The Angband Ladder: Birdman, Human Monk by <icjackson@hotmail.com>

  [ToME 2.3.2 Character Sheet]

 Name  : Birdman                Age                 18       STR! 18/***       
 Sex   : Neuter                 Height              36       INT! 18/140       
 Race  : Human                  Weight             180       WIS! 18/170       
 Class : Monk                   Social Class        36       DEX: 18/125       
 Body  : Player                                              CON: 18/144       
 God   : Eru Iluvatar                                        CHR! 18/***       
                                                                               
 + To Melee Hit          53 Level             50    Hit Points     1026/  1026 
 + To Melee Damage       57 Experience   9581155    Spell Points    205/   205 
 + To Ranged Hit         53 Max Exp      9581155    Sanity          521/   705 
 + To Ranged Damage       0 Exp to Adv.    *****    Piety                 2541 
   AC                 4+175 Gold        11573997    Speed           Fast (+18) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[42]Perception  : Very Good    Blows/Round:  8         
 Bows/Throw  : Legendary[5] Searching   : Excellent    Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Poor         Mel.dmg/Rnd:  472-2376  
 Stealth     : Legendary[12]Magic Device: Heroic       Infra-Vision: 0 feet    
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are Dr Race Rendell, ace archeologist.  Stumbling over           
          an ancient relic in a tomb of Ra, you become energised by            
          the power of the sun, and become Birdman!                            
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 65 (3250')
        Angband: Level 105 (5250')
        Barrow-Downs: Level 8 (400')
        Mount Doom: Level 99 (4950')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 35 (1750')
        Orc Cave: Level 18 (900')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 35 (1750')
        Dol Guldur: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 32 (1600')

 Your opponents are behaving stupidly.
 Your body was a Player.
 You have defeated 7119 enemies.
 You destroyed the One Ring, thus weakening Sauron.
 You saved Gondolin from destruction.
 You saved Bree from a dreadful Nazgul.
 You saved 19 princesses.
 You saved Arda and became a famed Ruler.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 47th Quelle of the 2890th year of the third age.
 Your adventure lasted 61 days.

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Gondolin.
You can switch locations with another being.
The Blood of Life flows through your veins.
You can see invisible creatures.
You levitate just over the ground.
You have free action.
You have ESP.
You are very lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to disenchantment.
You are resistant to chaos.
You are completely fearless.
Your eyes are resistant to blindness.
Your intelligence is sustained.
Your wisdom is sustained.
Your 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 searching ability is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.


                    adefkmnopsuxz{|@            
        Add Str   : .3324...........            
        Add Int   : ...2...4........            
        Add Wis   : ...24...........            
        Add Dex   : ...2............            
        Add Con   : ..32............            
        Add Chr   : .3324...........            
        Mul Mana  : ...............+            
        Add Stea. : ...2...4........            
        Add Sear. : ..3....4........            
        Add Tun.. : ..............7.            
        Add Speed : ...243.4........            
        Sust Str  : ................            
        Sust Int  : ...+...+........            
        Sust Wis  : ...+............            
        Sust Dex  : ................            
        Sust Con  : ................            
        Sust Chr  : .+.+............            
        Invisible : ................            
        Mul life  : ...............+            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ...+...+.......+            
        Hold Life : ...+.+..........            
        Res Acid  : .+..............            
        Res Elec  : .+..............            
        Imm Fire  : .+*.+...........            
        Imm Cold  : .+.*............            
        Res Pois  : ....+...........            
        Res Fear  : .+..+...........            
        Res Light : .....+..........            
        Res Dark  : .....+..........            
        Res Blind : ...+............            
        Res Conf  : .....+..........            
        Res Sound : ................            
        Res Shard : ................            
        Res Neth  : ................            
        Res Nexus : ................            
        Res Chaos : .....+..........            
        Res Disen : ....+...........            
        See Invis : .+++.+..........            
        Activate  : ..++++..........            
        Fly       : ..+.............            
        Orc.ESP   : .....+..........            
        TLord.ESP : ..+.............            
        Full ESP  : ...+............            

