Blackwood II - The bad seed
Lokkak strode off into the distance, pleased with his kill. The once mighty Ent twitched slightly as the last vestiges of life left it, axe left to one side. So ended Blackwood.
Time passed. The rain came, soaking the wood in preparation for the moss that would cover, then devour it. Worms burrowed their trails through Blackwood's body, all the time twisting in what passed for pain at the taste of Blackwood's scorched, and accursed flesh.
No one, however, paid attention to the small acorn which had dropped from the corpse. It fell, and was covered by leaf-mould. The water, which was the harbinger of rot for the parent, proved a harbinger of life for the child. But the shoot, when it came, was black and noisesome, and the leaves were dull and seemingly without life. Normally, such a seed would have taken years to grow to maturity, and then longer until the Ent-ness began to blossom into thought and voice and action. In the space of a season, however, the acorn had turned from shoot to sapling to tree. Evil and twisted, though, was this tree, even without age to warp its trunk. And one day in the dead of winter, when all things around it slept, knotholes in the trunk opened to eyes black and staring. With a terrible creak, the Ent tore its rooty feet from the winter-hard earth and reached with scratching, branchy fingers for the rusted axe of its sire. A seam in the trunk tore in twain, to release its first words, and they were words of evil.
"Hoom. I know an ogre that needs some composting. My lord Melkor demands it."
And here we are again, reviving an old character whose untimely death robbed the world of a very, very naughty tree. However, here comes his child, born of no Entwife, with his father's mean streak, fondness for axes and reverence for Melkor. 98 quests await.
In Bree, where we set our scene Blackwood goes a'knocking on the Mayor's office. Uldrik wanders out, pipe in mouth, only to be confronted by a tall ent with a mean look and a hatchet head apparently growing off one dark-barked hand. The pipe slowly falls from his mouth/
"Human, I'm looking for an Ogre. Would you..."
Sighing, Blackwood reaches over to pick up the human as he tries to scamper out of sight.
"Now I'm trying to be nice, Human. What's that? He might be in the abandoned house? Hmmmmm... that's very hasty of you, human. But since I'm feeling nice, I won't turn you into blood and bone just yet."
Ignoring the screams of the recently dropped Uldrik, Blackwood ambles over to the door of the house, pauses for a second and then stoves it in. Bending to enter, he's neatly beaned by an alert Bandit with a Smithy's hammer.
Thieves Quest
Melkor gives me the first quest on my second kill, which is nice of him.
"Indeed, my lord Melkor is mighty accomodating to a young sapling. I'll try to get on to that soon."
Good call, my pious friend. However, might wait just a little while. CLev 8 should be enough.
First level is always a doddle in terms of skill allocation, with Axemastery getting everything. Three attacks per round at this level, which is nice. Considering I get a BASE of +12 a round at Axemastery 5.200, this means that any hit can finish the buggers off. The rest of the level passes without incident. I attain Level 5, pumping Axemastery and Prayer exclusively. I'm going to play this character with a distinctly religeous bent. It won't help that much in the early game, but later on it should give a significant boost, including ImmFire.
We emerge and Blackwood strides back over to the Mayor's office. Strangely, he's not in, but his terrified children scatter most alarmedly, which pleases Blackwood, who roars and swipes at them.
"The Edain are worse than woodworm. A silent spring would suit me and my lord Melkor sore well."
Thank you, Rachel Carson. With that ecological goal in mind, we bid adieu to positive Piety for a good long while and descend to...
Barrowdowns 1
This Level can't be all bad... Fumblefingers - 17 Spotted Mushrooms.
Easy meat.
"I remember these growing on my Sire. Pretty, they were."
Pretty?
"Well... poisonous."
Ah... that sounds more like it. As with all FF quests for non-moving monsters, it's slow, but thank Melkor I've got tree-walking to ease the progress.
Side note: A Psuedo-IDed <good> potion turns out to be a Morphic Oil of Abomination. Somewhat amusing, if annoyingly buggy.
