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

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On 1.9.2002 08:21 funky_cheeze@usa.net wrote:
I still don't know how I died to an aranea with +11 speed, but I did... curseing, most likely.

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