Skills (points left: 55)
 - Combat                                        50.000 [0.900]
          . Weaponmastery                        00.000 [0.300]
          . Archery                              00.000 [0.400]
          . Barehand-combat                      50.000 [0.900]
 - Sneakiness                                    10.720 [0.900]
          . Stealth                              30.700 [0.900]
          . Disarming                            01.000 [0.900]
          . Dodging                              50.000 [0.700]
 - Magic                                         03.018 [0.600]
          . Magic-Device                         30.000 [1.000]
          . Meta                                 00.000 [0.500]
          . Temporal                             00.000 [0.500]
          . Mind                                 00.000 [0.500]
 - Spirituality                                  11.800 [0.900]
          . Prayer                               30.000 [0.500]
          . Music                                00.000 [0.300]
 - Monster-lore                                  01.000 [1.100]
          . Corpse-preservation                  01.000 [0.500]
          . Possession                           00.000 [0.100]


  [Fates]

You may meet a Soldier ant on level 1.
You are fated to find a Small Leather Shield on level 3.


  [Character Equipment]

a) (nothing)
d) a Drum of Power (+3)
    It 
    increases your strength and charisma by 3.  It sustains your charisma.
    It makes you completely fearless.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 70 of Erebor.
e) The Ring of Flare (+3)
    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 
    increases your strength, constitution, charisma and searching by 3.  
    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 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 63 of Erebor.
f) The Ring of Power 'Nenya' (+9,+9) (+2)
    
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Kronos, Lord of the Titans on level 99 of
    Mount Doom.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal and cure black breath every
    200 turns if it is being worn. It provides light (radius 3) forever.  
    It increases your strength, wisdom, charisma and speed by 4.  It makes
    you completely fearless.  It provides resistance to fire, poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Chaos on level 99 of Mount
    Doom.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    speed and luck by 3.  It provides resistance to life draining, light, 
    dark and 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.  
    You found it in the remains of a Great Bile Wyrm on level 68 of Erebor.
n) (nothing)
o) an Elven Cloak of the Magi (-3,-5) [4,+11] (+4)
    
    It increases your intelligence, stealth, searching, speed and luck by 
    4.  It sustains your intelligence.  It provides immunity to paralysis.
    It cannot be harmed by acid, cold, lightning or fire.  
p) (nothing)
s) (nothing)
u) (nothing)
x) (nothing)
z) (nothing)
{) (nothing)
|) a Gnomish Shovel of Digging (+7)
    It increases 
    your ability to tunnel by 7.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.


  [Character Inventory]

a) a Fireproof Tome of Knowledge {!k!d m@2}
b) a Fireproof Holy Tome of Eru Iluvatar {!k!d m@1}
c) The Gem of Rage {!k!d geno}
    It can
    be activated for genocide every 500 turns.  
    You found it in the remains of a Death quasit on level 53 of Mordor.
d) The Eye of Vecna {!k!d geno}
    It
    can be activated for genocide every 500 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
e) Pytar's Portable Pandemonium {!k!d heal}
    It
    can be activated for heal 700 hit points every 100 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
f) The Toenail of Vecna {!k!d cure insanitu}
    It
    can be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
g) 8 Rations of Food
    
h) a Morphic Oil of Wolf
    
i) 3 Potions of Cure Critical Wounds
    
j) 5 Potions of Resistance
    It
    cannot be harmed by acid, cold, lightning or fire.  
k) 5 Scrolls of Teleportation
    
