The Angband Ladder: Chameleonis, DeathMold Mimic by <something_of_a_legend@hotmail.com>

  [ToME 2.0.0 Character Dump]

 Name  : Chameleonis            Age                 15       STR: 18/123       
 Sex   : Male                   Height               9       Int:     17     18
 Race  : DeathMold              Weight              50       Wis: 18/130 18/140
 Class : Mimic                  Social Class        49       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
                                                             CHR:      4       
                                                                               
 + To Melee Hit          30 Level             37    Max Hit Points      1016   
 + To Melee Damage       84 Experience   1709347    Cur Hit Points        -5   
 + To Ranged Hit         31 Max Exp      1730166    Max SP (Mana)        153   
 + To Ranged Damage      85 Exp to Adv.  2030000    Cur SP (Mana)         80   
   AC                 27+40 Gold         1576060    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Superb       Perception  : Bad          Blows/Round:  5         
 Bows/Throw  : Superb       Searching   : Poor         Shots/Round:  2         
 Saving Throw: Poor         Disarming   : Good         Wpn.dmg/Rnd:  45d3+420  
 Stealth     : Heroic       Magic Device: Very Good    Infra-Vision: 100 feet  
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You were born in a pile of bones, called to life by the              
          Witch-King of Angmar. Since then you have given life to              
          hundreds of foul offspring.                                          
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       OFF
 Arena Levels:       OFF
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 48 (2400')
        Barrow-Downs: Level 9 (450')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        The Land Of Rhun: Level 40 (2000')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.
 Your were disguised into a [Gost].

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 52nd Yavie of the 2890th year of the third age.
 Your adventured lasted 9 days.

     Your Attributes:
You are dead.
You can spit acid.
You can feel the danger of evil magic.
You can create a spear of darkness.
You can mystify pets.
You can wake up a pet.
You are subject to berserker fits.
You are subject to cowardice.
You are teleporting randomly.
You have a hallucinatory insanity.
Your mind randomly expands and contracts.
You are puny (-4 STR).
You are moronic (-4 INT/WIS).
You have an extra pair of eyes (+15 search).
You make a lot of strange noise (-3 stealth).
You have an extra pair of legs (+3 speed).
Your body is very limber (+3 DEX).
Your movements are precise and forceful (+1 STL).
You are bleeding.
You are stunned.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
You are unlucky.
You have a firm hold on your life force.
You are surrounded with a fiery aura.
You are incorporeal.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to nexus attacks.
You are completely fearless.
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 wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your stealth is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon shocks your foes.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is a great bane of dragons.

Skills (points left: 0)
 - Combat                                        12.600 [0.800]
	  - Weaponmastery                               01.000 [0.800]
	  - Archery                                     01.000 [0.700]
	  . Barehand-combat                             18.400 [0.600]
 - Sneakiness                                    02.040 [0.800]
	  . Stealth                                     01.000 [0.800]
	  . Disarming                                   10.100 [0.700]
 - Magic                                         34.537 [0.700]
	  . Magic-Device                                14.000 [1.000]
	  . Necromancy                                  00.000 [0.200]
 - Spirituality                                  02.000 [0.500]
	  . Prayer                                      10.000 [0.500]
 - Monster-lore                                  01.220 [1.100]
	  . Corpse-preservation                         01.000 [0.900]
	  . Possession                                  00.200 [0.100]
	  . Mimicry                                     47.400 [0.800]
 - Misc                                          00.000 [0.000]

 You saved Bree from a dreadful Nazgul.
 You saved no princesses.

 You have defeated 4525 enemies.


  [Corruptions]

 You can spit acid (dam lvl).
 You can create a spear of darkness.
 You are subject to berserker fits.
 You are subject to cowardice.
 You are teleporting randomly.
 You have a hallucinatory insanity.
 Your mind randomly expands and contracts.
 You are puny (-4 STR).
 You are moronic (-4 INT/WIS).
 You have an extra pair of eyes (+15 search).
 You make a lot of strange noise (-3 stealth).
 You have an extra pair of legs (+3 speed).
 Your body is enveloped in flames.
 Your body is very limber (+3 DEX).
 Your movements are precise and forceful (+1 STL).
 Your body resists serious damage.


