[ToME 2.1.0 Character Dump] Name : Etoreg Age 131 STR: 18/70 Sex : Female Height 56 INT: 18/210 Race : Wood-Elf Weight 86 WIS: 18/138 Class : Sorceror Social Class 1 DEX: 18/*** Body : Player CON: 18/160 CHR: 18/180 + To Melee Hit -22 Level 45 Max Hit Points 277 + To Melee Damage -25 Experience 3942675 Cur Hit Points -2 + To Ranged Hit 6 Max Exp 3942675 Max SP (Mana) 1280 + To Ranged Damage 12 Exp to Adv. 4320000 Cur SP (Mana) 1071 AC 21+188 Gold 331610 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Very Bad Perception : Good Blows/Round: 4 Bows/Throw : Very Good Searching : Fair Shots/Round: 1 Saving Throw: Excellent Disarming : Superb Wpn.dmg/Rnd: 4d4+-100 Stealth : Heroic Magic Device: Excellent Infra-Vision: 80 feet Tactic: coward Explor: normal (Character Background) Your father was of the Avari. You are one of several children of a Serf. You are the black sheep of the family. You have blue eyes, straight blond hair, and an average 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 54 (2700') Barrow-Downs: Level 10 (500') Submerged Ruins: Level 50 (2500') Cirith Ungol: Level 50 (2500') Heart of the Earth: Level 36 (1800') Illusory Castle: Level 52 (2600') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') The Old Forest: Level 24 (1200') Moria: Level 50 (2500') The Small Water Cave: Level 34 (1700') The Land Of Rhun: Level 26 (1300') The Sandworm lair: Level 30 (1500') Death fate: Level 1 (50') 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 11th Quelle of the 2890th year of the third age. It now is 25 days that you are adventuring. Your Attributes: You are dead. You can drive yourself into a berserk frenzy. You can restore lost life forces. You can sense what is beyond walls. You are bleeding. You are stunned. 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. You regenerate quickly. Your appetite is small. You have ESP. You are lucky. You have a firm hold on your life force. You reflect arrows and bolts. You are surrounded with electricity. You are carrying a permanent light. You are completely immune to acid. You resist lightning exceptionally well. You are completely immune to fire. You resist cold exceptionally well. You resist poison exceptionally well. 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 blasts of shards. 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 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 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. Corruption list: Skills (points left: 0) - Sneakiness 03.700 [0.900] - Magic 50.000 [1.000] . Magic-Device 01.000 [1.000] . Spell-power 42.000 [0.600] . Sorcery 50.000 [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 06.300 [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 04.300 [0.550] . Prayer 00.000 [0.500] - Monster-lore 11.000 [0.500] . Symbiosis 39.000 [0.500] You established a permanent void jumpgates liaison between Minas Anor and Gondolin, thus allowing the last alliance to exist. 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 53 princesses. You have defeated 6495 enemies. [Fates] You may find a Potion of Heroism on level 10. You may meet a Filthy street urchin on level 1. You may find a Scroll of Phase Door on level 1. [Character Equipment] a) a Mage Staff of Wizardry (1d4) (-15,-7)(80%) (+4) It can be wielded two-handed. It can be used to store a spell. It increases your mana capacity and spell power by 4. d) a small metal Boomerang of *Slay Animal* (1d8) (+6,+12) (+2 to stealth) A short boomerang with metal blades on the forward edges. It increases your intelligence and stealth by 2. It is especially deadly against natural creatures. It allows you to sense the presence of animals. It slows your metabolism. e) The Ring of Dimron (+4) {!*} This piece of jewellery magically improves your agility. It increases your dexterity, constitution, charisma, infravision and ability to score critical hits by 4. It provides resistance to poison, light and confusion. It cannot be harmed by acid, cold, lightning or fire. f) a Ring of Speed (+9) {!*} k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed} A blue stone, with an incredible number of incredibly small runes of power on it. It carries many secrets. It grants you the power of restore life if it is being worn. It provides light (radius 1) forever. It can be used to store a spell. It increases your intelligence, wisdom, luck and mana capacity by 2. It sustains your intelligence and wisdom. It provides resistance to life draining. It allows you to sense the presence of evil beings and good beings. It slows your metabolism. It speeds your regenerative powers. It is heavily cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. m) a Dwarven Lantern of the Magi (+1) It grants you the power of magic map if it is being worn. It provides light (radius 2) forever. It increases your intelligence, wisdom and charisma by 1. It makes you invisible. It provides resistance to blindness. It cannot be harmed by fire. n) The Hard Leather Armour of Apang (-1) [6,+11] A leather armour covering only the body. It is made of hardened leather, making it harder to penetrate, but also harder to move in, as it is rather stiff. It provides immunity to acid and fire. It provides resistance to electricity, poison, light, confusion, shards and nether. It cannot be harmed by acid, cold, lightning or fire. o) The Cloak of Mimicry [Spider] of Celerinen [1,+9] It makes you completely fearless. It provides resistance to acid, electricity, poison, shards, chaos and disenchantment. It allows you to fly. It produces an electric sheath. It cannot be harmed by acid, cold, lightning or fire. p) a Large Leather Shield of Reflection [4,+9] A large oval or rectangular shield. It is made of wood, typically linden, and covered with a layer of hardened leather to offer better protection. 