I'm offered Summoning, Combat, Mindcraft and Monster-Lore. I'm somewhat torn. I'm against Mindcraft for non-Mages on gameplay principle, and the same should really go for Summoning. Combat would be nice, but somewhat redundant this early so... I plumb for Monster-Lore, in the event that I actually get my INT up to a point where I can use the Melkor-gratned Mind School.
We then zoom down to..
Barrowdowns 2
You feel your luck is turning... Princess - 11 Radiation Eyes
Hmm... this presents a problem.
"How so? Those squidgy things wouldn't take a single swipe, surely?"
Well, no... but you're slow enough that they could probably get in an attack of their own, sucking sap and strength from your sinews. I think we might have to think laterally here, which comes as we reach Clev 6, prowling around this arena level. Four of our points go into Boulder throwing, with the other two finding their way to Axemastery and Prayer. (on a depressing side-note Piety already at -1089). Having obtained our weapon of choice, we scoot around, only to be confronted with aagh... WHITE LICE.
"Drat these pesky things. So hasty and yet so numerous."
And with our -5 speed (-1 even if running) it's not as though we can reasonably stand and swat. We high tail it out of there and finally find our lava-filled quest room. We fling rocks at the eyes, and Her Highness offers us a main gauche, a dagger and cord armour. Not a hard choice, given the char-type, really. We hot foot it (and I MEAN hot foot it) over to the staircase and don the armour.
"Hoom, human, are you sure we should be doing this?"
Well it could be a terribly cursed randart, but considering how long I've had you going, you're expendable.
"May your bark splinter and molt, human." Blackwood says dryly. We descend to...
Barrowdowns 3
You have a good feeling... Princess - 5 War Bears
Might as well be teddies for the trouble they'll give us. We find them and they prove a bit tougher than anticipated. I'm not used to Ents, so forget how their speed can be exploited. They push us to CLev 7+8, which I spend 4 each to Axemastery, Prayer and Boulder-Throwing. I really should be pushing Disarming, but I'll do that later.
"I've got a feeling in the pit of my trunk that I may regret hearing those words..."
Quiet, you.
The princess offers us a Lead filled mace, a boomerang and some bolts. I plumb for the Boomerang, although I'll be using Boulder throwing for this character, mainly. My wisdom goes up by one as I don it, so it's probably a *Slay* of some description. Not having a WoR scroll, we trek back to
Bree
I blow some money on ID scrolls and detect...
- Wooden Boomerang of *Slay Undead* (1d8) (+2,+10) (+1), Good. Hopefully this will also have a resist or two. Cord Armour of Resist Lightning [6,+4]
OK, not world beating for the first few drops, but...
I grab two WoR and then head for the Melkor quest.It's by the Eastern edge of Arda...
Lost Temple 1
This level can't be all bad...
Not all bad, just all boring. And the Lava squares are damn annoying, too.
"Lord Melkor only scorches us because he loves us..."
Now hang on, I think that's somewhat misreading-
"... to suffer."
Oh, sorry. Carry on. A Brown Snake pushes us to Clev Nine. I pump Axemastery by one, Prayer by two, Boulder throwing by one and Disarming by two. It won't improve our Perception much, but will hopefully make traps slightly less risky. A spectral Giant White mouse takes me down to CLev 7. You win some...
Fortunately, it's on the first level, and I high-tail it back to Bree.
"As easy as shedding leaves in Autumn." Blackwood preens.
Don't get cocky. You basically don't GET Temple quests any easier than that one. It's all downhill from heron in.
Not enough cash to get a Restore Life Levels potion, so I restock on Satisfy hunger scrolls and buy a lantern and return to...
Barrowdowns 4
You have a good feeling... Princess - 6 Phantom Warriors
"These Phantom Warriors surely don't present any menace?"
Only if we let them surround us, which is unlikely... which is exactly what happens. They come at us through the trees. I crank up Explore to Running, that way I'm just slow, rather than painfully slow. Only three manage to come through the trees, thank Melkor, so I'm able to take them relatively easily. I then sneak around to mash the rest... whoops, another Melkor quest.
"He is eager to shower us with glory!"
Only if "glory" translates as sharp and pointy things, my hereditarily fire-blackened friend. The princess offers us a Lucerne Hammer, a Mouse fur and a Large Leather shield. The shield is quite attractive at the moment since we're just using the hatchet, but soon I'm sure we'll want to use a two handed axe, so I opt for the thousand-miceworth of cloak.