  [Character Equipment]

a) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4) {@w1 !d}
   
   The wondrous hammer of Aule, creator of the wise Dwarven
   lords of old.  It bears magics of demolishing that no
   serpent or demon can withstand, and invokes the strength of
   mountains to ward off the tumult of the elements.
   It affects your wisdom.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   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.
b) (nothing)
d) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
   
   The great bow of Beleg, made of black yew and strung with
   elven hair that faintly shines a pale clear gold.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to disenchantment.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
e) a Ring of Damage (+15)
f) a Ring of Damage (+13) {cursed}
g) an Indestructible Ring of Damage (+18) {cursed}
   
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
h) a Ring of Damage (+15)
m) The Star of Elendil (+1) {@w2 !d}
   
   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.
n) 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 cannot be harmed by acid, cold, lightning or fire.
o) The Cloak of Mimicry [Ghost] 'Mabilos' [1,+5] (+3 to stealth)
   
   It affects your stealth.
   It sustains your intelligence.
   It provides resistance to life draining.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
p) a Large Metal Shield of Resistance [5,+9]
   
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
q) (nothing)
u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It can be used to store a spell.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
v) (nothing)
z) a Silent watcher (1936 hp)
{) 23 Sheaf Arrows of Lightning (1d5) (+8,+14)
   
   It does extra damage from electricity.
   It cannot be harmed by electricity.
|) The Gnomish Shovel of Gollomen (1d2) (+15,+18) (+5)
   
   It affects your wisdom.
   It affects your dexterity.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It produces chaotic effects.
   It is especially deadly against dragons.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) The Gem of Rage {genocide !d @A1}
   
   It can be activated for...
   genocide
b) 4 Rations of Food
c) 20 Potions of Cure Critical Wounds
d) 8 Potions of Healing
e) 4 Scrolls of Phase Door
f) 9 Scrolls of Teleportation
g) an Iron Rod of the Istari of Trap Location (100/100) {@z1 !k!d}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
h) an Iron Rod of Door/Stair Location (50/50) {@z2 !k!d}
i) a Silver Rod of the Istari of Recall (200/200) {@z3 !k!d}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
j) a Wand of Teleport Other (2 charges)
k) a Staff of Teleportation (7 charges)
l) a Staff of Perception (13 charges)
m) a Staff of Perception (3 charges) {@u1}
n) a Staff of Object Location of Plenty (17 charges)
   
o) a Staff of Curing (0 charges)
p) a Ring of Speed (+5)
q) The Anchor of Space-Time {@w2 !d}
   
   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.
r) The Robe of Incanus [2,+20] (+3)
   
   Gandalf's long, flowing robe.  It provides insight and
   allows thewearer to see things not seen by all.  
   It grants you the power of...
   weigh magic
   ...if it is being worn.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks) {@w1 !d}
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides resistance to nexus.
   It provides resistance to chaos.
   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.
v) The Dark Sword 'Mormegil' (E:89382, L:28) (6d7) (+17,+8) [-20] (+4 to speed)
{}
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient and can have access to the realms of:
   Cold
   Acid
   Air
   
   It generates an antimagic field.
   It affects your ability to tunnel.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from acid.
   It does extra damage from fire.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It makes you invisible.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
w) a Flail of *Slay Animal* (2d6) (+10,+13) (+2 to stealth) {ex}
   
   It can be wielded two-handed.
   It affects your intelligence.
   It affects your stealth.
   It is especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It slows your metabolism.


