The Angband Ladder: Fitrem, Orc Swordmaster by <siphal@wxs.nl>

  [ToME 2.0.0 Character Dump]

 Name  : Fitrem                 Age                 15       STR: 18/184       
 Sex   : Male                   Height              67       INT:     17       
 Race  : Orc                    Weight             141       WIS:      9       
 Class : Swordmaster            Social Class         1       DEX: 18/***       
 Body  : Player                                              CON: 18/184       
                                                             CHR:     17       
                                                                               
 + To Melee Hit          70 Level             38    Max Hit Points       776   
 + To Melee Damage       57 Experience    782306    Cur Hit Points        -5   
 + To Ranged Hit         30 Max Exp       782306    Max SP (Mana)         24   
 + To Ranged Damage      50 Exp to Adv.   935000    Cur SP (Mana)          3   
   AC                35+109 Gold          409946    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[55]Perception  : Poor         Blows/Round:  9         
 Bows/Throw  : Legendary[10]Searching   : Fair         Shots/Round:  1         
 Saving Throw: Poor         Disarming   : Good         Wpn.dmg/Rnd:  72d4+513  
 Stealth     : Very Good    Magic Device: Good         Infra-Vision: 60 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          Your father was an Orc, but it is unacknowledged.  You are           
          the adopted child of a Serf.  You are a credit to the                
          family.  You have brown eyes, straight brown hair, and an            
          average complexion.                                                  


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barrow-Downs: Level 10 (500')
        Cirith Ungol: Level 50 (2500')
        Maze: Level 37 (1850')
        Orc Cave: Level 21 (1050')
        The Old Forest: Level 25 (1250')
        Moria: Level 36 (1800')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your opponents are behaving stupidly.
 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.
 Your adventured lasted 23 days.

     Your Attributes:
You are dead.
You can drive yourself into a berserk frenzy.
You can embolden yourself.
You can mystify pets.
You can wake up a pet.
You are subject to berserker fits.
You are moronic (-4 INT/WIS).
You are stunned.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You have free action.
Your appetite is small.
You are unlucky.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune 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 disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are completely fearless.
Your strength is sustained.
Your intelligence 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 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.

Skills (points left: 0)
 - Combat                                        34.022 [0.900]
	  - Weaponmastery                               43.273 [0.950]
	 	  - Sword-mastery                             48.000 [0.500]
	 	  . Axe-mastery                               00.000 [0.100]
	 	  . Hafted-mastery                            00.000 [0.100]
	 	  . Polearm-mastery                           00.000 [0.100]
	  - Archery                                     23.200 [0.600]
 - Sneakiness                                    04.735 [0.900]
	  . Stealth                                     11.500 [0.500]
	  . Disarming                                   10.000 [0.900]
 - Magic                                         01.168 [0.300]
	  . Magic-Device                                10.200 [1.150]
	  . Conveyance                                  01.000 [0.500]
 - Spirituality                                  01.000 [0.400]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  00.000 [0.500]
 - Misc                                          00.000 [0.000]
	  . Antimagic                                   00.000 [0.550]

 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 33 princesses.

 You have defeated 7703 enemies.


  [Corruptions]

 You are subject to berserker fits.
 You are moronic (-4 INT/WIS).


  [Fates]

You may meet a Mean-looking mercenary on level 18.
You are fated to find The Dagger 'Nimthanc' on level 1.
You are fated to meet a Metallic red centipede on level 12.


  [Character Equipment]

a) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
   
   An utterly perfect, cleanly chiseled sword, with a edge
   that effortlessly slices rock and bone, and spells to
   render the wearer lithe and nimble.  It is combat
   incarnate.
   It affects your dexterity.
   It affects your ability to tunnel.
   It affects your speed.
   It sustains your dexterity.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Long Bow of Extra Might (x6) (+8,+17)
   
   It provides resistance to poison.
   It fires missiles with extra might.
e) a Ring of Damage (+18)
f) The Ring 'Valionwe' [+13] (+5)
   
   It can be activated for...
   ball of fire and resist fire
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to nexus.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
k) an Amulet of the Serpents [+3] (+6)
m) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   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.
n) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, strategically reinforced at vital locations with a
   second layer of chain.  Magics to enhance body and mind lie
   within, and no door can hope to resist the wearer.
   It can be activated for...
   door and trap destruction every 10 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Fur Cloak of Mirie [3,+7]
   