We then, again, descend to...
Barrowdowns 5
You have a good feeling... Princess - 14 Novice Mindcrafters
Easy as 3.14159.
We also get pushed back up over 9 to Clev 10. 1 to Axemastery, 1 to Boulder Throwing, 2 to Disarming and to Prayer. Piety still shocking, but we'll live with that for the moment. Sabre, Soft and Hard Leather armours are on offer. Feeling a trifle macho, I pick the HARD leather armour (too cool, too tough
and put it on. Resist Lightning isn't too much of a trial to give up.
Barrowdowns 6
You feel your luck is turning... Fumblefingers - 13 Wererats
Hmmm... this mob could be trouble if they summon when I'm in an open area.
"Hoom, they will not be able to gnaw through my bark, surely?"
Given enough time, Blackwood...yes they will. It's not single rats I'm worried about, it's a horde of the buggers. We'll have to duck and dive into the trees and make sure we don't venture too far from entrances before we know what's happening.
The second wererat pushes us to CLev 11. 2 each to Axemastery, Prayer and Boulder Throwing. Magic-Device will need some attention soon, but I can wait a little while for that.
"Will I need to use those tiny trinkets?"
They'll be handy eventually. Even if just on the level of using the Phial or Junkarts. And you WILL want to use Light Absorbtion Junkarts when we get up to the stage of dancing with Nazgul. They're about the only viable option for Melee characters like ourselves.
"Hmmmrr... they were the ones who awakened my sire to the glory of Melkor."
One of them, yes. But they'll definitely want to put you back to sleep now. For good.
Another were-rat influenced kill brings us to CLev 12 which correspondingly brings 1 to Axemastery, 2 to Boulder throwing, 2 (finally) to Magic device and one to Prayer.
I'm starting to pray a bit more frequently now, although at -2570, there's still a way to go before we get back into Melkor's good graces. Hill Orcs, (BW II's first experience with Burarum) and more Wererats see CLev 13 come (+2 Axemastery, +1 to Boulder Throwing, Magic Device and Disarming and +1 to Prayer.)
Bullroarer the Hobbit provides hasty amusement.
"If these tiny things must venture into the world, must they always stay so small?"
Afraid so, it's in their contracts. Of more interest is his drop, which includes a Broad Axe good>. The damage with the hatchet has been mostly fine, but an upgrade is probably in order, so I switch. The final Wererat emerges and just as quickly departs, leaving Stealth, Disarming, Divination and Summoning in its wake. Not feeling especially creative, I plump for Disarming.
"Fiddling with those hasty devices is most troublesome. Melkor sees my need."
Those the Gods wish to destroy, they firstly grant their wishes...
Being somewhat laden with goodies, we recall to...
Bree
Buying up on ID and selling the results nets little of interest. The Broad Axe is only (+4,+1), but I might as well stick with it for the moment. The Hard Leather Armour is of Resist Fire (yay), which I don't think young Blackwood will be ditching for a while. The mousefur is of Protection (sigh), which we'll use for the AC, but little else.
I restock on various bits and bobs and recall, heading to...
Barrowdowns 7
You feel strangely lucky... Princess - 6 Swordmasters
Lucky? The question I gotta ask myself is... do I feel lucky?
The swordsmen prove the expected doddle, (Hard Leather Armour, Mace and Mousefur. We choose the mousefur... of protection again, discarded) but we decide to blow some piety and explore the level fully to search for the lucky feeling. Mugash finally pokes his head out surrounded by a company of extremely nervous looking Kobolds.
"What in the Void do you think you're doing out of the ground." He roars.
"Hoom... smiting and hewing in the name of my Lord Melkor."
"Morgoth take this 'Melkor' I say... get back in the ground. I have the logging concession for this area, bought fairly and squarely from the Bree Council. You'll be woodchips soon enough. Get him, my forestry-worker minions."
One short lesson in pulp-milling later...
Barrowdowns 8
You feel strangely lucky... Princess - 14 Cave Bears
Hmm... an Arena level. This is not the best environment for this character.
