The Angband Ladder: Mirias, RohanKnight Mindcrafter by <dan@swivel.net>

  [ToME 2.0.0 Character Dump]

 Name  : Mirias                 Age                 21       STR: 18/168       
 Sex   : Male                   Height              66       INT: 18/167       
 Race  : RohanKnight            Weight              84       WIS: 18/***       
 Class : Mindcrafter            Social Class         1       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
                                                             CHR: 18/171       
                                                                               
 + To Melee Hit          47 Level             44    Max Hit Points       919   
 + To Melee Damage       16 Experience   5381029    Cur Hit Points      -878   
 + To Ranged Hit         46 Max Exp      5381029    Max SP (Mana)        479   
 + To Ranged Damage      27 Exp to Adv.  5760000    Cur SP (Mana)        193   
   AC                25+111 Gold          828157    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[2] Perception  : Good         Blows/Round:  5+1       
 Bows/Throw  : Heroic       Searching   : Very Good    Shots/Round:  2         
 Saving Throw: Excellent    Disarming   : Excellent    Wpn.dmg/Rnd:  10d5+80   
 Stealth     : Heroic       Magic Device: Excellent    Infra-Vision: 0 feet    
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the first child of a Serf.  You have brown eyes,             
          straight brown hair, and a very dark complexion.                     
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 58 (2900')
        Angband: Level 67 (3350')
        Barrow-Downs: Level 10 (500')
        Submerged Ruins: Level 36 (1800')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 41 (2050')
        Illusory Castle: Level 35 (1750')
        Maze: Level 29 (1450')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 33 (1650')
        Dol Guldur: Level 57 (2850')
        The Small Water Cave: Level 32 (1600')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 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 52nd Quelle of the 2890th year of the third age.
 Your adventured lasted 66 days.

     Your Attributes:
You are dead.
You can switch locations with another being.
You can emit a horrible shriek.
You can feel the danger of evil magic.
You can travel between towns and the depths.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You attract demons.
You have a beak (dam. 2d4).
Your health is subject to chaotic forces.
You have a seriously upset stomach.
Your brain is a living computer (+4 INT/WIS).
Your skin is covered with warts (-2 CHR, +5 AC).
You are susceptible to damage from the elements.
You cannot see.
You are in a battle rage.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
You can sense the presence of orcs.
You can sense the presence of trolls.
You can sense the presence of dragons.
You can sense the presence of spiders.
You can sense the presence of giants.
You can sense the presence of demons.
You can sense presence of undead.
You can sense the presence of evil beings.
You can sense the presence of animals.
You can sense the presence of dragonriders.
You can sense the presence of good beings.
You can sense the presence of non-living things.
You can sense the presence of unique beings.
You are lucky.
You have a firm hold on your life force.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
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 confusion.
You are resistant to sonic attacks.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nether forces.
You are completely fearless.
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 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 digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon is especially deadly against trolls.
Your weapon is especially deadly against giants.

Skills (points left: 0)
 - Combat                                        20.900 [0.700]
	  - Weaponmastery                               15.400 [0.900]
	  - Archery                                     04.000 [0.500]
	  . Barehand-combat                             01.000 [0.500]
 - Sneakiness                                    03.950 [0.200]
	  . Stealth                                     33.500 [0.500]
	  . Disarming                                   01.000 [0.500]
 - Magic                                         50.000 [0.900]
	  . Magic-Device                                06.500 [1.100]
	  . Spell-power                                 00.000 [0.600]
	  . Divination                                  01.000 [0.500]
	  . Necromancy                                  00.000 [0.400]
	  . Runecraft                                   01.000 [0.500]
	  . Thaumaturgy                                 01.000 [0.500]
 - Spirituality                                  12.100 [1.000]
	  . Prayer                                      01.000 [0.900]
	  . Mindcraft                                   50.000 [0.900]
 - Monster-lore                                  01.500 [0.500]
 - Misc                                          00.000 [0.000]

 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 56 princesses.

 You have defeated 10757 enemies.


  [Corruptions]

 You can switch locations with another being.
 You can emit a horrible shriek.
 You can travel between town and the depths.
 You attract demons.
 You have a beak (dam. 2d4).
 Your health is subject to chaotic forces.
 You have a seriously upset stomach.
 Your brain is a living computer (+4 INT/WIS).
 Your skin is covered with warts (-2 CHR, +5 AC).
 You are telepathic.
 You are susceptible to damage from the elements.


