The Angband Ladder: Fangorn, Ent Sorceror by <darkgod@t-o-m-e.net>
[ToME 2.1.0 Character Dump] Name : Fangorn Age 320 STR: 40 Sex : Neuter Height 72 INT: 35 // Well no .. I AM a male .. but .. well . I got .. trapped // As for the quite low INT it got nexus swapped a few times .. Race : Ent Hermit Weight 70 WIS: 37 Class : Sorceror Social Class 32 DEX: 21 // Yes yes I know ent sorc .. but it do work :) Body : Player CON: 40 CHR: 26 + To Melee Hit -16 Level 50 Max Hit Points 890 + To Melee Damage -27 Experience 13299579 Cur Hit Points 890 + To Ranged Hit -3 Max Exp 13299579 Max SP (Mana) 1013 + To Ranged Damage 15 Exp to Adv. ***** Cur SP (Mana) 1013 AC 35+161 Gold 1813613 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Very Bad Perception : Poor Blows/Round: 4 Bows/Throw : Bad Searching : Bad Shots/Round: 1 Saving Throw: Very Good Disarming : Good Wpn.dmg/Rnd: 4d4+-108 Stealth : Bad Magic Device: Excellent Infra-Vision: 60 feet Tactic: berserker Explor: running (Character Background) You are of the first beings who awoke on Arda.You have // yes one of the first, if not THE first ! green skin and unflexible members. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ALWAYS // Ahah ! that would explain why I kept on finding small levels, wouldnt it ? 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') // I got throught it as fast as possible // The last level was extremely hard full of demons & dragons that kept on resummoning // their friends Submerged Ruins: Level 50 (2500') // Dived there fast rtoo, I was fade up of having too low mana so I needed the Toris Mejistos // I could have used the armor of the wight king but it would have meant to drop my randart // armor that provided IM FIRE(vital for books) and 40% HP (vital for me ;) Heart of the Earth: Level 36 (1800') The main problem here was to FIND golgoroth Illusory Castle: Level 52 (2600') // I got to it very lately just for the fun because: // 1) I lacked res conf for most of the game and the illusory castle without it is insane // 2) I had the id spell at high level anyway so I didnt need the helm much Maze: Level 37 (1850') // I just *LOVE* hammerhand Orc Cave: Level 22 (1100') The Old Forest: Level 25 (1250') // IIRC it is the old man willow that gave me my nifty randart armor :) Moria: Level 48 (2400') // I actaulyl got to the end but I reset recalled at some point // I wanted to go to khazad-dum for the mining supply shop :) it is nifty :) Dol Guldur: Level 70 (3500') // Got there late too The Land Of Rhun: Level 30 (1500') // I found 0 towns in orc caves and the old forest, ZERO! So I came here to find one // and did not.. I had to go to moria levle 47 to find one // luckily enough it had a library so I got most my tomes there The Sandworm lair: Level 29 (1450') // This place is just GREAT to find potions and mage staves // When i got nexus scrambled I got there to scum for int pots Death fate: Level 1 (50') // I got in it from levle 30, I didnt noticed I had it .. // Hopefully there wasnt much nasty things in it so I lived 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 18th Quelle of the 2890th year of the third age. It now is 32 days that you are adventuring. adefkmnopsuxz{|@ Add Str : .++......+.+.... Add Int : ..+.++.+........ Add Wis : ..+.++.......... Add Dex : ..+......+...... Add Con : .++......+.+.... Add Chr : ..+..+.......... Mul Mana : ....+........... Mul SPower: +............... Add Stea. : ..+....+........ Add Sear. : ................ Add Infra : ................ Add Tun.. : ..............+. Add Speed : ..+....+...+...+ // Still my speed was very low // I had -1 most of the game, hopefully Essense of Speed rules :) Add Blows : ................ Chaotic : ................ Vampiric : ................ adefkmnopsuxz{|@ Slay Anim.: ................ Slay Evil : ................ Slay Und. : ................ Slay Demon: ................ Slay Orc : ................ Slay Troll: ................ Slay Giant: ................ Slay Drag.: ................ Kill Drag.: ................ Sharpness : ................ Impact : ................ Poison Brd: ................ Acid Brand: ................ Elec Brand: ................ Fire Brand: ................ Cold Brand: ................ adefkmnopsuxz{|@ Sust Str : ......+..+...... Sust Int : ..+.+..+........ Sust Wis : ..+.+........... Sust Dex : .........+...... Sust Con : ......+..++..... Sust Chr : ..+............. Invisible : ................ Mul life : ......+......... Imm Acid : ................ Imm Elec : ......+......... Imm Fire : ......+......... // the only one I realy care about Imm Cold : ..