"Treeless plains, though pleasing to Lord Melkor, are mighty uncomfortable for this little oak."
We'll just have to be careful. I'm suddenly regretting that Bree had neither scrolls of Teleport nor of Phase Door...
Some Cave Orcs give annoyance value...
"I begin to see why my Sire disliked these burarum..."
On the plus side, they send me to CLev 15... 15? Whoops. Must have missed a level up amongst the Kobolds. +3 to Axemastery, +4 to Prayer (c'mon, little Piety, c'mon), and +1 to Magic Device, Disarming and Monster lore.
Fortunately, we chew through the Cave bears and get offered Paper Armour, Leather Scale mail and Rhino Hide. IIRC, Leather scale has the best basic AC, so we plump for it... Resist Cold is however of little use, so we leave it.
Barrowdowns 9
You have a good feeling... Fumblefingers - 17 Clay Golems
<yawn>
Blackwood dislikes the Clay Golems. He says they're not really worth sinking your roots into. However, at least we get to sink another 1 point into Axemastery, 2 into Prayer, 2 into Boulder Throwing and 1 into Magic Device. Wormtongue pops up and tries to sell Blackwood some new-fangled fertiliser. Blackwood demurs and says that he prefers blood and bone. As it were...
Turning the last of the Clay Golems into potting mix, we are offered Symbiosis, Thaumaturgy, Spirituality and Antimagic. Despite my bad experiences with Blackwood I, I go for Symbiosis. The extra HP will come in handy at any rate.
Barrowdowns 10
You have an excellent feeling... Princess - 12 Dark Elven Priests
Hmm... difficult. Speed and Curse will make this mob tricky. Will have to use some creative Grow Tree work to ensure that lots of them don't get LOS at the same time.
"Elves? That also worship my Lord Melkor. Hoom, highly unusual."
You said it. It's a Tolkienian anomaly which we shall be at pains to correct. Well... actually we'll CAUSE pain to correct, but you get the idea.
Before that, we come across some Hill Orcs who push us over to CLev 17. We push two to Prayer, one to Axemastery and THREE to Boulder Throwing.
I then blunder into LOS of the D.E.P. and am blinded and cursed. Cursing on our own behalf, we crash through the trees. Fortunately, we find ourselves in a natural blind alley, which the DEPs happily saunter into to be hacked brutally to death.
Her princessness offers Metal Shod Roots... er... boots, a cloak or a small leather shield. On a whim, I decide to shod our young tree in Iron. I don them and... "You gain the power of Minor Teleportation." well ain't that fine and dandy.
"Hmmrr... this will allow me to be almost indecently hasty."
And damn welcome it will be.
Bree
I've lost a point or two off a few attributes, and my bank balance is healthy enough, so I lit out for the bright lights of
Gondolin
... and restore my stats. We'd probably best do the Melkor quest now, before things get too much nastier. However this time, I remember to get a pick, as Glass Walls are not amenable to tree-walking. South of Angband, North-West of Mordor. Hmmm... should be easy enough to find... just outside of Bree as a matter of fact...
Lost Temple 6
You feel your luck is turning...
Smeagol gibbers at me from behind a glass wall, but I ignore him for a while. The monsters are a fair bit tougher and hit a fair bit harder, and I've still got a fairly ordinary axe to work with...
"A poor wood cutter blames his tools, human."
Thank you, Mr Confucious Ent.
I potter about a bit and finally shut Smeagol up.
"As I said, if they're going to venture out, they should wait until they're TALLER." Well... nothing else here. So down to...
Lost Temple 7
You have a very good feeling...
Some White Lice slow, but don't stop me. Nothing else of interest here.
Lost Temple 8
You like the look of this place...
Indeed I do, as the Relic piece is here. I grab it and WoR away...
Bree
The Orc caves next, but first I away to Gondolin and ID.
Gondolin
A small boomerang of Westernesse catches my eye. Free action without losing See Invis. I'm going to stay with Boulders for ranged offence, so this slow is basically a resist hole. I'll lost ResNether, but that won't be a common attack for a while anyway.
