Serulin the Beige, the Maia Hermit Sorceror
[ToME 2.3.9 (ah, git) Character Sheet]
Name : Serulin the Beige Age 15 STR: 18/46
Sex : Female Height 67 INT: 18/189
Race : Maia Hermit Weight 153 WIS: 18/10
Class : Sorceror Social Class 61 DEX: 18/139
Body : Player CON: 18/105
God : Nobody CHR: 18/***
+ To Melee Hit -2 Level 29 Hit Points 177/ 177
+ To Melee Damage -2 Experience 101122 Spell Points 541/ 541
+ To Ranged Hit -6 Max Exp 101122 Sanity 208/ 208
+ To Ranged Damage 0 Exp to Adv. 112500
AC 16+72 Gold 199188 Speed Fast (+4)
(Miscellaneous Abilities)
Fighting : Very Bad Perception : Poor Blows/Round: 4
Bows/Throw : Very Bad Searching : Fair Shots/Round: 1
Saving Throw: Fair Disarming : Good Mel.dmg/Rnd: 4d4-8
Stealth : Bad Magic Device: Bad Infra-Vision: 10 feet
Tactic: coward
Explor: running
// Sure, it wrecks my stealth, but I'm a frickin' Maia, what good does
// stealth do me anyway?
(Character Background)
You are associated with Varda. In the past you dwelt on
earth in the form of a wise and ancient counselor, during
which time you were noted for your notoriously poor fashion
sense.
[Miscellaneous information]
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: OFF
Small Levels: ON
Arena Levels: ON
Always unusual rooms: OFF
Recall Depth:
Barrow-Downs: Level 10 (500')
Orc Cave: Level 22 (1100')
The Sandworm lair: Level 30 (1500')
Your body is a Player.
You are currently in the town of Lothlorien.
You have defeated 5663 enemies.
You have completed four princess quests.
You have completed one lost sword quest.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 26th Quelle of the 2890th year of the third age.
You have been adventuring for 40 days.
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Add Str : ...............+
Add Int : ..2............+
Add Wis : ...............+
Add Dex : .......3.......+
Add Con : .1.2...........+
Add Chr : ....5..3.......+
Mul Mana : +...............
Add Stea. : ......2.........
Add Sear. : .....4...3......
Sust Str : ................
Sust Int : ................
Sust Wis : ................
Sust Dex : ................
Sust Con : ..........+.....
Sust Chr : ................
Invisible : ................
Mul life : ................
Sens Fire : ................
Reflect : ................
Free Act : ....+..+..+.....
Hold Life : ................
Res Acid : ......++........
Res Elec : ......+.........
Res Fire : ....+.++........
Res Cold : ......++........
Res Pois : ......+.........
Res Fear : ....+...........
Res Light : ......+...+.....
Res Dark : ....+...........
Res Blind : .........+......
Res Conf : ................
Res Sound : ................
Res Shard : ................
Res Neth : ................
Res Nexus : ................
Res Chaos : ................
Res Disen : ................
Levitate : ....+...........
Lite : ..........+.....
See Invis : .........+......
Digestion : ....+...........
Activate : .+...+.+..+.....
Drain Exp : ...............+
Aggravate : ...............+
Orc.ESP : ......+.........
Full ESP : .......+.+......
Skills (points left: 53)
. Archery -00.500 [0.000]
- Sneakiness 01.400 [0.900]
. Stealth 03.000 [0.400]
. Disarming 01.500 [0.300]
- Magic 33.600 [1.000]
. Magic-Device 02.000 [1.000]
. Spell-power 33.600 [0.600]
. Sorcery 33.900 [0.700]
. Mana 00.000 [0.900]
. Fire 00.000 [1.000]
. Water 00.000 [1.000]
. Air 00.000 [1.000]
. Earth 00.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 00.000 [1.000]
. Divination 00.000 [1.000]
. Temporal 00.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Necromancy 00.000 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
. Spirituality 01.500 [0.550]
. Monster-lore 00.000 [0.500]
// The skill point plan, Mr. F. Fingers willing, is to max Sorcery,
// Spell-power and Magic, push Mimicry to 35 for Arms Mimicry, and dump the
// rest into Spirituality. Only one FF quest in the Downs, and no joy so
// far; maybe she'll have better luck in Mirkwood than her predecessor did.
