The Angband Ladder: DeadZone, Wood-Elf Archer by <Elliott946@aol.com>

  [ToME 2.2.5 Character Dump]

 Name  : DeadZone               Age                 79       STR!     40       
 Sex   : Male                   Height              37       INT!     40       
 Race  : Wood-Elf               Weight             105       WIS!     40       
 Class : Archer                 Social Class        23       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Nobody                                              CHR!     40       
                                                                               
 + To Melee Hit           9 Level             50    Max Hit Points       988   
 + To Melee Damage       42 Experience  26001643    Cur Hit Points       988   
 + To Ranged Hit        100 Max Exp     26001643    Max SP (Mana)        226   
 + To Ranged Damage      18 Exp to Adv.    *****    Cur SP (Mana)        224   
   AC                29+105 Gold         1004474                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Excellent    Perception  : Bad          Blows/Round:  6         
 Bows/Throw  : Legendary[90]Searching   : Fair         Shots/Round:  4         
 Saving Throw: Poor         Disarming   : Very Good    Mel.dmg/Rnd:  18d7+252  
 Stealth     : Bad          Magic Device: Very Good    Infra-Vision: 1290 feet 
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          you are one of several children of an Avarin Ranger.  You            
          have light blue eyes, straight black hair, and a fair                
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 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:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 117 (5850')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 51 (2550')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 14820 enemies.
 You destroyed the One Ring, thus weakening Sauron.
 You abandoned Gondolin when it most needed you, thus causing its destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 86 princesses.
 You saved Arda and became a famed King.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 54th Quelle of the 2890th year of the third age.
 You have been adventuring for 68 days.

                    adefkmnopsuxz{|@            
        Add Str   : .2..4....*.3....            
        Add Int   : ..2...5..*......            
        Add Wis   : ....4....*......            
        Add Dex   : ..2......*4.....            
        Add Con   : .2....5..*.3....            
        Add Chr   : ....4.5..*......            
        Add Infra : .........*......            
        Add Tun.. : ..............5.            
        Add Speed : ...*43.....3....            
        Add Blows : ..2.............            
        Slay Evil : .............+..            
        Sust Str  : ................            
        Sust Int  : ......+.........            
        Sust Wis  : .......+........            
        Sust Dex  : ................            
        Sust Con  : ......+.........            
        Sust Chr  : ......+.........            
        Invisible : ................            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ......+.........            
        Free Act  : ......+...+.....            
        Hold Life : .....+....+.....            
        Imm Acid  : ......+*+++.....            
        Res Elec  : .+....++.+......            
        Imm Fire  : ....+..+*+......            
        Imm Cold  : ......*+*+......            
        Res Pois  : ....+...++......            
        Res Fear  : ..+.+.++...+....            
        Res Lite  : .+...+...+.....+            
        Res Dark  : .++..+...+.+....            
        Res Blind : .+....+.........            
        Res Conf  : ......+..+......            
        Res Sound : ..+.............            
        Res Shard : ..+....+........            
        Res Neth  : ........++......            
        Res Nexus : ..+...++.+......            
        Res Chaos : .....+..........            
        Res Disen : ....+...........            
        Aura Fire : ......++........            
        Aura Elec : .......+........            
        Lite      : .........+......            
        See Invis : ..+..+...+......            
        Xtra Might: .+.............+            
        Activate  : .+..++....+.....            
        Aggravate : .+....+.........            
        Cursed    : ......+..+......            
        Hvy Curse : ......+..+......            
        Prm Curse : .........+......            
        No blows  : +...............            
        Orc.ESP   : .....+..........            
        TLord.ESP : ......+.........            
        Full ESP  : .........+......            

Skills (points left: 0)
 - Combat                                        50.000 [0.800]
          . Weaponmastery                        02.500 [0.500]
          - Archery                              50.000 [1.050]
                   . Sling-mastery               00.000 [0.500]
                   . Bow-mastery                 00.000 [0.500]
                   . Crossbow-mastery            50.000 [0.500]
                   . Boomerang-mastery           00.000 [0.500]
          . Antimagic                            44.700 [0.500]
 - Sneakiness                                    03.700 [0.900]
          . Stealth                              01.000 [0.300]
          . Disarming                            03.700 [0.900]
 - Magic                                         00.000 [0.200]
          . Magic-Device                         00.000 [1.100]
 - Spirituality                                  01.700 [0.500]
          . Prayer                               00.000 [0.500]
 - Monster-lore                                  00.000 [0.500]
          . Summoning                            01.000 [0.300]
          . Symbiosis                            01.000 [0.300]

Abilities
 * Ammo creation
 * Tree walking


  [Fates]

You may find a Rune [Chaos] on level 8.
You may find a Wooden Torch on level 1.
You may meet a Village idiot on level 2.
You may meet a Giant pink frog on level 1.
You may find an Amulet of Infravision on level 1.


