d4) (-10,-9)(20%) (+1)
    It can be wielded two-handed.  It
    provides light (radius 1) forever.  It increases your intelligence and 
    spell power by 1.  It increases your mana capacity by 20%.  It
    provides immunity to paralysis.  It provides resistance to confusion.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Spellbook of Noxious Cloud
    
b) The Gem of Wisdom
    It
    can be activated for heal 700 hit points every 250 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
c) Valdarbon's Automatic Alchemist
    It
    can be activated for curing.  
    You found it lying on the ground on level 29 of The Sandworm lair.
d) a Mushroom of Restoring
e) a Potion of Cure Critical Wounds
f) 5 Potions of Healing
g) a Potion of Resistance
h) 5 Potions of Curing
i) a Ring of Light and Darkness Resistance
j) The Amulet 'Anther' (+4 to infravision)
    It 
    increases your intelligence and infravision by 4.  It sustains your 
    strength and charisma.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It induces random teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
k) The Amulet of Rhuor (+4)
    It 
    increases your dexterity and constitution by 4.  It provides
    resistance to blindness, confusion, sound and chaos.  It allows you to
    see invisible monsters.  It slows your metabolism.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
l) 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 30 of The Sandworm lair.
m) The Phial of Undeath (-5) {cursed}
    It can
    be activated for ruination every 10+d10 turns if it is being worn. It
    provides light (radius 5) forever.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It is cursed.  It carries an ancient morgothian
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Grishnakh, the Hill Orc on level 21 of Orc
    Cave.
n) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.


  [Home Inventory - Lothlorien ]

a) Mordekainen's Pocket Magician (charging)
    It
    can be activated for acquirement.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) The Skull of Ancient Wisdom (charging)
    It
    can be activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
c) 3 Sprigs of Athelas
    
d) 99 Potions of Water Curing {quest}
e) a Potion of Invulnerability
    
f) The Ring 'Ilmancar' (-3)
    It 
    decreases your intelligence, dexterity and charisma by 3.  It provides
    resistance to electricity, fire, sound, nether and chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
g) The Fur Cloak 'Ramog' [3,+5]
    It
    sustains your constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to poison, 
    confusion and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.



Posted on 10.5.2003 01:33
Last updated on 19.7.2003 11:47

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7484. on the Ladder (of 19092)
1304. on the ToME Ladder (of 3155)

Comments

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On 10.5.2003 01:33 xeno@blazemail.com wrote:
Finally figured out how to forge shots.
...
Halflings rule, btw.

On 18.7.2003 13:57 xeno@blazemail.com wrote:
Hobbits rule...

On 18.7.2003 13:58 xeno@blazemail.com wrote:
Seems I overwrited some older char :P Forging shots has just about nothing to do with this one...

On 18.7.2003 19:36 cloudstrife726@hotmail.com wrote:
Boo! Down with hobbits :p

On 19.7.2003 11:47 xeno@blazemail.com wrote:
Skull drujs rule... it seems. :P

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