   It sustains your intelligence.
   It sustains your dexterity.
   It provides immunity to acid.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to shards.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
p) a Small Metal Shield of Resistance [3,+13]
   
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Steel Helm of Hammerhand [6,+20] (+3)
   
   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 affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   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 sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
x) a Pair of Metal Shod Boots of Dwarvish Endurance [6,+7] (+3 to infravision)
   
   It affects your constitution.
   It affects your infravision.
   It provides resistance to dark.
z) (nothing)
{) 31 Arrows (1d4) (+6,+3)
|) an Orcish Pick of Digging (1d3) (+5,+11) (+7)
   
   It affects your ability to tunnel.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) the Immortal Skull of Benetar {genocide}
   
   It can be activated for...
   genocide
b) 16 Rations of Food
c) 18 Potions of Cure Critical Wounds {25% off}
d) 5 Potions of Restore Life Levels {50% off}
e) 10 Scrolls of Phase Door {50% off}
f) 20 Scrolls of Teleportation {50% off}
g) 11 Scrolls of Word of Recall {90% off}
h) 36 Scrolls of Identify {@r1}
i) a Copper Rod of Quickness of Trap Location (20/20) {@z1}
   
   It can cast spells faster.
j) a Wand of Teleport Other (10 charges)
k) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light every 50+d50 turns
   ...if it is being worn.
   It grants you the power of...
   detect curses
   ...if it is being worn.
   It provides light (radius 4) forever.
   It affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) Splint Mail of Vulnerability (-2) [19,-28] {cursed}
   
   It aggravates nearby creatures.
   It is cursed.
m) Splint Mail (-2) [19,+7]
n) Metal Lamellar Armour (-3) [23,+0]
o) a Thunderlord Coat [9,+0]
p) a Large Leather Shield [4,-6] {cursed}
q) a Beaked Axe (2d6) (+0,+0)
r) a Dagger (1d4) (+0,+0)
s) a Scimitar (2d5) (+2,+4)
t) a Bastard Sword (3d4) (+0,+0)
u) a Short Bow (x2) (+8,+3)
v) a small metal Boomerang (1d8) (+2,+6)
w) (nothing)


  [Home Inventory - Bree ]

a) The Diamond Prism of Light {cure crit}
   
   It can be activated for...
   cure critical wounds
b) The Lost Works of Kenault {cure poison}
   
   It can be activated for...
   cure poison
c) A parchment titled ''Immortality For Dummies''
   
   It can be activated for...
   paranoia
d) Pytar's Portable Pandemonium {weird}
   
   It can be activated for...
   something weird
e) Agannazar's Altruistic Assassin {cure conf}
   
   It can be activated for...
   cure confusion
f) 6 Sprigs of Athelas
g) a Potion of Speed
h) 3 Potions of Healing
i) 3 Potions of Restore Life Levels
j) a Potion of Resistance
k) 2 Scrolls of Reset Recall
l) an Aluminium Rod of Quickness of Nothing (75/75)
   
   It can cast spells faster.
m) a Silver Rod of Quickness of Nothing (100/100)
   
   It can cast spells faster.
n) a Silver Rod of Cheapness of Nothing (100/100)
   
   It can cast spells for a lesser mana cost.
o) The Ring of Power of Uvatha the Horseman (+4)
   
   It affects your strength.
   It affects your wisdom.
   It makes you invisible.
   It sustains your dexterity.
   It sustains your constitution.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Ring of Gladar (+2)
   
   It affects your constitution.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your dexterity.
   It provides resistance to dark.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
q) Pseudo Dragon Scale Mail (-2) [30,+15]
r) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   
   This fiery, shining blade earned its sobriquet "Foe-Hammer"
   from dying orcs who dared to come near hidden Gondolin.
   It affects your searching.
   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.
   It provides resistance to light.
   It provides 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.
s) 27 Arrows of Slay Undead (1d4) (+7,+3)
   
   It strikes at undead with holy wrath.