"Hmmm... these curved branches hold some power then. I'd hate to meet the oak who..."
More likely a Eucalypt, I would have thought.
"... this was carved from. You call WHAT?"
Forget it. We also Exchance Levity for Confusion. Er... a Ring of Levitation for one of Confustion Resist. We're rather badly in need of an upgrade Axe, too, so we'll hope for an Axesmith's in... <dramatic chord> the Orc Caves.
"These are supposed to be some sort of challenge, human?"
In sufficient numbers, yes. Elite Uruk will also prove pretty nasty, but we'll have to get a fair way down.
"I remain to be convinced." Blackwood says, in a voice drier than dropped leaves in a drought.
Orc Caves 10
You feel your luck is turning...
Level 18 proves this, brining with it another Lost Temple quest. Oh well... better sooner than later.
"Aye... 'tis better to have the hasty attention of Lord Melkor rather than give him time to think about it. 2 to Axemastery, 2 to Prayer and one each to Magic Device and Disarming. Nothing else of interest so down to...
Orc Caves 11
You feel your luck is turning...
The staircase deposits us n the middle of a large room, which is one of the nastiest parts about the Orc Caves. My Maia Warper is having extreme problems, but fortunately BW isn't quite as noticable as that. Almost, though.
Having said all that, nothing of interest here.
Orc Caves 12
You feel your luck is turning...
Oh really, luck is turning is it? Then when the Void is it going to turn? Strike a light, give us a challenge.
"Human... those hasty utterances may qualify as famous last words, you realise."
Quiet, you.
Vort, the Kobold Queen makes an appearance, Kobold Lawyers by her side.
"You hippie, greenie scum! You killed my Mughash! Save the trees? Save YOURSELF!"
*THWACK*
"Done. Was there anything else, you environmental vandalness?"
Hmmm... it's hard to come up with a comeback when your head is over HERE while your torso is over THERE, I have to say.
A room of Giant Fruit Flies proves less challenging than impossible, so I zoom through it as quickly as possible. Showing a most un-Entlike impatience, I trot off to...
Orc Caves 13
You feel you may meet your fate here... You feel strangely lucky...
"Hoom... strangely lucky... what luck is not strange?"
Very zen. Lots of Ogres and Snotlings on the Orc-RADAR (courtesy of the Boomerang), I grow trees to limit their points of attack and start hacking.
"Hold, Human, I want to ask..."
Where Lokkak is? OK, fine... just don't take too long.
"Ho, good Ogre... now I was wondering..."
"Graaaaargh! Graaaargh! What?"
"Where your leader is?"
"Graargh! I've no idea! One day he's in Rohan, another in Minas Ithil, I'm not his secretary... aaargh, let's fight!"
"Now now, let's not be hasty... ow."
The axe bites into Blackwood's bark and a tiny trickle of Sap oozes its way out. The offending Ogre looks to see the effet and sees the bark around the knothole eyes tighten a bit. He takes a step back and begins to fumble for his Palm Pilot, an apology forming on his lips. Blackwood, however...
"Can you answer questions when you're dead?"
"Graaargh! No. Surely we can talk about this. My people can talk to your pople and..."
"Pity."
They prove no problems, although a Death Sword I wander against proves more of an ouchy thing, due to its speed and my lack therof.
Ah, this reminds me. We must get a symbiant to bond with us.
"One of these as a part of my body, human? I think not!"
No no, it'll be fine, I promise. It'll be fun. Less fun, however, are the endless hordes of Red Worm Masses. I hate slow characters sometimes. Present company accepted Blackwood, put the axe down. Okay? Okay. Level 19 arrives, with an attendant +1 to Axemastery, +2 to Prayer and +3 to Boulder Throwing. A few more Orcs round out the level and we descend to.
Orc Caves 14
You feel your luck is turning...
As indeed it does. Hordes of Uruks are actually making us sweat, and Level 20 comes quickly. 2 to Axemastery, 2 to Prayer and one each to Magic Device and Disarming. Next time back, I think we'd better do the Temple quest. Here, though, a Blue Icky thing infestation causes us to chance our arm on...
Orc Caves 15
You have a good feeling...