  [Home Inventory - Bree ]

a) 5 Sprigs of Athelas
b) 8 Potions of Cure Light Insanity
c) 2 Potions of Cure Critical Insanity
d) a Potion of Healing {25% off}
e) a Potion of Restore Mana
f) 3 Scrolls of *Identify*
g) a Mithril Rod of the Istari of Nothing (320/320)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
h) a Staff of Teleportation (9 charges)
i) a Staff of Perception (19 charges)
j) a Staff of Perception (16 charges)
k) a Staff of Perception (5 charges) {@u1}
l) 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 affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
m) 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 shards.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, strategically reinforced at vital locations with a
   second layer of chain.  Magics to enhance body and mind lie
   within, and no door can hope to resist the wearer.
   It can be activated for...
   door and trap destruction every 10 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
o) 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.
p) The Filthy Rag of the Wight [1,+0](40%) (+2 to searching)
   
   It affects your intelligence.
   It affects your searching.
   It affects your mana capacity.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
q) 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.
r) The Cloak of Thingol [1,+18] (+3)
   
   A sable-hued cloak, with glowing elven-runes to restore
   magic showing calm and clear as moonlight on still water.
   It can be activated for...
   recharge item I every 70 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Cloak of Mimicry [Cold cloud] of Ilminwe [1,+11]
   
   It sustains your strength.
   It provides immunity to fire.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   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 sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   It can be activated for...
   acid bolt (5d8) every 5+d5 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
   
   The twin massive axe heads of this ancient demon's dread
   gleam with mithril inlay, which tell sagas of endurance,
   invoking the powers of Khazad-dum to protect the wearer and
   slay all evils found underground.
   It affects your strength.
   It affects your constitution.
   It affects your ability to tunnel.
   It does extra damage from acid.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   It is especially deadly against natural creatures.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
   
   This mighty bludgeon brings destruction to all around it,
   and is the bane of dragons and magic.
   It can be activated for...
   destruction every 200+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your infravision.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It poisons your foes.
   It is a great bane of dragons.
   It is especially deadly against natural creatures.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to nexus.
   It produces an anti-magic shell.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) Pytar's Portable Pandemonium {@A2 teleport}
   
   It can be activated for...
   teleportation
b) a Sprig of Athelas
c) 3 Potions of Cure Insanity
d) a Potion of *Healing*
e) a Potion of Enlightenment
f) a Copper Rod of the Istari of Nothing (40/40)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
g) a Staff of Teleportation (8 charges)
h) 4 Staffs of Perception (20 charges)
i) a Staff of Object Location (20 charges)
j) The Leather Scale Mail of Belen (-1) [11,+0] {im_cold}
   
   It sustains your strength.
   It sustains your wisdom.
   It provides immunity to cold.
   It provides resistance to cold.
   It provides resistance to sound.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak 'Holcolleth' [1,+4] (+2)
   
   This elven-grey mantle possesses great powers of
   tranquility and of concealment, and grants the wearer the
   knowledge and understanding of the Sindar.
   It can be activated for...
   Sleep II every 55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Cloak of Mimicry [Spider] of Finaeglin [1,+8] {im_acid_fire}
   
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Cloak of Mimicry [Dragon] of Nathomind [1,+11] {im_cold}
   
   It sustains your intelligence.
   It provides immunity to cold.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Steel Helm of Hammerhand [6,+20] (+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.
p) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
   
   A royal heirloom of the southern coast, strong in combat
   against evil creatures of the earth.
   It affects your constitution.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Broad Axe of Elweni (2d6) (+12,+2)
   
   It can be wielded two-handed.
   It does extra damage from frost.
   It poisons your foes.
   It drains life from your foes.
   It is especially deadly against giants.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
   
   Forged from meteoric iron, this long chopping dagger slices
   through  ordinary metal as easily as its title, "Iron
   Cleaver", suggests.
   It affects your dexterity.
   It affects your stealth.
   It affects your searching.
   It does extra damage from acid.
   It poisons your foes.
   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 provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A fiery dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It does extra damage from fire.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Claymore of Imladad (2d8) (-1,+7) (+1 attack)
   
