The Angband Ladder: Vendalith, Human Loremaster by <something_of_a_legend@hotmail.com>

  [ToME 2.0.0 Character Dump]

 Name  : Vendalith              Age                 67       STR: 18/152       
 Sex   : Male                   Height              61       INT:     12       
 Race  : Spectre Human          Weight             122       WIS:     14       
 Class : Loremaster             Social Class        43       DEX:  18/60       
 Body  : Eol, the Dark Elf                                   CON:  18/65       
                                                             Chr:     13     14
                                                                               
 + To Melee Hit          41 Level             35    Max Hit Points       630   
 + To Melee Damage       47 Experience    831651    Cur Hit Points      -117   
 + To Ranged Hit         57 Max Exp       831651    Max SP (Mana)         18   
 + To Ranged Damage      66 Exp to Adv.   990000    Cur SP (Mana)         18   
   AC                131+42 Gold          940848    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[7] Perception  : Good         Blows/Round:  7         
 Bows/Throw  : Heroic       Searching   : Very Good    Shots/Round:  1         
 Saving Throw: Poor         Disarming   : Poor         Wpn.dmg/Rnd:  329       
 Stealth     : Bad          Magic Device: Good         Infra-Vision: 110 feet  
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Townsman.  You are a            
          credit to the family.  You have brown eyes, curly blond              
          hair, and a dark complexion.                                         
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       OFF
 Arena Levels:       OFF
 Persistent Dungeons:       OFF
 Recall Depth:
        Mordor: Level 44 (2200')
        Barrow-Downs: Level 10 (500')
        Cirith Ungol: Level 50 (2500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        The Old Forest: Level 25 (1250')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was Eol, the Dark Elf.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 48th Yavie of the 2890th year of the third age.
 Your adventured lasted 5 days.

     Your Attributes:
You are dead.
You are very smart (INT +4).
You can speak.
You can open doors.
You can bash doors.
Your eyes are sensible to bright light.
You can cast a ball of acid.
You can cast a ball of electricity.
You can cast a ball of fire.
You can cast a ball of cold.
You can cast a ball of nether.
You can cause mortal wounds.
You can cast a bolt of mana.
You can blind.
You can use confusion.
You can heal yourself.
You can blink.
You can go between.
You can create darkness.
You can magically summon monsters.
You can magically summon a demon.
You can magically summon an undead.
You can magically summon a dragon.
You are immortal.
You can switch locations with another being.
You can cause mold to grow near you.
You can destroy walls.
You can mystify pets.
You can wake up a pet.
You have a hallucinatory insanity.
You are moronic (-4 INT/WIS).
You have remarkable infravision (+3).
You are stunned.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
You can sense the presence of orcs.
You can sense the presence of trolls.
You can sense the presence of dragons.
You can sense the presence of spiders.
You can sense the presence of giants.
You can sense the presence of demons.
You can sense presence of undead.
You can sense the presence of evil beings.
You can sense the presence of animals.
You can sense the presence of dragonriders.
You can sense the presence of good beings.
You can sense the presence of non-living things.
You can sense the presence of unique beings.
You are lucky.
You reflect arrows and bolts.
You are resistant to acid.
You are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to confusion.
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 strength is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your strength 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 infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your ability to score critical hits is affected by your equipment.

Skills (points left: 0)
 - Combat                                        23.050 [0.700]
	  - Weaponmastery                               01.000 [0.700]
	  - Archery                                     01.000 [0.700]
	  . Barehand-combat                             45.100 [0.700]
 - Sneakiness                                    01.420 [0.700]
	  . Stealth                                     01.000 [0.700]
	  . Disarming                                   05.200 [0.700]
 - Magic                                         05.484 [0.600]
	  . Magic-Device                                03.000 [1.000]
 - Spirituality                                  05.200 [0.700]
	  . Prayer                                      30.000 [0.500]
 - Monster-lore                                  03.970 [1.100]
	  . Summoning                                   00.000 [0.500]
	  . Corpse-preservation                         03.100 [0.700]
	  . Possession                                  12.000 [0.500]
	  . Symbiosis                                   03.500 [0.500]
	  . Mimicry                                     01.000 [0.500]
 - Misc                                          00.000 [0.000]

 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved no princesses.

 You have defeated 1988 enemies.


  [Corruptions]

 You can cause mold to grow near you.
 You have a hallucinatory insanity.
 You are moronic (-4 INT/WIS).
 You have remarkable infravision (+3).
 You are telepathic.