  [Character Equipment]

a) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
   
   A short thrusting blade with a large guard worn by Maedhros
   the Tall, eldest son of Feanor, and wielded with his left
   hand after the loss of his right hand in the pits of
   Thangorodrim.
   It affects your intelligence.
   It affects your dexterity.
   It affects your speed.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   It provides resistance to shards.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Sling 'Oldil' (x2) (+11,+26) (+3)
   
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your charisma.
   It provides light.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
e) a Ring of Speed (+9)
f) The Ring of Gornos (+5)
   
   It affects your dexterity.
   It affects your constitution.
   It provides resistance to light.
   It provides resistance to nether.
   It allows you to levitate.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) an Amulet of the Serpents [+5] (+4)
m) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to confusion.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cloak of Mimicry [Dragon] 'Romedron' [1,+15]
   
   It provides immunity to fire.
   It provides resistance to life draining.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to sound.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Metal Cap of Thengel [3,+12] (+3) {Q6}
   
   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 affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   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 sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
x) a Pair of Metal Shod Boots of Stealth [6,+8] (+3 to stealth)
   
   It affects your stealth.
z) (nothing)
{) (nothing)
|) The Gnomish Shovel of Daurudh (1d2) (+18,+28) (+2)
   
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It does extra damage from fire.
   It poisons your foes.
   It produces chaotic effects.
   It is a great bane of demons.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) The Gem of Hate {Cure Hallucinate}
   
   It can be activated for...
   cure hallucination
b) The Diamond Prism of Light {Food}
   
   It can be activated for...
   cure hunger
c) Balrilbon's Soulgem {Destruct}
   
   It can be activated for...
   destruction
d) Bigby's Big Book of Brutality {Level}
   
   It can be activated for...
   level teleportation
e) 6 Sprigs of Athelas
f) 5 Potions of Restore Mana
g) 2 Scrolls of *Identify* {75% off}
h) 3 Scrolls of Reset Recall
i) a Golden Rod of Teleport Other (71/125)
j) a Ring of Flying
k) (nothing)
l) (nothing)
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) Mordenkainen's Mysterious Mind-Masher
   
   It can be activated for...
   cure cut
b) 20 Mushrooms of Cure Serious Wounds {100% off}
c) 3 Lembases
d) 2 Potions of Cure Serious Insanity
e) a Scroll of Reset Recall
f) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Thunderlord Coat of Haulda [9,+9]
   
   It sustains your strength.
   It sustains your intelligence.
   It sustains your dexterity.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Carion [3,+11]
   
   It sustains your strength.
   It sustains your wisdom.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to nether.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Set of Gauntlets of Curgoron (+2) [2,+0]
   
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
j) 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 affects your dexterity.
   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.
k) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
   
   Forged by the dwarves of Khazad-dum in a time of
   desperation, this axe turned many a battle against the
   invading orcs.
   It can be activated for...
   detect orcs every 10 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your searching.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
   
   A superbly crafted double-bladed axe that slays the
   creatures of earth and allows rapid recovery from their
   blows.
   It can be activated for...
   cure wounds (4d7) every 3+d3 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   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.
n) The Dagger 'Mirin' (1d4) (+0,+4)
   
   It produces chaotic effects.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
   
   A dagger covered in sparks and finely balanced for deadly
   throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It provides resistance to electricity.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   
   This fiery, shining blade earned its sobriquet "Foe-Hammer"
   from dying orcs who dared to come near hidden Gondolin.
   It affects your searching.
   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.
   It provides resistance to light.
   It provides 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.
q) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   
   Dark and deadly runes stand stark against the naked steel
   of this awesome weapon, and you feel a stunning power of
   slaying and rending as you slowly approach.
   It affects your strength.
   It affects your charisma.
   It affects your infravision.
   It does extra damage from fire.
   It is very sharp and can cut your foes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to blindness.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed}
   
   It affects your strength.
   It affects your constitution.
   It affects your attack speed.
   It produces chaotic effects.
   It drains life from your foes.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It prevents teleportation.
   It drains experience.
   It is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) a Scroll of Genocide
b) an Iron Rod of Capacity of Nothing (100/100)
   
