The Angband Ladder: Futility, Hobbit Thaumaturgist by <Elliott946@aol.com>

  [ToME 2.2.6 Character Dump]

 Name  : Futility               Age                 26       STR:     26       
 Sex   : Male                   Height              33       INT:     37       
 Race  : Hobbit LostSoul        Weight              57       WIS:     18       
 Class : Thaumaturgist          Social Class        74       DEX:     27       
 Body  : Player                                              CON:     17       
 God   : Eru Iluvatar                                        CHR:     25       
                                                                               
 + To Melee Hit          11 Level             44    Max Hit Points       211   
 + To Melee Damage        5 Experience   3288403    Cur Hit Points       -53   
 + To Ranged Hit         12 Max Exp      3288403    Max SP (Mana)        989   
 + To Ranged Damage      12 Exp to Adv.  3360000    Cur SP (Mana)        748   
   AC                27+156 Gold           54276    Piety                528   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Fair         Perception  : Heroic       Blows/Round:  4         
 Bows/Throw  : Very Good    Searching   : Heroic       Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Superb       Mel.dmg/Rnd:  4d4+20    
 Stealth     : Heroic       Magic Device: Legendary[22]Infra-Vision: 100 feet  
                                                       Tactic:       coward    
                                                       Explor:       brisk     
                         (Character Background)                                
          You are the only child of a Hobbit Burglar.  You are a               
          credit to the family.  You have dark brown eyes, straight            
          brown hair, and a very fair complexion.                              
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Angband: Level 98 (4900')
        Barrow-Downs: Level 1 (50')
        Halls of Mandos: Level 98 (4900')

 Your body was a Player.
 You have defeated 748 enemies.
 You saved no princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 44th Yavie of the 2890th year of the third age.
 Your adventure lasted 1 day.

     Your Attributes:
You are dead, killed by a Water demon on level 98 of Angband.
You can switch locations with another being.
You can feel the danger of evil magic.
You can run for your life after hitting something.
You can create food.
You can cast magic missiles.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You have ESP.
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 completely immune 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 sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
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 charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.

Skills (points left: 0)
 - Combat                                        01.000 [0.200]
          . Weaponmastery                        00.700 [0.400]
                   . Sling-mastery               00.000 [0.300]
 . Sneakiness                                    01.000 [0.900]
 - Magic                                         48.056 [0.950]
          . Magic-Device                         35.650 [1.050]
          . Spell-power                          00.000 [0.600]
          . 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                           23.800 [0.700]
          . Divination                           48.300 [0.700]
          . Temporal                             00.000 [0.700]
          . Mind                                 00.000 [0.700]
          . Nature                               00.000 [0.700]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          48.000 [1.000]
 - Spirituality                                  01.000 [0.550]
          . Prayer                               00.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting


  [Character Equipment]

a) The Mage Staff of Dirch (1d4) (+13,+10) [+9](80%) (+4)
    It can be
    wielded two-handed.  It provides light (radius 1) forever.  It can be
    used to store a spell.  It increases your intelligence and spell power
     by 4.  It increases your mana capacity by 80%.  It sustains your 
    intelligence and wisdom.  It provides immunity to paralysis.  It
    provides resistance to blindness and confusion.  It allows you to fly.
    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 98 of Halls of Mandos.
d) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It 
    increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dark elven warrior on level 98 of Halls
    of Mandos.
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 lying in a vault on level 98 of Halls of Mandos.
f) a Ring of Speed (+11)
    It 
    increases your speed by 11.  
    You found it in the remains of a Great Wyrm of Many Colours on level 97 of
    Halls of Mandos.
k) 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 lying in a vault on level 98 of Halls of Mandos.
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 in the remains of a Great Hell Wyrm on level 98 of Halls of
    Mandos.
n) The Rhino Hide Armour 'Lerion' (-1 to accuracy) [8,+11]
    It sustains your constitution.  It provides immunity to fire.  
    It provides resistance to life draining, acid, electricity, cold, dark
    , confusion and nexus.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Oriental vampire on level 98 of Halls of
    Mandos.
o) a Wolf Pelt of Aman [1,+37] (+1 to stealth)
    It increases your stealth by 1.  It provides resistance to 
    shards.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
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 provides resistance 
    to light, 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 98 of Halls of Mandos.
s) a Dragon Helm [8,+14]
    It
    provides resistance to fire and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every
    90+d90 turns if it is being worn. It grants you the power of magic
    missile if it is being worn.  It provides light (radius 1) forever.  
    It increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to acid.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
x) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3)
    It grants
    you the power of panic hit if it is being worn.  It increases your 
    intelligence, dexterity, charisma, stealth, searching and speed by 3.  
    It provides immunity to paralysis.  It provides resistance to light
     and dark.  It allows you to levitate.  It allows you to sense the
    presence of good beings and unique beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 97 of Halls of Mandos.
z) (nothing)
{) 28 Bolts of Lightning (1d5) (+19,+17)
    It does
    extra damage from electricity.  It cannot be harmed by electricity.  
    You found it lying in a vault on level 97 of Halls of Mandos.
|) The Mattock of Nain (+12,+18) (+6 to searching)
    It can be
    activated for stone to mud every 5 turns if it is being worn. It 
    increases your strength, searching, infravision and ability to tunnel
     by 6.  It does extra damage from acid.  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 provides resistance to acid, dark and disenchantment.  It
    allows you to climb mountains.  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 97 of Halls of Mandos.