  [Character Equipment]

a) (nothing)
d) a Light Crossbow of Extra Might (x5) (+16,+19)
   
   It provides resistance to cold.
   It fires missiles with extra might.
e) an Indestructible Ring of Slaying (+9,+10)
   
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Flare (+3)
   
   The mighty ring of the Thunderlord Flare that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to Flare by Celegorm when he arrived on
   Minddle-earth with a full weyr of Thunderlords.
   It can be activated for...
   dimension door every 100 turns
   ...if it is being worn.
   It grants you the power of...
   swap position
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   It provides immunity to fire.
   It allows you to fly.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
k) an Amulet of Regeneration
m) 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.
n) The Soft Leather Armour of the Sandworm [30,+5] (+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.
o) The Cloak of Halegorn [1,+2]
   
   It sustains your strength.
   It sustains your wisdom.
   It provides immunity to cold.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
p) (nothing)
s) a Jewel Encrusted Crown of Might [0,+8] (+3) {@w1}
   
   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 provides immunity to paralysis.
   It provides resistance to nether.
   It cannot be harmed by acid.
u) (nothing)
x) (nothing)
z) an Ultimate Mimic (529 hp)
{) 26 Bolts (1d5) (+1,+5)
|) a Magical Gnomish Shovel of Earthquakes (1d2) (+8,+17) (+3)
   
   It grants you the power of...
   stone to mud
   ...if it is being worn.
   It affects your strength.
   It affects your ability to tunnel.
   It can cause earthquakes.


  [Character Inventory]

a) 2 Books of Beginner Cantrips
b) a Spellbook of See the Music
c) The Gem of Hate {cure hunger}
   
   It can be activated for...
   cure hunger
d) 2 Potions of Healing
e) 6 Scrolls of Phase Door
f) 8 Scrolls of Teleportation
g) 4 Scrolls of Word of Recall
h) a Wooden Rod of the Istari of Trap Location (20/20) {@z1}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
i) a Golden Rod of Nothing (125/125)
j) a Mithril Rod of Recall (160/160) {@z3}
k) The Iron Helm of Knowledge [6,+20] (-6) {@w1}
   
   This helm, designed by Petty-Dwarves ages ago to act as the
   brain of a long lost project, is made of finest glass. Its
   light banishes all secrets, and makes audible whispers from
   the deceased.
   It can be activated for...
   whispers from beyond 100+d200 turns
   ...if it is being worn.
   It affects your luck.
   It provides light.
   It identifies all items for you.
   It cannot be harmed by acid, cold, lightning or fire.
l) 21 Bolts of Flame (1d5) (+8,+11)
   
   It does extra damage from fire.
   It cannot be harmed by fire.
m) 28 Arrows of Slay Dragon (1d4) (+9,+9)
   
   It is especially deadly against dragons.
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Parchment titled ``Planar Travel Made Easy'' {cure conf}
   
   It can be activated for...
   cure confusion
b) 5 Sprigs of Athelas
c) 3 Scrolls of *Identify*
d) a Wooden Rod of Nothing (10/10)
e) The Ring of Power of Uvatha the Horseman (+5)
   
   It affects your intelligence.
   It makes you invisible.
   It provides resistance to cold.
   It provides resistance to confusion.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Cloak 'Colluin' [1,+20]
   
   A cape worn by a hero from Valinor, a land utterly beyond
   the strife of Elements.
   It can be activated for...
   resistance (20+d20 turns) every 111 turns
   ...if it is being worn.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It allows you to sense the presence of good beings.
   It cannot be harmed by acid, cold, lightning or fire.
g) 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.


  [Home Inventory - Gondolin ]

a) Boccob's Unifinished Works {cure halluc}
   
   It can be activated for...
   cure hallucination
b) 4 Scrolls of Identify
c) a Golden Rod of Nothing (125/125)
d) a Wand of Teleport Other (0 charges)
e) a Staff of Perception (17 charges)
f) a Ring of Levitation
g) a Ring of Invisibility
h) a Dwarven Lantern
i) The Cloak 'Colannon' [1,+15] (+3 to speed) {@w2}
   
   A crystal-blue cape of fine silk worn by a silent messenger
   of the forces of Law. Somehow, its wearer is always able to
   escape trouble.
   It can be activated for...
   teleport every 45 turns
   ...if it is being worn.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Cloak of Mimicry [Hound] of Glion [1,+13]
   
   It sustains your strength.
   It provides immunity to acid.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to nexus.
   It produces an electric sheath.
   It cannot be harmed by acid, cold, lightning or fire.
k) a Metal Cap of Regeneration [3,+5]
   
   It speeds your regenerative powers.
l) a Metal Cap of Beauty [3,+7] (+4)
   
   It affects your charisma.
   It sustains your charisma.
m) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   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.
n) The Dagger of Nielomion (1d4) (+5,-4) (+3)
   
   It affects your wisdom.
   It produces chaotic effects.
   It is very sharp and make your foes bleed.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
o) 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.
p) a War Hammer of Westernesse (3d3) (+15,+14) (+2)
   
   It can be wielded two-handed.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   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 allows you to sense the presence of giants.
   It can resist being shattered by morgul beings.
q) a Spectral Morning Star (2d6) (+8,+8)
   
   It can be activated for...
   wraith-form every 50+d50 turns
   ...if it is being worn.
   It strikes at undead with holy wrath.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It drains life.


