[ToME 2.1.0 Character Dump] Name : Gliranydd Age 141 STR: 18/47 Sex : Female Height 50 INT: 18/*** Race : Wood-Elf Weight 77 WIS: 18 Class : Sorceror Social Class 1 DEX: 18/*** Body : Player CON: 18/130 CHR: 18/139 + To Melee Hit 9 Level 42 Max Hit Points 244 + To Melee Damage -1 Experience 2800048 Cur Hit Points -18 + To Ranged Hit 18 Max Exp 2800048 Max SP (Mana) 1141 + To Ranged Damage 0 Exp to Adv. 2880000 Cur SP (Mana) 160 AC 21+181 Gold 434411 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Fair Perception : Heroic Blows/Round: 4 Bows/Throw : Superb Searching : Superb Shots/Round: 1 Saving Throw: Very Good Disarming : Excellent Wpn.dmg/Rnd: 4d4+-4 Stealth : Superb Magic Device: Legendary[32]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 the black sheep of the family. You have hazel eyes, curly red hair, and a dark complexion. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ALWAYS Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 25 (1250') Mordor: Level 48 (2400') Barrow-Downs: Level 10 (500') Heart of the Earth: Level 36 (1800') Maze: Level 37 (1850') Orc Cave: Level 19 (950') The Old Forest: Level 21 (1050') The Land Of Rhun: Level 40 (2000') The Sandworm lair: Level 30 (1500') 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 7th Quelle of the 2890th year of the third age. It now is 21 days that you are adventuring. Your Attributes: You are dead. You can drive yourself into a berserk frenzy. You can cast magic missiles. You can sense what is beyond walls. You are protected by a mystic shield. Your eyes are sensitive to infrared light. You can see invisible creatures. You can fly. You have free action. Your appetite is small. You have ESP. You are lucky. You reflect arrows and bolts. 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 poison. You are resistant to bright light. You are resistant to darkness. You are resistant to confusion. 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 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 ability to score critical hits is affected by your equipment. Corruption list: Skills (points left: 0) - Sneakiness 03.700 [0.900] . Stealth 01.000 [0.500] - Magic 47.850 [1.000] . Magic-Device 48.000 [1.000] . Spell-power 47.400 [0.600] . Sorcery 47.400 [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 00.000 [0.900] . Thaumaturgy 00.000 [0.900] - Spirituality 02.650 [0.550] . Prayer 00.000 [0.500] - Monster-lore 02.300 [0.500] . Symbiosis 10.500 [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 47 princesses. You have defeated 5852 enemies. [Fates] You may meet a Green jelly on level 17. You are fated to meet a Floating eye on level 1. You may find a Potion of Abomination on level 1. [Character Equipment] a) The Mage Staff 'Egrin' (1d4) (-6,-2) [+10](100%) (+5) {cursed, !*} It can be wielded two-handed. It provides light (radius 1) forever. It can be used to store a spell. It increases your intelligence, mana capacity and spell power by 5. It provides immunity to paralysis. It provides resistance to blindness and confusion. It allows you to fly. It allows you to see invisible monsters. It is cursed. It cannot be harmed by acid, cold, lightning or fire. d) (nothing) e) a Ring of Constitution (+2) {!*} f) a Ring of Constitution (+4) {!*} k) an Amulet of Resistance m) a Dwarven Lantern of the Magi (+2) {!*} It grants you the power of magic map if it is being worn. It provides light (radius 2) forever. It can be used to store a spell. It increases your intelligence, wisdom and charisma by 2. It makes you invisible. It provides resistance to blindness. It cannot be harmed by fire. n) The Filthy Rag of the Wight [1,-1] (+6 to searching) A piece of discarded cloth, smelly and dirty. Eurgh. You're not going to wear this, are you??? 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) an Elven Cloak [4,+10] (+4 to stealth) p) a Small Leather Shield of Reflection [2,+10] A small disc of lindenwood, with a leather covering on one side. 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 helmet which protects the entire head. The expensive steel as base material allows it to offer very good protection while being fairly light. 