[ToME 2.1.0 Character Dump] Name : Lothiar Age 114 STR: 13 Sex : Neuter Height 58 INT: 18/99 Race : Corrupted High-Elf Weight 194 WIS: 18/32 Class : Sorceror Social Class 17 DEX: 18/108 Body : Player CON: 14 CHR: 18/86 + To Melee Hit -17 Level 32 Max Hit Points 103 + To Melee Damage -12 Experience 437649 Cur Hit Points -36 + To Ranged Hit 10 Max Exp 437649 Max SP (Mana) 226 + To Ranged Damage 14 Exp to Adv. 500000 Cur SP (Mana) 195 AC 18+56 Gold 644286 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Very Bad Perception : Good Blows/Round: 2 Bows/Throw : Excellent Searching : Fair Shots/Round: 1 Saving Throw: Excellent Disarming : Very Good Wpn.dmg/Rnd: 2d4+-24 Stealth : Excellent Magic Device: Superb Infra-Vision: 40 feet Tactic: normal Explor: normal (Character Background) Your mother was of the Nandor. You are the illegitimate but acknowledged child of a Serf. You are a credit to the family. You have hazel eyes, wavy red hair, and a dark complexion. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: OFF Preserve Mode: ON Autoscum: ON Small Levels: ALWAYS Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 30 (1500') Barrow-Downs: Level 10 (500') Orc Cave: Level 22 (1100') 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 9th Quelle of the 2890th year of the third age. It now is 23 days that you are adventuring. Your Attributes: You are dead. You can mystify pets. You can wake up a pet. Your eyes are sensitive to infrared light. You can see invisible creatures. You can fly. You have free action. Your appetite is small. You are unlucky. You are surrounded with electricity. You are carrying a permanent light. You are resistant to acid. You are resistant to lightning. You are resistant to poison. You are resistant to bright light. You are resistant to blasts of shards. Your intelligence is sustained. Your wisdom is sustained. Your constitution is sustained. Your dexterity is affected by your equipment. Your digging ability is affected by your equipment. Your speed is affected by your equipment. Your ability to score critical hits is affected by your equipment. Corruption list: Skills (points left: 0) - Weaponmastery 01.000 [0.500] - Archery 18.000 [0.500] - Sneakiness 01.000 [0.900] . Stealth 01.000 [0.500] . Disarming 01.000 [0.500] - Magic 23.560 [1.000] . Magic-Device 03.000 [1.000] . Spell-power 37.200 [0.600] . Sorcery 37.000 [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] . Necromancy 00.000 [0.900] . Runecraft 01.800 [0.900] . Thaumaturgy 14.400 [0.900] - Spirituality 01.000 [0.550] . Prayer 00.000 [0.500] - Monster-lore 00.000 [0.500] . Mimicry 01.000 [0.500] You saved 30 princesses. You have defeated 4440 enemies. [Fates] You are fated to die on level 1. [Character Equipment] a) a Mage Staff of Power [Recovery] (1d4) (-10,-2) (+10) It can be wielded two-handed. It has a spell stored inside. It increases your spell power by 10. d) a Long Bow of Extra Might (x4) (+12,+14) A Bow almost as long as a human. It takes considerable strength and skill to use and is rather awkward to carry around inside buildings. Nevertheless, it shoots arrows with astonishing force. You can 'f'ire with it after you 'w'ield it. It provides resistance to poison. It fires missiles with extra might. e) a Ring of Speed (+6) f) a Ring of Flying k) an Amulet of Slow Digestion m) a Dwarven Lantern n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Deathwatch} A suit of armour made of overlapping hardened leather scales. It offers good protection while still being rather lightweight. A tunic and skirt sewn with thick, overlapping scales of hardened leather whose wearer moves with agility and assurance. It increases your dexterity and speed by 3. It provides resistance to acid and shards. It cannot be harmed by acid, cold, lightning or fire. o) a Cloak of Mimicry [Goat] of Electricity [1,+7] It provides resistance to electricity. It produces an electric sheath. It cannot be harmed by acid. It cannot be harmed by electricity. p) a Small Leather Shield of Resist Lightning [2,+5] A small disc of lindenwood, with a leather covering on one side. It provides resistance to electricity. It cannot be harmed by electricity. s) The Metal Cap of Angri [3,+3] A metal skullcap, it has added nose and cheekguards. It provides light (radius 1) forever. It sustains your intelligence and wisdom. It provides immunity to paralysis. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Leather Gloves 'Cammithrim' [1,+10] {Deathwatch} Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. 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. x) (nothing) z) (nothing) {) 23 Sheaf Arrows (exploding) (1d5) (+5,+3) |) a Mattock of Digging (1d8) (+10,+9) (+6) This is digging tool. Use it to dig in walls, destroy doors or cut wood. It increases your ability to tunnel by 6. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) a Tome of Magical Energy b) a Tome of the Impenetrable Earth c) a Fireproof Tome of Translocation It cannot be harmed by fire. d) a Tome of Meta Spells e) a Book of Beginner Cantrips f) a Book of Fireflash g) a Spellbook of Essense of Speed h) a Spellbook of Vision i) a Spellbook of Identify j) a Spellbook of Noxious Cloud k) a Spellbook of Vapor l) a Runestone {identify ball} m) 6 Mushrooms of Cure Confusion n) a Lembas o) a Potion of Cure Serious Wounds p) 5 Potions of Cure Critical Wounds q) a Potion of Restore Mana r) a Cloak of Mimicry [Dragon] of Protection [1,+10] It provides resistance to shards. It cannot be harmed by acid, cold, lightning or fire. s) an Acidic Broken Dagger (1d1) (+6,+4) It's a bladed weapon. The blade itself is 30 centimeters and broken off not far above the hilt. It does extra damage from acid. It provides resistance to acid. It cannot be harmed by acid. t) a Small Sword of Slay Dragon (1d6) (+3,+2) It's a bladed weapon. It's the favourite weapon of strong mages and thieves, the blade is about half a meter. It's very easy to handle, although it is a lot less efficient than the longer and heavier designs. It is especially deadly against dragons. u) The Mace of Sorthoron (2d4) (+14,-3) (+4) It's a hafted weapon. This weapon is is club ending in a ball shape. The ball shape is scattered with metal shards. Like this you crush and cut your adversary. It can be wielded two-handed. It increases your charisma by 4. It does extra damage from fire. It produces chaotic effects. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. v) 24 Arrows (exploding) (1d4) (+4,+5) w) (nothing) [Home Inventory - Bree ] a) 15 Mushrooms of Cure Serious Wounds {100% off} b) a Parchment - Adventurer's guide to Middle Earth [Home Inventory - Lothlorien ] a) a Tome of Translocation b) a Book of Teleporation c) a Spellbook of Recovery d) a Spellbook of Dig e) a Rune [Self] f) a Rune [Arrow] g) a Runestone h) a Runestone {25% off} i) a Rune [Gravity] j) a Rune [Life] k) 2 Runes [Knowledge] l) 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. m) The Ring of Maleth (+1) When you put on this ring, you will be able to float just above the floor. This will prevent a lot of traps to trigger, and all your falls will be painless. It also prevents you from drowning. It increases your dexterity by 1. It provides resistance to sound, shards and nexus. It allows you to levitate. It cannot be harmed by acid, cold, lightning or fire. n) Green Dragon Scale Mail (-2) [30,+22] o) Dwarven Metal Scale Mail of Resist Cold (-2) [13,+16] (+2) A suit of overlapping metal scales, sewn onto a leather or cloth jerkin. It increases your strength, constitution and infravision by 2. It sustains your strength and constitution. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to cold and dark. It cannot be harmed by acid, cold, lightning or fire. p) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4) Metal gloves protecting the hands up to the middle of the lower arm. 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 increases your constitution by 4. It sustains your constitution. It provides resistance to cold. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. q) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4) {snaga?} A one-headed axe made for combat, with an elongated moon-shaped blade. Forged by the dwarves of Khazad-dum in a time of desperation, this axe turned many a battle against the invading orcs. It can be activated for detect orcs every 10 turns if it is being worn. It increases your dexterity and searching by 4. It is especially deadly against orcs. It cannot be harmed by acid, cold, lightning or fire. r) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) {Deathwatch} This is a bladed weapon. This blade is sinuosly curved and tipped with a harpoon like end. This blade has a large handguard and was designed as an off-hand weapon, This short but cruel blade is a favourite among Orcs. 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 levitate. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. s) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks) It's a bladed weapon. This oriental blade has 2 edges and is deeply curved. It has a wide and very sharp end. It is the forefather of the sabre. 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 increases your intellence, wisdom and attack speed by 2. 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 light, nexus, chaos and disenchantment. It allows you to see invisible monsters. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. t) The Spear of Ereth (1d6) (+29,+8) (+4) This is a polearm. Spears tended to have a strong, wide, leaf-shaped head with a ridge down the middle. The spearhead is attached to the wooden shaft by a socket. The sockets were usually riveted to the shaft and some have two small lugs near the base of the socket to allow the head to be possibly bound on as well. This spear is 7 feet long. It increases your strength and charisma by 4. It does extra damage from acid and electricity. It poisons your foes. It produces chaotic effects. It drains life from your foes. It is very sharp and make your foes bleed. It is a great bane of dragons. It is especially deadly against giants. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. u) The Rounded Pebble 'Travak' (3d6) (+8,+5) Small round stones. When fired with a sling, they could even hurt a giant.S You can use it for 'f'iring a sling. A bolt imbued with the powers of the elements. It does extra damage from acid, electricity, fire and frost. It poisons your foes. It cannot be harmed by acid, cold, lightning or fire.