  [Character Equipment]

a) a Dark Sword of Nothingness (3d7) (-48,-17) {cursed}
        It generates an antimagic field.  It can't attack.  It is cursed.  It
    can re-curse itself.  
    You found it in the remains of an Ancient blue dragon on level 70 of Dol
    Guldur.
d) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It can be activated for magic arrow (10d10) every 20+d20 turns
     if it is being worn. It increases your strength and constitution by 2
    .  It provides resistance to electricity, light, dark and blindness.  
    It fires missiles with extra might.  It aggravates nearby creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 69 of Angband.
e) The Ring of Edhronnas (+2)
    It 
    increases your intelligence, dexterity and attack speed by 2.  It
    makes you completely fearless.  It provides resistance to dark, sound, 
    shards and nexus.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mystic on level 38 of Illusory Castle.
f) a Ring of Speed (+11)
    
    It increases your speed by 11.  
    You found it in the remains of a Great Wyrm of Thunder on level 64 of
    Mordor.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal and cure black breath every 200
    turns if it is being worn. It provides light (radius 3) forever.  It 
    increases your strength, wisdom, charisma and speed by 4.  It makes
    you completely fearless.  It provides resistance to fire, poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Gabriel, the Messenger on level 67 of
    Angband.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    speed and luck by 3.  It provides resistance to life draining, light, 
    dark and chaos.  It allows you to see invisible monsters.  It allows
    you to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
n) The Thunderlord Coat of Marda [9,+25] (+5)
    
    It increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    cold, blindness, confusion and nexus.  It allows you to sense the
    presence of thunderlords.  It reflects bolts and arrows.  It produces
    a fiery sheath.  It drains mana.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 71 of Erebor.
o) The Wolf Pelt 'Gonam' [1,+11]
    
    It sustains your wisdom.  It provides immunity to acid.  It makes you
    completely fearless.  It provides resistance to electricity, fire, 
    cold, shards and nexus.  It produces a fiery sheath.  It produces an
    electric sheath.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
p) The Dragon Shield 'Anevrien' [8,+28]
    It provides immunity to fire and 
    cold.  It provides resistance to acid, cold, poison and nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 78 of Angband.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma and infravision by 125.  It provides resistance to acid, 
    electricity, fire, cold, poison, light, dark, confusion, nether and 
    nexus.  It allows you to see invisible monsters.  It gives telepathic
    powers.  It is permanently cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 117 of
    Angband.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it
    is being worn. It grants you the power of magic missile if it is being
    worn.  It increases your dexterity and luck by 4.  It provides
    immunity to paralysis.  It provides resistance to life draining and 
    acid.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It increases your strength, 
    constitution and speed by 3.  It makes you completely fearless.  It
    provides resistance to dark.  It allows you to climb mountains.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
z) (nothing)
{) 9 Seeker Bolts of Slay Evil (4d5) (+14,+14) {90% off}
    It fights against evil with holy fury.
    
    You made it yourself.
|) a Dwarven Shovel of Digging (+15,+11) (+5)
    It increases your ability to tunnel by 5.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Character Inventory]

a) Baalzebub's Tormented Box
    It can be activated for heal 700 hit
    points every 250 turns.  
    You found it in the remains of a Dark elven sorcerer on level 99 of
    Angband.
b) The Ebon Cube of Darkness
    It can be activated for restore stats and life levels every
    750 turns.  
    You found it in the remains of a Phantom on level 43 of Mordor.
c) The Devil's Pentagram
    It can
    be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Gelatinous cube on level 15 of Mirkwood.
d) Bigby's Big Book of Brutality
    