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) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) A set of metal gloves with nasty spikes and barbs, originally made to help in combat, but the additional metal on the backs of the hands also offers a lot more protection. The hand-sheathing of Fingolfin, warrior-king of Elves and Men, who gave Morgoth seven mighty wounds and pain that will last forever. It can be activated for a magical arrow (150) every 90+d90 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 slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. x) a Pair of Hard Leather Boots of Free Action [3,+10] A pair of boots, with hardened leather at the caps, offering a little extra protection for the feet. It provides immunity to paralysis. z) a Rot jelly (160 hp) {) (nothing) |) (nothing) [Character Inventory] a) a Tome of Magical Energy {@1 !k!d!v} b) a Tome of the Eternal Flame {@2 !k!d!v} c) a Tome of the Blowing Wind {@3 !k!d!v} d) a Fireproof Tome of the Impenetrable Earth {@4 !k!d!v} It cannot be harmed by acid. It cannot be harmed by fire. e) a Fireproof Tome of the Everrunning Wave {@5 !k!d!v} It cannot be harmed by fire. f) a Tome of Translocation {@6 !k!d!v} g) a Tome of the Tree {@7 !k!d!v} h) a Tome of Knowledge {@8 !k!d!v} i) a Tome of the Time {@9 !k!d!v} j) a Fireproof Tome of Meta Spells {@0 !k!d!v} This tome gives you deeper insights on the works of magic. It cannot be harmed by fire. k) a Tome of the Mind {!k!d!v} l) 6 Sprigs of Athelas {!*} m) 10 Potions of Cure Critical Wounds {!*} n) a Potion of Healing {!*} o) 4 Potions of Restore Mana {!*} p) a Silver Rod of Cheapness of Recall (100/100) {!*} This rod is used often used by court mages. It creation costs insane amount of gold but it still doesnt beat a golden rod. It can cast spells for a lesser mana cost. q) a Silver Rod of Simplicity of Home Summoning (64/100) This rod is used often used by court mages. It creation costs insane amount of gold but it still doesnt beat a golden rod. r) a Wand of Manathrust[1] of Plenty (10 charges) {@a1 !k!d!v} This magical wand is imbued with a magic spell. s) a Wand of Noxious Cloud[9] (3 charges) t) The Set of Leather Gloves 'Cammithrim' [1,+10] 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. u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) an Unholy Tome of the Hellflame {!k!d!v} b) a Book of Teleporation c) a Copper Rod of Nothing (20/20) d) a Rod Tip of Recall (80 Mana to cast) e) a Rod Tip of Teleport Other (60 Mana to cast) f) a Wand of Dig[1] (20 charges) g) a Wand of Banishment[6] (4 charges) h) 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. i) Elven Soft Studded Leather of Resistance [5,+16] (+2 to stealth) A leather jerkin with metal studs in critical places offering slightly better protection. It increases your stealth by 2. It provides resistance to acid, electricity, fire, cold, dark and disenchantment. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) 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, shards and disenchantment. It cannot be harmed by acid, cold, lightning or fire. k) The Hard Leather Cap of Thranduil [2,+10] (+2) A piece of protective headgear made from hardened leather, just covering the skull. The hunting cap of King Thranduil, to whose ears come all the secrets of his forest domain. It increases your intelligence and wisdom by 2. It provides resistance to blindness and confusion. It allows you to sense the presence of orcs, trolls and evil beings. It cannot be harmed by acid, cold, lightning or fire. l) a Long Sword of *Slay Undead* (2d5) (+13,+7) (+1) It's a bladed weapon. A long straight sword, tapering to a pronounced point. Mainly good for piercing attacks, but it can be used for slashing, too. It is a very popular design and has become standard issue in many armies. It increases your wisdom by 1. It is a great bane of undead. It provides resistance to nether. It allows you to see invisible monsters. It allows you to sense the presence of undead. m) a Pike (*Defender*) (2d5) (+11,+3) [+2] (+4 to stealth) This is a polearm. A staff, 16-18 feet long, that has a small piercing head about 10 inches long. The pike was is often used by infantry to fend off cavalry. It is very effective against mounted troops. It can be wielded two-handed. It increases your wisdom, dexterity, constitution and stealth by 4. It sustains your charisma. It provides immunity to paralysis. It provides resistance to life draining, acid, electricity, fire, cold and poison. It allows you to levitate. It allows you to see invisible monsters. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. n) 21 Silver Bolts of Frost (3d5) (+9,+11) This crossbow bolt has a silver tip, blessed by the Valar for fighting evil. It does extra damage from frost. It fights against evil with holy fury. It cannot be harmed by acid. It cannot be harmed by fire. It cannot be harmed by cold. o) a Mage Staff of Spell (1d4) (+6,+8) It can be wielded two-handed. It can be activated for runespell(Cold, Power Surge, 20) every 100 turns and runespell(Element, Armageddon, 58) every 290 turns if it is being worn. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) 7 Potions of Healing {!*} b) a Ring of Confusion Resistance c) a Ring of Blindness Resistance d) a Dwarven Lantern {!