+............. Sens Fire : ...............+ Reflect : ........+....... Free Act : ..+....+..+..... Hold Life : ..+.+........... adefkmnopsuxz{|@ Res Acid : .........+...... Res Elec : .+.............. Res Fire : .+.............. Res Cold : .+.......+...... Res Pois : ................ Res Fear : .........+.+.... Res Lite : ..........+..... Res Dark : .........+...... Res Blind : ..+............. Res Conf : ...+............ I lacked conf & blind for a LONG time, this was hell Res Sound : ......+......... Res Shard : ................ Res Neth : ................ Res Nexus : .........+...... Res Chaos : ...+............ Res Disen : ...........+.... adefkmnopsuxz{|@ Aura Fire : ...............+ Aura Elec : ................ NoTeleport: ................ AntiMagic : ................ WraithForm: ................ EvilCurse : ................ Easy Know : ...+.+.......+.. Hide Type : ..+.+..+.+.+.... Show Mods : +.............+. Insta Art : ..+.+........... Levitate : ................ Lite : ....+.....+..... See Invis : ..+............+ adefkmnopsuxz{|@ Digestion : ....+....+.....+ Regen : .+..+........... Xtra Might: .+.............. Xtra Shots: ................ Ign Acid : .++.+.++++++..+. Ign Elec : .++.+.+.++++..+. Ign Fire : .++.+++.++++..+. Ign Cold : .++.+.+.++++..+. Activate : ..+.......+..... Drain Exp : ................ Teleport : ................ Aggravate : ................ Blessed : ................ Cursed : ................ Hvy Curse : ....+........... Prm Curse : ................ adefkmnopsuxz{|@ No blows : ................ Precogn. : ................ B.Breath : ................ Recharge : ................ Fly : ...............+ Mrg.Curse : ................ Climb : ................ adefkmnopsuxz{|@ Imm Neth : ................ Corruption list: Balrog Aura: Surrounds you with a fiery aura But it can burn scrolls when you read them Balrog Wings: Creates ugly, but working, wings allowing you to fly But it reduces charisma by 4 and dexterity by 2 Balrog Strength: Provides 3 strength and 1 constitution But it reduces charisma by 1 and dexterity by 3 Balrog Form: Allows you to turn into a balrog at will You need Balrog Wings, Balrog Aura and Balrog Strength to activate it // I got extremely lucky there, quaffed 4 pots got the 4 balrog corruptions :) // Altho I didnt really used the balrog morph .. Skills (points left: 0) - Sneakiness 01.000 [0.900] - Magic 50.000 [1.000] . Magic-Device 01.000 [1.000] . Spell-power 50.000 [0.600] . Sorcery 50.000 [0.800] . Mana 00.000 [0.600] . Fire 00.000 [0.700] . Water 00.000 [0.700] . Air 00.000 [0.700] . Earth 00.000 [0.700] . Meta 00.000 [0.700] . Conveyance 00.000 [0.700] . Divination 00.000 [0.700] . Temporal 00.000 [0.700] . Mind 00.000 [0.700] . Nature 00.000 [0.700] . Necromancy 35.100 [0.900] // Necro IS nice . Runecraft 00.000 [0.900] . Thaumaturgy 00.000 [0.900] - Spirituality 02.650 [0.550] . Prayer 00.000 [0.500] - Monster-lore 04.100 [0.500] . Symbiosis 27.000 [0.500] // This is what saved my butt in my youth. I found a green jelly, named Judy, and we allied together // She protected me while I killed your ennemies. We got fine together for a long long time... // until .. until a nasty eye druj killed her, I was mad! THis was very late in the game // when diving Angband, and I was thinking to win with her :( // As a punishment I raised Symbiosis, enslaved the eye druj and forced it to protect me! // and he died in the final fight with morgoth, judy is advenged! // R.I.P my dear friend! . Mimicry 01.000 [0.500] You destroyed the One Ring, thus weakening Sauron. // Well, I AM a good guy :) // But mount doom is the design of an evil mind .. dunno who caerted it but if I catch him.. ;) You established a permanent void jumpgates liaison between Minas Anor and Gondolin, thus allowing the last alliance to exist. You saved Gondolin from destruction. The sword that was broken is now reforged. // First time I got it You saved the beautiful Mallorns of Lothlorien. You saved Bree from a dreadful Nazgul. You saved a young hobbit from an horrible fate. You saved 61 princesses. You saved Arda and became a famed Ruler. You have defeated 9329 enemies. [Fates] You may find a Potion of Shape of Ape on level 8. [Character Equipment] a) a Mage Staff of Power [Fireflash] (1d4) (-1,-2) (+7) It can be wielded two-handed. It has a spell stored inside. It increases your spell power by 7. // Got it soon in the sandworm lair, never unwielded it since then :) d) The Short Bow of Amrod (x4) (+12,+15) (+2) A piece of bent wood, fitted with a string. Easy to transport and use, but its effect is not very impressive. You can 'f'ire with it after you 'w'ield it. This bow, and its twin, belonged to Feanor's last two twin sons, Amrod and Amras, who both hunted with the Green-elves for a time. Like the twins, the bows are similar, for both protect their wielders from the elements: and yet they are also unlike, for this bow gives enduranceand strength, while the other gives quickness and subtlety. It increases your strength and constitution by 2. It provides resistance to electricity, fire and cold. It speeds your regenerative powers. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. e) 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 Sauron. 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. // UH ? well .. no I was suppoed to be using the ring of power of uvatha .. // must have made a typo just before the dump :) f) a Ring of Chaos Resistance // sad to have to wear this thing at my level .. k) The Blue Stone 'Toris Mejistos' [Noxious Cloud](40%) (+2) {cursed} A blue stone, with an incredible number of incredibly small runes of power on it. It carries many secrets. A blue stone, with an incredible number of incredibly small runes of power on it. It carries many secrets. It grants you the power of restore life if it is being worn. It provides light (radius 1) forever. It has a spell stored inside. It increases your intelligence, wisdom, luck and mana capacity by 2. It sustains your intelligence and wisdom. It provides resistance to life draining. It allows you to sense the presence of evil beings and good beings. It slows your metabolism. It speeds your regenerative powers. It is heavily cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. // My beloved amulet :) m) a Dwarven Lantern of the Magi (+2) It grants you the power of magic map if it is being worn. It provides light (radius 2) forever. It increases your intelligence, wisdom and charisma by 2. It cannot be harmed by fire. n) The Double Ring Mail of Tarwen (-40,-50) [15,+0](40%) A suit of leather armour with metal rings sewn onto it. In addition, in important parts it is reinforced with mail. It increases your hit points by 2. It sustains your strength and constitution. It provides immunity to electricity and fire. It provides resistance to sound. It cannot be harmed by acid, cold, lightning or fire. o) a Fur Cloak of the Magi (-1,-3) [3,+9] (+2) It increases your intelligence, stealth and speed by 2. It sustains your intelligence. It provides immunity to paralysis. It cannot be harmed by acid. p) a Large Leather Shield of Reflection [4,+8] A large oval or rectangular shield. It is made of wood, typically linden, and covered with a layer of hardened leather to offer better protection. It reflects bolts and arrows. It cannot be harmed by acid, cold, lightning or fire. // This samed me quite a lot too // if only it could reflect breaths ;) s) The Steel Helm of Hammerhand [6,+20] (+3) A helmet which protects the entire head. The expensive steel as base material allows it to offer very good protection while being fairly light. 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 increases your strength, dexterity and constitution by 3. It sustains your strength, dexterity and constitution. It makes you completely fearless. It provides resistance to acid, cold, dark and nexus. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Leather Gloves 'Cammithrim' [1,+10] Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. These gloves glow so brightly as to light the way for their owner and cast magical bolts with great frequency. It can be activated for magic missile (2d6) every 2 turns if it is being worn. It provides light (radius 1) forever. It sustains your constitution. It provides immunity to paralysis. It provides resistance to light. It cannot be harmed by acid, cold, lightning or fire. x) The Pair of Metal Shod Boots of Thror [6,+20] (+3) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. 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 increases your strength, constitution and speed by 3. It makes you completely fearless. It provides resistance to disenchantment. It allows you to climb high mountains. It cannot be harmed by acid, cold, lightning or fire. // Ahhh climbing mountains :) z) (nothing) {) a Tome of the Time // ?? // AHAH I remebr now, the trap of silent switching while fighting morgy ! // must be it! same for the ring of power |) a Pick of Digging (1d3) (+12,+5) (+4) A heavy digging tool, primarily for earthworking, but also good for tunneling through stone, albeit one might soon tire trying. It increases your ability to tunnel by 4. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) a Fireproof Tome of Magical Energy It cannot be harmed by fire. b) a Fireproof Tome of the Eternal Flame {25% off} It cannot be harmed by fire. c) a Fireproof Tome of the Impenetrable Earth It cannot be harmed by acid. It cannot be harmed by fire. d) a Fireproof Tome of the Everrunning Wave {25% off} It cannot be harmed by fire. e) a Fireproof Tome of Translocation It cannot be harmed by fire. f) a Tome of the Tree g) a Fireproof Tome of Knowledge It cannot be harmed by fire. h) a Tome of Meta Spells i) 16 Potions of Cure Critical Wounds j) The Ring of Power of Uvatha the Horseman (+5 to searching) It increases your strength, intelligence, constitution and searching by 5. It makes you invisible. It makes you completely fearless. It provides resistance to electricity, dark and disenchantment. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. // This is the one I was actually using k) a Cloak of Mimicry [Spider] of Aman [1,+30] (+2 to stealth) It increases your stealth by 2. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. l) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} m) The Dragon Helm of Dor-Lomin [8,+20] (+4) n) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1) o) The Rapier 'Forasgil' (1d6) (+12,+19) p) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4) q) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10] r) 30 Mithril Shots of Venom (3d4) (+16,+10) Sling bullets made from the slags of mithril smelting. They are unusually heavy, hitting with great force, and are almost imperishable. It poisons your foes. It cannot be harmed by acid. s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) a Book of Summoning b) a Spellbook of Noxious Cloud c) a Runestone d) 18 Mushrooms of Cure Serious Wounds {100% off} e) 6 Sprigs of Athelas f) 3 Scrolls of Word of Recall g) a Rod Tip of Recall (80 Mana to cast) h) The Ring of Mithovant (+2) {cursed} This wicked ring feeds off your intellect, making you magically stupid. It increases your intelligence and stealth by 2. It provides resistance to poison, shards and disenchantment. It slows your metabolism. It is cursed. It cannot be harmed by acid, cold, lightning or fire. i) a Ring of Invisibility j) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) k) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) l) a Cloak of Mimicry [Kobold] of Aman [1,+31] (+3 to stealth) It increases your stealth by 3. It provides resistance to blindness. It cannot be harmed by acid, cold, lightning or fire. m) The Dagger of Rilia (2d4) (+4,+3) It's a bladed weapon. It's the standard weapon of rogues and thieves, the blade is 30 centimeters long. A large stiletto dagger that glistens with odourless poison, to which the wearer seems oddly immune. It can be activated for stinking cloud (12) every 4+d4 turns if it is being worn. It poisons your foes. It is especially deadly against orcs. It provides resistance to poison and disenchantment. It cannot be harmed by acid, cold, lightning or fire. n) a Mage Staff [Essense of Speed] (1d4) (+5,+2) o) a Mage Staff (1d4) (+0,+0) [Home Inventory - Gondolin ] a) a Spellbook of Essense of Speed b) a Silver Rod of the Istari of Nothing (200/200) c) a Ring of Protection [+12] d) a Ring of Speed (+9) e) an Indestructible Ring of Speed (+6) f) 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 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 dragonriders. It cannot be harmed by acid, cold, lightning or fire. g) a Ring of Spell [Essense of Speed] h) an Amulet of the Magi (-4,-4) (+3 to searching) 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 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. j) 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 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. k) an Amulet of Spell [Noxious Cloud] l) a Feanorian Lamp m) The Phial of Galadriel (+4) A small crystal phial, with the light of Earendil's Star contained inside. Its light is imperishable, and near it darkness cannot endure. It is from a group of Elven items once entrusted to Hobbits It can be activated for illumination every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. n) The Arkenstone of Thrain (+3) o) The Palantir of Orthanc (+2) A shining white ball of unbreakable crystal, the ancient Palantiri were used by kings of Numenor and later by the Exiles for rapid communication between distant lands. Nothing is hidden from one who gazes into a Palantir: but the observed will also be aware of the observer, as was Sauron when Saruman tried to spy on him with this particular Palantir. 