Abilities
* Perfect casting
[Fates]
You are fated to meet a Red dragon worm on level 31.
[Character Equipment]
a) a Mage Staff of Mana [Disarm] (1d4) (+4,+11)(20%)
It can be wielded two-handed. It has a spell stored inside. It
increases your mana capacity by 20%.
You bought it from the Black Market.
// Bought in Bree late during Sandworm Lair
d) a Horn (+1)
// No idea where I picked this up; wearing it mainly for the point of CON.
e) a Ring of Intelligence (+2)
It increases your intelligence by 2.
You found it lying on the ground on level 30 of The Sandworm lair.
f) an Indestructible Ring of Constitution (+2)
It increases your constitution by 2. It cannot be harmed by acid,
cold, lightning or fire.
You found it lying on the ground on level 30 of The Sandworm lair.
// Hey, even after SwL scumming, I can use all the help I can get... :-}
k) The Amulet of Essil (+5)
It increases your charisma by 5. It provides immunity to paralysis.
It makes you completely fearless. It provides resistance to fire and
dark. It allows you to levitate. It slows your metabolism. It
cannot be harmed by acid, cold, lightning or fire.
You bought it from the Magic shop.
// ! Bought after the Downs. Not much, but it beats what I was wearing.
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.
You found it lying on the ground on level 28 of The Sandworm lair.
n) an Elven Thunderlord Coat of Resist Acid [9,+9] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
electricity, fire, cold, poison and light. It allows you to sense the
presence of orcs. It cannot be harmed by acid, cold, lightning or
fire.
You found it lying on the ground on level 28 of The Sandworm lair.
o) The Cloak of Thingol [1,+18] (+3)
It can be activated for recharging every 70 turns if it is being worn.
It increases your dexterity and charisma by 3. It provides immunity
to paralysis. It provides resistance to acid, fire and cold. It
gives telepathic powers. It cannot be harmed by acid, cold, lightning
or fire.
You found it lying on the ground on level 28 of The Sandworm lair.
// Does this usually have telepathy? Not that I'm complaining or
// anything... ;)
p) (nothing)
s) a Metal Cap of Seeing [3,+9] (+3 to searching)
It increases your searching by 3. It provides resistance to blindness.
It allows you to see invisible monsters. It gives telepathic powers.
You found it in the remains of an Ogre on level 13 of Orc Cave.
// A backup source of telepathy in case I find a really good cloak.
u) 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.
You found it lying on the floor of a special level.
x) a Pair of Soft Leather Boots [2,+2]
z) (nothing)
{) (nothing)
|) (nothing)
[Character Inventory]
a) a Tome of the Eternal Flame {!d!k!v!s}
// Bought in Bree around mid-Orc Cave.
b) a Fireproof Tome of the Tree {!d!k!v!s}
It cannot be harmed by fire.
You bought it from the Black Market.
// Bought in Bree late in Sandworm Lair. Looking forward to having Healing
// and Recovery spells on command. ;)
c) a Fireproof Book of Beginner Cantrips {!d!k!v!s}
It cannot be harmed by fire.
You bought it from the Black Market.
d) a Spellbook of Sterilize {!d!k!v!s}
e) a Spellbook of Essence of Speed {!d!k!v!s}
f) a Spellbook of Dig {!d!k!v!s}
g) a Spellbook of Reveal Ways {!d!k!v!s}
h) a Spellbook of Identify {!d!k!v!s}
i) a Spellbook of Noxious Cloud {!d!k!v!s}
j) a Spellbook of Vapor {@F1!d!k!v!s}
// Been accumulating spellbooks as hard as I can. These are the ones I
// anticipate using regularly.
k) 10 Potions of Cure Critical Wounds {!d!k!v!s}
l) 6 Scrolls of Teleportation {!d!k!v!s}
m) 8 Scrolls of Word of Recall {@r2!*}
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 Spellbook of Inertia Control
b) a Spellbook of Poison Blood
c) a Spellbook of Disarm
// And these are the ones I'm accumulating for future use, and some I
// needed in the Sandworm Lair.
d) a Wooden Rod of Door/Stair Location (10/10) {@z7!d!k!v!s!!}
// Packed until I got my STR up high enough to swap it out for the Reveal
// Ways spellbook.