*} e) The Phial of Galadriel (+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. [Home Inventory - Minas Anor ] a) a Tome of the Everrunning Wave {@5 !k!d!v} b) a Potion of *Healing* c) a Moonstone Rod of Nothing (75/75) d) a Silver Rod of Light (100/100) e) a Wand of Slow Monster[7] (10 charges) f) a Wand of Confuse[1] (5 charges) g) a Wand of Ice Storm[2] (3 charges) h) an Amulet of the Serpents [+2] (+3) i) 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. j) The Large Metal Shield of Anarion [5,+20] A large piece of wood, rectangular or oval in shape, and covered with metal to strengthen it. It's to be worn strapped to the arm not occupied by the weapon when fighting. The great metal-bound shield of Anarion, son of Elendil, who Sauron found himself powerless to wither or diminish. It sustains your strength, intelligence, wisdom, dexterity, constitution and charisma. It provides resistance to acid, electricity, fire, cold and disenchantment. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. k) a Pike of Aman (2d5) (+10,+15) [+1] (+2) This is a polearm. A staff, 16-18 feet long, that has a small piercing head about 10 inches long. The pike was is often used by infantry to fend off cavalry. It is very effective against mounted troops. It can be wielded two-handed. It increases your wisdom by 2. 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. 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. l) a Fiery Scythe of Life (5d3) (+10,+12)(20%) A simple farm implement, converted into a weapon by slightly straightening its blade and putting it in line with its pole, instead of the typical right angle. It can be wielded two-handed. It provides light (radius 1) forever. It increases your hit points by 1. It does extra damage from fire. It provides resistance to life draining and fire. It cannot be harmed by fire. m) a Quarterstaff of the Thunderlords (1d9) (+8,+13) (+2 to searching) It's a polearm. A long, wooden pole, usually the height of the wielder. Four of them can be made out of the trunk of one young tree, hence the name. The quarterstaff is an excellent weapon for travelers as it doubles both as a walking staff and as a deterrent against brigands. The quarterstaff is used more in fencing and brawling than melee combat. It can be wielded two-handed. It can be activated for teleport every 50+d50 turns if it is being worn. It increases your searching by 2. It does extra damage from electricity. It is a great bane of dragons. It fights against evil with holy fury. It provides immunity to paralysis. It provides resistance to shards and nexus. It allows you to fly. It allows you to sense the presence of dragons. It slows your metabolism. It speeds your regenerative powers. It induces random teleportation. n) The metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) A strange curved leaf-shaped piece of wood, its forward edges enhanced with metal blades. A powerful boomerang that makes one agile and fast, with a thirst forevil and undead creatures, but demands its wielder not teleport, for fearof desertion. It increases your dexterity and speed by 3. It poisons your foes. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides immunity to paralysis. It provides resistance to acid, electricity, fire, cold and sound. It speeds your regenerative powers. It prevents teleportation. It cannot be harmed by acid, cold, lightning or fire. o) a Mage Staff of Power (1d4) (-8,-4) (+11) It can be wielded two-handed. It can be used to store a spell. It increases your spell power by 11. [Home Inventory - Lothlorien ] a) a Tome of Magical Energy b) a Tome of the Eternal Flame c) a Tome of the Blowing Wind d) a Tome of the Time e) 3 Potions of Healing {!*} f) a Wooden Rod of the Istari of Perception (20/20) The most common rods of all. It's the wood of oak, cut at midnight by a fair maiden. 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 Rod Tip of Cold Balls (55 Mana to cast) h) a Wand of Thunderstorm[4] (5 charges) i) a Wand of Summon Animal[2] (4 charges) j) Elven Blue Dragon Scale Mail (-2) [30,+20] (+1 to stealth) A piece of dragon hide fashioned into an armour, shimmering bright blue. 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 nexus. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. k) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) A leather jerkin, light and unencumbering, but not very protective. 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. l) a Dwarven Metal Cap [3,+7] (+1 to infravision) A metal skullcap, it has added nose and cheekguards. It increases your constitution and infravision by 1. It provides resistance to fire. It allows you to sense the presence of trolls and dragons. m) a Mage Staff of Mana (1d4) (-13,-22)(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 - Gondolin ] a) 7 Potions of Healing {!*} b) a Ring of Confusion Resistance c) a Ring of Blindness Resistance d) a Dwarven Lantern {!*} e) The Phial of Galadriel (+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.