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

  [ToME 2.1.0 Character Dump]

 Name  : Etoreg                 Age                131       STR:  18/70       
 Sex   : Female                 Height              56       INT: 18/210       
 Race  : Wood-Elf               Weight              86       WIS: 18/138       
 Class : Sorceror               Social Class         1       DEX: 18/***       
 Body  : Player                                              CON: 18/160       
                                                             CHR: 18/180       
                                                                               
 + To Melee Hit         -22 Level             45    Max Hit Points       277   
 + To Melee Damage      -25 Experience   3942675    Cur Hit Points        -2   
 + To Ranged Hit          6 Max Exp      3942675    Max SP (Mana)       1280   
 + To Ranged Damage      12 Exp to Adv.  4320000    Cur SP (Mana)       1071   
   AC                21+188 Gold          331610    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Good         Blows/Round:  4         
 Bows/Throw  : Very Good    Searching   : Fair         Shots/Round:  1         
 Saving Throw: Excellent    Disarming   : Superb       Wpn.dmg/Rnd:  4d4+-100  
 Stealth     : Heroic       Magic Device: Excellent    Infra-Vision: 80 feet   
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          Your father was of the Avari.  You are one of several                
          children of a Serf.  You are the black sheep of the family.          
          You have blue eyes, straight blond hair, and an average              
          complexion.                                                          


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 54 (2700')
        Barrow-Downs: Level 10 (500')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 24 (1200')
        Moria: Level 50 (2500')
        The Small Water Cave: Level 34 (1700')
        The Land Of Rhun: Level 26 (1300')
        The Sandworm lair: Level 30 (1500')
        Death fate: Level 1 (50')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 11th Quelle of the 2890th year of the third age.
 It now is 25 days that you are adventuring.

     Your Attributes:
You are dead.
You can drive yourself into a berserk frenzy.
You can restore lost life forces.
You can sense what is beyond walls.
You are bleeding.
You are stunned.
You are protected by a mystic shield.
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 lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with electricity.
You are carrying a permanent light.
You are completely immune to acid.
You resist lightning exceptionally well.
You are completely immune to fire.
You resist cold exceptionally well.
You resist poison exceptionally well.
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 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.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity 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.

 Corruption list:

Skills (points left: 0)
 - Sneakiness                                    03.700 [0.900]
 - Magic                                         50.000 [1.000]
	  . Magic-Device                                01.000 [1.000]
	  . Spell-power                                 42.000 [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                                  06.300 [0.700]
	  . Divination                                  00.000 [0.700]
	  . Temporal                                    00.000 [0.700]
	  . Mind                                        00.000 [0.700]
	  . Nature                                      00.000 [0.700]
	  . Necromancy                                  00.000 [0.900]
	  . Runecraft                                   00.000 [0.900]
	  . Thaumaturgy                                 00.000 [0.900]
 - Spirituality                                  04.300 [0.550]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  11.000 [0.500]
	  . Symbiosis                                   39.000 [0.500]

 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 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 53 princesses.

 You have defeated 6495 enemies.


  [Fates]

You may find a Potion of Heroism on level 10.
You may meet a Filthy street urchin on level 1.
You may find a Scroll of Phase Door on level 1.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (-15,-7)(80%) (+4)

 It can be wielded two-handed.  It can be used to store a spell.  It
increases your mana capacity and spell power by 4.  


d) a small metal Boomerang of *Slay Animal* (1d8) (+6,+12) (+2 to stealth)
A short boomerang with metal blades on the forward edges.
 It increases your intelligence and stealth by 2.  It is especially
deadly against natural creatures.  It allows you to sense the presence
of animals.  It slows your metabolism.  


e) The Ring of Dimron (+4) {!*}
This piece of jewellery magically improves your agility.
 It increases your dexterity, constitution, charisma, infravision and
ability to score critical hits by 4.  It provides resistance to poison,
light and confusion.  It cannot be harmed by acid, cold, lightning
or fire.  


f) a Ring of Speed (+9) {!*}
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}

 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 can be used to store a spell.  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.  


m) a Dwarven Lantern of the Magi (+1)

 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 1.  It makes you invisible.  It provides resistance
to blindness.  It cannot be harmed by fire.  


