The Angband Ladder: Heracan, Dunadan Unbeliever by <funky_cheeze@usa.net>
[ToME 2.1.0 Character Dump] Name : Heracan Age 141 STR: 31 Sex : Male Height 76 INT: 17 Race : Skeleton Dunadan Weight 499 WIS: 16 Class : Unbeliever Social Class 8 DEX: 16 Body : Player CON: 20 Chr: 5 6 + To Melee Hit 49 Level 29 Max Hit Points 310 + To Melee Damage 49 Experience 146545 Cur Hit Points -41 + To Ranged Hit 27 Max Exp 146545 Max SP (Mana) 10 + To Ranged Damage 0 Exp to Adv. 168750 Cur SP (Mana) 10 AC 30+57 Gold 141938 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[40]Perception : Excellent Blows/Round: 5 Bows/Throw : Heroic Searching : Excellent Shots/Round: 1 Saving Throw: Fair Disarming : Good Wpn.dmg/Rnd: 20d5+245 Stealth : Superb Magic Device: Fair Infra-Vision: 30 feet Tactic: normal Explor: normal (Character Background) You are one of several children of a Townsman. You are the black sheep of the family. You have brown eyes, straight red hair, and an average complexion. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ALWAYS Arena Levels: ON Persistent Dungeons: ON Recall Depth: Mirkwood: Level 30 (1500') Barrow-Downs: Level 10 (500') Orc Cave: Level 22 (1100') The Old Forest: Level 25 (1250') 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 53rd Yavie of the 2890th year of the third age. It now is 10 days that you are adventuring. Your Attributes: You are dead. You can breath fire. You can feel the danger of evil magic. You can mystify pets. You can wake up a pet. You can turn into a balrog at will. You aggravate monsters. 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 can sense the presence of orcs. You can sense the presence of trolls. You are incredibly lucky. You have a firm hold on your life force. You are surrounded with a fiery aura. You are surrounded by an anti-magic field. You are carrying a permanent light. You are resistant to acid. You are resistant to lightning. You are resistant to fire. You are resistant to cold. You are resistant to poison. You are resistant to bright light. You are resistant to darkness. You are resistant to blasts of shards. You are completely fearless. Your eyes are resistant to blindness. 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 constitution 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. Your attack speed is affected by your equipment. Your weapon has been blessed by the gods. Your weapon freezes your foes. Your weapon strikes at evil with extra force. Your weapon strikes at undead with holy wrath. Your weapon is especially deadly against trolls. Your weapon is a great bane of demons. Corruption list: Balrog Aura: Surrounds you with a fiery aura But it can burn scrolls when you read them Balrog Wings: Creates ugly, but working, wings allowing you to fly But it reduces charisma by 4 and dexterity by 2 Balrog Strength: Provides 3 strength and 1 constitution But it reduces charisma by 1 and dexterity by 3 Balrog Form: Allows you to turn into a balrog at will You need Balrog Wings, Balrog Aura and Balrog Strength to activate it Demon Spirit: Increases your intelligence by 1 But reduce your charisma by 2 Demon Breath: Provides fire breath But gives a small chance to spoil potions when you quaff them Random teleportation: Randomly teleports you around Troll Blood: Troll blood flows in your veins, granting increased regeneration It also enables you to feel the presense of other troll beings But it will make your presense more noticable and aggravating Skills (points left: 0) - Combat 36.400 [0.800] - Weaponmastery 35.850 [0.850] - Sword-mastery 00.000 [0.400] . Axe-mastery 00.000 [0.400] . Hafted-mastery 00.000 [0.400] . Polearm-mastery 00.000 [0.400] - Archery 01.000 [0.600] . Antimagic 20.500 [0.650] - Sneakiness 19.945 [0.900] . Stealth 15.000 [0.500] . Disarming 15.400 [0.900] . Prayer 00.000 [0.500] - Monster-lore 01.500 [0.500] You saved 29 princesses. You have defeated 4305 enemies. [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10) It's a bladed weapon. A long straight sword, tapering to a pronounced point. Mainly good for piercing attacks, but it can be used for slashing, too. It is a very popular design and has become standard issue in many armies. The weapon of Fingolfin, High King of the Noldor; it shines like a column of ice lit by light unquenchable. Morgoth came but unwillingly to meet it of old; his lame foot will remind him of its might should be meet it again. It can be activated for frost ball (100) every 300 turns if it is being worn. It provides light (radius 1) forever. It increases your speed by 10. It does extra damage from frost. It is especially deadly against trolls. It is a great bane of demons. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to cold and light. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. d) (nothing) e) a Ring of Accuracy (+12) f) a Ring of Extra Attacks (+2 attacks) k) an Amulet of Infravision (+2) m) The Star of Elendil (+1) The shining Star of the West, a famed heirloom of Elendil's house. It can be activated for magic mapping and light every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It 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. n) Elven Ring Mail of Resistance (-2) [12,+18] (+2 to stealth) It increases your stealth by 2. It provides resistance to acid, electricity, fire, cold, poison and dark. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. o) a Cloak of Mimicry [Serpent] of Immolation [1,+4] It provides resistance to fire. It produces a fiery sheath. It cannot be harmed by acid. It cannot be harmed by fire. p) a Large Metal Shield of Resist Acid [5,+7] A large piece of wood, rectangular or oval in shape, and covered with metal to strengthen it. It's to be worn strapped to the arm not occupied by the weapon when fighting. It provides resistance to acid. It cannot be harmed by acid. s) The Iron Helm 'Holhenneth' [5,+10] (+2) A large helmet, protecting the entire head. Ventilation and bad vision can be a problem with such headgear. A famous helm of forged iron granting extraordinary powers of mind and awareness. It can be activated for detection every 55+d55 turns if it is being worn. It increases your intellence, wisdom and searching by 2. It provides resistance to blindness. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. A hero's handgear that lends great prowess in battle. It increases your strength and constitution by 2. It provides immunity to paralysis. It cannot be harmed by acid, cold, lightning or fire. x) a Pair of Metal Shod Boots of Stealth [6,+2] (+1 to stealth) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It increases your stealth by 1. z) (nothing) {) (nothing) |) The Pick 'Carth' (1d3) (+9,+6) (+2) A heavy digging tool, primarily for earthworking, but also good for tunneling through stone, albeit one might soon tire trying. It provides light (radius 1) forever. It increases your strength, intellence, wisdom and ability to tunnel by 2. It does extra damage from acid, electricity and fire. It poisons your foes. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) 2 Potions of Restore Strength b) a Scroll of Remove Curse c) a Scroll of Reset Recall d) a Scroll of Door/Stair Location e) 16 Scrolls of Satisfy Hunger f) a Rod Tip of Door/Stair Location (10 Mana to cast) g) a Ring of Strength (+3) h) a Ring of Damage (+16) i) a Ring of Light and Darkness Resistance j) The Metal Scale Mail of Gaist (-2) [13,+0] A suit of overlapping metal scales, sewn onto a leather or cloth jerkin. It makes you completely fearless. It provides resistance to life draining and disenchantment. It cannot be harmed by acid, cold, lightning or fire. k) a Cloak of Mimicry [Mana ball] of Protection [1,+11] It provides resistance to shards. It cannot be harmed by acid, cold, lightning or fire. l) a Pair of Hard Leather Boots of Jumping [3,+3] A pair of boots, with hardened leather at the caps, offering a little extra protection for the feet. It can be activated for phasing every 10+d10 turns if it is being worn. It grants you the power of blink if it is being worn. m) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4) It's a bladed weapon. This broader version of the longsword is a standard weapon in the army of Gondolin. The beautiful sword of Thingol with a hilt of gold and silver inlay, glistening icily enough to freeze the hearts of demons. You feel supple and lightfooted as you hold it. It 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. n) (nothing) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) The Gem of Venom It can be activated for cure poison. b) a Scroll of *Identify* c) 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. d) a Ring of Dexterity (+2) e) a Ring of Fear Resistance f) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) A suit of armour made of overlapping hardened leather scales. It offers good protection