The Angband Ladder: Glowyr, DeathMold Sorceror by <vrak
[ToME 2.1.0 Character Dump] Name : Glowyr Age 7 STR: 18/210 Sex : Female Height 10 INT: 18/*** Race : DeathMold LostSoul Weight 52 WIS: 18/*** Class : Sorceror Social Class 1 DEX: 18/170 Body : Player CON: 18/*** God : Nobody CHR: 3 + To Melee Hit 38 Level 50 Max Hit Points 696 + To Melee Damage 35 Experience 17412038 Cur Hit Points 696 + To Ranged Hit 53 Max Exp 17412038 Max SP (Mana) 1021 + To Ranged Damage 12 Exp to Adv. ***** Cur SP (Mana) 921 AC 12+201 Gold 253253 (Miscellaneous Abilities) Fighting : Heroic Perception : Superb Blows/Round: 6 Bows/Throw : Heroic Searching : Excellent Shots/Round: 1 Saving Throw: Good Disarming : Excellent Wpn.dmg/Rnd: 6d4+210 Stealth : Legendary[30]Magic Device: Heroic Infra-Vision: 100 feet Tactic: furious Explor: leisurely (Character Background) You were born in a pile of dust, created by a curious mage apprentice. Since then you have given life to two foul offspring. [Miscellaneous information] Cth monsters: ON Zlike monsters: ON Joke monsters: ON Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ON Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Angband: Level 127 (6350') Barrow-Downs: Level 10 (500') Halls of Mandos: Level 98 (4900') Heart of the Earth: Level 36 (1800') Illusory Castle: Level 52 (2600') Maze: Level 28 (1400') Orc Cave: Level 22 (1100') Moria: Level 41 (2050') Dol Guldur: Level 67 (3350') The Small Water Cave: Level 34 (1700') 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 5th Quelle of the 2890th year of the third age. It now is 19 days that you are adventuring. adefghmnopuz{|@ Add Str : ...+........... Add Int : ...++..+....... Add Wis : ...+........... Add Dex : .+.+......+.... Add Con : ...+++......... Add Chr : ...+++......... Mul Mana : +.............. Mul SPower: +......+....... Add Stea. : ....+.......... Add Sear. : .......+....... Add Tun.. : .............+. Add Speed : .++++.+........ Add Blows : ....+.......... Sust Str : ...+.....+..... Sust Int : .........+..... Sust Wis : ....+....+..... Sust Dex : ...+.....+..... Sust Con : ...+.+..++..... Sust Chr : .........+..... Invisible : .....+......... Mul life : ............... Imm Acid : ........+...... Imm Elec : ...+........... Imm Fire : ..............+ Imm Cold : ........+...... Sens Fire : .......+....... Reflect : ............... Free Act : ...+......+.... Hold Life : ...+..+.......+ Res Acid : .+..+...+++.... Res Elec : .+......++..... Res Fire : .+.......+..... Res Cold : .+......++..... Res Pois : ...++.......... Res Fear : ....+.......... Res Lite : ....+.+........ Res Dark : ....+.+........ Res Blind : ....+..+....... Res Conf : ....+..+....... Res Sound : ....++...+..... Res Shard : ....+.......... Res Neth : ..............+ Res Nexus : ..............+ Res Chaos : ....+++........ Res Disen : ...+++......... Aura Fire : ..............+ Aura Elec : ........+...... Hide Type : ..+++.+...+.... Show Mods : +.........+..+. Insta Art : ...+..+........ Levitate : ...+........... See Invis : ...+.+++......+ Digestion : ...++.......... Regen : ...+........... Ign Acid : .+.++++++++..+. Ign Elec : .+.++++++++..+. Ign Fire : .+.++++++++..+. Ign Cold : .+.++++++++..+. Activate : ...+..+...+.... Drain Exp : .....+......... Cursed : +++..+.+....... Hvy Curse : .....+.+....... B.Breath : ..............+ Fly : .....+........+ Orc.ESP : ......+........ Evil.ESP : .........+..... Full ESP : ..........+.... 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 Demon Spirit: Increases your intelligence by 1 But reduce your charisma by 2 Demon Hide: Increases your armor class by your level Provides immunity to fire at level 40 But reduces speed by your level / 7 Demon Breath: Provides fire breath But gives a small chance to spoil potions when you quaff them Demon Realm: Provides access to the demon school skill and the use of demonic equipment You need Demon Spirit, Demon Hide and Demon Breath to activate it Random teleportation: Randomly teleports you around Skills (points left: 16) . Sneakiness 01.000 [0.900] - Magic 50.000 [1.000] . Magic-Device 20.000 [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] . Demonology 00.000 [1.500] . Necromancy 50.000 [1.100] . Runecraft 00.000 [0.900] . Thaumaturgy 00.000 [0.900] - Spirituality 01.000 [0.550] . Prayer 00.000 [0.500] . Monster-lore 00.000 [0.500] You established a permanent void jumpgates liaison between Minas Anor and Gondolin, thus allowing the last alliance to exist. You saved Gondolin from destruction. 