[ToME 2.1.0 Character Dump] Name : Hirap Age 310 Str: 40 40 Sex : Neuter Height 66 Int: 3 5 Race : Ent Weight 83 Wis: 3 14 Class : Swordmaster Social Class 1 Dex: 13 18 Body : Player Con: 27 38 God : Melkor Bauglir Chr: 3 15 + To Melee Hit 82 Level 38 Max Hit Points 673 + To Melee Damage 89 Experience 1711412 Cur Hit Points -10 + To Ranged Hit 40 Max Exp 1711412 Max SP (Mana) 9 + To Ranged Damage 14 Exp to Adv. 1785000 Cur SP (Mana) 9 AC 39+157 Gold 207099 Piety 41610 (Miscellaneous Abilities) Fighting : Legendary[65]Perception : Good Blows/Round: 8 Bows/Throw : Legendary[5] Searching : Excellent Shots/Round: 1 Saving Throw: Fair Disarming : Fair Wpn.dmg/Rnd: 16d5+712 Stealth : Bad Magic Device: Heroic Infra-Vision: 50 feet Tactic: berserker Explor: normal (Character Background) You are of an unknown generation of the Ents.You have green skin and unflexible members. [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: ON Recall Depth: Barrow-Downs: Level 10 (500') Orc Cave: Level 22 (1100') The Old Forest: Level 25 (1250') Moria: Level 43 (2150') The Small Water Cave: Level 34 (1700') 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 50th Yavie of the 2890th year of the third age. It now is 7 days that you are adventuring. Your Attributes: You are dead, killed by a Hand druj. You can grow trees. 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 incredibly lucky. You are completely immune to acid. You are completely immune to fire. 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 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. You suffer from Black Breath. 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 searching ability is affected by your equipment. Your digging ability is affected by your equipment. Your speed is affected by your equipment. Your attack speed is affected by your equipment. Your ability to score critical hits is affected by your equipment. Your weapon has been blessed by the gods. Your weapon strikes at animals with extra force. Your weapon strikes at evil with extra force. Your weapon strikes at undead with holy wrath. Your weapon strikes at demons with holy wrath. Your weapon is especially deadly against dragons. Corruption list: Skills (points left: 0) - Combat 43.580 [0.900] - Weaponmastery 43.744 [0.950] - Sword-mastery 43.000 [0.700] . Axe-mastery 00.000 [0.300] - Hafted-mastery 00.000 [0.300] . Polearm-mastery 00.000 [0.300] - Archery 01.000 [0.600] . Barehand-combat 00.000 [0.200] . Antimagic 00.000 [0.550] - Sneakiness 05.590 [0.900] . Disarming 19.900 [0.900] - Magic 02.149 [0.300] . Magic-Device 41.250 [1.150] . Conveyance 10.000 [0.500] . Udun 00.000 [0.400] - Spirituality 01.000 [0.400] . Prayer 00.000 [0.500] - Monster-lore 00.000 [0.500] You saved 10 princesses. You have defeated 5556 enemies. [Fates] You may find a Light War Axe on level 28. You may find a Filthy Rag on level 28. [Character Equipment] a) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks) It increases your intelligence, 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 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. d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) It can be activated for large cold ball (300) every 100 turns if it is being worn. It increases your speed by 10. It provides resistance to fire. It gives telepathic powers. It cannot be harmed by acid, cold, lightning or fire. e) an Indestructible Ring of Damage (+10) {cursed} It is cursed. It cannot be harmed by acid, cold, lightning or fire. f) a Ring of Invisibility {cursed} k) an Amulet of Acid Resistance {cursed} 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. n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) It increases your dexterity and speed by 3. It provides resistance to acid, blindness and shards. It cannot be harmed by acid, cold, lightning or fire. o) The Cloak of Thorongil [1,+11] It provides immunity to paralysis. It makes you completely fearless. It provides resistance to acid. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. 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, nether and chaos. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. s) The Steel Helm 'Lebohaum' [20,+79] It can be activated for sing a cheerfull song every 3 turns if it is being worn. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2) It increases your strength and constitution by 2. It provides immunity to paralysis. It cannot be harmed by acid, cold, lightning or fire. x) a Pair of Hard Leather Boots of Levitation [3,+1] It provides resistance to confusion. It allows you to levitate. z) (nothing) {) The Seeker Arrow of Gondor (10d8) (+10,+20) It strikes at demons with holy wrath. It fights against evil with holy fury. It cannot be harmed by acid, cold, lightning or fire. |) an Orcish Pick of Digging (1d3) (+6,+9) (+6) It increases your ability to tunnel by 6. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) Kelek's Wormhole Machine It can be activated for summon monster. b) The Pendulum of Orcus It can be activated for cure stun. c) Benetar's Death Ray Experiment It can be activated for light absorbtion. d) A parchment titled ''Immortality For Dummies'' It can be activated for restore stats and life levels every 750 turns. e) a Potion of Restore Life Levels f) 3 Scrolls of Word of Recall {!*!*} g) a Copper Rod of the Istari of Lightning Bolts (40/40) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. h) a Moonstone Rod of Simplicity of Fire Bolts (75/75) i) a Moonstone Rod of Nothing (75/75) j) a Silver Rod of Quickness of Fire Balls (100/100) It can cast spells faster. k) a Silver Rod of Charging of Nothing (100/100) It regenerates its mana faster. l) a Golden Rod of Nothing (125/125) m) a Rod Tip of Illumination (8 Mana to cast) n) a Rod Tip of Frost Bolts (35 Mana to cast) o) a Wand of Ice Storm[1] (6 charges) p) a Staff of Remove Curses[4] (3 charges) q) a Staff of Identify[1] (12 charges) r) a Staff of Sense Hidden[6] (6 charges) s) a Ring of Teleportation {cursed} t) The Stone of Lore It can be activated for perilous identify every turn if it is being worn. It provides light (radius 1) forever. It cannot be harmed by acid, cold, lightning or fire. u) The Dagger 'Angrist' (2d4) (+5,+9) (+4) It increases your dexterity, stealth and searching by 4. It does extra damage from acid. It poisons your foes. 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 provides resistance to dark. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. v) (nothing) w) (nothing) [Home Inventory - Bree ] a) a Copper Rod of Simplicity of Nothing (20/20) b) an Iron Rod of Simplicity of Nothing (50/50) c) a Golden Rod of Charging of Nothing (125/125) It regenerates its mana faster. d) The Hard Leather Cap of Thranduil [2,+10] (+2) It increases your intelligence and wisdom by 2. It provides resistance to blindness and nexus. It allows you to sense the presence of orcs, trolls and evil beings. It cannot be harmed by acid, cold, lightning or fire. e) 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. f) The Set of Gauntlets 'Paurnen' [2,+15] It can be activated for acid bolt (5d8) every 5+d5 turns if it is being worn. It can be used to store a spell. It provides resistance to acid. It cannot be harmed by acid, cold, lightning or fire. g) The Set of Gauntlets 'Pauraegen' [2,+15] It can be activated for lightning bolt (4d8) every 6+d6 turns if it is being worn. It can be used to store a spell. It provides resistance to electricity. It cannot be harmed by acid, cold, lightning or fire. h) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching) It increases your searching, infravision and ability to tunnel by 10. It is especially deadly against giants. It fights against evil with holy fury. It makes you completely fearless. It provides resistance to acid, electricity, fire and cold. It cannot be harmed by acid, cold, lightning or fire. i) The Dagger 'Belangil' (2d4) (+0,+0) (+2) It can be activated for frost ball (48) every 5+d5 turns if it is being worn. It increases your dexterity, speed and attack speed by 2. It does extra damage from frost. It poisons your foes. It provides resistance to cold. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. j) The Dagger of Rilia (2d4) (+4,+3) It can be activated for stinking cloud (12), rad. 3, every 4+d4 turns if it is being worn. It poisons your foes. It is especially deadly against orcs. It provides resistance to poison and disenchantment. It cannot be harmed by acid, cold, lightning or fire. k) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6) It can be activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It provides light (radius 1) forever. It does extra damage from fire. It provides resistance to fire and shards. It cannot be harmed by acid, cold, lightning or fire. l) 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 provides resistance to shards. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. m) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) It increases your dexterity and stealth by 3. It provides resistance to acid, electricity, fire and cold. 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) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) It provides light (radius 1) forever. It increases your searching by 3. It does extra damage from frost. It is especially deadly against dragons. It is especially deadly against orcs. It fights against evil with holy fury. It makes you completely fearless. It provides resistance to cold and dark. It allows you to sense the presence of orcs and dragons. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. o) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) It provides light (radius 1) forever. It increases your searching by 1. It does extra damage from fire. It is especially deadly against orcs. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides resistance to fire and light. It allows you to sense the presence of orcs. It slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. p) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2) It increases your dexterity, charisma and stealth by 2. It is especially deadly against orcs. It is especially deadly against trolls. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of orcs and trolls. It cannot be harmed by acid, cold, lightning or fire. q) The Bastard Sword 'Ranar' (3d4) (+7,+20) (+1 attack) It can be wielded two-handed. It increases your strength, intelligence, charisma and attack speed by 1. It does extra damage from electricity and frost. It is especially deadly against trolls. It strikes at undead with holy wrath. It fights against evil with holy fury. It cannot be harmed by acid, cold, lightning or fire. r) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed) It increases your stealth, infravision and speed by 3. It does extra damage from frost. It strikes at undead with holy wrath. It provides resistance to cold and dark. It allows you to see invisible monsters. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. s) The Lance of Eorlingas (3d8) (+3,+21) (+2) It increases your strength, dexterity and speed by 2. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It makes you completely fearless. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. t) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4) It can be activated for drain life (90) every 70 turns if it is being worn. It increases your wisdom and infravision by 4. It does extra damage from frost. It is especially deadly against orcs. It provides resistance to cold, light and nether. It allows you to sense the presence of orcs, trolls and giants. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. u) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth) It can be activated for confuse monster every 15 turns if it is being worn. It provides light (radius 1) forever. It increases your stealth by 2. It does extra damage from fire. It fights against evil with holy fury. It provides resistance to fire and confusion. It cannot be harmed by acid, cold, lightning or fire. v) The Short Bow of Amrod (x4) (+12,+15) (+2) It increases your strength and constitution by 2. It provides resistance to electricity, fire and cold. It speeds your regenerative powers. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. w) The Long Bow of Bard (x5) (+17,+19) (+2) It increases your dexterity and luck by 2. It provides immunity to paralysis. It allows you to sense the presence of dragons. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. x) 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. [Home Inventory - Lothlorien ] a) a Rod Tip of Recall (80 Mana to cast) b) The Anchor of Space-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. c) The Chain Mail of Arvedui (-2) [14,+15] (+2) It increases your strength and charisma by 2. It provides resistance to acid, electricity, fire, cold, sound, shards and nexus. It cannot be harmed by acid, cold, lightning or fire. d) The Augmented Chain Mail of Rimande (-2) [16,+13] It sustains your dexterity. It provides immunity to fire. It makes you completely fearless. It provides resistance to acid, light and disenchantment. It cannot be harmed by acid, cold, lightning or fire. e) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) It can be activated for destroy doors every 10 turns if it is being worn. It increases your intelligence, wisdom and constitution by 3. It provides resistance to acid, poison, light and confusion. It cannot be harmed by acid, cold, lightning or fire. f) The Large Leather Shield of Celegorm [4,+20] It provides resistance to acid, electricity, fire, cold, light, dark and sound. It cannot be harmed by acid, cold, lightning or fire. g) The Large Metal Shield of Cuingol [5,+11] It sustains your strength and dexterity. It provides resistance to life draining, poison, light, nether, chaos and disenchantment. It reflects bolts and arrows. It cannot be harmed by acid, cold, lightning or fire. h) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) It can be activated for rays of fear in every direction if it is being worn. It decreases your intelligence, wisdom and searching by 5. It provides immunity to cold. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to acid, fire, poison and disenchantment. It allows you to see invisible monsters. It produces an anti-magic shell. It drains life. It induces random teleportation. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. i) The Set of Gauntlets 'Paurhach' [2,+15] It can be activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It can be used to store a spell. It provides resistance to fire. It cannot be harmed by acid, cold, lightning or fire. j) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) It increases your dexterity by 4. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It cannot be harmed by acid, cold, lightning or fire. k) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) It increases your constitution by 3. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It fights against evil with holy fury. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. l) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4) 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. m) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2) It can be activated for mass genocide every 1000 turns if it is being worn. It increases your strength, intelligence, wisdom, dexterity, constitution and charisma by 2. It does extra damage from frost. It is especially deadly against orcs. It is a great bane of demons. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides immunity to cold. It provides immunity to paralysis. It allows you to see invisible monsters. It allows you to sense the presence of non-living things. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. n) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) It can be activated for fire ball (300) every 200+d200 turns if it is being worn. It decreases your charisma by 4. It does extra damage from fire. It provides immunity to fire. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. o) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed) It increases your dexterity, constitution, speed and attack speed by 2. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It is especially deadly against natural creatures. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. p) The Katana of Glach (3d4) (+7,+11) (+2) It can be wielded two-handed. It increases your intelligence and wisdom by 2. It poisons your foes. It is a great bane of dragons. It is especially deadly against trolls. It is especially deadly against giants. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. q) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed) It generates an antimagic field. It increases your speed and attack speed by 2. It does extra damage from fire. It is especially deadly against dragons. It provides immunity to fire. It makes you completely fearless. It provides resistance to fire, chaos and disenchantment. It drains mana, life and experience. It aggravates nearby creatures. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. r) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) It can be activated for ball of lightning (100) every 500 turns if it is being worn. It provides light (radius 1) forever. It increases your wisdom and dexterity by 4. It does extra damage from electricity and frost. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It is a great bane of undead. It provides immunity to paralysis. It provides resistance to electricity, cold and light. It slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. s) The Mace 'Taratol' (3d4) (+12,+12) It can be activated for speed (dur 20+d20) every 250 turns if it is being worn. It does extra damage from electricity. It is a great bane of dragons. It provides immunity to electricity. It cannot be harmed by acid, cold, lightning or fire. t) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4) It can be activated for dispel evil (x4) every 100+d100 turns if it is being worn. It provides light (radius 1) forever. It increases your strength, wisdom and speed by 4. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides resistance to life draining, electricity, fire, nether and disenchantment. It cannot be harmed by acid, cold, lightning or fire. u) The Flail of Herethmog (2d6) (+14,-2) (+1 attack) It can be wielded two-handed. It increases your attack speed by 1. It produces chaotic effects. It drains life from your foes. It is especially deadly against dragons. It strikes at undead with holy wrath. It fights against evil with holy fury. It cannot be harmed by acid, cold, lightning or fire. v) The Flail of Dalmar (2d6) (+20,+4) (+2) It can be wielded two-handed. It increases your dexterity, constitution and charisma by 2. It does extra damage from acid and fire. It poisons your foes. It is especially deadly against giants. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. w) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5) It can be activated for destruction every 200+d200 turns if it is being worn. It increases your strength, infravision and ability to tunnel by 5. It does extra damage from electricity. It poisons your foes. It is a great bane of dragons. It is especially deadly against natural creatures. It provides resistance to blindness, sound and nexus. It produces an anti-magic shell. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. x) 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.