n) The Hard Leather Armour of Apang (-1) [6,+11]
A leather armour covering only the body. It is made of hardened leather,
making it harder to penetrate, but also harder to move in, as it is
rather stiff.
 It provides immunity to acid and fire.  It provides resistance to electricity,
poison, light, confusion, shards and nether.  It cannot be harmed 
by acid, cold, lightning or fire.  


o) The Cloak of Mimicry [Spider] of Celerinen [1,+9]

 It makes you completely fearless.  It provides resistance to acid,
electricity, poison, shards, chaos and disenchantment.  It allows 
you to fly.  It produces an electric sheath.  It cannot be harmed 
by acid, cold, lightning or fire.  


p) a Large Leather Shield of Reflection [4,+9]
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.  


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 'Cambeleg' (+8,+8) [1,+15] (+2)
Light gloves which do not seriously hinder finger movements, while
still protecting the hands somewhat.
 A hero's handgear that lends great prowess in battle.
 It increases your strength and constitution by 2.  It provides immunity
to paralysis.  It cannot be harmed by acid, cold, lightning or fire.



x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
A pair of boots, with hardened leather at the caps, offering a little
extra protection for the feet.
 Footgear made of bear leather and set with opals, which grant the 
wearer silent, hasted movement.
 It increases your constitution, stealth and speed by 3.  It cannot
be harmed by acid, cold, lightning or fire.  


z) a Death mold (2000 hp)
{) (nothing)
|) The Shovel 'Bronur' (1d2) (-4,-3) (+1)
A simple digging tool for shoveling away rubble and maybe even soft
rock.
 It provides light (radius 1) forever.  It increases your intelligence,
charisma and ability to tunnel by 1.  It does extra damage from fire.
It produces chaotic effects.  It drains life from your foes.  It is
especially deadly against giants.  It is especially deadly against
natural creatures.  It cannot be harmed by acid, cold, lightning or
fire.  




  [Character Inventory]

a) a Fireproof Tome of Magical Energy {@1 !k!d!v}

 It cannot be harmed by fire.  


b) a Tome of the Eternal Flame {@2 !k!d!v}
c) a Tome of the Blowing Wind {@3 !k!d!v}
d) a Fireproof Tome of the Impenetrable Earth {@4 !k!d!v}

 It cannot be harmed by acid.  It cannot be harmed by fire.  


e) a Fireproof Tome of the Everrunning Wave {@5 !k!d!v}

 It cannot be harmed by fire.  


f) a Fireproof Tome of Translocation {@6 !k!d!v}

 It cannot be harmed by fire.  


g) a Fireproof Tome of the Tree {@7 !k!d!v}

 It cannot be harmed by fire.  


h) a Fireproof Tome of Knowledge {@8 !k!d!v}

 It cannot be harmed by fire.  


i) a Fireproof Tome of the Time {@9 !k!d!v}
This tome seems to have trouble to decide whether it really exists
now. It's flickering pages contain all that is known about the currents
of time.
 It cannot be harmed by fire.  


j) a Tome of Meta Spells {!k!d!v}
k) a Tome of the Mind {!k!d!v}
l) 7 Sprigs of Athelas {!*}
m) 10 Potions of Cure Critical Wounds {!*}
n) 24 Potions of Healing {!*}
o) 4 Potions of *Healing* {!*}
p) 2 Potions of Life {!*}
q) 5 Potions of Restore Mana {!*}
r) 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.  


s) Climbing Set
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Dagger (*Defender*) (1d4) (-3,+1) [+16] (+4 to stealth)
It's a bladed weapon. It's the standard weapon of rogues and thieves,
the blade is 30 centimeters long.
 It increases your wisdom, dexterity, constitution and stealth by 4.
It sustains your constitution.  It provides immunity to paralysis.
It provides resistance to life draining, acid, electricity, fire, cold,
poison and nether.  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.  