    It can be activated for genocide every 500 turns.  
    You found it in the remains of a Novice mage on level 34 of Maze.
e) 18 Rations of Food
f) 4 Potions of Cure Insanity
g) 24 Potions of Speed
h) 13 Potions of Healing
i) 10 Potions of *Healing*
j) 4 Potions of Life
k) 10 Scrolls of Teleportation
l) 9 Scrolls of Word of Recall
m) a Scroll of *Identify*
n) 4 Scrolls of Magic Mapping
o) a Scroll of Genocide
p) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It 
    increases your intelligence, constitution, stealth and speed by 4.  It
    provides immunity to fire.  It provides resistance to acid, 
    electricity, cold and nexus.  It allows you to fly.  It allows you to
    sense the presence of thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
q) The Long Sword 'Ringil' (4d5) (+21,+24) (+10)
    It can be activated for ball of cold
    (100) every 300 turns if it is being worn. It provides light (radius
    1) forever.  It increases your speed by 10.  It does extra damage from 
    frost.  It is especially deadly against trolls.  It is a great bane of
    demons.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to cold and light.  It
    allows you to see invisible monsters.  It slows your metabolism.  It
    speeds your regenerative powers.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Stone troll Priest in the town of Bree .
r) a Heavy Crossbow of Siegecraft (x6) (+20,+19) [+2]
    
    It reflects bolts and arrows.  It fires missiles with extra might.  It
    fires missiles excessively fast.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
s) 9 Bolts of Sormenuin (1d5) (+8,+11) (+3) {90% off}
    It increases your dexterity and 
    constitution by 3.  It does extra damage from acid.  It is especially
    deadly against trolls.  It is a great bane of demons.  It is a great
    bane of undead.  It cannot be harmed by acid, cold, lightning or fire.
    
    You made it yourself.
t) 14 Seeker Bolts of Eglor (4d5) (+19,+12) (+1) {90% off}
    It provides light (radius 1) forever.  It 
    increases your strength and intelligence by 1.  It does extra damage 
    from acid and frost.  It poisons your foes.  It produces chaotic
    effects.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
u) 18 Seeker Bolts 'Avalaur' (4d5) (+24,+16) (+3) {90% off}
    It increases your intelligence by 3.  It does
    extra damage from acid and frost.  It poisons your foes.  It is
    especially deadly against giants.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
v) 12 Seeker Bolts of Slay Evil (4d5) (+13,+14) {90% off}
    It fights against evil with holy fury.  
    You made it yourself.
w) (nothing)


  [Home Inventory - Bree ]

a) 15 Sprigs of Athelas
b) 22 Potions of Cure Critical Wounds
c) The Ring 'Valdalan' (+5% of critical hits)
    It increases your searching and ability to score
    critical hits by 5.  It sustains your strength.  It provides immunity
    to paralysis.  It provides resistance to electricity, sound, shards
     and chaos.  It slows your metabolism.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
d) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3) forever.  It increases your 
    strength, dexterity, constitution, infravision and speed by 3.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 76 of Angband.
e) The Blue Stone 'Toris Mejistos'(40%) (+2)
    It
    grants you the power of restore life if it is being worn.  It provides
    light (radius 1) forever.  It can be used to store a spell.  It 
    increases your intelligence, wisdom and luck by 2.  It increases your 
    mana capacity by 40%.  It sustains your intelligence and wisdom.  It
    provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    good beings.  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 in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
f) The Splint Mail of Aldon (-2 to accuracy) [19,+16]
    It sustains your intelligence, wisdom, dexterity and 
    constitution.  It provides immunity to acid and cold.  It makes you
    completely fearless.  It provides resistance to life draining, acid, 
    fire, confusion, sound, shards, nexus, chaos and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
g) The Full Plate Armour of Findor (-3 to accuracy) [25,+15]
    It sustains your wisdom.  It
    provides immunity to electricity and fire.  It provides resistance to 
    life draining and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
h) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, 
    electricity, fire, cold, light, dark and shards.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
i) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75)
    every 75+d75 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your wisdom, charisma, searching and luck by 5.
    It sustains your wisdom, dexterity and charisma.  It provides
    resistance to acid, electricity, dark and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord in the town of Bree .
j) The Iron Helm of Knowledge [6,+20] (-6)
    
    It can be activated for whispers from beyond(sanity drain) 100+d200
    turns if it is being worn. It provides light (radius 1) forever.  It 
    decreases your luck by 6.  It identifies all items for you.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
k) a Heavy Crossbow of Extra Shots (x4) (+24,+18)
    It fires missiles excessively fast.  
    You found it in the remains of a Horned Reaper on level 90 of Angband.
l) 24 Bolts of Slay Undead (1d5) (+13,+14) {90% off}
    
