The Angband Ladder: Miwyr, High-Elf Geomancer by <greg@wooledge.org>

  [ToME 2.3.2(CVS) Character Sheet]

 Name  : Miwyr                  Age                125       STR!  18/80       
 Sex   : Female                 Height              84       INT: 18/191       
 Race  : High-Elf               Weight             164       WIS:  18/89       
 Class : Geomancer              Social Class        79       DEX: 18/110       
 Body  : Player                                              CON:  18/62       
 God   : Eru Iluvatar                                        CHR: 18/176       
                                                                               
 + To Melee Hit           3 Level             33    Hit Points      -27/   309 
 + To Melee Damage       -2 Experience    492156    Spell Points     15/   420 
 + To Ranged Hit          8 Max Exp       500792    Sanity          302/   302 
 + To Ranged Damage      12 Exp to Adv.   632500    Piety                19998 
   AC                37+100 Gold          569278    Speed            Fast (+6) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Bad          Perception  : Fair         Blows/Round:  4         
 Bows/Throw  : Poor         Searching   : Fair         Shots/Round:  1         
 Saving Throw: Very Good    Disarming   : Good         Mel.dmg/Rnd:  4d4-8     
 Stealth     : Excellent    Magic Device: Bad          Infra-Vision: 40 feet   
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Telerin Mage.  You              
          have light grey eyes, wavy black hair, and a fair                    
          complexion.                                                          
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Barrow-Downs: Level 8 (400')
        Maze: Level 37 (1850')
        Orc Cave: Level 21 (1050')
        The Sandworm lair: Level 30 (1500')
        A lost temple: Level 24 (1200')

 Your body was a Player.
 You have defeated 5079 enemies.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 49 princesses.
 You found 2 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 3rd Quelle of the 2890th year of the third age.
 Your adventure lasted 17 days.

     Your Attributes:
You are dead, killed by a Dark elven warlock on level 24 of A lost temple.
You can destroy walls.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You have free action.
You are lucky.
You are carrying a permanent light.
You are resistant to acid.
You are resistant 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 completely fearless.
Your eyes are resistant to blindness.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution 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 charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.

Skills (points left: 0)
 - Combat                                        01.000 [0.200]
          . Weaponmastery                        01.700 [0.400]
          . Archery                              02.500 [0.000]
 - Sneakiness                                    01.300 [0.900]
          . Stealth                              04.000 [0.400]
          . Disarming                            00.400 [0.000]
 - Magic                                         28.630 [0.900]
          . Magic-Device                         03.000 [1.050]
          . Spell-power                          23.400 [0.700]
          - Geomancy                             37.400 [0.700]
                   . Fire                        36.062 [1.050]
                   . Water                       29.762 [1.050]
                   . Air                         30.812 [1.050]
                   . Earth                       25.562 [1.050]
          . Meta                                 00.000 [0.700]
          . Conveyance                           10.500 [0.700]
          . Divination                           15.400 [0.700]
          . Temporal                             15.400 [0.700]
          . Mind                                 00.000 [0.700]
          . Nature                               10.500 [0.700]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          00.000 [0.700]
 - Spirituality                                  11.000 [0.550]
          . Prayer                               05.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting


  [Character Equipment]

a) a Mage Staff of Power (1d4) (+6,+9) (+11)
        It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 11.  
    You found it lying in a vault on level 30 of The Sandworm lair.
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 lying in a vault on level 30 of The Sandworm lair.
e) a Ring of Chaos Resistance
    It
    provides resistance to confusion and chaos.  
    You bought it from the Black Market.
f) an Indestructible Ring of Intelligence (+4)
    It increases your intelligence by 
    4.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
k) The Amulet of Celen [+5] (+3)
    It can be activated for venom
    breathing every 40+d60 turns if it is being worn. It increases your 
    wisdom, dexterity and charisma by 3.  It sustains your wisdom.  It
    provides resistance to electricity, cold, poison and blindness.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You bought it from the Black Market.
m) 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 on the ground on level 24 of The Sandworm lair.
n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It 
    increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
o) The Mouse Fur of Elmangor [1,+9]
    It
    sustains your wisdom.  It provides immunity to fire and cold.  It
    provides resistance to cold and confusion.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
p) The Large Leather Shield of Celegorm [4,+20]
    It
    provides resistance to acid, electricity, fire, cold, light, dark and 
    disenchantment.  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) a Steel Helm of Intelligence [6,+9] (+2)
    It 
    increases your intelligence by 2.  It sustains your intelligence.  
    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) a Pair of Metal Shod Boots of Stealth [6,+10] (+1 to stealth)
    It increases your 
    stealth by 1.  
    You found it lying in a vault on level 29 of The Sandworm lair.
z) (nothing)
{) (nothing)
|) a Magical Dwarven Shovel (+3)