e) a Copper Rod of the Istari of Nothing (40/40)
f) a Moonstone Rod of Simplicity of Nothing (75/75)
// Accumulated in the Sandworm Lair, saved for possible future use.
g) a Ring of Invisibility
// Smeagol's. Haven't decided whether to try the Mushroom quest with it...
h) a Ring of Spell
i) an Amulet of Spell
j) an Amulet of Spell
[Home Inventory - Lothlorien ]
a) a Spellbook of Vision
// Very handy during the Sandworm Lair
b) 2 Sprigs of Athelas
c) 15 Potions of Cure Light Insanity
d) 13 Potions of Healing
e) 11 Potions of Restore Mana
f) a Potion of Resistance
g) 9 Scrolls of Reset Recall
h) a Rod Tip of Recall (80 Mana to cast)
// Also from SwL.
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
It increases your dexterity and speed by 3. It provides resistance to
acid, confusion and shards. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the floor of a special level.
// Tempting, but my current Elven armor is my only source of resist poison.
j) a Cloak of Air [1,+9]
It allows you to breathe without air.
You found it lying on the ground on level 28 of The Sandworm lair.
// 8-O
k) a Mage Staff of Power [Disarm] (1d4) (-10,-19) (+9)
It can be wielded two-handed. It has a spell stored inside. It
increases your spell power by 9.
You found it lying on the ground on level 30 of The Sandworm lair.
// Wielded this until I bought my current staff. Saving in hopes of
// double-wielding with Arms Mimicry.
[The Mathom-house Inventory - Bree ]
a) The Demonshield of Gothmog [13,+13] (+4)
It increases your dexterity by 4. It makes you invisible. It
sustains your strength, dexterity and constitution. It provides
immunity to paralysis. It provides resistance to life draining. It
allows you to levitate. It produces a fiery sheath. It can re-curse
itself. It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 29 of The Sandworm lair.
b) The Demonhorn of Gothmog [2,+13] (-5)
It provides light (radius 2) forever. It decreases your charisma by 5.
It allows you to see invisible monsters. It allows you to sense the
presence of demons. It slows your metabolism. It speeds your
regenerative powers. It can re-curse itself. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying on the ground on level 27 of The Sandworm lair.
// Man, why can't my Demonologist have this kind of luck?
c) The Crumpled Scroll of Mass Resurrection
It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 30 of The Sandworm lair.
// 8-O
d) The Wand of Digging of Thrain (17 charges)
You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
Orc Cave.
e) The Phial of Undeath (-5) {cursed}
It can be activated for ruination every 10+d10 turns if it is being
worn. It provides light (radius 5) forever. It decreases your
strength, intelligence, wisdom, dexterity, constitution, charisma and
luck by 5. It allows you to breathe without air. It allows you to
sense the presence of undead. It is cursed. It carries an ancient
Morgothian curse. It cannot be harmed by acid, cold, lightning or
fire.
You found it lying on the ground on level 28 of The Sandworm lair.
f) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
It increases your strength, stealth, infravision and ability to tunnel
by 5. It provides resistance to acid, electricity, fire and poison.
It allows you to sense the presence of animals. It cannot be harmed
by acid, cold, lightning or fire.
You found it in the remains of The Sandworm Queen on level 30 of The
Sandworm lair.
// Might should've kept this out and worn it...
g) 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.
// Fate find on Orc 16.
h) 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 allows you to see
invisible monsters. It cannot be harmed by acid, cold, lightning or
fire.
You found it lying on the floor of a special level.
i) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
It must be wielded two-handed. It can be activated for berserker and
+10 to speed (50) every 100+d200 turns if it is being worn. It
provides light (radius 1) forever. It increases your strength and
constitution by 3. 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 drains mana.
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Black orc on level 21 of Orc Cave.
j) The Drum of the Druedain (+4 to stealth)
It can be activated for detection every 99 turns if it is being worn.
It increases your stealth, searching and infravision by 4. It
provides resistance to poison and dark. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Snotling on level 15 of Orc Cave.
// 8-O Would've wielded this if it had any stat boosts. In fact, I might
// should've weilded it anyway...
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Last updated 2011-06-26 10:39pm EDT. |