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

  [ToME 2.0.0 Character Dump]

 Name  : Kaelactred             Age                133       STR: 18/***       
 Sex   : Female                 Height              50       INT: 18/190       
 Race  : Wood-Elf               Weight              88       WIS: 18/170       
 Class : Archer                 Social Class        28       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
                                                             CHR: 18/140       
                                                                               
 + To Melee Hit          64 Level             50    Max Hit Points       941   
 + To Melee Damage       66 Experience  26202706    Cur Hit Points       941   
 + To Ranged Hit         93 Max Exp     26202706    Max SP (Mana)        206   
 + To Ranged Damage      62 Exp to Adv.    *****    Cur SP (Mana)        206   
   AC                30+133 Gold        10956927    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[12]Perception  : Excellent    Blows/Round:  4         
 Bows/Throw  : Legendary[87]Searching   : Superb       Shots/Round:  4         
 Saving Throw: Good         Disarming   : Excellent    Wpn.dmg/Rnd:  20d4+264  
 Stealth     : Legendary[2] Magic Device: Superb       Infra-Vision: 70 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          Your mother was of the Nandor.  You are one of several               
          children of a Serf.  You are a credit to the family.  You            
          have brown eyes, straight auburn 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 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 102 (5100')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        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 69 (3450')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        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 28th Quelle of the 2890th year of the third age.
 Your adventured lasted 42 days.

     Your Attributes:
You are dead.
You can drive yourself into a berserk frenzy.
You can destroy walls.
You can cast magic missiles.
You can mystify pets.
You can wake up a pet.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are very 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 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 sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
The space-time continuum cannot be disrupted near you.
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 infravision 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 strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.

Skills (points left: 0)
 - Combat                                        50.000 [0.800]
	  - Weaponmastery                               02.500 [0.500]
	  - Archery                                     50.000 [1.050]
	 	  . Sling-mastery                             50.000 [0.500]
	 	  . Bow-mastery                               01.000 [0.500]
	 	  . Crossbow-mastery                          01.000 [0.500]
	 	  . Boomerang-mastery                         00.000 [0.500]
 - Sneakiness                                    23.500 [0.900]
	  . Disarming                                   09.100 [0.900]
	  . Trapping                                    01.000 [0.500]
 - Magic                                         01.386 [0.200]
	  . Magic-Device                                10.900 [1.100]
	  . Runecraft                                   02.500 [0.500]
	  . Prayer                                      00.000 [0.500]
	  . Mindcraft                                   35.500 [0.500]
 - Monster-lore                                  00.000 [0.500]
	  . Summoning                                   01.000 [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.
 The sword that was broken is now reforged.
 You saved Bree from a dreadful Nazgul.
 You saved 96 princesses.
 You saved Arda and became a famed Queen.

 You have defeated 9372 enemies.


  [Fates]

You are fated to find an Iron Shot on level 6.
You are fated to meet a Blubbering idiot on level 3.
You are fated to meet a Filthy street urchin on level 2.


  [Character Equipment]

a) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
   
   The weapon of one of the great dwarven priests, with powers
   to preserve body, soul and enchantments, and the bane of
   those who seek life beyond death.
   It can be activated for...
   dispel evil (x4) every 100+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your speed.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Sling of Extra Might (x6) (+17,+13)
   
   It provides resistance to dark.
   It fires missiles with extra might.
e) a Ring of Speed (+13) {!*}
f) The Ring of Power 'Nenya' (+9,+9) (+2) {!*}
   
   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 cannot be harmed by acid, cold, lightning or fire.
k) 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.
m) 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.
n) The Thunderlord Coat of T'ron [9,+20] (+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 sound.
   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 'Colannon' [1,+15] (+3 to speed)
   
   A crystal-blue cape of fine silk worn by a silent messenger
   of the forces of Law. Somehow, its wearer is always able to
   escape trouble.
   It can be activated for...
   teleport every 45 turns
   ...if it is being worn.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+23] (+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 dark.
   It provides resistance to sound.
   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 Steel Helm of Hammerhand [6,+19] (+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 acid.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Metal Shod Boots of Deldil [6,+10]
   
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
z) a Death mold (2000 hp)
{) (nothing)
|) a Magical Gnomish Shovel (1d2) (+7,+1) (+2)
   
   It grants you the power of...
   stone to mud
   ...if it is being worn.
   It affects your ability to tunnel.


  [Character Inventory]

a) a Runestone {Identify !k!d!v}
b) 2 Potions of Healing {!*}
c) 14 Scrolls of Satisfy Hunger
d) an Iron Rod of the Istari of Teleport Other (100/100)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
e) an Iron Rod of Illumination (50/50) {@z2}
f) a Golden Rod of Recall (106/125) {!*}
g) 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.
h) The Metal Lamellar Armour of Mannog (-3) [23,+18]
   
   It sustains your intelligence.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   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 infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   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.
j) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10]
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient.
   