while still being rather lightweight. A tunic and skirt sewn with thick, overlapping scales of hardened leather whose wearer moves with agility and assurance. It increases your dexterity and speed by 3. It provides resistance to acid, dark and shards. It cannot be harmed by acid, cold, lightning or fire. g) The Set of Leather Gloves 'Cammithrim' [1,+10] Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. These gloves glow so brightly as to light the way for their owner and cast magical bolts with great frequency. It can be activated for magic missile (2d6) every 2 turns if it is being worn. It 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. h) a Cutlass of Gondolin (1d7) (+10,+10) (+3) This is a bladed weapon. This oriental weapon is a short, thick, curving sword with a single cutting edge. This simple slashing weapon is typically carried by buccaneers, pirates, and sailors. It provides light (radius 1) forever. It increases your strength and constitution by 3. It is especially deadly against dragons. It is especially deadly against trolls. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to dark. It allows you to see invisible monsters. It allows you to sense the presence of evil beings. It cannot be harmed by acid. It cannot be harmed by fire. i) a Spectral War Hammer of *Slay Dragon* (3d3) (+5,+6) (+2) It's a hafted weapon. A large hammer, designed to crush skulls with mighty strikes. It can be wielded two-handed. It can be activated for wraith-form every 50+d50 turns if it is being worn. It increases your constitution by 2. It is a great bane of dragons. It strikes at undead with holy wrath. It makes you completely fearless. It provides resistance to life draining, fire and cold. It allows you to see invisible monsters. It allows you to sense the presence of dragons. It drains life. j) a Spectral Morning Star of *Slay Animal* (2d6) (+6,+6) (+2 to stealth) It's a hafted weapon. This weapon consists of a large club with chains that have wooden balls with metal spikes on the end. Painfull... It can be activated for wraith-form every 50+d50 turns if it is being worn. It increases your intellence and stealth by 2. It strikes at undead with holy wrath. It is especially deadly against natural creatures. It provides resistance to life draining. It allows you to see invisible monsters. It allows you to sense the presence of animals. It slows your metabolism. It drains life. k) The Rounded Pebble 'Travak' (3d6) (+8,+5) Small round stones. When fired with a sling, they could even hurt a giant.S You can use it for 'f'iring a sling. A bolt imbued with the powers of the elements. It does extra damage from acid, electricity, fire and frost. It poisons your foes. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Lothlorien ] a) a Dwarven Lantern b) The Metal Cap of Thengel [3,+12] (+3) A metal skullcap, it has added nose and cheekguards. A ridged helmet made of steel, and embossed with scenes of valor in fine-engraved silver. It grants the wearer nobility, clearness of thought and understanding. It increases your wisdom, charisma and luck by 3. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. c) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) The Petty-dwarves of Bathak forged this blade, and it shares their thirst for blood. It increases your dexterity by 4. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It cannot be harmed by acid, cold, lightning or fire. d) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) It's a bladed weapon. This broader version of the longsword is a standard weapon in the army of Gondolin. This fiery, shining blade earned its sobriquet "Foe-Hammer" from dying orcs who dared to come near hidden Gondolin. It provides light (radius 1) forever. It increases your searching by 1. It does extra damage from fire. It is especially deadly against orcs. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides resistance to fire and light. It allows you to sense the presence of orcs. It slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. e) a Magical Pick (1d3) (+5,+7) (+1) A heavy digging tool, primarily for earthworking, but also good for tunneling through stone, albeit one might soon tire trying. It grants you the power of stone to mud if it is being worn. It increases your ability to tunnel by 1. f) a Banjo |
Posted on 1.9.2002 08:21
12472. on the Ladder (of 19090)
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