[ToME 2.0.0 Character Dump] Name : Blade Age 21 STR: 18/*** Sex : Male Height 61 INT: 18 Race : Corrupted RohanKnight Weight 82 WIS: 18/88 Class : Swordmaster Social Class 8 DEX: 18/150 Body : Player CON: 18/200 CHR: 18/40 + To Melee Hit 99 Level 42 Max Hit Points 968 + To Melee Damage 101 Experience 4094596 Cur Hit Points -20 + To Ranged Hit 41 Max Exp 4247466 Max SP (Mana) 54 + To Ranged Damage 16 Exp to Adv. 4320000 Cur SP (Mana) 54 AC 44+104 Gold 2979613 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[77]Perception : Fair Blows/Round: 9 Bows/Throw : Legendary[15]Searching : Very Good Shots/Round: 1 Saving Throw: Bad Disarming : Excellent Wpn.dmg/Rnd: 36d5+909 Stealth : Bad Magic Device: Superb Infra-Vision: 40 feet Tactic: berserker Explor: normal (Character Background) You are one of several children of a Landed Knight You have brown eyes, straight black hair, and a very fair complexion. [Miscellaneous information] Cth monsters: ON Zlike monsters: ON Joke monsters: ON Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ON Arena Levels: OFF Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Mordor: Level 55 (2750') Barrow-Downs: Level 10 (500') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') The Old Forest: Level 25 (1250') The Sandworm lair: Level 29 (1450') The Helcaraxe: Level 40 (2000') Your body was a Player. You started your adventure the 43rd Yavie of the 2890th year of the third age. You ended your adventure the 16th Quelle of the 2890th year of the third age. It now is 30 days that you are adventuring. Your Attributes: You are dead. You can breath fire. You can drive yourself into a berserk frenzy. You can destroy walls. You can use rohir powers. You can mystify pets. You can wake up a pet. You can turn into a balrog at will. You aggravate monsters. 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 can sense the presence of orcs. You can sense the presence of trolls. You are lucky. You reflect arrows and bolts. You are surrounded with a fiery aura. You are carrying a permanent light. You are resistant to acid. You are resistant to lightning. You are completely immune to fire. You are resistant to cold. You are resistant to poison. You are resistant to bright light. You are resistant to darkness. You are resistant to confusion. You are resistant to disenchantment. You are resistant to chaos. You are resistant to nexus attacks. You are completely fearless. Your eyes are resistant to blindness. Your strength is sustained. Your constitution is sustained. Your dexterity is sustained. Your strength 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 searching ability is affected by your equipment. Your infravision is affected by your equipment. Your digging ability is affected by your equipment. Your speed is affected by your equipment. Your ability to score critical hits is affected by your equipment. Your weapon has been blessed by the gods. Your weapon freezes your foes. Your weapon strikes at evil with extra force. Your weapon strikes at undead with holy wrath. Your weapon is especially deadly against trolls. Your weapon is a great bane of demons. Corruption list: Balrog Aura: Surrounds you with a fiery aura But it can burn scrolls when you read them Balrog Wings: Creates ugly, but working, wings allowing you to fly But it reduces charisma by 4 and dexterity by 2 Balrog Strength: Provides 3 strength and 1 constitution But it reduces charisma by 1 and dexterity by 3 Balrog Form: Allows you to turn into a balrog at will You need Balrog Wings, Balrog Aura and Balrog Strength to activate it 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 demonnlades You need Demon Spirit, Demon Hide and Demon Breath to activate it Random teleportation: Randomly teleports you around Troll Blood: Troll blood flows in your veins, granting increased regeneration It also enables you to feel the presense of other troll beings But it will make your presense more noticable and aggravating Skills (points left: 20) - Combat 47.108 [0.900] - Weaponmastery 47.567 [1.150] - Sword-mastery 47.200 [0.700] . Axe-mastery 00.000 [0.300] . Hafted-mastery 00.000 [0.300] . Polearm-mastery 00.000 [0.300] - Archery 11.800 [0.600] . Antimagic 00.000 [0.550] - Sneakiness 03.160 [0.900] . Disarming 25.300 [0.900] - Magic 05.557 [0.300] . Magic-Device 20.550 [1.150] . Conveyance 01.000 [0.500] . Divination 01.000 [0.500] . Demonology 00.000 [1.500] - Spirituality 05.400 [0.400] . Prayer 00.000 [0.500] . Mindcraft 02.500 [0.500] - Monster-lore 03.000 [0.500] 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 54 princesses. You have defeated 16754 enemies. [Fates] You may meet an Aimless-looking merchant on level 1. You may meet a Yellow light on level 2. [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+17,+20) (+10) The weapon of Fingolfin, High King of the Noldor; it shines like a column of ice lit by light unquenchable. Morgoth came but unwillingly to meet it of old; his lame foot will remind him of its might should be meet it again. It can be activated for frost ball (100) every 300 turns if it is being worn. It provides light (radius 1) forever. It increases your speed by 10. It does extra damage from frost. It is especially deadly against trolls. It is a great bane of demons. 