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 no princesses. You have defeated 7259 enemies. [Fates] You may find a Wand of Globe of Light on level 2. [Character Equipment] a) a Mage Staff of Wizardry (1d4) (-5,+1)(60%) (+3) {cursed} It can be wielded two-handed. It can be used to store a spell. It increases your mana capacity and spell power by 3. It is cursed. d) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) {cursed} It increases your dexterity and speed by 4. It provides resistance to acid, electricity, fire and cold. It is cursed. It cannot be harmed by acid, cold, lightning or fire. e) a Ring of Speed (+10) {cursed} f) The Ring of Power 'Vilya' (+12,+12) (+3) It can be activated for greater healing (900) every 200+d200 turns if it is being worn. It increases your strength, intelligence, wisdom, dexterity, constitution, charisma, speed and luck by 3. It sustains your strength, dexterity and constitution. It provides immunity to electricity. It provides immunity to paralysis. It provides resistance to life draining, poison and disenchantment. It allows you to levitate. 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. g) The Ring of Celroth (+2) It increases your intelligence, constitution, charisma, stealth, speed and attack speed by 2. It sustains your wisdom. It makes you completely fearless. It provides resistance to acid, poison, light, dark, blindness, confusion, sound, shards, chaos and disenchantment. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. h) The Ring of Power of Uvatha the Horseman (+2) It increases your constitution and charisma by 2. It makes you invisible. It sustains your constitution. It provides resistance to sound, chaos and disenchantment. It allows you to fly. It allows you to see invisible monsters. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. m) The Arkenstone of Thrain (+3) It can be activated for detection every 30+d30 turns if it is being worn. It provides light (radius 3) forever. It increases your speed and luck by 3. It provides resistance to life draining, light, dark and chaos. It allows you to see invisible monsters. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. n) The Filthy Rag of the Wight [1,+10] (+6 to searching) 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. o) The Cloak of Mimicry [Kobold] 'Dagnim' [1,+10] It sustains your constitution. It provides immunity to acid and cold. It provides resistance to acid, electricity and cold. It produces an electric sheath. It cannot be harmed by acid, cold, lightning or fire. p) The Large Metal Shield of Anarion [5,+20] It sustains your strength, intelligence, wisdom, dexterity, constitution and charisma. It provides resistance to acid, electricity, fire, cold and sound. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) It can be activated for ball of cold (100) every 300 turns if it is being worn. It grants you the power of magic missile if it is being worn. It increases your dexterity and luck by 4. It provides immunity to paralysis. It provides resistance to acid. It gives telepathic powers. It cannot be harmed by acid, cold, lightning or fire. z) (nothing) {) (nothing) |) a Mattock of Digging (1d8) (+14,+19) (+7) It increases your ability to tunnel by 7. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) a Fireproof Tome of Magical Energy {!k!d!s!v} It cannot be harmed by fire. b) a Tome of the Eternal Flame {!k!d!s!v} c) a Fireproof Tome of the Blowing Wind {!k!d!s!v} It cannot be harmed by electricity. It cannot be harmed by fire. d) a Fireproof Tome of the Impenetrable Earth {!k!d!s!v} It cannot be harmed by acid. It cannot be harmed by fire. e) a Tome of the Everrunning Wave {!k!d!s!v} f) a Tome of Translocation {!k!d!s!v} g) a Tome of the Tree {!k!d!s!v} h) a Fireproof Tome of Knowledge {!k!d!s!v} It cannot be harmed by fire. i) a Fireproof Tome of the Time {!k!d!s!v} It cannot be harmed by fire. j) a Fireproof Tome of Meta Spells {!k!d!s!v} It cannot be harmed by fire. k) a Tome of the Mind {!k!d!s!v} l) 7 Potions of *Healing* m) 2 Potions of Life n) 10 Potions of Restore Mana o) a Scroll of *Destruction* p) a Golden Rod of the Istari of Nothing (250/250) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. q) an Adamantite Rod of the Istari of Healing (400/400) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. r) The Ring of Valith [+14] (+2 to infravision) It can be activated for ball of fire and resist fire if it is being worn. It increases your infravision by 2. It sustains your charisma. It provides immunity to paralysis. It provides resistance to fire, nether and disenchantment. It allows you to fly. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. s) The Robe of Dengol [2,+23] It provides immunity to acid and electricity. It provides resistance to acid, fire, dark, sound and nether. It cannot be harmed by acid, cold, lightning or fire. t) The Cloak of Mimicry [Hound] 'Mithal' [1,+18] It provides immunity to cold. It provides resistance to life draining, fire, cold, confusion and chaos. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15) It does extra damage from acid, electricity, fire and frost. It poisons your foes. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It is a great bane of demons. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. v) (nothing) w) (nothing) [Home Inventory - Bree ] a) a Tome of Magical Energy b) 18 Mushrooms of Cure Serious Wounds {100% off} c) a Mushroom of Restore Strength d) 3 Sprigs of Athelas e) 5 Potions of Corruption f) a Moonstone Rod of the Istari of Nothing (150/150) 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 Silver Rod of the Istari of Nothing (200/200) 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 Silver Rod of the Istari of Nothing (200/200) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. i) a Golden Rod of Charging of Nothing (125/125) It regenerates its mana faster. j) a Golden Rod of Quickness of Nothing (125/125) It can cast spells faster. k) a Golden Rod of Quickness of Nothing (125/125) It can cast spells faster. l) a Golden Rod of Simplicity of Nothing (125/125) m) a Mithril Rod of Simplicity of Nothing (160/160) n) an Adamantite Rod of Charging of Nothing (200/200) It regenerates its mana faster. o) a Rod Tip of Recall (80 Mana to cast) p) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3) It is well-hidden. It rearms itself. It can teleport monsters to you. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. q) The Ring of Taugloth (+8) It increases your speed by 8. It sustains your wisdom. It cannot be harmed by acid, cold, lightning or fire. r) The Stone of Lore (charging) It can be activated for perilous identify every turn if it is being worn. It provides light (radius 1) forever. It cannot be harmed by acid, cold, lightning or fire. s) The Robe of Incanus [2,+20] (+3) It grants you the power of weigh magic if it is being worn. It can be used to store a spell. It increases your intelligence, wisdom and searching by 3. It sustains your intelligence and wisdom. It provides immunity to paralysis. It provides resistance to acid, electricity, fire and cold. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. t) a Cloak of the Magi (-5,-3) [1,+17] (+1) It increases your intelligence, stealth and speed by 1. It sustains your intelligence. It provides immunity to paralysis. It cannot be harmed by acid. u) The Cloak of Mimicry [Quylthulg] 'Duinir' [1,+21] (+3 to stealth) It increases your stealth by 3. It sustains your dexterity. It provides immunity to electricity. It makes you completely fearless. It provides resistance to acid, electricity and nexus. It cannot be harmed by acid, cold, lightning or fire. v) The Set of Gauntlets 'Paurhach' [2,+15] 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. w) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed) It generates an antimagic field. It increases your speed and attack speed by 2. It does extra damage from fire. It is especially deadly against dragons. It provides immunity to fire. It makes you completely fearless. It provides resistance to fire, chaos and disenchantment. It drains mana, life and experience. It aggravates nearby creatures. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. x) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off} 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 - Gondolin ] a) Baalzebub's All-seeing Servant It can be activated for something weird. b) Mordekainen's Pocket Magician It can be activated for summon monster. c) a Parchment titled ``Magic for the Layman'' It can be activated for cure confusion. d) Mordenkainen's Mysterious Mind-Masher It can be activated for Ruination. e) A parchment titled ''Famous Last Words'' It can be activated for cure blindness. f) The Wand of Digging of Thrain (17 charges) g) The Ring of Power of Akhorahil the Blind (+2) It increases your strength and wisdom by 2. It makes you invisible. It sustains your dexterity. It makes you completely fearless. It provides resistance to acid, confusion and disenchantment. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. h) The Ring of Nimlad (+17) (+4 to speed) It increases your speed by 4. It sustains your strength, intelligence, dexterity and charisma. It provides resistance to blindness and confusion. It cannot be harmed by acid, cold, lightning or fire. i) The Ring of Barahir (+1) It can be activated for Unknown! 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. j) The Ring of Ecthar (+4 to stealth) It increases your constitution, charisma and stealth by 4. It makes you invisible. It makes you completely fearless. It provides resistance to electricity and cold. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. k) The Ring of Flare (+3) It can be activated for Unknown! 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. l) a Ring of Spell m) The Phial of Galadriel (+4) It can be activated for light area (dam 2d15) every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. n) The Star of Elendil (+1) It can be activated for light (dam 2d15) & map area every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It increases your speed by 1. It provides resistance to life draining. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. o) The Anchor of Space-Time It provides light (radius 1) forever. It prevents the space-time continuum from being disrupted. It cannot be harmed by acid, cold, lightning or fire. p) The Chain Mail of Atalmar (-2) [14,+5] It sustains your intelligence, wisdom and dexterity. It provides immunity to fire. It makes you completely fearless. It provides resistance to life draining, acid and light. It cannot be harmed by acid, cold, lightning or fire. q) The Full Plate Armour of Isildur [25,+25] (+1) It increases your constitution by 1. It provides resistance to acid, electricity, fire, cold, confusion, sound and nexus. It cannot be harmed by acid, cold, lightning or fire. r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) It increases your dexterity and speed by 3. It makes you completely fearless. It provides resistance to acid and shards. It cannot be harmed by acid, cold, lightning or fire. s) The Large Leather Shield of Celegorm [4,+20] It provides resistance to acid, electricity, fire, cold, light, dark and blindness. It cannot be harmed by acid, cold, lightning or fire. t) The Set of Leather Gloves 'Cammithrim' [1,+10] 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. u) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6) It can be activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It provides light (radius 1) forever. It does extra damage from fire. It provides resistance to fire and chaos. It cannot be harmed by acid, cold, lightning or fire. v) The Trident of Ulmo (4d8) (+15,+19) (+4) It can be activated for heal 1000 hit points every 888 turns if it is being worn. It increases your dexterity by 4. It is especially deadly against dragons. It is especially deadly against natural creatures. It provides immunity to acid. It provides immunity to paralysis. It provides resistance to life draining and nether. It allows you to breath underwater. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. w) a Mage Staff of Power (1d4) (-11,-10) (+8) It can be wielded two-handed. It can be used to store a spell. It increases your spell power by 8. x) a Mage Staff of Mana (1d4) (+11,-5)(40%) (+2) It can be wielded two-handed. It can be used to store a spell. It increases your mana capacity by 2. [Home Inventory - Minas Anor ] a) 98 Potions of Water Curing {@d1} b) The Ring of Power of Ji Indur Dawndeath (+3) It increases your intelligence by 3. It makes you invisible. It sustains your strength. It provides resistance to fire, nether and disenchantment. It allows you to levitate. It allows you to see invisible monsters. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. c) The Jewel 'Evenstar' (+3) It can be activated for restore stats and life levels every 750 turns if it is being worn. It provides light (radius 1) forever. It increases your constitution by 3. It sustains your intelligence, wisdom and constitution. It provides resistance to life draining, cold, dark and nether. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. d) Elven Blue Dragon Scale Mail (-2) [30,+16] (+1 to stealth) 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 confusion. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. e) The Splint Mail of Finanevor (-4,-22) [19,+12](40%) It increases your hit points by 2. It sustains your wisdom and charisma. It provides immunity to fire. It provides resistance to fire and confusion. It cannot be harmed by acid, cold, lightning or fire. f) The Hard Leather Armour of Himring [6,+15] It can be activated for protect evil (dur level*3 + d25) every 225+d225 turns if it is being worn. It provides resistance to poison, nether and chaos. It cannot be harmed by acid, cold, lightning or fire. g) The Large Metal Shield 'Tirist' [5,+12] It provides immunity to electricity, fire and cold. It provides immunity to paralysis. It provides resistance to electricity, cold, poison and confusion. It cannot be harmed by acid, cold, lightning or fire. h) The Shield of Deflection of Gil-galad [10,+20] (+5) It can be activated for starlight (75) every 75+d75 turns if it is being worn. It provides light (radius 1) forever. It increases your wisdom, charisma, searching and luck by 5. It sustains your wisdom, dexterity and charisma. It provides resistance to acid, electricity, dark and disenchantment. It cannot be harmed by acid, cold, lightning or fire. i) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) It increases your strength and constitution by 2. It provides immunity to paralysis. It cannot be harmed by acid, cold, lightning or fire. j) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4) It increases your strength, dexterity and constitution by 4. It does extra damage from frost. It is especially deadly against dragons. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It sustains your strength and constitution. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to life draining, cold, nether and chaos. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Lothlorien ] a) a Fireproof Tome of Knowledge It cannot be harmed by fire. b) Baalzebub's Tormented Box It can be activated for gain corruption. c) The Gem of Fire It can be activated for high stat loss. d) The Gem of Knowledge It can be activated for confusion. e) the Hand of Vecna It can be activated for blindness. f) a Parchment titled ``Secrets of the Gnomish Wizards'' It can be activated for decreasing Charisma. g) Heward's Excellent Experimental Earmuffs It can be activated for poison. h) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. i) a Silver Rod of Capacity of Nothing (200/200) It can hold more mana. j) a Golden Rod of the Istari of Nothing (250/250) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. k) a Mithril Rod of Capacity of Nothing (320/320) It can hold more mana. l) an Adamantite Rod of Nothing (200/200) m) The Ring of Power of Khamul, the Black Easterling (+1 to speed) It increases your strength, searching and speed by 1. It makes you invisible. It makes you completely fearless. It provides resistance to cold and shards. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. n) The Ring of Power of Akhorahil the Blind (+2 attacks) It increases your strength, wisdom and attack speed by 2. It makes you invisible. It sustains your wisdom. It provides resistance to acid, poison and sound. It allows you to levitate. It allows you to see invisible monsters. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. o) The Ring of Power of Dwar, Dog Lord of Waw (+3 to stealth) It increases your stealth by 3. It makes you invisible. It sustains your intelligence. It provides resistance to poison, blindness, sound and nexus. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. p) The Ring of Power of Hoarmurath of Dir (+4 to infravision) It increases your infravision by 4. It makes you invisible. It makes you completely fearless. It provides resistance to electricity, confusion, shards and nexus. It allows you to fly. It speeds your regenerative powers. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. q) The Ring of Durin (+2) 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. r) The Elfstone 'Elessar' (+7,+7) [+10] (+4) It can be activated for heal and cure black breath every 200 turns if it is being worn. It provides light (radius 3) forever. It increases your strength, wisdom, charisma and speed by 4. It makes you completely fearless. It provides resistance to fire, poison and disenchantment. It cannot be harmed by acid, cold, lightning or fire. s) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth) It can be activated for Unknown! 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. t) The Sling of Naedhel (x4) (+22,+20) (+2) It provides light (radius 1) forever. It increases your strength, intelligence, dexterity and charisma by 2. It fires missiles with extra might. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. u) The Long Bow of Bard (x5) (+17,+19) (+2) It increases your dexterity and luck by 2. It provides immunity to paralysis. It allows you to sense the presence of dragons. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) Baalzebub's All-seeing Servant It can be activated for something weird. b) Mordekainen's Pocket Magician It can be activated for summon monster. c) a Parchment titled ``Magic for the Layman'' It can be activated for cure confusion. d) Mordenkainen's Mysterious Mind-Masher It can be activated for Ruination. e) A parchment titled ''Famous Last Words'' It can be activated for cure blindness. f) The Wand of Digging of Thrain (17 charges) g) The Ring of Power of Akhorahil the Blind (+2) It increases your strength and wisdom by 2. It makes you invisible. It sustains your dexterity. It makes you completely fearless. It provides resistance to acid, confusion and disenchantment. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. h) The Ring of Nimlad (+17) (+4 to speed) It increases your speed by 4. It sustains your strength, intelligence, dexterity and charisma. It provides resistance to blindness and confusion. It cannot be harmed by acid, cold, lightning or fire. i) The Ring of Barahir (+1) It can be activated for Unknown! 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. j) The Ring of Ecthar (+4 to stealth) It increases your constitution, charisma and stealth by 4. It makes you invisible. It makes you completely fearless. It provides resistance to electricity and cold. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. k) The Ring of Flare (+3) It can be activated for Unknown! 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. l) a Ring of Spell m) The Phial of Galadriel (+4) It can be activated for light area (dam 2d15) every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. n) The Star of Elendil (+1) It can be activated for light (dam 2d15) & map area every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It increases your speed by 1. It provides resistance to life draining. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. o) The Anchor of Space-Time It provides light (radius 1) forever. It prevents the space-time continuum from being disrupted. It cannot be harmed by acid, cold, lightning or fire. p) The Chain Mail of Atalmar (-2) [14,+5] It sustains your intelligence, wisdom and dexterity. It provides immunity to fire. It makes you completely fearless. It provides resistance to life draining, acid and light. It cannot be harmed by acid, cold, lightning or fire. q) The Full Plate Armour of Isildur [25,+25] (+1) It increases your constitution by 1. It provides resistance to acid, electricity, fire, cold, confusion, sound and nexus. It cannot be harmed by acid, cold, lightning or fire. r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) It increases your dexterity and speed by 3. It makes you completely fearless. It provides resistance to acid and shards. It cannot be harmed by acid, cold, lightning or fire. s) The Large Leather Shield of Celegorm [4,+20] It provides resistance to acid, electricity, fire, cold, light, dark and blindness. It cannot be harmed by acid, cold, lightning or fire. t) The Set of Leather Gloves 'Cammithrim' [1,+10] 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. u) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6) It can be activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It provides light (radius 1) forever. It does extra damage from fire. It provides resistance to fire and chaos. It cannot be harmed by acid, cold, lightning or fire. v) The Trident of Ulmo (4d8) (+15,+19) (+4) It can be activated for heal 1000 hit points every 888 turns if it is being worn. It increases your dexterity by 4. It is especially deadly against dragons. It is especially deadly against natural creatures. It provides immunity to acid. It provides immunity to paralysis. It provides resistance to life draining and nether. It allows you to breath underwater. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. w) a Mage Staff of Power (1d4) (-11,-10) (+8) It can be wielded two-handed. It can be used to store a spell. It increases your spell power by 8. x) a Mage Staff of Mana (1d4) (+11,-5)(40%) (+2) It can be wielded two-handed. It can be used to store a spell. It increases your mana capacity by 2. [The Mathom-house Inventory - Bree ] a) The Ring Mail of Hualad (-2) [12,+0] It sustains your constitution and charisma. It provides resistance to acid, sound and shards. It cannot be harmed by acid, cold, lightning or fire. b) The Double Chain Mail of Tilim (-2) [16,+9] It sustains your strength and wisdom. It provides resistance to life draining, shards, nether, chaos and disenchantment. It cannot be harmed by acid, cold, lightning or fire. c) The Pair of Metal Shod Boots of Thror [6,+20] (+3) 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. d) The Light War Axe of Armena (2d5) (+10,+4) (+4 to speed) It increases your intelligence, dexterity and speed by 4. It does extra damage from acid and fire. 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. e) The Whip 'Lasher' (1d6) (+12,+15) (+3) It increases your dexterity and attack speed by 3. It poisons your foes. It is very sharp and can cut your foes. It is especially deadly against orcs. It is especially deadly against natural creatures. It provides immunity to paralysis. It provides resistance to poison. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. |
Posted on 19.11.2002 13:19
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