l) a Wooden Rod of Illumination (10/10) {!k!d z@6}
m) a Silver Rod of Capacity of Disarming (200/200) {!k!d}
n) a Silver Rod of Recall (100/100) {!k!d!z}
o) an Adamantite Rod of Healing (200/200) {!k!d}
p) 8 Rod Tips of Healing (120 Mana to cast)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Tome of Knowledge
b) a Holy Tome of Eru Iluvatar
c) 3 Sprigs of Athelas
d) The Ring of Barahir (+1)
    It can be
    activated for dispel small life every 55+d55 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma, stealth and searching by 1.  It provides
    resistance to poison and dark.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Magic shop.
e) The Phial of Galadriel (+4)
    It can be activated for light area
    (dam 2d15) every 10+d10 turns if it is being worn. It provides light
    (radius 3) forever.  It increases your searching and luck by 4.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 28 of The Sandworm lair.
f) The Phial of Undeath (-5) {cursed, !*!*!*}
    It
    can be activated for ruination every 10+d10 turns if it is being worn. 
    It provides light (radius 5) forever.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It is cursed.  It carries an ancient morgothian
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It 
    increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion, sound and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
h) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your intelligence, 
    constitution and charisma by 5.  It sustains your intelligence, 
    constitution and charisma.  It provides immunity to cold.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity, blindness, confusion and nexus.  It
    allows you to sense the presence of thunderlords.  It reflects bolts
    and arrows.  It produces a fiery sheath.  It drains mana.  It
    aggravates nearby creatures.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
i) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    It can be activated for remove fear and cure poison
    every 5 turns if it is being worn. It increases your dexterity and 
    charisma by 5.  It sustains your constitution and charisma.  It
    provides immunity to paralysis.  It provides resistance to confusion, 
    nether and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
j) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It 
    increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
k) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
l) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    It can be wielded two-handed.  It increases your 
    searching, infravision and ability to tunnel by 10.  It is especially
    deadly against giants.  It fights against evil with holy fury.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
m) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    It can be activated for fire ball (300) every
    200+d200 turns if it is being worn. It decreases your charisma by 4.  
    It does extra damage from fire.  It provides immunity to fire.  It is
    cursed.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
n) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    It 
    increases your strength by 4.  It poisons your foes.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against natural creatures.  It provides resistance 
    to nexus.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 67 of Angband.


  [Home Inventory - Gondolin ]

a) a Potion of Life
    
b) a Scroll of Artifact Creation
c) The Ring of Ornion
    It
    sustains your wisdom and dexterity.  It provides resistance to 
    blindness and sound.  It allows you to levitate.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ulfang the Black on level 40 of The Land Of
    Rhun.
d) a Ring of Speed (+13)
e) a Ring of Extra Attacks (+2 attacks)
    It increases your attack speed by 2.  
    You bought it from the Rare Jewelry Shop.
f) The Ring of Durin (+2) {cursed}
    It grants you the power of 
    midas touch if it is being worn.  It increases your strength, 
    constitution and charisma by 2.  It sustains your strength, 
    constitution and charisma.  It provides resistance to life draining, 
    acid, cold, dark, nether and chaos.  It allows you to sense the
    presence of evil beings.  It drains experience.  It aggravates nearby
    creatures.  It is heavily cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
g) The Amulet of Ingwe (+3)
    It can be activated for dispel evil (level*5) every
    300+d300 turns if it is being worn. It increases your intelligence, 
    wisdom, charisma, searching and infravision by 3.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity
     and cold.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 69 of
    Erebor.
h) an Indestructible Amulet of Resistance {100% off}
    It provides resistance to acid, electricity, fire and cold.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
i) The Jewel 'Evenstar' (+3) (charging)
    It can be activated for restore
    stats and life levels every 750 turns if it is being worn. It provides
    light (radius 1) forever.  It increases your constitution by 3.  It
    sustains your intelligence, wisdom and constitution.  It provides
    resistance to life draining, cold, dark and nether.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Harowen the Black Hand on level 55 of
    Mordor.
j) a Dwarven Lantern of the Magi (+3) {!k!d}
    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 increases your intelligence, wisdom and charisma by 3.  It cannot
    be harmed by fire.  
    It was given to you as a reward.
k) The Stone of Lore
    It can be activated for perilous
    identify every turn if it is being worn. It provides light (radius 1)
    forever.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) The Large Leather Shield of Celegorm [4,+20]
    It provides
    resistance to acid, electricity, fire, cold, light, dark and sound.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
m) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55
    turns if it is being worn. It increases your intelligence, 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.  
    You found it in the remains of an Ancient green dragon in the town of
    Gondolin .
n) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can be activated for 
    detect orcs every 10 turns if it is being worn. It increases your 
    dexterity and searching by 4.  It is especially deadly against orcs.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 72 of
    Erebor.
o) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your attack speed by 2.  It is especially deadly
    against natural creatures.  It provides resistance to disenchantment.  
    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.  
    You found it in the remains of a Great Wyrm of Perplexity on level 72 of
    Erebor.
p) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your dexterity, constitution, speed and attack
    speed by 2.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It is especially
    deadly against natural creatures.  It allows you to sense the presence 
    of animals.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave orc Archer on level 35 of Moria.
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    
    It does extra damage from fire and frost.  It poisons your foes.  It
    produces chaotic effects.  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 fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
r) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be wielded two-handed.  It can be
    activated for word of recall every 200 turns if it is being worn. It 
    increases your dexterity and charisma by 3.  It does extra damage from 
    fire and frost.  It provides immunity to paralysis.  It provides
    resistance to fire, cold and light.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Algroth on level 65 of Mordor.
s) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It 
    increases your dexterity and stealth by 3.  It provides resistance to 
    disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
t) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire
     and frost.  It poisons your foes.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ogre on level 35 of Moria.
u) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
    It 
    increases your dexterity and speed by 3.  It poisons your foes.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    acid, electricity, fire, cold and sound.  It speeds your regenerative
    powers.  It prevents teleportation.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 59 of Mordor.
v) The Horn of Helm (+2)
    