    It strikes at undead with holy wrath.  
    You made it yourself.
m) 6 Seeker Bolts (exploding) (4d5) (+6,+8)
n) 7 Seeker Bolts of Frost (4d5) (+13,+14) {90% off}
    It does extra damage from frost.  It cannot be
    harmed by cold.  
    You made it yourself.
o) 16 Seeker Bolts of Slay Animal (4d5) (+14,+13) {90% off}
    It is especially deadly against natural
    creatures.  
    You made it yourself.
p) 19 Seeker Bolts (exploding) (4d5) (+4,+9) {90% off}


  [Home Inventory - Gondolin ]

a) 2 Potions of Experience
b) The Jewel 'Evenstar' (+3)
    It can be activated for restore stats and life
    levels every 750 turns if it is being worn. It provides light (radius
    1) forever.  It increases your constitution by 3.  It sustains your 
    intelligence, wisdom and constitution.  It provides resistance to life
    draining, cold, dark and nether.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elder vampire on level 49 of Mordor.
c) a Dwarven Lantern of the Magi (+3)
    
    It grants you the power of magic map if it is being worn.  It provides
    light (radius 2) forever.  It can be used to store a spell.  It 
    increases your intelligence, wisdom and charisma by 3.  It cannot be
    harmed by fire.  
    It was given to you as a reward.
d) The Anchor of Space-Time
    It provides light (radius 1) forever.  
    It prevents the space-time continuum from being disrupted.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Mordor.
e) Bronze Dragon Scale Mail (-2 to accuracy) [30,+18]
f) Elven Partial Plate Armour of Resist Cold (-3 to accuracy) [22,+14] (+3 to
stea
    It increases your 
    stealth by 3.  It provides resistance to acid, electricity, fire, cold
     and disenchantment.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Queen Ant on level 50 of Mordor.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
h) The Soft Studded Leather of Beledrost [5,+1]
    It
    sustains your wisdom.  It provides immunity to acid, fire and cold.  
    It makes you completely fearless.  It provides resistance to light, 
    dark and sound.  It cannot be harmed by acid, cold, lightning or fire.
    
    You bought it from the Armoury.
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed
     by 3.  It provides resistance to acid, poison and shards.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
j) The Large Metal Shield of Anarion [5,+20]
    It sustains your 
    strength, intelligence, wisdom, dexterity, constitution and charisma.  
    It provides resistance to acid, electricity, fire, cold and sound.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 49 of Mordor.
k) 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.
l) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated
    for frost bolt (6d8) every 7+d7 turns if it is being worn. It can be
    used to store a spell.  It increases your constitution by 4.  It
    sustains your constitution.  It provides resistance to cold.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
m) The Dagger 'Belangil' (2d4) (+7,+10) (+2)
    It can be activated for frost ball
    (48) every 5+d5 turns if it is being worn. It increases your dexterity
    , speed and attack speed by 2.  It does extra damage from frost.  It 
    poisons your foes.  It provides resistance to cold.  It allows you to
    see invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 49 of Mordor.
n) The Bolt 'Denar' (1d5) (+12,-4) (+3)
    It increases 
    your intelligence, wisdom and charisma by 3.  It does extra damage 
    from acid and fire.  It produces chaotic effects.  It is especially
    deadly against dragons.  It is especially deadly against trolls.  It
    is especially deadly against giants.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 51 of Mordor.
o) 25 Bolts of Lightning (1d5) (+10,+14) {90% off}
    It
    does extra damage from electricity.  It cannot be harmed by
    electricity.  
    You made it yourself.
p) 19 Bolts of Acid (1d5) (+10,+11) {90% off}
    It does extra damage from acid.  It cannot be
    harmed by acid.  
    You made it yourself.
q) 27 Bolts of Venom (1d5) (+9,+10) {90% off}
    It poisons your foes.  
    You made it yourself.
r) 29 Bolts of Flame (1d5) (+15,+8) {90% off}
    It does extra damage from fire.  It cannot be
    harmed by fire.  
    You made it yourself.
s) 16 Bolts of Frost (1d5) (+7,+5) {90% off}
    It does extra damage from frost.  It cannot be
    harmed by cold.  
    You made it yourself.
t) 16 Bolts of Slay Demon (1d5) (+11,+11) {90% off}
    It strikes at demons with holy wrath.  
    You made it yourself.
u) 25 Seeker Bolts of Venom (4d5) (+5,+12) {90% off}
    It poisons your foes.  
    You made it yourself.
v) 23 Seeker Bolts of Venom (4d5) (+7,+8) {90% off}
    It poisons your foes.  
    You made it yourself.
w) 26 Seeker Bolts (exploding) (4d5) (+3,+5) {90% off}