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. p) 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. q) The Stone of Lore r) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth) This suit of thick impregnated cloth is worn by the riders of flying steeds, and protects them from extremes of temperatures. The flying suit of Mardra, very powerful armour that protects the wearer from cold. Wonderful as this mighty armour is, beware wearing it, for it has been cursed by a powerful wizard since Mardra had it and is said to have gained a couple of undesirable side-effects... It can be activated for summon a dragonrider every 1000 turns if it is being worn. It increases your intelligence, constitution, charisma and stealth 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, cold, blindness, confusion and nexus. It allows you to sense the presence of dragonriders. It reflects bolts and arrows. It produces a fiery sheath. It drains mana. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. s) The Small Metal Shield of Thorin [3,+25] (+4) t) a Golden Crown of the Magi [0,+15] (+3) A gilded crown, which just looks good. Sometimes such headgear also has additional properties which might make it worth wearing. It increases your intelligence by 3. It sustains your intelligence. It makes you completely fearless. It provides resistance to acid, electricity, fire and cold. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. u) The Iron Helm of Knowledge [6,+20] (-6) A large helmet, protecting the entire head. Ventilation and bad vision can be a problem with such headgear. This helm, designed by Petty-Dwarves ages ago to act as the brain of a long lost project, is made of finest glass. Its light banishes all secrets, and makes audible whispers from the deceased. It can be activated for whispers from beyond 100+d200 turns if it is being worn. It provides light (radius 1) forever. It decreases your luck by 6. It identifies all items for you. It cannot be harmed by acid, cold, lightning or fire. v) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching) w) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off} A simple cloth or leather pouch with two strings attached. It is used to hurl pebbles or iron shots. You can 'f'ire with it after you 'w'ield it. This ordinary seeming leather sling has been raised to legendary status amongst generations of hobbit children. Farmer Maggot's ability to notice and strike any mushroom thief anywhere within his patch almost keeps young poachers at bay, but once they get within range they soon flee for less painful pastures, frequently with rounded pebbles stinging their backsides... It can be activated for terrify every 10+d50 turns if it is being worn. It increases your searching and infravision by 2. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Minas Anor ] a) The Tome of Elven Household Magic It can be activated for something weird. b) The Star of Elendil (+1) The shining Star of the West, a famed heirloom of Elendil's house. It can be activated for magic mapping and light every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It increases your speed by 1. It provides resistance to life draining. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. c) The Steel Helm 'Lebohaum' [20,+80] d) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) This is a polearm. This polearm has a beak mounted opposite the blade. The narrow axe head of this weapon, finely balanced by a crow's beak, would pierce even the armour of Smaug, and its wielder becomes aware ofthe minds of their enemies. It can be activated for drain life (120) every 400 turns if it is being worn. It increases your wisdom and constitution by 3. It is especially deadly against dragons. It allows you to sense the presence of undead and evil beings. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. e) a Spectral Basillard (1d8) (+11,+12) f) a Fiery Cutlass of Slay Animal (1d7) (+6,+5) This is a bladed weapon. This oriental weapon is a short, thick, curving sword with a single cutting edge. This simple slashing weapon is typically carried by buccaneers, pirates, and sailors. It provides light (radius 1) forever. It does extra damage from fire. It is especially deadly against natural creatures. It provides resistance to fire. It cannot be harmed by fire. g) a Two-Handed Sword of *Slay Demon* (3d6) (+9,+6) (+1) h) a Guisarme of Extra Attacks (2d5) (+9,+8) (+2 attacks) i) a Pick of Digging (1d3) (+8,+7) (+3) j) 25 Flight Arrows of Slay Evil (1d3) (+7,+10) [Home Inventory - Lothlorien ] a) Mordekainen's