  [Home Inventory - Lothlorien ]

a) a Tome of the Blowing Wind
b) an Unholy Tome of the Hellflame {!k!d!v}
c) Raal's Tome of Unconventional Warfare {Mass Genocide}

 It can be activated for mass genocide.  


d) Jor's Compendium of Strange Behaviour {Cure Insanity}

 It can be activated for cure insanity.  


e) a Death mold (1076 hp)
f) a Cursed Ring of See Invisible
This magical piece of jewellery allows your eyes to perceive beings
otherwise unseen.
 It allows you to see invisible monsters.  It can re-curse itself. 



g) The Ring of Elumlaron (+4)
This magical piece of jewellery makes you smarter.
 It increases your intelligence and dexterity by 4.  It sustains your
strength, wisdom and constitution.  It provides immunity to paralysis.
It provides resistance to fire, cold, poison, blindness, chaos and
disenchantment.  It allows you to levitate.  It allows you to see 
invisible monsters.  It cannot be harmed by acid, cold, lightning 
or fire.  


h) 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 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.  


i) a Ring of Invisibility {!*}
j) an Amulet of Reflection
k) an Amulet of the Serpents [+3] (+3)
l) The Amulet of Ardhrest [Globe of Light] (+4 to stealth)
This amulet is a container for spells. Those that are skilled in copying
spells can inscribe a spell into it.
 It has a spell stored inside.  It increases your intelligence, dexterity 
and stealth by 4.  It sustains your intelligence.  It makes you completely
fearless.  It provides resistance to acid, chaos and disenchantment.
It allows you to see invisible monsters.  It cannot be harmed by acid,
cold, lightning or fire.  


m) Elven Blue Dragon Scale Mail (-2) [30,+11] (+1 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 1.  It provides 
resistance to acid, electricity, fire, cold and poison.  It allows
you to fly.  It allows you to sense the presence of orcs.  It cannot
be harmed by acid, cold, lightning or fire.  


n) The Ring Mail of Nindorn (-2) [12,+12]

 It sustains your strength and dexterity.  It provides immunity to acid 
and fire.  It provides resistance to poison and disenchantment.  It
cannot be harmed by acid, cold, lightning or fire.  


o) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
This is a leather armour with many small metal plates fixed to it,
covering it entirely.
 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 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.  


p) The Filthy Rag of the Wight [1,+8] (+6 to searching)
A piece of discarded cloth, smelly and dirty. Eurgh. You're not going
to wear this, are you???
 It increases your intelligence, searching and spell power by 6.  It
provides resistance to blindness and confusion.  It allows you to 
see invisible monsters.  It cannot be harmed by acid, cold, lightning
or fire.  


q) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
A suit of armour made of overlapping hardened leather scales. It offers
good protection while still being rather lightweight.
 A tunic and skirt sewn with thick, overlapping scales of hardened 
leather whose wearer moves with agility and assurance.
 It increases your dexterity and speed by 3.  It provides resistance
to acid, poison and shards.  It cannot be harmed by acid, cold, lightning
or fire.  


r) The Cloak of Mimicry [Sparrow] of Anarfaude [1,+10]

 It provides immunity to cold.  It provides immunity to paralysis. 
It provides resistance to sound.  It cannot be harmed by acid, cold,
lightning or fire.  


s) The Large Leather Shield of Celegorm [4,+20]
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.
 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, electricity, fire, cold, light, dark 
and disenchantment.  It cannot be harmed by acid, cold, lightning 
or fire.  


t) The Steel Helm 'Lebohaum' [20,+80] (charging)
A helmet which protects the entire head. The expensive steel as base
material allows it to offer very good protection while being fairly
light.
 With the Helm 'Lebohaum' your head is safe!
 It can be activated for sing a funny song every 3 turns if it is being
worn. It cannot be harmed by acid, cold, lightning or fire.  


u) a Mage Staff of Power [Essense of Speed] (1d4) (-21,-1) (+11)

 It can be wielded two-handed.  It has a spell stored inside.  It increases
your spell power by 11.  





Posted on 29.10.2002 12:56
Last updated on 31.10.2002 13:16

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On 29.10.2002 12:56 s_latour@hotmail.com wrote:
Ahh, my latest sorceror. Currenly I am looking for some goodies to increase my hit points and mana. Actually, I have *always* been looking for those things! :) Found all of the Tomes at various towns in Rhun and The Old Forest, and the alchemist in Lothlorien was kind enough to fireproof a couple for me. A very nice gentleman, he.

On 31.10.2002 13:12 s_latour@hotmail.com wrote:
Alas! I must stop typing so quickly. I went to target a spell between some druj's on a quest level and instead I walked right between them. I don't remember the last time I saw the tombstone pop up that quick. :)

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