   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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to 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.
k) 18 Mithril Shots of Lightning (3d4) (+20,+23)
   
   It does extra damage from electricity.
   It cannot be harmed by acid.
   It cannot be harmed by electricity.
l) 28 Mithril Shots of Venom (3d4) (+20,+21)
   
   It poisons your foes.
   It cannot be harmed by acid.
m) 30 Mithril Shots of Acid (3d4) (+20,+18)
   
   It does extra damage from acid.
   It cannot be harmed by acid.
n) 26 Mithril Shots of Flame (3d4) (+22,+21)
   
   It does extra damage from fire.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
o) 30 Mithril Shots of Frost (3d4) (+20,+22)
   
   It does extra damage from frost.
   It cannot be harmed by acid.
   It cannot be harmed by cold.
p) 3 Mithril Shots of Slay Evil (3d4) (+18,+25)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
q) 4 Mithril Shots of Slay Evil (3d4) (+19,+19)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
r) 25 Mithril Shots of Slay Evil (3d4) (+17,+17)
   
   It fights against evil with holy fury.
   It cannot be harmed by acid.
s) 16 Mithril Shots of Slay Demon (3d4) (+23,+20)
   
   It strikes at demons with holy wrath.
   It cannot be harmed by acid.
t) 18 Mithril Shots of Slay Animal (3d4) (+19,+23)
   
   It is especially deadly against natural creatures.
   It cannot be harmed by acid.
u) 15 Mithril Shots of Slay Undead (3d4) (+18,+17)
   
   It strikes at undead with holy wrath.
   It cannot be harmed by acid.
v) 25 Mithril Shots (exploding) (3d4) (+11,+11) {Daze}
w) 51 Mithril Shots (exploding) (3d4) (+11,+10) {Acid}


  [Home Inventory - Bree ]

a) a Mithril Rod of Simplicity of Nothing (160/160)
   


  [Home Inventory - Gondolin ]

a) 2 Scrolls of Rune of Protection {!*}
b) a Golden Rod of Nothing (125/125)
c) a Rod Tip of Restoration (140 Mana to cast)
d) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 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 searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
e) 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.
f) 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.
g) an Amulet of the Serpents [+4] (+4)
h) 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.
i) 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 chaos.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   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 poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
l) 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 blindness.
   It cannot be harmed by acid, cold, lightning or fire.
m) Climbing Set


  [Home Inventory - Minas Anor ]

a) The Shrunken Head of Nightmares {Corruption}
   
   It can be activated for...
   corruption
b) Mordenkainen's Mysterious Mind-Masher {Cure Insanity}
   
   It can be activated for...
   cure insanity
c) 4 Sprigs of Athelas
d) an Iron Rod of the Istari of Nothing (100/100)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
e) an Iron Rod of the Istari of Nothing (100/100)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
f) a Ring of Speed (+11) {!*}
g) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Jewel 'Evenstar' (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Amulet 'Anglion' (+3)
   
   It affects your dexterity.
   It affects your stealth.
   It affects your searching.
   It affects your infravision.
   It affects your speed.
   It sustains your dexterity.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
j) an Amulet of Trickery (+4)
k) The Metal Brigandine Armour of Andoreb (-3) [19,+16]
   
   It sustains your strength.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to dark.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Splint Mail 'Queldor' (-2) [19,+16]
   
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to electricity.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to sound.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
m) 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.
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 shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Thunderlord Coat of Brimlach [9,+8]
   
   It sustains your charisma.
   It provides immunity to acid.
   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 nether.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   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 allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
q) 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 allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
   
   The famed "Flame of the West", the sword that was broken
   and is forged again.  It glows with the essence of fire,
   its wearer is mighty in combat, and no creature of Sauron
   can withstand it.  It will never be stained or broken even
   in defeat.
   It can be activated for...
   fire ball (72) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your luck.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to disenchantment.
   It provides light.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Katana of Tholannar (3d4) (+10,+16) (+3 to speed)
   
   It can be wielded two-handed.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It poisons your foes.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Rounded Pebble 'Oimran' (1d2) (+13,+10)
   
   It does extra damage from acid.
   It does extra damage from frost.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It is a great bane of undead.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Rounded Pebble 'Turth' (1d2) (+8,+3)
   
   It does extra damage from acid.
   It is especially deadly against dragons.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at demons with holy wrath.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
v) 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.
w) The Iron Shot 'Arnim' (1d4) (+7,+21)
   