  [Home Inventory - Lothlorien ]

a) a Symbiotic Spellbook [Life in symbiosis]
b) a Spellbook of Listen to the Music
c) 8 Potions of Cure Light Insanity
d) 5 Potions of Cure Serious Insanity
e) 7 Scrolls of Satisfy Hunger
f) a Silver Rod of Nothing (100/100)
g) a Silver Rod of Nothing (100/100)
h) a Silver Rod of Nothing (100/100)
i) 3 Staffs of Perception (19 charges)
j) 4 Staffs of Perception (15 charges)
k) 2 Staffs of Speed (5 charges)
l) a Ring of Slaying (+6,+8)
m) a Brass Lantern of *Brightness* (with 12978 turns of light)
   
   It provides light (radius 5) when fueled.
   It provides resistance to dark.
   It cannot be harmed by fire.
n) 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.
o) Elven Blue Dragon Scale Mail (-2) [30,+16] (+3 to stealth)
   
   It can be activated for...
   breathe lightning (100) every 90+d90 turns
   ...if it is being worn.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to 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.
p) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Robe of Incanus [2,+20] (+3)
   
   Gandalf's long, flowing robe.  It provides insight and
   allows thewearer to see things not seen by all.  
   It grants you the power of...
   weigh magic
   ...if it is being worn.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) a Robe of Permanence [2,+8]
   
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Leather Scale Mail of Uindur (-1) [11,+6]
   
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to confusion.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Cloak of Thorongil [1,+10]
   
   A cloak of shimmering green and brown that grants sight
   beyond sight and shakes off holding magics, worn by Aragorn
   son of Arathorn in his youth as he adventured under the
   name of Thorongil.
   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.
u) 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.
v) The Dagger of Rilia (2d4) (+4,+3)
   
   A large stiletto dagger that glistens with odourless
   poison, to which the wearer seems oddly immune.
   It can be activated for...
   stinking cloud (12) every 4+d4 turns
   ...if it is being worn.
   It poisons your foes.
   It is especially deadly against orcs.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
w) Kavlax the Many-Headed's corpse
   
   
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) Boccob's Unifinished Works {cure halluc}
   
   It can be activated for...
   cure hallucination
b) 4 Scrolls of Identify
c) a Golden Rod of Nothing (125/125)
d) a Wand of Teleport Other (0 charges)
e) a Staff of Perception (17 charges)
f) a Ring of Levitation
g) a Ring of Invisibility
h) a Dwarven Lantern
i) The Cloak 'Colannon' [1,+15] (+3 to speed) {@w2}
   
   A crystal-blue cape of fine silk worn by a silent messenger
   of the forces of Law. Somehow, its wearer is always able to
   escape trouble.
   It can be activated for...
   teleport every 45 turns
   ...if it is being worn.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Cloak of Mimicry [Hound] of Glion [1,+13]
   
   It sustains your strength.
   It provides immunity to acid.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to nexus.
   It produces an electric sheath.
   It cannot be harmed by acid, cold, lightning or fire.
k) a Metal Cap of Regeneration [3,+5]
   
   It speeds your regenerative powers.
l) a Metal Cap of Beauty [3,+7] (+4)
   
   It affects your charisma.
   It sustains your charisma.
m) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   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.
n) The Dagger of Nielomion (1d4) (+5,-4) (+3)
   
   It affects your wisdom.
   It produces chaotic effects.
   It is very sharp and make your foes bleed.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
o) 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.
p) a War Hammer of Westernesse (3d3) (+15,+14) (+2)
   
   It can be wielded two-handed.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   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 allows you to sense the presence of giants.
   It can resist being shattered by morgul beings.
q) a Spectral Morning Star (2d6) (+8,+8)
   
   It can be activated for...
   wraith-form every 50+d50 turns
   ...if it is being worn.
   It strikes at undead with holy wrath.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It drains life.



Posted on 19.8.2002 13:20

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On 19.8.2002 13:20 something_of_a_legend@hotmail.com wrote:
Played as a monk/possessor. Died when a Hru caused him to be crushed in an earthquake, even though he was a spectre. Such a shame.

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Agrelaa, L36 High-Elf Loremaster
1627th in ToME (2.3.4) by <xkernigh@netscape.net> (36%)

Dragob, L37 Hobbit Loremaster
1597th in ToME (2.2.2) by <spitfyr@gmx.net> (24%)

Legeridfrid, L37 Ent Loremaster
1569th in ToME (2.3.3) by <highlander1848@gmail.com> (24%)

Sidekick, L37 Troll Loremaster
1577th in ToME (2.3.5) by Phoenix21692 (24%)



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