    It can be activated for sound ball (300) every 300 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    provides immunity to cold.  It makes you completely fearless.  It
    provides resistance to nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Ghost in the town of Minas Anor .


  [Home Inventory - Minas Anor ]

a) 6 Potions of Enlightenment
    
b) a Wooden Rod of Door/Stair Location (10/10) {!k!d z@5}
c) a Wooden Rod of Trap Location (10/10) {!k!d z@4}
d) The Ring of Tulkas (+4)
    It
    can be activated for haste self (75+d75 turns) every 150+d150 turns if
    it is being worn. It increases your strength, dexterity, constitution
     and speed by 4.  It allows you to sense the presence of evil beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightwalker on level 72 of Angband.
e) The Amulet of Carlammas (+2)
    It
    can be activated for protection from evil (dur level*3 + d25) every
    225+d225 turns if it is being worn. It increases your constitution by 
    2.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Scatha the Worm on level 64 of Erebor.
f) The Necklace 'Nauglamir' (+3)
    
    It provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightwalker on level 99 of Mount Doom.
g) an Amulet of Trickery (+3)
    
    It increases your dexterity, stealth, infravision and speed by 3.  It
    sustains your dexterity.  It provides resistance to poison and nexus.  
    
    You found it in the remains of a Great Storm Wyrm on level 64 of Erebor.
h) The Star of Elendil (+1)
    
    It can be activated for light (dam 2d15) & map area 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.  
    You found it lying in a vault on level 29 of The Sandworm lair.
i) The Palantir of Orthanc (+2)
    It can
    be activated for clairvoyance every 100+d100 turns if it is being
    worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 63 of
    Erebor.
j) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  It provides resistance to 
    acid, electricity, fire, cold, confusion, sound and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature blue dragon on level 68 of Erebor.
k) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    
    It can be activated for heal (777), curing and heroism every 300 turns
     if it is being worn. It increases your intelligence, wisdom and 
    stealth by 4.  It makes you completely fearless.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison and 
    dark.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 105 of
    Angband.
l) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
    It decreases your strength, dexterity and constitution by 5.  
    It provides immunity to paralysis.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It is cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Cantoras, the Skeletal Lord on level 99 of
    Mount Doom.
m) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated for heal 700 hit points every 250 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your strength, wisdom, constitution and speed by 3.  It
    provides resistance to electricity, fire, cold, poison, light, 
    blindness, confusion, sound and chaos.  It allows you to levitate.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 63 of Erebor.
n) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    
    It can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Cantoras, the Skeletal Lord on level 99 of
    Mount Doom.
o) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 105 of
    Angband.
p) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and sound.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Emperor wight on level 105 of Angband.
q) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    
    It can be activated for temporary ESP (dur 20+d20) every 20+d50 turns
     if it is being worn. It increases your intelligence, dexterity, 
    charisma, searching and spell power by 3.  It provides resistance to 
    acid, fire, shards and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The Cat Lord on level 99 of Mount Doom.
r) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    
    It can be wielded two-handed.  It increases your constitution by 3.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It fights against
    evil with holy fury.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 105 of
    Angband.
s) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    It must be wielded two-handed.  It increases your strength by 
    2.  It does extra damage from fire.  It poisons your foes.  It is very
    sharp and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It provides immunity to paralysis.  
    It provides resistance to fire, poison and sound.  It allows you to
    sense the presence of dragons.  It slows your metabolism.  It speeds
    your regenerative powers.  It drains life.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 72 of Angband.
t) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
    