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 Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. A hero's handgear that lends great prowess in battle. It increases your strength and constitution by 2. It provides immunity to paralysis. It cannot be harmed by acid, cold, lightning or fire. x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3) A pair of boots, with hardened leather at the caps, offering a little extra protection for the feet. Footgear made of bear leather and set with opals, which grant the wearer silent, hasted movement. It increases your constitution, stealth and speed by 3. It cannot be harmed by acid, cold, lightning or fire. z) a Death mold (2000 hp) {) (nothing) |) The Shovel 'Bronur' (1d2) (-4,-3) (+1) A simple digging tool for shoveling away rubble and maybe even soft rock. It provides light (radius 1) forever. It increases your intelligence, charisma and ability to tunnel by 1. It does extra damage from fire. It produces chaotic effects. It drains life from your foes. It is especially deadly against giants. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) a Fireproof Tome of Magical Energy {@1 !k!d!v} It cannot be harmed by fire. 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 Fireproof Tome of Translocation {@6 !k!d!v} It cannot be harmed by fire. g) a Fireproof Tome of the Tree {@7 !k!d!v} It cannot be harmed by fire. h) a Fireproof Tome of Knowledge {@8 !k!d!v} It cannot be harmed by fire. i) a Fireproof Tome of the Time {@9 !k!d!v} This tome seems to have trouble to decide whether it really exists now. It's flickering pages contain all that is known about the currents of time. It cannot be harmed by fire. j) a Tome of Meta Spells {!k!d!v} k) a Tome of the Mind {!k!d!v} l) 7 Sprigs of Athelas {!*} m) 10 Potions of Cure Critical Wounds {!*} n) 24 Potions of Healing {!*} o) 4 Potions of *Healing* {!*} p) 2 Potions of Life {!*} q) 5 Potions of Restore Mana {!*} r) 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. s) Climbing Set t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) a Dagger (*Defender*) (1d4) (-3,+1) [+16] (+4 to stealth) It's a bladed weapon. It's the standard weapon of rogues and thieves, the blade is 30 centimeters long. It increases your wisdom, dexterity, constitution and stealth by 4. It sustains your constitution. It provides immunity to paralysis. It provides resistance to life draining, acid, electricity, fire, cold, poison and nether. 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. [Home Inventory - Lothlorien ] a) a Tome of the Blowing Wind b) an Unholy Tome of the Hellflame {!k!d!v} c) Raal's Tome of Unconventional Warfare {Mass Genocide} It can be activated for mass genocide. d) Jor's Compendium of Strange Behaviour {Cure Insanity} It can be activated for cure insanity. e) a Death mold (1076 hp) f) a Cursed Ring of See Invisible This magical piece of jewellery allows your eyes to perceive beings otherwise unseen. It allows you to see invisible monsters. It can re-curse itself. g) The Ring of Elumlaron (+4) This magical piece of jewellery makes you smarter. It increases your intelligence and dexterity by 4. It sustains your strength, wisdom and constitution. It provides immunity to paralysis. It provides resistance to fire, cold, poison, blindness, chaos and disenchantment. It allows you to levitate. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. h) 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, intelligence, 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. i) a Ring of Invisibility {!*} j) an Amulet of Reflection k) an Amulet of the Serpents [+3] (+3) l) The Amulet of Ardhrest [Globe of Light] (+4 to stealth) This amulet is a container for spells. Those that are skilled in copying spells can inscribe a spell into it. It has a spell stored inside. It increases your intelligence, dexterity and stealth by 4. It sustains your intelligence. It makes you completely fearless. It provides resistance to acid, chaos and disenchantment. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. m) Elven Blue Dragon Scale Mail (-2) [30,+11] (+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 poison. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. n) The Ring Mail of Nindorn (-2) [12,+12] It sustains your strength and dexterity. It provides immunity to acid and fire. It provides resistance to poison and disenchantment. It cannot be harmed by acid, cold, lightning or fire. o) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) This is a leather armour with many small metal plates fixed to it, covering it entirely. 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, confusion, sound and nether. It cannot be harmed by acid, cold, lightning or fire. p) The Filthy Rag of the Wight [1,+8] (+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. q) 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, poison and shards. It cannot be harmed by acid, cold, lightning or fire. r) The Cloak of Mimicry [Sparrow] of Anarfaude [1,+10] It provides immunity to cold. It provides immunity to paralysis. It provides resistance to sound. It cannot be harmed by acid, cold, lightning or fire. s) The Large Leather Shield of Celegorm [4,+20] A large oval or rectangular shield. It is made of wood, typically linden, and covered with a layer of hardened leather to offer better protection. This shield emblazoned with a multitude of creatures not seen for ages once protected Celegorm, lord of Himlad; around it lies a mystic balance that contains the conflicts of the elements. It provides resistance to acid, electricity, fire, cold, light, dark and disenchantment. It cannot be harmed by acid, cold, lightning or fire. t) The Steel Helm 'Lebohaum' [20,+80] (charging) A helmet which protects the entire head. The expensive steel as base material allows it to offer very good protection while being fairly light. 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. u) a Mage Staff of Power [Essense of Speed] (1d4) (-21,-1) (+11) It can be wielded two-handed. It has a spell stored inside. It increases your spell power by 11.