I'd feel better if we could have a dungeon town. Level 21 comes (+1 Axemastery, +2 Prayer and +3 Boulder throwing) and I can really put off the God Quest no longer. Up up and away...
And the temple is right there on my way back to Gondolin. Resisting temptation to dive, I instead return and find that I've got a Main Gauche of Aman and a Shocking Flail. But of course not an ego AXE! Of COURSE not.
"Hoom... my Lord Melkor has nothing on the RNG, human. Accept it."
Suitably restocked, we stride Ent-Strides to the nearby...
Lost Temple 12
You feel strangely lucky...
And we do. The last Axemastery boost seems to have boosted us to three blows.
"Aye, human... I feel far more at east with this toy. I wish, though, it were more puissant."
You and I both. We'll keep on the lookout. Not here, though.
== Lost Temple 13== You feel your luck is turning...
Nor here.
Lost Temple 14
You feel your luck is turning...
Nor here.
"Human, you don't seem too bothered by our lack of success."
Well it's here somewheher. Not here though. And with all these Nether Mists, there's no particular danger that we'll be gaining too many levels.
Lost Temple 15
You feel your luck is turning...
Nup
Lost Temple 16
You have a good feeling... FINALLY. And as befitting a Melkor quest, it's an Arena level with lots of Lava, which makes it very Ent-Friendly.
NOT!
On the plus side, Piety is now at -232 after having to whack a lot of white mice, etc.
On a plus-er side... a Broad Axe of Slay Evil (2d6) (+5,+10) is now ours. Slightly more puissant, BW?
"Yesssssss... the only drawback is that it stings mine branch when I wield it."
That's the Slay evil. No way around it, I'm afraid.
On the minus side, I'm now back to level 14. Oooookay... let's boogie on back to...
Gondolin
One quick swig of a RLL potion and I've... got another Lost Temple Quest.
"Human, didn't we just...?"
Yes. This is buggy (I think), and it's been fixed in the next version. No help to us, though. Oh well... Burarum again?
"Why not, human? When will we attempt to please our Lord Melkor again?"
I'll get back to you on that one...
Chatter
ScrawnyCat: "It won't help that much in the early game, but later on it should give a significant boost, including ImmFire." ... you do realize that your prayer skill won't affect your eventual immunity to fire at all, yes?
RavenRed: Only in the sense that it'll give me piety quicker as... <examines killerbunnies> Hey, it actually doesn't. The piety gained from killing monsters is PURELY based on the Monster Level, unaffected by the level of Prayer skill. Now that's just plain silly. <sulks in corner>
ScrawnyCat: Heh. Pumping Prayer will still get you a very effective high level Curse though.
RavenRed: WHEN I manage to get positive piety, which seems a heejous way off...
ScrawnyCat: Ents are slow starters. Also you are only in the barrow downs, once you start clearing orc and troll pits in the caves and moria it won't take long.
NeilStevens: What is this? Could this please be moved to its proper place, probably as a sub-page of its author's homepage? Thank you.
RavenRed: Apologies, Neil. Forgot the "/" when putting the name on the DiTL page. See deletion requests.
Charsheet
[ToME 2.3.2 Character Sheet]
Name : Blackwood II Age 265 STR: 33
Sex : Neuter Height 80 INT: 9
Race : Ent Weight 93 WIS: 16
Class : Axemaster Social Class 31 DEX: 14
Body : Player CON: 27
God : Melkor Bauglir CHR: 6
+ To Melee Hit 39 Level 21 Hit Points 353/ 353
+ To Melee Damage 35 Experience 12793 Spell Points 20/ 20
+ To Ranged Hit 16 Max Exp 12793 Sanity 120/ 120
+ To Ranged Damage 8 Exp to Adv. 14280 Piety -230
AC 20+37 Gold 40485 Speed Slow (-5)
(Miscellaneous Abilities)
Fighting : Superb Perception : Bad Blows/Round: 3
Bows/Throw : Good Searching : Bad Shots/Round: 1
Saving Throw: Fair Disarming : Poor Mel.dmg/Rnd: 6d6+105
Stealth : Bad Magic Device: Good Infra-Vision: 50 feet
Tactic: normal
Explor: normal
(Character Background)
You are the offspring of a foul and corrupted Ent, carrying
the sins of your sire, devoted to Melkor and revenge upon
ogres. Lokkak beware, Blackwood the second is upon you!