Sneaking Eye It can be activated for cure paralyzation. b) Bumganir's Bag of Magic Toys c) Boccob's Magical Mish-mash It can be activated for cure light wounds. d) a Parchment titled ``Household Magic'' It can be activated for clumsiness. e) A parchment titled ''Famous Last Words'' It can be activated for acquirement. f) 97 Potions of Water Curing g) The Ring of Laquen (+2) This ring magically grants you health, improving your constitution. It increases your constitution and infravision by 2. It provides immunity to paralysis. It provides resistance to blindness and sound. It allows you to fly. It cannot be harmed by acid, cold, lightning or fire. h) a Ring of Constitution (+4) i) 3 Rings of Speed (+9) j) The Ring of Durin (+2) The greatest of the Seven Rings of the Dwarf-lords, and the last to be lost. Alone among the Seven, it was not taken by Sauron when he made war on the Elves, but was given as a gift from Celebrimbor to King Durin III of Moria in token of friendship: nevertheless, Sauron in disguise had a hand in its making, and so it is cursed, and draws evil towards it. 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 cannot be harmed by acid, cold, lightning or fire. k) a Ring of Spell l) a Ring of Spell m) The Phial of Undeath (-5) {cursed} It appears like the Phial of Galadriel at first - but wait! It is a cursed phial created by an evil wizard to lure adventurers into wielding it unknowingly. It can be activated for ruination every 10+d10 turns if it is being worn. It provides light (radius 5) forever. It decreases your strength, intelligence, wisdom, dexterity, constitution, charisma and luck by 5. 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. n) Elven Blue Dragon Scale Mail (-2) [30,+12] (+2 to stealth) A piece of dragon hide fashioned into an armour, shimmering bright blue. It can be activated for breathe lightning (100) every 90+d90 turns if it is being worn. It increases your stealth by 2. It provides resistance to acid, electricity, fire, cold and chaos. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. o) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) p) an Elemental Dagger (1d4) (+9,+4) q) a Dagger of Slay Evil (1d4) (+6,+3) r) The Tulwar of Hathaloki (2d4) (+7,+6) (+3 attacks) It's a bladed weapon. This vicious sword is half sword, half club with a slight hook on the tip. It increases your wisdom, charisma and attack speed by 3. It does extra damage from fire. It produces chaotic effects. It is very sharp and can cut your foes. It is especially deadly against trolls. It is especially deadly against giants. It is a great bane of demons. It cannot be harmed by acid, cold, lightning or fire. s) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4) It's a bladed weapon. A long straight sword, tapering to a pronounced point. Mainly good for piercing attacks, but it can be used for slashing, too. It is a very popular design and has become standard issue in many armies. The 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 provides light (radius 1) forever. It increases your strength, dexterity and luck by 4. 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 and disenchantment. It allows you to see invisible monsters. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. t) an Espadon of Slay Troll (2d9) (+9,+8) u) a Shocking Glaive (2d6) (+11,+6) v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) w) a Lucerne Hammer (Defender) (2d5) (+12,+14) [+8] (+4 to stealth) x) a Light Crossbow of Extra Shots (x3) (+10,+12) A metal bow mounted on a wooden stock. It is used for shooting bolts. This design is relatively light and not too difficult to cock, but also shoots its quarrels with less force. You can 'f'ire with it after you 'w'ield it. It fires missiles excessively fast. [Home Inventory - Gondolin ] a) a Spellbook of Essense of Speed b) a Silver Rod of the Istari of Nothing (200/200) c) a Ring of Protection [+12] d) a Ring of Speed (+9) e) an Indestructible Ring of Speed (+6) f) 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 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 dragonriders. It cannot be harmed by acid, cold, lightning or fire. g) a Ring of Spell [Essense of Speed] h) an Amulet of the Magi (-4,-4) (+3 to searching) 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 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. j) 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 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. k) an Amulet of Spell [Noxious Cloud] l) a Feanorian Lamp m) The Phial of Galadriel (+4) A small crystal phial, with the light of Earendil's Star contained inside. Its light is imperishable, and near it darkness cannot endure. It is from a group of Elven items once entrusted to Hobbits It can be activated for illumination every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. n) The Arkenstone of Thrain (+3) o) The Palantir of Orthanc (+2) A shining white ball of unbreakable crystal, the ancient Palantiri were used by kings of Numenor and later by the Exiles for rapid communication between distant lands. Nothing is hidden from one who gazes into a Palantir: but the observed will also be aware of the observer, as was Sauron when Saruman tried to spy on him with this particular Palantir. 