   It affects your strength.
   It affects your dexterity.
   It affects your attack speed.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Balrog of Moria's corpse
   
   
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) a Sprig of Athelas
b) a Potion of Cure Light Insanity
c) a Rod Tip of Recall (80 Mana to cast)
d) 3 Staffs of Curing (7 charges)
e) Dwarven Ring Mail (-2) [12,+15] (+1)
   
   It affects your strength.
   It affects your constitution.
   It affects your infravision.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Metal Scale Mail of Anaegnor (-2) [13,+11]
   
   It sustains your strength.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to light.
   It provides resistance to sound.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
g) Double Ring Mail of Resist Fire (-2) [15,+8]
   
   It provides resistance to fire.
   It cannot be harmed by fire.
h) Dwarven Augmented Chain Mail (-2) [16,+14] (+2)
   
   It affects your strength.
   It affects your constitution.
   It affects your infravision.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
i) Dwarven Metal Lamellar Armour of Resist Acid (-3) [23,+10] (+2)
   
   It affects your strength.
   It affects your constitution.
   It affects your infravision.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Cloak of Mimicry [Fire cloud] of Arerelia [1,+7] (+2 to stealth)
{im_acid}
   
   It affects your stealth.
   It provides immunity to acid.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak of Mimicry [Dragon] of Taliomin [1,+7]
   
   It sustains your intelligence.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
l) a Golden Crown of Telepathy [0,+10]
   
   It gives telepathic powers.
   It cannot be harmed by acid.
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It provides resistance to sound.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
n) a Dwarven Iron Helm [5,+6] (+2 to infravision)
   
   It affects your constitution.
   It affects your infravision.
   It provides resistance to fire.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of dragons.
o) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   
   Sturdy footwear of leather and steel as enduring as the
   long-suffering Dwarven King-in-exile who wore them.  Of
   dwarven make, the wearer of these boots will be completely
   at home in the mountains.
   It affects your strength.
   It affects your constitution.
   It affects your speed.
   It makes you completely fearless.
   It allows you to climb high mountains.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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 provides resistance to nether.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
   
   A thin spike of thrice-forged steel caps a straight sylvan
   shaft cut from a legendary tree; spells to break the will
   of the undead and strike coldfear into the hearts of foes
   lie on this perfectly balanced spear.
   It affects your stealth.
   It affects your infravision.
   It affects your speed.
   It does extra damage from frost.
   It strikes at undead with holy wrath.
   It provides resistance to cold.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
   
   A flail whose head befuddles those who stare as you whirl
   it around, and becomes a fiery comet as you bring it down.
   It can be activated for...
   confuse monster every 15 turns
   ...if it is being worn.
   It affects your stealth.
   It does extra damage from fire.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to confusion.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) the Medallion of Good Will {teleport level}
   
   It can be activated for...
   level teleportation
b) a Potion of Resistance
c) a Scroll of *Enchant Armor*
d) 3 Staffs of Perception (19 charges)
e) a Staff of Perception (12 charges) {@u1}
f) The Amulet 'Menen' (+3)
   
   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 provides immunity to paralysis.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It cannot be droped while cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
g) an Elven Robe [2,+14] (+1 to stealth) {res_dark}
   
   It affects your stealth.
   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 allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
h) Elven Paper Armour [4,+8] (+3 to stealth)
   
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to blindness.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
i) Elven Hard Leather Armour of Resist Fire (-1) [6,+19] (+3 to stealth)
   
   It affects your stealth.
   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 allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+23] (+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 blindness.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak of Mimicry [Demon] 'Teithamar' [1,+7] {im_elec}
   
   It provides immunity to electricity.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Main Gauche of Azaghal (2d5) (+12,+14)
   
   The weapon of Azaghal when he wounded Glaurung.  It is
   deadly when fighting dragons and is said to make the
   breaths of fire completely harmless.  
   It is a great bane of dragons.
   It provides immunity to fire.
   It makes you completely fearless.
   It allows you to sense the presence of dragons.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
   