    It increases your stealth, infravision and speed by 3.  It does extra
    damage from frost.  It strikes at undead with holy wrath.  It provides
    resistance to cold and dark.  It allows you to see invisible monsters.
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 105 of
    Angband.
u) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be activated for alter
    reality every 100 turns if it is being worn. It can cause earthquakes.
    It is a great bane of dragons.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It is a great bane of demons.
    It is a great bane of undead.  It fights against evil with holy fury.  
    It is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
v) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from 
    acid, electricity, fire and frost.  It poisons your foes.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It is a great bane of demons.  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.  
    You found it in the remains of a Great Wyrm of Law on level 99 of Mount
    Doom.
w) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Vecna, the Emperor Lich on level 105 of
    Angband.


  [Home Inventory - Lothlorien ]

a) 2 Sprigs of Athelas
b) 5 Potions of Enlightenment
    
c) a Scroll of Mass Genocide
    
d) a Rod Tip of Perception (20 Mana to cast)
e) The Ring of Ningwe (+5 to speed)
    It can be activated for teleportation and destruction of the
    ring if it is being worn. It increases your intelligence, wisdom and 
    speed by 5.  It sustains your intelligence.  It provides resistance to 
    poison, dark and sound.  It allows you to levitate.  It speeds your
    regenerative powers.  It induces random teleportation.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk in the town of Gondolin .
f) The Anchor of Space-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.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It 
    increases your strength and charisma by 2.  It provides resistance to 
    acid, electricity, fire, cold, shards and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can
    be activated for genocide every 500 turns if it is being worn. It 
    increases your strength and charisma by 4.  It provides resistance to 
    acid, electricity, fire, cold, dark, nexus and disenchantment.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.
i) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
j) The Cloak of Thorongil [1,+10]
    It provides immunity to paralysis.  It makes
    you completely fearless.  It provides resistance to acid.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) The Large Leather Shield of Baldimanc [4,+3]
    It
    sustains your strength.  It provides immunity to acid and electricity.
    It makes you completely fearless.  It provides resistance to fire, 
    sound, shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
l) The Large Leather Shield of Fingir [4,+10]
    It provides immunity to acid.  It provides
    resistance to life draining, poison and sound.  It reflects bolts and
    arrows.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Mim, Betrayer of Turin on level 47 of
    Mordor.
m) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and luck by 3.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
n) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can
    be activated for rays of fear in every direction if it is being worn. 
    It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt
    (5d8) every 5+d5 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
p) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
    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 and blindness.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 99 of
    Mount Doom.
q) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    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.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.
r) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
s) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can be wielded two-handed.  It increases 
    your constitution by 5.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It strikes at demons with holy
    wrath.  It fights against evil with holy fury.  It provides resistance 
    to disenchantment.  It allows you to sense the presence of dragons and 
    demons.  It drains life.  It aggravates nearby creatures.  It is
    heavily cursed.  It can re-curse itself.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.
t) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can be wielded two-handed.  It increases 
    your charisma by 3.  It does extra damage from fire.  It is especially
    deadly against giants.  It strikes at undead with holy wrath.  It
    provides resistance to fire and sound.  It allows you to levitate.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of giants.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 19 of Mirkwood.


  [The Mathom-house Inventory - Bree ]

a) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is
    well-hidden. It rearms itself.  It can teleport monsters to you.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.



Posted on 17.3.2006 14:03

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4106. on the Ladder (of 18973)
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On 17.3.2006 14:03 icjackson@hotmail.com wrote:
Finally, my superhero BIFF!ed and POW!ed his (or its) way past the diabolical Number One. Going the no armour route was in character, except for a cape, and what sort of superhero doesn't have a cape?

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