  [Character Inventory]

a) a Fireproof Tome of Translocation
    It cannot
    be harmed by fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
b) 2 Fireproof Tomes of Knowledge
    It cannot
    be harmed by fire.  
    You found it lying in a vault on level 97 of Halls of Mandos.
c) The Shrunken Head of Nightmares
    It can be
    activated for teleport level.  
    You found it in the remains of a Ghoul on level 98 of Halls of Mandos.
d) 2 Potions of Speed
    
e) 3 Potions of Healing
    
f) 35 Scrolls of Satisfy Hunger
    
g) a Mithril Rod of Nothing (160/160)
h) a Staff of Probability Travel[5|25] (1 charge)
    
i) a Staff of Mana[4|32] (5 charges)
j) The Ring 'Tureth' (+9)
    
    It increases your searching and speed by 9.  It sustains your strength
    .  It provides resistance to disenchantment.  It allows you to fly.  
    It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
k) The Ring of Arfin (+8)
    It 
    increases your charisma, stealth and speed by 8.  It sustains your 
    strength.  It makes you completely fearless.  It provides resistance 
    to blindness, confusion and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Sky Drake on level 98 of Halls of Mandos.
l) The Ring of Power 'Nenya' (+9,+9) (+2)
    
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
m) an Indestructible Amulet of the Magi (-4,-4) (+4 to searching)
    It can be
    used to store a spell.  It increases your intelligence and searching
     by 4.  It sustains your intelligence.  It provides immunity to
    paralysis.  It provides resistance to blindness and confusion.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
n) The Amulet of Ingwe (+3)
    It can be
    activated for dispel evil (level*5) every 300+d300 turns if it is
    being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity 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 Wyrm of Chaos on level 98 of Halls
    of Mandos.
o) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3) forever.  It increases your 
    strength, dexterity, constitution, infravision and speed by 3.  It
    provides immunity to paralysis.  It makes you completely fearless.  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 in the remains of a Great Wyrm of Law on level 98 of Halls of
    Mandos.
p) The Phial of Undeath (-5)
    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 carries an ancient morgothian curse.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
q) 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 in a vault on level 97 of Halls of Mandos.
r) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    It can be
    activated for heal (777), curing and heroism every 300 turns if it is
    being worn. It increases your intelligence, wisdom and stealth by 4.  
    It makes you completely fearless.  It provides resistance to life
    draining, acid, electricity, fire, cold, poison and dark.  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 97 of Halls of Mandos.
s) The Small Metal Shield of Olluin [3,+18]
    It
    provides immunity to fire and cold.  It provides resistance to sound
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
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 a Great Wyrm of Law on level 98 of Halls of
    Mandos.
u) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It increases your strength, constitution and speed by 3.  It
    makes you completely fearless.  It provides resistance to shards.  It
    allows you to climb mountains.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.
v) a Heavy Crossbow of Extra Might (x8) (+20,+24)
    It
    provides resistance to poison.  It fires missiles with extra might.  
    You found it lying in a vault on level 98 of Halls of Mandos.
w) (nothing)


  [The Mathom-house Inventory - Bree ]

a) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    It 
    increases your strength, dexterity and constitution by 4.  It does
    extra damage from frost.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to life draining
    , cold, nether and chaos.  It allows you to see invisible monsters.  
    It slows your metabolism.  It speeds your regenerative powers.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 97 of Halls of Mandos.
b) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
    It 
    increases your strength, dexterity and speed by 2.  It is very sharp
    and can cut your foes.  It is very sharp and can make your foes bleed.
    It fights against evil with holy fury.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 98 of Halls of Mandos.



Posted on 15.4.2004 22:56
Last updated on 16.4.2004 18:04

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On 15.4.2004 22:56 Elliott946@aol.com wrote:
Wow. Just for fun, I decided to try a hobbit thaumaturge lost soul with Iron Man turned on. The results were... impressive. Took 3 hours to get him to level 44 and then out. I'm now a little disappointed that I didn't get him to level 50 first. Oh well.

On 16.4.2004 18:04 Elliott946@aol.com wrote:
Crap! Was almost there when I got greedy. The down stairs were just two steps away, but a pack of water demons was in the room. I thought legendary (12) stealth would let him take those two steps, but apparently not. Of course, having just 200-ish hit points doesn't give you much margin for error.

On the bright side, despite the name, he was anything but futile. I put another 40 or so minutes into him today before he died, so he went from initial creation on level 98 of the Halls of Mandos to dead on level 98 of Angband in about 4 1/2 hours of total game play. That's amazing. Of course, he barely spent any time on the surface. Never did a single quest. Why would you want a house if you aren't going to spend any time on the surface?

Hmm, now that I think about it, I forgot to kill the necromancer. That would have been a problem seeing as how I didn't bring a source of recall along.

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