   It can hold more mana.
c) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It makes you invisible.
   It provides resistance to blindness.
   It provides resistance to disenchantment.
   It cannot be harmed by fire.
e) 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Phial of Undeath (-5) {cursed}
   
   It appears like the Phial of Galadriel at first - but wait!
   It is a cursed phial created by an evil wizard to lure
   adventurers into wielding it unknowingly.
   It can be activated for...
   ruination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 5) forever.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your luck.
   It allows you to sense presence of undead.
   It is cursed.
   It carries an ancient morgothian curse.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the 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.
h) Green Dragon Scale Mail (-2) [30,+18]
i) Green Dragon Scale Mail (-2) [30,+15]
j) Bronze Dragon Scale Mail (-2) [30,+15]
k) The Bar Chain Mail of Uthad (-29,-51) [18,+10](20%)
   
   It affects your hit points.
   It sustains your intelligence.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Metal Brigandine Armour of Gilost (-25,-65) [19,+11](20%)
   
   It affects your hit points.
   It sustains your dexterity.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to acid.
   It provides resistance to sound.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   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 is especially deadly against natural creatures.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Dark Sword of Analad (3d7) (+14,+14) (+4)
   
   It generates an antimagic field.
   It affects your intelligence.
   It does extra damage from acid.
   It is very sharp and can cut your foes.
   It is a great bane of demons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) The Cloak of Mimicry [Sparrow] 'Mabar' [1,+0]
   
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) a Spellbook of See the Music {25% off}
b) The Deck of Wild Magic {Destruct}
   
   It can be activated for...
   destruction
c) the Skull of Vecna {Food}
   
   It can be activated for...
   cure hunger
d) Pytar's Portable Pandemonium {Restore}
   
   It can be activated for...
   restoration
e) a Potion of Restore Life Levels
f) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Thunderlord Coat 'Helin' [9,+8]
   
   It provides immunity to cold.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Two-Handed Sword of Arantumar (3d6) (-7,-8) (-7) {cursed}
   
   It must be wielded two-handed.
   It affects your intelligence.
   It does extra damage from electricity.
   It poisons your foes.
   It drains experience.
   It induces random teleportation.
   It aggravates nearby creatures.
   It is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Rounded Pebble 'Travak' (3d6) (+8,+5)
   
   A bolt imbued with the powers of the elements.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It cannot be harmed by acid, cold, lightning or fire.
l) Portable hole


  [Home Inventory - Gondolin ]

a) a Scroll of Genocide
b) an Iron Rod of Capacity of Nothing (100/100)
   
   It can hold more mana.
c) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It makes you invisible.
   It provides resistance to blindness.
   It provides resistance to disenchantment.
   It cannot be harmed by fire.
e) 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Phial of Undeath (-5) {cursed}
   
   It appears like the Phial of Galadriel at first - but wait!
   It is a cursed phial created by an evil wizard to lure
   adventurers into wielding it unknowingly.
   It can be activated for...
   ruination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 5) forever.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your luck.
   It allows you to sense presence of undead.
   It is cursed.
   It carries an ancient morgothian curse.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the 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.
h) Green Dragon Scale Mail (-2) [30,+18]
i) Green Dragon Scale Mail (-2) [30,+15]
j) Bronze Dragon Scale Mail (-2) [30,+15]
k) The Bar Chain Mail of Uthad (-29,-51) [18,+10](20%)
   
   It affects your hit points.
   It sustains your intelligence.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Metal Brigandine Armour of Gilost (-25,-65) [19,+11](20%)
   
   It affects your hit points.
   It sustains your dexterity.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to acid.
   It provides resistance to sound.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   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 is especially deadly against natural creatures.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Dark Sword of Analad (3d7) (+14,+14) (+4)
   
   It generates an antimagic field.
   It affects your intelligence.
   It does extra damage from acid.
   It is very sharp and can cut your foes.
   It is a great bane of demons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 10.9.2002 01:39

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7138. on the Ladder (of 18973)
1256. on the ToME Ladder (of 3151)
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On 10.9.2002 01:39 dan@swivel.net wrote:
Heh... Next time I'll be more careful with Storm Wyrms.

On 10.9.2002 19:52 spitfyr@gmx.net wrote:
wow! -878 HP!

On 12.11.2002 21:42 dan@swivel.net wrote:
Heh, yeah, I'm not sure whether that was form 1 storm worm, or from several of the 12 I was fighting in 1 room :)

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