[Miscellaneous information]
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: ON
Small Levels: ON
Arena Levels: ON
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Barrow-Downs: Level 10 (500')
Orc Cave: Level 15 (750')
Your body is a Player.
You are currently in the town of Gondolin.
You have defeated 2198 enemies.
You saved 10 princesses.
You found 3 of the relic pieces.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 2nd Enderi of the 2890th year of the third age.
You have been adventuring for 13 days.
adefkmnopsuxz{|@
Add Str : .1..............
Add Dex : .1..............
Add Con : .1..............
Add Tun.. : ..............1.
Add Speed : ...............+
Slay Evil : +...............
Slay Orc : .+..............
Slay Troll: .+..............
Slay Giant: .+..............
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 : ................
See Invis : .+.............+
Digestion : ...............+
Cursed : .++.............
Orc.ESP : .+.............+
Troll.ESP : .+.............+
Giant.ESP : .+..............
Evil.ESP : ...............+
Skills (points left: 0)
- Combat 14.285 [0.900]
- Weaponmastery 09.007 [0.950]
. Sword-mastery 00.000 [0.300]
. Axe-mastery 25.500 [0.700]
. Hafted-mastery 00.000 [0.300]
. Polearm-mastery 00.000 [0.300]
. Archery 00.800 [0.600]
. Barehand-combat 00.000 [0.200]
. Boulder-throwing 16.800 [0.600]
. Antimagic 00.000 [0.550]
- Sneakiness 02.220 [0.900]
. Stealth -06.000 [0.400]
. Disarming 11.400 [0.900]
- Magic 02.377 [0.300]
. Magic-Device 09.550 [1.150]
. Udun 00.000 [0.400]
- Spirituality 12.640 [0.400]
. Prayer 28.000 [0.500]
- Monster-lore 02.000 [0.500]
. Symbiosis 01.000 [0.300]
Abilities
* Extra Max Blow(1)
* Extra Max Blow(2)
* Far reaching attack
* Tree walking
[Character Equipment]
a) a Broad Axe of Slay Evil (2d6) (+5,+10)
d) a Small Wooden Boomerang of Westernesse (1d4) (+7,+8) (+1) {cursed}
It increases your strength, dexterity and constitution by 1. 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, trolls and giants. It is cursed.
You found it in the remains of Smeagol on level 6 of A lost temple.
e) a Ring of Fear Resistance {cursed}
It
makes you completely fearless. It is cursed.
f) a Ring of Confusion Resistance
k) an Amulet of Spell
m) a Brass Lantern (with 7555 turns of light) {25% off}
n) a Hard Leather Armour of Resist Fire (-1 to accuracy) [6,+0]
o) a Mouse Fur of Protection [1,+13]
p) (nothing)
s) a Hard Leather Cap [2,-1]
u) a Set of Cesti [5,+0]
x) a Pair of Metal Shod Boots of Jumping [6,+1]
z) (nothing)
{) (nothing)
|) a Pick (+1)
[Character Inventory]
a) a Light Blue Mushroom
b) 7 Flasks of oil
c) 2 Gold Potions {tried}
d) a Potion of Slow Poison
e) a Potion of Resist Cold
f) 3 Potions of Cure Serious Wounds
g) 10 Scrolls of Teleportation
h) a Scroll of Word of Recall {25% off}
i) 5 Scrolls of Identify
j) 9 Scrolls of Satisfy Hunger {25% off}
k) a Rod Tip of Light (15 Mana to cast)
l) a Rod Tip of Trap Location (8 Mana to cast)
m) a Wand of Slow Monster[2|20] (5 charges)
n) a Wand of Confuse[1|21] (4 charges)
o) a Staff of Globe of Light[2|10] (2 charges)
p) a Ring of Nether Resistance
q) a Ring of Spell
r) a Broad Axe (2d6) (+1,+4)
s) 11 Boulders {90% off}
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
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