   "One, two! One, two!  And through, and through, the vorpal
   bladewent snicker-snack!"
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
   
   Forged of black galvorn by the Dark-Elven smith Eol, this
   blade has the living lightning trapped inside.
   It affects your strength.
   It affects your constitution.
   It affects your speed.
   It does extra damage from electricity.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
   
   An utterly perfect, cleanly chiseled sword, with a edge
   that effortlessly slices rock and bone, and spells to
   render the wearer lithe and nimble.  It is combat
   incarnate.
   It affects your dexterity.
   It affects your ability to tunnel.
   It affects your speed.
   It sustains your dexterity.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   
   A giant's weapon, with a long blade tall and straight
   thrusting out from a massive double-pronged hint.  On its
   blade are written doomspells against  both the living and
   undead.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
   
   You feel strong and firm of foot as you whip the
   chain-suspended spiked orb around - and bathe it in the
   blood of your foes.
   It affects your strength.
   It poisons your foes.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against natural creatures.
   It provides resistance to nexus.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
   
   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 quickness and subtlety,
   while the other gives endurance and strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It slows your metabolism.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
s) a Heavy Crossbow of the Haradrim (x5) (+17,+27)
   
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
t) Artsi, the Champion of Chaos's corpse
   
   
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) Pytar's Portable Pandemonium {@A2 teleport}
   
   It can be activated for...
   teleportation
b) a Sprig of Athelas
c) 3 Potions of Cure Insanity
d) a Potion of *Healing*
e) a Potion of Enlightenment
f) a Copper Rod of the Istari of Nothing (40/40)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
g) a Staff of Teleportation (8 charges)
h) 4 Staffs of Perception (20 charges)
i) a Staff of Object Location (20 charges)
j) The Leather Scale Mail of Belen (-1) [11,+0] {im_cold}
   
   It sustains your strength.
   It sustains your wisdom.
   It provides immunity to cold.
   It provides resistance to cold.
   It provides resistance to sound.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak 'Holcolleth' [1,+4] (+2)
   
   This elven-grey mantle possesses great powers of
   tranquility and of concealment, and grants the wearer the
   knowledge and understanding of the Sindar.
   It can be activated for...
   Sleep II every 55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Cloak of Mimicry [Spider] of Finaeglin [1,+8] {im_acid_fire}
   
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Cloak of Mimicry [Dragon] of Nathomind [1,+11] {im_cold}
   
   It sustains your intelligence.
   It provides immunity to cold.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Steel Helm of Hammerhand [6,+20] (+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.
p) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
   
   A royal heirloom of the southern coast, strong in combat
   against evil creatures of the earth.
   It affects your constitution.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Broad Axe of Elweni (2d6) (+12,+2)
   
   It can be wielded two-handed.
   It does extra damage from frost.
   It poisons your foes.
   It drains life from your foes.
   It is especially deadly against giants.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
   
   Forged from meteoric iron, this long chopping dagger slices
   through  ordinary metal as easily as its title, "Iron
   Cleaver", suggests.
   It affects your dexterity.
   It affects your stealth.
   It affects your searching.
   It does extra damage from acid.
   It poisons your foes.
   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 provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A fiery dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It does extra damage from fire.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Claymore of Imladad (2d8) (-1,+7) (+1 attack)
   
   It affects your strength.
   It affects your dexterity.
   It affects your attack speed.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Balrog of Moria's corpse
   
   
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 3.11.2002 10:31

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8982. on the Ladder (of 19090)
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On 3.11.2002 10:31 something_of_a_legend@hotmail.com wrote:
I hate Stormbringer, nearly every time I encounter it it KOs me on its first hit, and once that happens you're doomed.

Didn't even get to plev 40 to see if mimic class has any skill level 50 powers. :(

Rah rah... nothing else really special about this one.

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