  [Home Inventory - Gondolin ]

a) a Potion of Cure Serious Insanity
b) 2 Potions of Healing
c) 2 Scrolls of Reset Recall
d) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
e) 20 Arrows of Slay Animal (1d4) (+2,+6)
   
   It is especially deadly against natural creatures.
f) The wooden Boomerang 'Amach' (1d9) (+5,+2)
   
   It does extra damage from fire.
   It poisons your foes.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of demons.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) a Parchment titled ``Demigods and their Uses'' {cure crit}
   
   It can be activated for...
   cure critical wounds
b) a Potion of Cure Serious Insanity
c) 3 Potions of Speed
d) a Potion of Healing
e) 3 Potions of Resistance
f) 5 Scrolls of Reset Recall
g) 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 affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Thengel [3,+12] (+3)
   
   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 affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
   
   The Petty-dwarves of Bathak forged this blade, and it
   shares their thirst for blood.
   It affects your dexterity.
   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.
j) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
   
   Wielded by Hurin Thalion in the Fifth Battle of Beleriand,
   this troll-bane smoked in the black blood of Gothmog's
   guards.
   It can be activated for...
   berserker and +10 to speed (50) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It does extra damage from acid.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It provides resistance to acid.
   It provides light.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
   
   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 affects your intelligence.
   It affects your dexterity.
   It affects your speed.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   It provides light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Scythe 'Ilinath' (5d3) (+11,-1) (+3 attacks)
   
   It can be wielded two-handed.
   It affects your attack speed.
   It does extra damage from electricity.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is especially deadly against giants.
   It is a great bane of undead.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) 3 Potions of Cure Light Insanity
b) 27 Potions of Cure Serious Insanity
c) 6 Potions of Cure Critical Insanity
d) 90 Potions of Water Curing
e) 2 Potions of Speed
f) 6 Potions of Healing
g) 2 Potions of *Healing* {25% off}
h) 2 Potions of Life
i) 2 Potions of Resistance
j) 3 Scrolls of Reset Recall
k) a Ring of Damage (+12)
l) a Ring of Invisibility
m) The Leather Scale Mail 'Thalkettoth' (-1) [11,+23] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to light.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Cloak of Mimicry [Insect] of Arindo [1,+6] (+3 to stealth)
   
   It affects your stealth.
   It sustains your intelligence.
   It provides resistance to sound.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   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.
p) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   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.
q) a Pair of Hard Leather Boots of Speed [3,+5] (+3) {25% off}
   
   It affects your speed.
r) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
   
   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 affects your dexterity.
   It affects your searching.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Great Axe of Beringwar (4d4) (+8,+2) (+4)
   
   It must be wielded two-handed.
   It affects your constitution.
   It affects your charisma.
   It does extra damage from frost.
   It poisons your foes.
   It drains life from your foes.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
   
   The famed "Flame of the West", the sword that was broken
   and is forged again.  It glows with the essence of fire,
   its wearer is mighty in combat, and no creature of Sauron
   can withstand it.  It will never be stained or broken even
   in defeat.
   It can be activated for...
   fire ball (72) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your luck.
   It does extra damage from fire.
   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 makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to disenchantment.
   It provides light.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
   
   The "Singing Blade", whose wearer can slay Orcs and Trolls
   in the hidden and secret places of the earth.
   It affects your dexterity.
   It affects your charisma.
   It affects your stealth.
   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.
   It allows you to sense the presence of trolls.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
   
   Lordly and tall did Osondir stand against the wrath of
   giants, and clear-eyed in barrows fell, wielding a halberd
   glowing ruby red.
   It affects your charisma.
   It does extra damage from fire.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It provides resistance to fire.
   It provides resistance to sound.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of giants.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Rounded Pebble 'Travak' (3d6) (+8,+5)
   
   A bolt imbued with the powers of the elements.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) a Potion of Cure Serious Insanity
b) 2 Potions of Healing
c) 2 Scrolls of Reset Recall
d) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
e) 20 Arrows of Slay Animal (1d4) (+2,+6)
   
   It is especially deadly against natural creatures.
f) The wooden Boomerang 'Amach' (1d9) (+5,+2)
   
   It does extra damage from fire.
   It poisons your foes.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of demons.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 25.10.2002 08:08
Last updated on 27.10.2002 10:41

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Nyarlatothep, L38 Thunderlord Swordmaster
1515th in ToME (2.3.3) by <j.vatjus-anttila@luukku.com> (71%)

Treenity, L37 Ent Swordmaster
1590th in ToME (2.0.0) by <kenderband@hotmail.com> (36%)

Blade1, L37 RohanKnight Swordmaster
1576th in ToME (2.0.0) by <ricbrabin@hotmail.com> (36%)

Sevaeron, L39 RohanKnight Swordmaster
1490th in ToME (2.2.5) by <apvargo@indiana.edu> (36%)



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