  [Character Inventory]

a) a Fireproof Tome of the Eternal Flame
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) a Fireproof Tome of the Blowing Wind
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
c) a Fireproof Tome of the Everrunning Wave
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
d) a Fireproof Tome of Translocation
e) a Fireproof Tome of Knowledge
    It
    cannot be harmed by fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
f) a Fireproof Tome of the Time
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) a Fireproof Book of Beginner Cantrips
    It
    cannot be harmed by fire.  
    You bought it from the Magic shop.
h) a Spellbook of Healing {25% off}
    
i) 2 Spellbooks of Stone Skin
    
j) The Diamond Prism of Light
k) The Tome of Elven Household Magic
l) 11 Potions of Healing {!*}
    
m) 6 Scrolls of Teleportation {!*}
    
n) 12 Scrolls of *Identify* {!*}
    
o) a Silver Rod of Recall (100/100) {!*}
    
p) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
q) a Fauchard of Gondolin (1d10) (+4,+8) (+3)
r) a Wooden Boomerang of Westernesse (1d8) (+8,+9) (+1)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Demonblade of Aiandis (4d6) (+12,+15) (+3)
    It increases your strength and 
    wisdom by 3.  It does extra damage from fire.  It poisons your foes.  
    It produces chaotic effects.  It is a great bane of dragons.  It is
    especially deadly against giants.  It strikes at demons with holy
    wrath.  It has been blessed by the gods.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) The Box of Many Wonders {geno !*}
    It
    can be activated for genocide every 500 turns.  
    You found it lying in a vault on level 22 of The Sandworm lair.
c) 15 Mushrooms of Cure Serious Wounds {100% off}
d) 6 Sprigs of Athelas
e) a Potion of *Healing* {!*}
    
f) 2 Potions of Restore Mana {!*}
g) 4 Potions of Enlightenment {!*}
    
h) 2 Scrolls of *Remove Curse* {!*}
i) a Silver Rod of Nothing (100/100)
j) a Silver Rod of the Istari of Nothing (200/200)
k) a Golden Rod of Nothing (125/125)
l) a Mithril Rod of Simplicity of Nothing (160/160)
m) The Ring of Power of Uvatha the Horseman (+4 to infravision)
    It 
    increases your charisma and infravision by 4.  It makes you invisible.
    It sustains your dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to dark, confusion and 
    disenchantment.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
n) a Ring of Constitution (+4)
    
    It increases your constitution by 4.  
    You bought it from the Black Market.
o) a Ring of Slaying (+12,+11) {25% off}
    
    You bought it from the Black Market.
p) a Ring of Light and Darkness Resistance
q) a Hard Leather Cap of Seeing [2,+4] (+1 to searching)
    It increases your searching by 1.  
    It provides resistance to blindness.  It allows you to see invisible
    monsters.  
    You found it in the remains of Orfax, Son of Boldor on level 17 of A lost
    temple.
r) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and luck by 3.  It provides
    resistance to confusion.  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 Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
t) a Short Bow of Extra Might (x5) (+6,+23)
    It
    provides resistance to confusion.  It fires missiles with extra might.
    
    You found it lying in a vault on level 30 of The Sandworm lair.


  [Home Inventory - Gondolin ]

