[ToME 2.1.0 Character Dump] Name : Ariramas Age 22 Str: 22 24 Sex : Male Height 83 INT: 9 Race : Troll Barbarian Weight 157 WIS: 12 Class : Loremaster Social Class 1 DEX: 13 Body : Dark elven priest CON: 18 CHR: 5 + To Melee Hit 26 Level 24 Max Hit Points 114 + To Melee Damage 29 Experience 21511 Cur Hit Points -44 + To Ranged Hit 9 Max Exp 21511 Max SP (Mana) 8 + To Ranged Damage 0 Exp to Adv. 25250 Cur SP (Mana) 8 AC 50+39 Gold 21593 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Heroic Perception : Very Bad Blows/Round: 2 Bows/Throw : Fair Searching : Bad Shots/Round: 1 Saving Throw: Very Bad Disarming : Bad Wpn.dmg/Rnd: 2d4+58 Stealth : Bad Magic Device: Fair Infra-Vision: 30 feet Tactic: berserker Explor: running (Character Background) Your father was a Hill-Troll Warrior. You have slime green eyes, mangy dark purple hair, and green scabby skin. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ON Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 17 (850') Barrow-Downs: Level 7 (350') The Old Forest: Level 13 (650') Your body was a Dark elven priest. You started your adventure the 43rd Yavie of the 2890th year of the third age. You ended your adventure the 46th Yavie of the 2890th year of the third age. It now is 3 days that you are adventuring. Your Attributes: You are dead. You are very smart (INT +4). You cannot speak. You can open doors. You can bash doors. You are inherently evil. Your eyes are sensible to bright light. You can cause serious wounds. You can cast magic missile. You can blind. You can use confusion. You can heal yourself. You can create darkness. You are immortal. You aggravate monsters. Your eyes are sensitive to infrared light. You can fly. You regenerate quickly. You can sense the presence of trolls. You are lucky. You are surrounded with a fiery aura. 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 fire. You are resistant to cold. You are resistant to darkness. You are resistant to confusion. Your eyes are resistant to blindness. Your wisdom is affected by your equipment. Your charisma is affected by your equipment. Your stealth is affected by your equipment. Your digging ability is affected by your equipment. Your weapon burns your foes. Your weapon strikes at undead with holy wrath. Your weapon is especially deadly against dragons. Corruption list: 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: 5) - Combat 15.000 [0.700] - Weaponmastery 25.500 [0.700] - Archery 01.000 [0.700] . Barehand-combat 01.000 [0.700] - Sneakiness 03.205 [0.700] . Stealth 01.700 [0.700] . Disarming 03.100 [0.700] - Magic 00.978 [0.600] . Magic-Device 13.000 [1.000] . Udun 00.000 [0.400] - Spirituality 01.700 [0.700] . Prayer 05.000 [0.500] - Monster-lore 10.240 [1.100] . Summoning 00.000 [0.500] . Corpse-preservation 08.700 [0.700] . Possession 12.500 [0.500] . Symbiosis 05.000 [0.500] . Mimicry 04.000 [0.500] You saved 13 princesses. You have defeated 1965 enemies. [Character Equipment] a) The Dagger 'Narthanc' (E:9219, L:19) (1d4) (+17,+11) (+1) {cursed} It's a bladed weapon. It's the standard weapon of rogues and thieves, the blade is 30 centimeters long. A fiery dagger finely balanced for deadly throws. It is one of the 3 legendary daggers. It is sentient and can have access to the realms of Fire, Cold, Acid, Lightning, Poison. It can be activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It provides light (radius 1) forever. It increases your ability to tunnel by 1. It does extra damage from fire. It is especially deadly against dragons. It strikes at undead with holy wrath. It provides resistance to acid, electricity, fire and blindness. It produces a fiery sheath. It produces an electric sheath. It is cursed. It cannot be harmed by acid, cold, lightning or fire. d) a Sling (x2) (+0,+0) {cursed} e) an Indestructible Ring of Protection [+14] {cursed} This ring creates a magical aura around you, protecting you against the blows of your enemies. It is cursed. It cannot be harmed by acid, cold, lightning or fire. f) a Ring of Levitation k) an Amulet of Acid Resistance m) a Dwarven Lantern n) a Thunderlord Coat of Resistance [9,+10] This suit of thick impregnated cloth is worn by the riders of flying steeds, and protects them from extremes of temperatures. It provides resistance to acid, electricity, fire and cold. It cannot be harmed by acid, cold, lightning or fire. o) a Cloak of Mimicry [Ape] of Aman [1,+21] (+2 to stealth) It increases your stealth by 2. It provides resistance to dark. It cannot be harmed by acid, cold, lightning or fire. p) a Small Metal Shield of Resist Lightning [3,+8] A small shield strengthened with a layer of metal. It provides resistance to electricity. It cannot be harmed by electricity. s) The Metal Cap of Thengel [3,+12] (+3) A metal skullcap, it has added nose and cheekguards. A ridged helmet made of steel, and embossed with scenes of valor in fine-engraved silver. It grants the wearer nobility, clearness of thought and understanding. It increases your wisdom, charisma and luck by 3. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. u) a Set of Leather Gloves [1,-1] x) a Pair of Hard Leather Boots [3,+0] z) (nothing) {) 13 Rounded Pebbles (1d2) (+0,+0) |) a Pick (1d3) (+0,+0) (+1) [Character Inventory] a) a Spellbook of Curse b) 7 Potions of Cure Critical Wounds c) 4 Scrolls of Phase Door d) a Scroll of Word of Recall {!*} e) 9 Scrolls of Satisfy Hunger f) an Iron Rod of Cheapness of Nothing (50/50) This is the better version of the copper rod. It has been forged with iron that comes from way deep, where the dwarves should not go. It can cast spells for a lesser mana cost. g) a Staff of Teleportation (7 charges) h) a Staff of Perception (10 charges) i) a Dagger (1d4) (+0,+0) j) a Katana of Slay Demon (3d4) (+5,+7) It's bladed weapon. The katana is a long blade with only a small disk for a guard. Its hilt is long enough for two hands, though it could be used with only one hand, and usually wrapped in cloth or leather. The art of smithing such swords is largely unknown in this part of middle-earth, and such weapons are typically imported from distant parts. It can be wielded two-handed. It strikes at demons with holy wrath. k) a Lucerne Hammer (2d5) (+1,+5) l) a Fiery Lead-Filled Mace of Slay Demon (3d4) (+7,+4) It's a hafted weapon. A large, mean mace filled with lead in order to wreak a maximum of havoc. It can be wielded two-handed. It provides light (radius 1) forever. It does extra damage from fire. It strikes at demons with holy wrath. It provides resistance to fire. It cannot be harmed by fire. m) a Lead-Filled Mace of Slay Undead (3d4) (+1,+5) It's a hafted weapon. A large, mean mace filled with lead in order to wreak a maximum of havoc. It can be wielded two-handed. It strikes at undead with holy wrath. n) a Light Crossbow (x3) (+0,+0) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) a Ring of Invisibility [Home Inventory - Lothlorien ] a) a Wooden Rod of Nothing (10/10) b) an Everburning Torch