The Angband Ladder: Faoldan, Wood-Elf Archer by <s_latour@hotmail.com>

  [ToME 2.0.0 Character Dump]

 Name  : Faoldan                Age                144       STR: 18/***       
 Sex   : Neuter                 Height              25       INT: 18/200       
 Race  : Wood-Elf               Weight              85       WIS: 18/180       
 Class : Archer                 Social Class        32       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
                                                             CHR: 18/180       
                                                                               
 + To Melee Hit          98 Level             50    Max Hit Points      1008   
 + To Melee Damage       87 Experience  37709262    Cur Hit Points       -18   
 + To Ranged Hit        122 Max Exp     37935703    Max SP (Mana)        218   
 + To Ranged Damage      83 Exp to Adv.    *****    Cur SP (Mana)        173   
   AC                30+122 Gold         2649603    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[35]Perception  : Excellent    Blows/Round:  4         
 Bows/Throw  : Legendary[105Searching   : Excellent    Shots/Round:  4         
 Saving Throw: Very Good    Disarming   : Excellent    Wpn.dmg/Rnd:  16d5+348  
 Stealth     : Heroic       Magic Device: Superb       Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          Your father was of the Avari.  You are one of several                
          children of a Yeoman.  You are a credit to the family.  You          
          have brown eyes, straight black 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:       OFF
 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 65 (3250')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        Death fate: Level 1 (50')
        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 42nd Quelle of the 2890th year of the third age.
 Your adventured lasted 56 days.

     Your Attributes:
You are dead.
You can smell nearby precious metal.
You can drive yourself into a berserk frenzy.
You can cast magic missiles.
You can mystify pets.
You can wake up a pet.
You are superhumanly strong (+4 STR).
Your face is featureless (-1 CHR).
Your body is very limber (+3 DEX).
You are bleeding.
You feel heroic.
You will soon be recalled.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You can climb hight mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune 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 resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma 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 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 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.

Skills (points left: 0)
 - Combat                                        50.000 [0.800]
	  - Weaponmastery                               04.000 [0.500]
	  - Archery                                     50.000 [1.050]
	 	  . Sling-mastery                             50.000 [0.500]
	 	  . Bow-mastery                               00.000 [0.500]
	 	  . Crossbow-mastery                          00.000 [0.500]
	 	  . Boomerang-mastery                         00.000 [0.500]
 - Sneakiness                                    20.800 [0.900]
	  . Stealth                                     01.000 [0.500]
	  . Disarming                                   03.700 [0.900]
 - Magic                                         01.266 [0.200]
	  . Magic-Device                                10.900 [1.100]
 - Spirituality                                  02.500 [0.500]
	  . Prayer                                      00.000 [0.500]
	  . Mindcraft                                   32.500 [0.500]
 - Monster-lore                                  01.500 [0.500]
	  . Mimicry                                     01.000 [0.500]
 - Misc                                          00.000 [0.000]

 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You abandoned Gondolin when it most needed you, thus causing its destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 95 princesses.

 You have defeated 17736 enemies.


  [Corruptions]

 You can smell nearby precious metal.
 You are superhumanly strong (+4 STR).
 Your face is featureless (-1 CHR).
 Your body is very limber (+3 DEX).


  [Fates]

You are fated to find a Wand of Nothing on level 20.
You are fated to find an Essence of Teleport on level 13.
You are fated to meet a Pitiful-looking beggar on level 19.


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
   
   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 affects your speed.
   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.
   It provides resistance to light.
   It provides 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) a Sling of Extra Might (x5) (+21,+21) {cursed}
   
   It provides resistance to dark.
   It fires missiles with extra might.
   It is cursed.
e) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
   
   The Ring of Fire, set with a ruby that glows like flame.
   Narya is one of the three Rings of Power created by the
   Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (500) every 200+d100 turns
   ...if it is being worn.
   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 speed.
   It affects your luck.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power 'Nenya' (+9,+9) (+2) {cursed}
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 turns
   ...if it is being worn.
   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 stealth.
   It affects your speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4) (charging)
   
   This green gem glows with inner light.  Aragorn son of
   Arathorn wore it at the Battle of the Pelennor Fields, and
   he was himself given the name of 'Elessar' by the people of
   Gondor because of this.
   It can be activated for...
   heal and cure black breath every 200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Thunderlord Coat of T'ron [9,+19] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cloak of Mimicry [Dragon] of Aerador [1,+10]
   
   It sustains your strength.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides resistance to dark.
   It provides resistance to sound.
   It provides resistance to nether.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield 'Telen' [3,+10]
   