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against giants.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) 2 Runes [Arrow]
b) a Runestone
c) a Runestone
d) a Runestone
e) 2 Runes [Cold]
f) 3 Runes [Fire]
g) a Rune [Chaos]
h) a Rune [Gravity]
i) a Rune [Life]
j) a Rune [Mind]
k) 2 Runes [Undeath]
l) Bumganir's Bag of Magic Toys {Cure Confusion}
   
   It can be activated for...
   cure confusion
m) 99 Potions of Water Curing
n) 6 Scrolls of Rune of Protection {!*}
o) The Wand of Digging of Thrain (15 charges) {@a1}
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
p) The Ring of Power 'Narya' (+6,+6) (+1) {!*}
   
   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.
q) The Ring of Lorielth (+2 to speed) {!*}
   
   It affects your speed.
   It affects your attack speed.
   It sustains your wisdom.
   It sustains your dexterity.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to dark.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
   
   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.
s) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   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.
t) 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 dark.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Cloak of Loeglinie [1,+10]
   
   It sustains your constitution.
   It provides immunity to cold.
   It provides resistance to nether.
   It provides resistance to nexus.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
v) a Sling of Extra Might (x5) (+16,+7)
   
   It provides resistance to disenchantment.
   It fires missiles with extra might.
w) The Iron Shot 'Gostol' (1d4) (+12,+14)
   
   It poisons your foes.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
x) 17 Mithril Shots of Haraul (3d4) (+33,+20)
   
   It does extra damage from acid.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against giants.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) 2 Scrolls of Rune of Protection {!*}
b) a Golden Rod of Nothing (125/125)
c) a Rod Tip of Restoration (140 Mana to cast)
d) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 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 searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
e) 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.
f) 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.
g) an Amulet of the Serpents [+4] (+4)
h) 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.
i) 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 chaos.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   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 poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
l) 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 blindness.
   It cannot be harmed by acid, cold, lightning or fire.
m) Climbing Set



Posted on 7.10.2002 11:03
Last updated on 19.10.2002 12:48

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1206. on the Ladder (of 19090)
503. on the ToME Ladder (of 3155)
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On 7.10.2002 11:03 s_latour@hotmail.com wrote:
I have started yet another wood elf archer. After the tragic death of Faolden, I needed some time to mourn. Yet the fires of revenge burned all the brighter for this time of reverie, and I yearn to pepper the dread Morgoth with many Mithril shots in his foul hide. Anyway, since I was able to learn so much with the last character, I am trying to make up for some mistakes (mostly artifacts and such I sold or discarded when I should have kept them around). I will also try and do better on the Maeglin quest. The first time I tried it I had no idea where Magelin was or how I could get to him. It was rather interesting to survey the burned ruins of Gondolin, though. Unfortunetly, I have not found any hidden towns as of yet. I could use a potion store to finish stat gain. I will attempt to update this character as significant changes occur.

On 7.10.2002 18:57 spitfyr@gmx.net wrote:
If you prefer slings about bows why not choosing a hobbit with it's +1 to sling?

On 8.10.2002 12:38 s_latour@hotmail.com wrote:
Hmm. That does sound tempting. One thing I really like about wood elves is their ability to bypass trees. I would miss that terribly. On the other hand, a hobbit gets to create food as well as extra sling proficiency. Hmmmm.

On 10.10.2002 12:43 s_latour@hotmail.com wrote:
Well, here is a recent update. At this point I will start heading on down to Angband. The forgotten crypt awaits! Actually, so does the sorceror of Dol Guldur. Who could he be? :)

On 11.10.2002 09:33 darkgod@t-o-m-e.net wrote:
Well go ask him, maybe he'll be nice and tell you ;)

On 18.10.2002 13:33 s_latour@hotmail.com wrote:
Well, the one ring has been destroyed. Only Morgoth remains...

On 18.10.2002 13:42 darkgod@t-o-m-e.net wrote:
Go bravely! :)

On 18.10.2002 16:27 s_latour@hotmail.com wrote:
I finally did it! Hooray! I wonder if there have been any other wood elf archer winners. How about any character that defeated Morgoth with a sling? I can't wait to tell my wife about this. She will be so excited! Sort of. Well, not really. *sigh* :)

On 18.10.2002 16:29 s_latour@hotmail.com wrote:
Well. This dump looks like crap. Sorry. I'll never do it again. :(

On 18.10.2002 17:09 twilson3764@yahoo.com wrote:
Just try to make shorter or multiline comments next time.

//Use forward slash next time.
//That makes the comments green.

On 18.10.2002 21:57 pav wrote:
I sanitized a wraping of long lines. But please start comments with // because > is used for Last messages in other Variants so I can't color it.

You can edit your dump and resubmit it, it will replace this one.

On 19.10.2002 12:48 s_latour@hotmail.com wrote:
Here is a resubmitted dump. I should have learned by now not to try new things on the computer. :)

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