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 cold and light. 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. d) The wooden Boomerang of Galdolf (1d9) (+6,+16) It does extra damage from fire. 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. e) an Indestructible Ring of Damage (+16) It cannot be harmed by acid, cold, lightning or fire. f) a Ring of Speed (+12) k) an Amulet of Trickery (+4) m) The Phial of Galadriel (+4) (charging) {A@4} A small crystal phial, with the light of Earendil's Star contained inside. Its light is imperishable, and near it darkness cannot endure. It is from a group of Elven items once entrusted to Hobbits It can be activated for illumination every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. n) Elven Blue Dragon Scale Mail (-2) [30,+13] (+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 chaos. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. o) a Cloak of Mimicry [Wolf] of Aman [1,+31] (+1 to stealth) It increases your stealth by 1. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. p) a Large Leather Shield of Reflection [4,+9] 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 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) a Set of Leather Gloves of Power (+3,+1) [1,+1] (+2) It increases your strength by 2. It provides resistance to blindness. x) a Pair of Soft Leather Boots of Levitation [2,+3] It allows you to levitate. z) (nothing) {) 15 Bolts of Slay Evil (1d5) (+7,+8) It fights against evil with holy fury. |) a Magical Dwarven Pick of Digging (1d4) (+8,+7) (+5) It grants you the power of stone to mud if it is being worn. It increases your ability to tunnel by 5. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) a Parchment titled ``Magic for the Layman'' {Restore} It can be activated for restoration. b) Balrilbon's Soulgem {Teleport} It can be activated for teleportation. c) a Parchment titled ``Secrets of the Gnomish Wizards'' It can be activated for teleportation. d) Tenser's Top-Heavy Teaspoon {hunger} It can be activated for cure hunger. e) 2 Potions of Healing f) a Silver Rod of the Istari of Perception (200/200) {a@1} 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 Golden Rod of the Istari of Recall (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. h) a Mithril Rod of the Istari of Detection (320/320) {a@2} 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 Staff of Teleportation (8 charges) j) The Amulet of Carlammas (+2) A fiery circle of bronze, with mighty spells to ward off evil. It can be activated for protection from evil every 225+d225 turns if it is being worn. It increases your constitution by 2. It provides resistance to fire. It cannot be harmed by acid, cold, lightning or fire. k) Dwarven Chain Mail (-2) [14,+24] (+1) It increases your strength, constitution and infravision by 1. It sustains your strength and 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. l) Hard Leather Armour of Resist Cold (-1) [6,+6] It provides resistance to cold. It cannot be harmed by cold. m) a Beaked Axe of *Slay Troll* (2d6) (+8,+5) (+1) It must be wielded two-handed. It increases your strength by 1. It is especially deadly against trolls. It sustains your strength. It allows you to sense the presence of trolls. It speeds your regenerative powers. n) a Long Sword of Aman (2d5) (+15,+10) [+3] (+1) It increases your wisdom by 1. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It sustains your wisdom. It makes you completely fearless. It allows you to see invisible monsters. It allows you to sense the presence of evil beings. It has been blessed by the gods. 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 increases your dexterity, ability to tunnel and speed by 5. It sustains your dexterity. It cannot be harmed by acid, cold, lightning or fire. p) a Trifurcate Spear of Slay Animal (2d9) (+14,+10) It is especially deadly against natural creatures. q) a Club of Slay Orc (1d4) (+6,+9) It is especially deadly against orcs. r) a Light Crossbow of Power (x3) (+11,+8) s) a small wooden Boomerang of *Slay Animal* (1d4) (+8,+13) (+1 to stealth) It increases your intellence and stealth by 1. It is especially deadly against natural creatures. It allows you to sense the presence of animals. It slows your metabolism. t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) Tenser's Alteration Manual It can be activated for cure insanity. [Home Inventory - Gondolin ] a) Bigby's Big Book of Brutality It can be activated for pet summoning. b) a Sprig of Athelas c) a Wooden Rod of Charging of Trap Location (10/10) {a@2} It regenerates its mana faster. d) a Golden Rod of Simplicity of Door/Stair Location (125/125) {a@3} e) a Ring of Slaying (+13,+17) f) 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, intellence, 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. g) The Star of Elendil (+1) {A@4} The shining Star of the West, a famed heirloom of Elendil's house. It can be activated for magic mapping and light every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It increases your speed by 1. It provides resistance to life draining. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. h) 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. i) The Ring Mail of Saron (-2) [12,+4] It sustains your charisma. It provides immunity to electricity. It provides resistance to life draining, acid, light, confusion, sound and nether. It cannot be harmed by acid, cold, lightning or fire. j) 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 increases your intellence, wisdom and constitution by 3. It provides resistance to acid, poison, confusion and nether. It cannot be harmed by acid, cold, lightning or fire. k) 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 increases your strength, dexterity and speed by 2. It makes you completely fearless. It provides resistance to acid, electricity, fire, cold, blindness, confusion and sound. It cannot be harmed by acid, cold, lightning or fire. l) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) This powerful piece of armour was made using the remains of the Sandworm Queen. It increases your strength, stealth, infravision and ability to tunnel by 5. It provides resistance to acid, electricity, fire and poison. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. 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 increases your intellence and wisdom by 2. It provides resistance to blindness and sound. It allows you to sense the presence of orcs, trolls and evil beings. It cannot be harmed by acid, cold, lightning or fire. n) The Dagger of Orinth (1d4) (+11,+18) (+3 attacks) It increases your constitution and attack speed by 3. It does extra damage from fire. It drains life from your foes. It is a great bane of dragons. It is especially deadly against giants. It strikes at demons with holy wrath. It is a great bane of undead. It cannot be harmed by acid, cold, lightning or fire. o) Climbing Set [Home Inventory - Minas Anor ] a) The Diamond Prism of Light It can be activated for cure insanity. b) Raal's Tormented Spirits (charging) It can be activated for corruption. c) 10 Sprigs of Athelas d) 14 Scrolls of Word of Recall {25% off} e) The Wand of Digging of Thrain (25 charges) The miner's friend. This wand was used by Thrain to dig into the walls of the dungeon and is quite useful because it will never be destroyed. f) The Ring of Power of Uvatha the Horseman (+2 to infravision) It increases your infravision by 2. It makes you invisible. It sustains your wisdom and charisma. It provides resistance to cold, sound, shards and nexus. It allows you to see invisible monsters. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. g) a Ring of Free Action h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) A tunic and skirt sewn with thick, overlapping scales of hardened leather whose wearer moves with agility and assurance. It increases your dexterity and speed by 3. It provides resistance to acid, light and shards. It cannot be harmed by acid, cold, lightning or fire. i) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) {A@5} A famous helm of forged iron granting extraordinary powers of mind and awareness. It can be activated for detection every 55+d55 turns if it is being worn. It increases your intellence, wisdom and searching by 2. It provides resistance to blindness. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. j) The Steel Helm 'Lebohaum' [20,+80] 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. k) 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 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. l) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) This fiery, shining blade earned its sobriquet "Foe-Hammer" from dying orcs who dared to come near hidden Gondolin. It provides light (radius 1) forever. It increases your searching by 1. It does extra damage from fire. It is especially deadly against orcs. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides resistance to fire and light. It allows you to sense the presence of orcs. It slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. m) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} This sword has runes of power incused on its ornate hint, and a single blood channel that gleams coldly blue as you grasp this mighty weapon of peril. It increases your constitution by 5. It is a great bane of dragons. It is especially deadly against trolls. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides resistance to disenchantment. It allows you to sense the presence of dragons and demons. It drains life. It aggravates nearby creatures. It is heavily cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. n) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2) A giant sword once wielded by mighty Turin, and a great dragonbane which bathed in Glaurung's blood: but beware, it will drink the blood of those who wield it eventually. It increases your strength by 2. It does extra damage from fire. It poisons your foes. It is very sharp and can cut your foes. It is a great bane of dragons. It is especially deadly against trolls. It provides immunity to paralysis. It provides resistance to fire and poison. It allows you to sense the presence of dragons. It slows your metabolism. It speeds your regenerative powers. It drains life. It cannot be harmed by acid, cold, lightning or fire. o) The Two-Handed Sword of Ithirie (3d6) (+17,+16) (+6) It must be wielded two-handed. It increases your strength by 6. It does extra damage from frost. It produces chaotic effects. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It is especially deadly against orcs. It is especially deadly against giants. It is a great bane of undead. It fights against evil with holy fury. It cannot be harmed by acid, cold, lightning or fire. p) The Flute of Menolly (+1 to speed) A pretty flute that makes those who play it beautiful, wise and fast. It can be activated for singing a *charming* song if it is being worn. It increases your wisdom, charisma, stealth, speed and luck by 1. It provides resistance to acid, electricity, fire, cold and sound. It allows you to sense the presence of dragonriders. It cannot be harmed by acid, cold, lightning or fire. q) a Parchment - Adventurer's guide to Middle Earth [Home Inventory - Lothlorien ] a) Cathal's Corrupting Cymbal It can be activated for curing. b) an Iron Rod of Nothing (50/50) c) an Aluminium Rod of Capacity of Nothing (150/150) It can hold more mana. d) a Silver Rod of Nothing (100/100) e) 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 increases your intellence, dexterity and speed by 3. It is especially deadly against trolls. It is especially deadly against giants. It provides immunity to paralysis. It allows you to see invisible monsters. It gives telepathic powers. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) Bigby's Big Book of Brutality It can be activated for pet summoning. b) a Sprig of Athelas c) a Wooden Rod of Charging of Trap Location (10/10) {a@2} It regenerates its mana faster. d) a Golden Rod of Simplicity of Door/Stair Location (125/125) {a@3} e) a Ring of Slaying (+13,+17) f) 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, intellence, 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. g) The Star of Elendil (+1) {A@4} The shining Star of the West, a famed heirloom of Elendil's house. It can be activated for magic mapping and light every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It increases your speed by 1. It provides resistance to life draining. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. h) 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. i) The Ring Mail of Saron (-2) [12,+4] It sustains your charisma. It provides immunity to electricity. It provides resistance to life draining, acid, light, confusion, sound and nether. It cannot be harmed by acid, cold, lightning or fire. j) 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 increases your intellence, wisdom and constitution by 3. It provides resistance to acid, poison, confusion and nether. It cannot be harmed by acid, cold, lightning or fire. k) 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 increases your strength, dexterity and speed by 2. It makes you completely fearless. It provides resistance to acid, electricity, fire, cold, blindness, confusion and sound. It cannot be harmed by acid, cold, lightning or fire. l) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) This powerful piece of armour was made using the remains of the Sandworm Queen. It increases your strength, stealth, infravision and ability to tunnel by 5. It provides resistance to acid, electricity, fire and poison. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. 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 increases your intellence and wisdom by 2. It provides resistance to blindness and sound. It allows you to sense the presence of orcs, trolls and evil beings. It cannot be harmed by acid, cold, lightning or fire. n) The Dagger of Orinth (1d4) (+11,+18) (+3 attacks) It increases your constitution and attack speed by 3. It does extra damage from fire. It drains life from your foes. It is a great bane of dragons. It is especially deadly against giants. It strikes at demons with holy wrath. It is a great bane of undead. It cannot be harmed by acid, cold, lightning or fire. o) Climbing Set