a) The Crumpled Scroll of Mass Resurrection {!r!r}
b) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is
    well-hidden. It rearms itself.  It can teleport monsters to you.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
c) an Indestructible Amulet of Resistance
    It
    provides resistance to acid, electricity, fire and cold.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
d) The Amulet of Edebren (+3 to searching)
    It can
    be used to store a spell.  It increases your searching and infravision
     by 3.  It sustains your intelligence, dexterity and constitution.  It
    provides resistance to light, nexus and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Young red dragon on level 32 of Maze.
e) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    
    It increases your strength and charisma by 2.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    shards and nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
f) The Full Plate Armour of Isildur [25,+25] (+1)
    It 
    increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    It 
    increases your strength, stealth, infravision and ability to tunnel by 
    5.  It provides resistance to acid, electricity, fire and poison.  It
    allows you to sense the presence of animals.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
h) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It increases your stealth and searching by 4.  It
    provides resistance to acid, electricity, fire, cold and dark.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Stone troll on level 25 of Maze.
i) an Elven Rhino Hide Armour of Resist Lightning (-1 to accuracy) [8,+7] (+1 to
s
    It 
    increases your stealth by 1.  It provides resistance to acid, 
    electricity, fire, cold and poison.  It allows you to sense the
    presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
j) a Padded Armour of Resistance [4,+10]
    It
    provides resistance to acid, electricity, fire, cold and blindness.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It 
    increases your dexterity and speed by 3.  It provides resistance to 
    acid and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
l) an Elven Cloak [4,+7] (+4 to stealth)
    It increases your 
    stealth, searching and luck by 4.  It cannot be harmed by acid, cold,
    lightning or fire.  
m) a Cloak of Mist of Aman [1,+15] (+1 to stealth)
    It increases your stealth by 1.  It provides
    resistance to blindness.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
n) The Steel Helm of Hammerhand [6,+20] (+3)
    It
    grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
o) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated for fire bolt (9d8) every 8+d8 turns if it
    is being worn. It provides light (radius 1) forever.  It does extra
    damage from fire.  It provides resistance to fire and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 25 of The Sandworm lair.
p) The Broad Spear 'Gathim' (1d9) (+12,+4) (+2)
    It 
    increases your wisdom, dexterity and charisma by 2.  It poisons your
    foes.  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 22 of The Sandworm lair.
q) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
    It can
    be wielded two-handed.  It increases your intelligence by 3.  It does
    extra damage from fire.  It is especially deadly against natural
    creatures.  It provides resistance to fire.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
r) a Two-Handed Flail (Defender) (3d6) (+7,+15) [+6] (+2 to stealth)
    It must
    be wielded two-handed.  It increases your stealth by 2.  It sustains 
    your dexterity.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold, poison and 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.  
    You found it lying on the ground on level 34 of Maze.
s) a Mage Staff of Mana (1d4) (-2,+0)(60%)
    It can be wielded
    two-handed.  It can be used to store a spell.  It increases your mana
    capacity by 60%.  
    You found it lying in a vault on level 30 of The Sandworm lair.


  [Home Inventory - Lothlorien ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
b) a Spellbook of Healing {25% off}
    
c) a Spellbook of Disarm
    
d) a Spellbook of Stone Skin
    
e) The Deck of Wild Magic
f) a Sprig of Athelas {25% off}
    
g) 93 Potions of Water Curing {quest}
h) 3 Potions of Speed {!*}
    
i) a Potion of Restore Mana {!*}
    
j) a Ring of Damage (+13)
k) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+20] (+1 to stealth)
    It can
    be activated for breathe lightning (100) every 90+d90 turns if it is
    being worn. It increases your stealth by 1.  It provides resistance to 
    acid, electricity, fire, cold and chaos.  It allows you to fly.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
l) The Filthy Rag of the Wight [1,+1](40%) (+2 to searching) {cursed}
    It increases your intelligence and 
    searching by 2.  It increases your mana capacity by 40%.  It provides
    resistance to blindness and confusion.  It renders you especially
    vulnerable to fire.  It allows you to see invisible monsters.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.

m) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
n) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
o) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
        It can be activated for terrify every 10+d50 turns if it is being
    worn. It increases your searching and infravision by 2.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
p) The Rounded Pebble 'Travak' (3d6) (+8,+5)
q) The Small Wooden Boomerang of Aladol (1d4) (+21,+21)
    It does extra damage from acid and 
    frost.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is especially deadly against giants.  It strikes at
    demons with holy wrath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Ibun, Son of Mim on level 27 of Maze.
r) a Drum of the Eldar (+2)
    It 
    increases your strength and charisma by 2.  It provides resistance to 
    acid and chaos.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 27 of Maze.
s) a Harp of Power (+3)
    It increases your 
    charisma by 3.  It sustains your charisma.  It provides resistance to 
    acid, electricity, fire, cold and disenchantment.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
t) a Harp of Power (+2)
    It 
    increases your charisma by 2.  It sustains your charisma.  It provides
    resistance to acid, electricity, fire, cold and nether.  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.



Posted on 31.5.2005 01:50

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On 31.5.2005 01:50 greg@wooledge.org wrote:
I suck.

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