   It sustains your charisma.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Steel Helm of Hammerhand [6,+17] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   
   Sturdy footwear of leather and steel as enduring as the
   long-suffering Dwarven King-in-exile who wore them.  Of
   dwarven make, the wearer of these boots will be completely
   at home in the mountains.
   It affects your strength.
   It affects your constitution.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to poison.
   It allows you to climb high mountains.
   It cannot be harmed by acid, cold, lightning or fire.
z) a Greater demonic quylthulg (1461 hp)
{) 33 Mithril Shots of Acid (3d4) (+20,+20)
   
   It does extra damage from acid.
   It cannot be harmed by acid.
|) a Dwarven Pick of Digging (1d4) (+16,+18) (+8)
   
   It affects your ability to tunnel.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) 6 Potions of Healing
b) 23 Scrolls of Identify
c) 2 Scrolls of *Remove Curse*
d) 26 Scrolls of Satisfy Hunger
e) 4 Scrolls of Rune of Protection {!*}
f) a Scroll of Genocide {!*}
g) a Silver Rod of the Istari of Recall (184/200) {!*}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
h) a Golden Rod of Illumination (125/125) {@z2}
i) 10 Mithril Shots of Lightning (3d4) (+15,+17)
   
   It does extra damage from electricity.
   It cannot be harmed by acid.
   It cannot be harmed by electricity.
j) 15 Mithril Shots of Venom (3d4) (+22,+23)
   
   It poisons your foes.
   It cannot be harmed by acid.
k) 16 Mithril Shots of Venom (3d4) (+21,+22)
   
   It poisons your foes.
   It cannot be harmed by acid.
l) 20 Mithril Shots of Flame (3d4) (+24,+22)
   
   It does extra damage from fire.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
m) 19 Mithril Shots of Frost (3d4) (+21,+21)
   
   It does extra damage from frost.
   It cannot be harmed by acid.
   It cannot be harmed by cold.
n) 24 Mithril Shots of Slay Evil (3d4) (+24,+23)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
o) 16 Mithril Shots of Slay Evil (3d4) (+23,+22)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
p) 21 Mithril Shots of Slay Evil (3d4) (+22,+20)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
q) 18 Mithril Shots of Slay Evil (3d4) (+19,+23)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
r) 14 Mithril Shots of Slay Undead (3d4) (+23,+23)
   
   It strikes at undead with holy wrath.
   It cannot be harmed by acid.
s) 17 Mithril Shots of Slay Demon (3d4) (+20,+24)
   
   It strikes at demons with holy wrath.
   It cannot be harmed by acid.
t) 19 Mithril Shots of Slay Demon (3d4) (+22,+22)
   
   It strikes at demons with holy wrath.
   It cannot be harmed by acid.
u) 42 Mithril Shots of Slay Dragon (3d4) (+21,+22)
   
   It is especially deadly against dragons.
   It cannot be harmed by acid.
v) 26 Mithril Shots of Slay Animal (3d4) (+20,+22)
   
   It is especially deadly against natural creatures.
   It cannot be harmed by acid.
w) 30 Mithril Shots of Slay Demon (3d4) (+21,+20)
   
   It strikes at demons with holy wrath.
   It cannot be harmed by acid.


  [Home Inventory - Gondolin ]

a) an Aluminium Rod of the Istari of Nothing (150/150)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
b) an Indestructible Ring of Speed (+12)
   
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
c) a Ring of Speed (+13)
d) a Ring of Speed (+8)


  [Home Inventory - Minas Anor ]

a) a Fireproof War Tome of Tulkas
   
   It cannot be harmed by fire.
b) a Mithril Rod of the Istari of Nothing (320/320)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
c) a Mithril Rod of the Istari of Nothing (320/320)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
d) an Adamantite Rod of Capacity of Nothing (400/400)
   
   It can hold more mana.
e) The Ring of Turim (+4 to speed)
   
   It affects your intelligence.
   It affects your dexterity.
   It affects your stealth.
   It affects your speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Taraxe (+8)
   
   It affects your strength.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It makes you invisible.
   It provides resistance to blindness.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Celos (+7) {!*}
   
   It affects your dexterity.
   It affects your speed.
   It makes you invisible.
   It sustains your charisma.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to nether.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Flare (+3) {!*}
   
   The mighty ring of the Thunderlord Flare that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to Flare by Celegorm when he arrived on
   Minddle-earth with a full weyr of Thunderlords.
   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 affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   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 dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Necklace 'Nauglamir' (+3)
   
   A carencet of gold, set with a multitude of shining gems of
   Valinor.  Despite its size, its weight seems as that of
   gossamer.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your infravision.
   It affects your speed.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   
   A suit of imperishable adamant, with conquerable strength
   to endure evil and disruptive magics, that protects the
   life force of its wearer like nothing else can.
   It can be activated for...
   heal (1000) every 888 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It allows you to sense presence of undead.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak called 'Sabina'a Silk Sheet' [1,+10]
   