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. p) 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. q) The Stone of Lore r) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth) This suit of thick impregnated cloth is worn by the riders of flying steeds, and protects them from extremes of temperatures. The flying suit of Mardra, very powerful armour that protects the wearer from cold. Wonderful as this mighty armour is, beware wearing it, for it has been cursed by a powerful wizard since Mardra had it and is said to have gained a couple of undesirable side-effects... It can be activated for summon a dragonrider every 1000 turns if it is being worn. It increases your intelligence, constitution, charisma and stealth 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, cold, blindness, confusion and nexus. It allows you to sense the presence of dragonriders. It reflects bolts and arrows. It produces a fiery sheath. It drains mana. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. s) The Small Metal Shield of Thorin [3,+25] (+4) t) a Golden Crown of the Magi [0,+15] (+3) A gilded crown, which just looks good. Sometimes such headgear also has additional properties which might make it worth wearing. It increases your intelligence by 3. It sustains your intelligence. It makes you completely fearless. It provides resistance to acid, electricity, fire and cold. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. u) The Iron Helm of Knowledge [6,+20] (-6) A large helmet, protecting the entire head. Ventilation and bad vision can be a problem with such headgear. This helm, designed by Petty-Dwarves ages ago to act as the brain of a long lost project, is made of finest glass. Its light banishes all secrets, and makes audible whispers from the deceased. It can be activated for whispers from beyond 100+d200 turns if it is being worn. It provides light (radius 1) forever. It decreases your luck by 6. It identifies all items for you. It cannot be harmed by acid, cold, lightning or fire. v) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching) w) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off} A simple cloth or leather pouch with two strings attached. It is used to hurl pebbles or iron shots. You can 'f'ire with it after you 'w'ield it. This ordinary seeming leather sling has been raised to legendary status amongst generations of hobbit children. Farmer Maggot's ability to notice and strike any mushroom thief anywhere within his patch almost keeps young poachers at bay, but once they get within range they soon flee for less painful pastures, frequently with rounded pebbles stinging their backsides... It can be activated for terrify every 10+d50 turns if it is being worn. It increases your searching and infravision by 2. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. |
Posted on 13.10.2002 18:14
3060. on the Ladder (of 19090)
Comments Related dumps: Liam, L50 Ent Sorceror 787th in ToME (2.3.0(CVS)) by <kalon9999@gmail.com> (95%) Max 026, L50 Ent Sorceror winner 173rd in ToME (2.2.7) by <dragon666@fromru.com> (95%) Rutger, L50 Ent Sorceror winner 689th in ToME (2.3.1) by <teppic@lspace.nildram.co.uk> (95%) Abysean, L50 Ent Sorceror winner 286th in ToME (2.3.1) by <kilelen@hotmail.com> (95%) One-eye, L50 Ent Sorceror winner 883rd in ToME (2.3.2) by <ethanhandelman@comcast.net> (95%) Entrails, L50 Ent Sorceror winner 577th in ToME (2.3.4) by <ewan.mcnay@yale.edu> (95%) Doran, the Siege Tower, L50 Ent Sorceror winner 435th in ToME (2.3.4) by <andrew.rowan@gmail.com> (95%) Lothaled, L50 Ent Sorceror winner 377th in ToME (2.3.4) by <ericwykoff@yahoo.com> (95%) Rogir, L50 Ent Sorceror winner 159th in ToME (2.3.5) by <gwynbleidddd@seznam.cz> (95%) Eol, L50 Dark-Elf Sorceror winner 961st in ToME (2.0.0) by <darkgod@ifrance.com> (71%) Ocowyr, L50 High-Elf Sorceror winner 290th in ToME (1.0.0) by <spitfyr@gmx.net> (71%) Seen 2758 times. |