[T-Plus 2.2.7 Character Sheet] Name : Talilath Age 132 STR: 29 Sex : Female Height 44 INT: 38 Race : Dark-Elf Avatar Weight 100 WIS: 32 Class : Sorceror Social Class 8 DEX: 40 Body : Player CON: 22 God : Nobody CHR! 40 + To Melee Hit -50 Level 31 Max Hit Points 228 + To Melee Damage -17 Experience 622962 Cur Hit Points -42 + To Ranged Hit 3 Max Exp 622962 Max SP (Mana) 820 + To Ranged Damage 12 Exp to Adv. 870000 Cur SP (Mana) 717 AC 12+202 Gold 5039269 (Miscellaneous Abilities) Fighting : Very Bad Perception : Superb Blows/Round: 4 Bows/Throw : Bad Searching : Superb Shots/Round: 1 Saving Throw: Excellent Disarming : Good Mel.dmg/Rnd: 4d4-68 Stealth : Superb Magic Device: Heroic Infra-Vision: 130 feet Tactic: coward Explor: normal (Character Background) You are one of several children of a Dark Elven Warrior. You have black eyes, straight black hair and a very dark complexion. [Miscellaneous information] Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ON Arena Levels: OFF Always unusual rooms: OFF Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Barrow-Downs: Level 10 (500') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') The Old Forest: Level 25 (1250') The Sandworm lair: Level 30 (1500') You have done something experimental. Your body was a Player. You have defeated 14625 enemies. The sword that was broken is now reforged. You saved a young hobbit from an horrible fate. You saved 33 princesses. You started your adventure the 43rd Yavie of the 2890th year of the third age. You ended your adventure the 6th Quelle of the 2890th year of the third age. Your adventure lasted 20 days. Your Attributes: You are dead, killed by a Wavelord in a deep water area southwest of Moria. You can emit bright light. You can turn ordinary items to gold. You can run for your life after hitting something. You can cast magic missiles. You can wreck the world around you. You are able to dispel evil monsters. You can walk through walls. Your eyes are sensitive to infrared light. You can see invisible creatures. You can breathe underwater. You levitate just over the ground. 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 can sense the presence of dragons. You can sense the presence of giants. You can sense the presence of demons. You can sense presence of undead. You can sense the presence of evil beings. You can sense the presence of animals. You can sense the presence of good beings. You can sense the presence of non-living things. You can sense the presence of unique beings. You are incredibly lucky. You have a firm hold on your life force. You are surrounded with a fiery aura. You are carrying a permanent light. You are completely immune to acid. You are resistant to lightning. You are resistant 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 sonic attacks. You are resistant to disenchantment. You are resistant to chaos. You are resistant to nexus attacks. You are resistant to nether forces. You are completely fearless. Your eyes are resistant to blindness. Your strength is sustained. Your intelligence is sustained. Your wisdom is sustained. Your constitution is sustained. Your dexterity is sustained. Your charisma is sustained. Your strength is affected by your equipment. Your intelligence is affected by your equipment. Your wisdom is affected by your equipment. Your dexterity is affected by your equipment. Your constitution is affected by your equipment. Your charisma is affected by your equipment. Your stealth is affected by your equipment. Your 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. Skills (points left: 0) . First-aid 01.700 [0.500] . Sneakiness 18.100 [0.900] - Magic 38.492 [1.200] . Magic-Device 30.000 [1.000] . Spell-power 30.600 [0.600] . Sorcery 36.700 [0.700] . Mana 00.000 [0.600] . Fire 00.000 [0.700] . Water 00.000 [0.700] . Air 00.000 [0.700] . Earth 00.000 [0.700] . Meta 00.000 [0.700] . Conveyance 00.000 [0.700] . Divination 00.000 [0.700] . Temporal 00.000 [0.700] . Mind 00.000 [0.700] . Nature 00.000 [0.700] . Necromancy 00.000 [0.900] . Runecraft 00.000 [0.900] . Thaumaturgy 37.800 [0.900] . Spirituality 12.550 [0.550] - Monster-lore 00.000 [0.500] . Mimicry 01.000 [0.300] Abilities * Perfect casting * Tree walking [Character Equipment] a) a Mage Staff of Wizardry [Identify] (1d4) (-30,+9)(60%) (+3) It can be wielded two-handed. It has a spell stored inside. It increases your spell power by 3. It increases your mana capacity by 60%. You found it in the remains of a Master yeek on level 24 of The Old Forest. d) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) It increases your dexterity and speed by 4. It provides resistance to acid, electricity, fire and cold. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. e) a Ring of Intelligence (+3) It increases your intelligence by 3. It sustains your intelligence. You bought it from the Jewelry Shop. f) an Elven Ring of Flames [+15] (+4 to stealth) It can be activated for ball of fire and resist fire every 50+d50 turns if it is being worn. It increases your stealth, searching, infravision and luck by 4. It provides resistance to fire and light. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. You bought it from the Black Market. g) a Dazzling Ring of Dexterity (+5) It grants you the power of illuminate if it is being worn. It provides light (radius 5) forever. It increases your dexterity by 5. It sustains your dexterity. It provides resistance to light. h) a Blessed Ring of Protection [+26] (+1) It increases your wisdom by 1. It provides resistance to life draining. It allows you to see invisible monsters. It has been blessed by the gods. You bought it from the Black Market. i) a Ring of Protection [+19] You bought it from the Magic shop. j) a Ring of Nexus Resistance It provides resistance to nexus. You found it in the remains of a Mature multi-hued dragon on level 30 of Mirkwood. k) a Dwarven Amulet of Charisma (+4) It increases your strength, constitution, charisma, infravision and luck by 4. It sustains your strength and charisma. It allows you to sense the presence of orcs and trolls. It cannot be harmed by acid, cold, lightning or fire. You bought it from the Magic shop. 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. You found it in the remains of Khim, Son of Mim on level 21 of Orc Cave. n) an Elven Robe of Permanence [2,+20] (+2 to stealth) It increases your stealth by 2. It sustains your strength, intelligence, wisdom, dexterity, constitution and charisma. It provides resistance to life draining, acid, electricity, fire, cold, nether and disenchantment. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. You bought it from the Armoury. o) The Cloak of Osgair [1,+8] It sustains your dexterity and constitution. It provides resistance to life draining, acid and fire. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 5 of Barrow-Downs. p) The Small Metal Shield of Thorin [3,+25] (+4) It increases your strength and constitution by 4. It provides immunity to acid. It provides immunity to paralysis. It provides resistance to sound and chaos. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Gorbag, the Orc Captain on level 33 of Mirkwood. s) The Metal Cap of Thengel [3,+12] (+3) It increases your wisdom, charisma and luck by 3. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Dark elven lord on level 20 of Mirkwood. u) 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. You found it lying on the floor of a special level. x) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3) It grants you the power of panic hit if it is being worn. It increases your intelligence, dexterity, charisma, stealth, searching and speed by 3. It provides immunity to paralysis. It provides resistance to light and dark. It allows you to levitate. It allows you to sense the presence of good beings and unique beings. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Wormtongue, Agent of Saruman on level 10 of Barrow-Downs. z) (nothing) {) (nothing) |) a Gnomish Shovel (+0,+0) (+2) It increases your ability to tunnel by 2. [Character Inventory] a) a Fireproof Tome of Knowledge {@m0} It cannot be harmed by fire. You found it lying on the ground on level 23 of The Sandworm lair. b) a Fireproof Book of Beginner Cantrips {@m1} It cannot be harmed by fire. You bought it from the Book Store. c) 2 Books of Teleportation {@m2} d) Bigby's Big Book of Brutality It can be activated for heal 700 hit points every 100 turns. You found it in the remains of a Dark elven warlock on level 26 of Mirkwood. e) 22 Mushrooms of Cure Serious Wounds {100% off} f) 2 Potions of Speed g) 5 Potions of Cure Serious Wounds h) 9 Potions of Cure Critical Wounds i) a Fireproof Scroll of Rune of Protection {!*} It cannot be harmed by fire. You found it in the remains of a Dark elven mage on level 22 of Mirkwood. j) a Moonstone Rod of the Istari of Recall (150/150) {@z3!*} It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. You found it lying on the ground on level 25 of The Sandworm lair. k) a Golden Rod of Detection (125/125) {@z1} l) The Steel Helm of Hammerhand [6,+20] (+3) 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. You found it in the remains of The Minotaur of the Labyrinth on level 37 of Maze. m) (nothing) n) (nothing) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) 2 Fireproof Books of Beginner Cantrips {@m1} It cannot be harmed by fire. You bought it from the Book Store. b) 8 Books of Teleportation {@m2} c) a Spellbook of Recovery {25% off} d) a Spellbook of Vision {25% off} e) 6 Spellbooks of Identify {@m3} f) The Gem of Wisdom It can be activated for cure insanity every 200 turns. You found it lying on the ground on level 19 of The Old Forest. g) Tenser's Top-Heavy Teaspoon It can be activated for teleport (range 100) every 100 turns. You found it lying in a vault on level 22 of The Sandworm lair. h) 2 Sprigs of Athelas i) 16 Potions of Cure Light Insanity j) 10 Potions of Cure Serious Insanity k) 3 Potions of Cure Critical Insanity l) 3 Potions of Cure Insanity m) 6 Scrolls of *Identify* {25% off} n) 2 Scrolls of *Remove Curse* {50% off} o) a Rod Tip of Recall (80 Mana to cast) p) a Staff of Remove Curses[1|16] (10 charges) q) a Radiant Ring of Nether Resistance It grants you the power of illuminate if it is being worn. It provides light (radius 5) forever. It provides resistance to life draining, light, blindness and nether. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Mature gold dragon on level 36 of Maze. r) The Robe of Radagast [2,+20] (+2) It can be activated for charm animal every 300 turns if it is being worn. It can be used to store a spell. It increases your intelligence , wisdom, stealth and searching by 2. It sustains your intelligence and wisdom. It provides immunity to paralysis. It provides resistance to acid, electricity, fire, cold and poison. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Stone troll on level 35 of Maze. s) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) 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. You found it in the remains of The Sandworm Queen on level 30 of The Sandworm lair. t) The Iron Helm 'Holhenneth' [5,+10] (+2) It can be activated for detection every 55+d55 turns if it is being worn. It increases your intelligence, 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. You found it lying on the ground on level 24 of Mirkwood. u) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) It increases your intelligence, 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 cannot be harmed by acid, cold, lightning or fire. You found it lying on the floor of a special level. v) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4) It can be activated for ball of fire (72) every 400 turns if it is being worn. It provides light (radius 1) forever. It increases your strength, dexterity and luck by 4. It does extra damage from fire. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It sustains your dexterity. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to fire and disenchantment. It allows you to see invisible monsters. It has been blessed by the gods. It can resist being shattered by morgul beings. It cannot be harmed by acid, cold, lightning or fire. w) a Broad Spear of *Slay Evil* (1d9) (+11,+10) (+1) x) The Halberd 'Osondir' (3d5) (+6,+9) (+3) It can be wielded two-handed. It increases your charisma by 3. It does extra damage from fire. It is especially deadly against giants. It strikes at undead with holy wrath. It provides resistance to fire and sound. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of giants. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Young multi-hued dragon on level 28 of Mirkwood. [Home Inventory - Lothlorien ] a) a Fireproof Tome of the Everrunning Wave b) a Book of Teleportation {@m2} c) a Spellbook of Greater Identify d) a Spellbook of Recall e) a Spellbook of Restore Body f) a Spellbook of Recovery g) a Spellbook of Magelock h) The Cunning Plan of Zog It can be activated for mass genocide every 1000 turns. You found it in the remains of a Sand-dweller on level 12 of Mirkwood. i) a Sprig of Athelas j) 3 Potions of Cure Critical Insanity k) a Potion of Cure Insanity l) 8 Potions of Healing m) 25 Scrolls of Word of Recall {25% off} n) 10 Scrolls of *Identify* {25% off} o) a Staff of Remove Curses[2|20] (4 charges) p) a Staff of Remove Curses[1|16] (10 charges) q) The Phial of Undeath (-5) {cursed} It can be activated for ruination every 10+d10 turns if it is being worn. It provides light (radius 5) forever. It decreases your strength, intelligence, wisdom, dexterity, constitution, charisma and luck by 5. It allows you to breathe without air. It allows you to sense the presence of undead. It is cursed. It carries an ancient morgothian curse. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. r) 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. You found it lying on the ground on level 27 of Maze. s) a Broad Sword of the Feanturi (2d5) (+13,+14) It provides light (radius 1) forever. It is a great bane of demons. It fights against evil with holy fury. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to life draining, fire and dark. It allows you to sense the presence of evil beings. It has been blessed by the gods. It can resist being shattered by morgul beings. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Skaven on level 22 of Mirkwood. t) a Long Sword (2d5) (+0,+0) {25% off} u) The Long Bow 'Belthronding' (x3) (+20,+22) (+3) It increases your dexterity and stealth by 3. It provides resistance to disenchantment. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Old Man Willow on level 25 of The Old Forest. v) a Mage Staff of Mana (1d4) (-6,+1)(80%) It can be wielded two-handed. It can be used to store a spell. It increases your mana capacity by 80%. You found it in the remains of a Jade monk on level 34 of Maze. [The Mathom-house Inventory - Bree ] a) Tenser's Alteration Manual It can be activated for blindness. You found it in the remains of a Blubbering icky thing on level 27 of Mirkwood. b) The Pendulum of Orcus It can be activated for cure stun every 100 turns. You found it in the remains of a Skeleton Gnome mage on level 24 of Mirkwood. c) The Tome of Elven Household Magic It can be activated for paralyze. You found it in the remains of a Dark elven mage on level 12 of Orc Cave. d) Tenser's Mechanical Magician It can be activated for hallucination every 10 turns. You found it in the remains of a Water naga on level 25 of The Old Forest. e) Raistlin's Ready Ranger It can be activated for paralyze. You found it in the remains of a Blubbering icky thing on level 27 of Mirkwood. f) Jor's Buckler of Missile Attraction It can be activated for cure confusion every 100 turns. You found it in the remains of a Sand-dweller on level 15 of Mirkwood. g) 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. It was given to you as a reward. h) a Parchment - Adventurer's Guide to Middle-earth