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to cold.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It produces a fiery sheath.
   It produces an electric sheath.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It provides light.
   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.
m) The Battle Axe of Balli Stonehand (3d8) (+7,+10) [+4] (+3)
   
   The twin blades of this weapon were forged in Belegost, and
   powerful forces to resist and endure lie ready for he who
   shall wield it once more.
   It affects your strength.
   It affects your constitution.
   It affects your stealth.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to blindness.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of non-living things.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
   
   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 affects your strength.
   It affects your dexterity.
   It affects your constitution.
   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.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to 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.
o) The Mithril Shot 'Anaron' (3d4) (+22,+25)
   
   It does extra damage from acid.
   It is a great bane of dragons.
   It strikes at demons with holy wrath.
   It is a great bane of undead.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
p) Climbing Set {@w1}


  [Home Inventory - Lothlorien ]

a) The Rounded Pebble of Dagor (1d2) (+23,+8)
   
   It does extra damage from fire.
   It poisons your foes.
   It is especially deadly against dragons.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Rounded Pebble of Melendor (1d2) (+20,+6)
   
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is a great bane of undead.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Iron Shot of Ardhor (1d4) (+15,+15) {@w1}
   
   It does extra damage from electricity.
   It does extra damage from fire.
   It poisons your foes.
   It is especially deadly against orcs.
   It strikes at demons with holy wrath.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Iron Shot 'Thluin' (1d4) (+11,+8)
   
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   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 cannot be harmed by acid, cold, lightning or fire.
e) The Iron Shot of Andur (1d4) (+16,+19)
   
   It poisons your foes.
   It is especially deadly against dragons.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) an Aluminium Rod of the Istari of Nothing (150/150)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
b) an Indestructible Ring of Speed (+12)
   
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
c) a Ring of Speed (+13)
d) a Ring of Speed (+8)



Posted on 15.9.2002 14:21

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638. on the Ladder (of 18973)
269. on the ToME Ladder (of 3151)
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On 15.9.2002 14:21 s_latour@hotmail.com wrote:
Alas for my wood elf! I was waiting around for Morgoth to finally show up (this being about my 12th tome down at the bottom of Angband) when a large group of demons was summoned around me. I hit the wrong activation for my ring of power (the healing one) and the rest was history. This is the best character by far that I have had in any *band. I really like the race/class combo here. The good news is that I now have the knowledge of what I did wrong the first time around. Payback will be hell for Mr. Bad Valar type guy. I swear this on the shallow grave of Faoldan...

On 16.9.2002 14:37 darkgod@ifrance.com wrote:
yes make him pay :)

On 20.9.2002 11:33 wilh@gladstone.uoregon.edu wrote:
I shall commence drooling presently.... Wow, this is the character my ranger aspires to be, excepting the problem with Morgoth, of course. :) One question though: what does carrying around the Q do for you? Or do you just enjoy carrying it around as a trophy?

On 22.9.2002 06:34 s_latour@hotmail.com wrote:
Actually, my Q is a valuable asset in the dungeon. Tome 2 makes hypnotizing and carrying non-moving pets quite worthwhile. I am not sure of the mechanics behind it, but such pets will absorb damage dealt to your character. Sometimes the Q absorbed around 500 or so points of damage that would have smacked me upside the head. In Tome 1, non-movers did not like being carried around unless you were a symbiant. They would hit you for damage quite often, making the hypnotize skill not very usefull. Now, in Tome 2, after selling off my first round of ego ammo, I always purchase a bunch of scrolls of summon non-moving pet and pick the one with the highest hit points. Also, these pets will melee attack monsters as you attack them, some with special affects! So go out and hit petsmart today! You will be glad you did!

PS Try reading the scroll in the dungeon on superb levels. Unless I am reading too much into it, this is the way to get the higher hit point pets. Otherwise, it seemed like I would summon only jellies and mushrooms. BTW, if you think a Q is nice, you should have seen the druj I had one time. He was a true pal. :)

On 30.9.2002 13:59 lemming030@ntlworld.com wrote:
Wow. Very nice char.
On the carrying pets note, I've also found that if you carry something that's invisible, like a quylthulg, it'll make you invisible too. Which is nice. Unless you can't see invisible ;)

On 10.10.2002 16:52 www.e_l_f_h_e_l_m@yahoo.com wrote:
wahahaha!!!! 2 bad boy.........

On 26.10.2002 21:05 mistuhpanda@msn.com wrote:
You can see yourself if you can see invisible? Cool! I'll remember that...

On 28.10.2002 12:41 lemming030@ntlworld.com wrote:
Yep. If you haven't got see invisible and are invisible you can't see yourself, which can get mildly confusing. However, you can always turn on the 'Highlight player with cursor' option to see where you are.

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