  [Home Inventory - Minas Anor ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It 
    decreases your luck by 20.  It does extra damage from fire.  It 
    poisons your foes.  It produces chaotic effects.  It is very sharp and
    can make your foes bleed.  It strikes at demons with holy wrath.  It
    fights against evil with holy fury.  It can re-curse itself.  It can
    resist being shattered by morgul beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
b) 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 30 of Cirith Ungol.
c) 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 in the remains of a Vampire lord on level 71 of Angband.
d) 43 Potions of Cure Light Insanity
e) 2 Rings of Speed (+9)
f) The Ring of Barahir (+1)
    
    It can be activated for dispel small life every 55+d55 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Lesser Balrog in the town of Gondolin .
g) The Ring of Flare (+3)
    
    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 increases your strength, constitution, charisma and searching by 3.
    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 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightwing on level 69 of Angband.
h) an Indestructible Amulet of Reflection
    It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
i) an Amulet of Telepathy
    It gives telepathic powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
j) The Palantir of Orthanc (+2)
    It can be activated for 
    clairvoyance every 100+d100 turns if it is being worn. It provides
    light (radius 2) forever.  It increases your intelligence, wisdom, 
    searching and infravision by 2.  It provides resistance to blindness.  
    It allows you to see invisible monsters.  It gives telepathic powers.  
    It drains mana.  It aggravates nearby creatures.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 58 of
    Mordor.
k) The Ribbed Plate Armour of Ragonur (-3 to accuracy) [28,+11]
    It sustains your dexterity and charisma.  It provides immunity 
    to acid.  It makes you completely fearless.  It provides resistance to 
    cold, sound, nether, chaos and disenchantment.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 59 of Mordor.
l) The Feathers Cloak 'Earos' [1,+15]
    
    It provides resistance to life draining, acid, fire, light, dark, 
    confusion and disenchantment.  It allows you to fly.  It produces a
    fiery sheath.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
m) a Mouse Fur of Air [1,+7]
    It allows you to breathe without
    air.  
    It was given to you as a reward.
n) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and 
    constitution by 4.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to confusion, sound and 
    chaos.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 80 of
    Angband.
o) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3 turns if
    it is being worn. It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Law drake on level 59 of Dol Guldur.
p) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    
    It decreases your strength and dexterity by 3.  It provides immunity 
    to fire and cold.  It provides immunity to paralysis.  It provides
    resistance to poison, nether and disenchantment.  It drains mana.  It
    induces random teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient foul curse.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
q) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be
    activated for alter reality every 100 turns if it is being worn. It
    can cause earthquakes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is a great bane of demons.  It is a great bane of undead.  
    It fights against evil with holy fury.  It is especially deadly
    against natural creatures.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It gives telepathic powers.  It produces an anti-magic shell.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
r) a Heavy Crossbow of Siegecraft (x5) (+6,+31) [+20]
    It reflects bolts and arrows.  It fires missiles
    with extra might.  It fires missiles excessively fast.  
    You found it in the remains of Fundin Bluecloak on level 70 of Angband.
s) 16 Bolts (exploding) (1d5) (+7,+6) {90% off}
t) 5 Bolts (exploding) (1d5) (+5,+6) {90% off}
u) The Seeker Bolt 'Scale-piercer' (8d5) (+15,+20)
    
    It is a great bane of dragons.  It makes you completely fearless.  It
    allows you to sense the presence of dragons.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 117 of
    Angband.
v) 13 Seeker Bolts of Flame (4d5) (+15,+10) {90% off}
    It does extra damage from fire.  It cannot be harmed by fire.  
    
    You made it yourself.
w) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 117 of
    Angband.
x) Climbing Set


  [Home Inventory - Lothlorien ]

a) Mordenkainen's Mysterious Mind-Masher
    It can be activated for teleport (range 100) every 45 turns.  
    You found it in the remains of a Water demon on level 50 of Submerged
    Ruins.
b) A parchment titled ''Famous Last Words''
    It can be activated for curing.  
c) 2 Potions of Enlightenment
d) Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+16] (+3 to stealth)
    It can be activated for breathe
    lightning (100) every 90+d90 turns if it is being worn. It increases 
    your stealth by 3.  It provides resistance to acid, electricity, fire, 
    cold and disenchantment.  It allows you to fly.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
e) The Gold Dragon Scale Mail of Caron (-2 to accuracy) [30,+25]
    It can be activated for breathe sound
    (130) every 90+d90 turns if it is being worn. It makes you completely
    fearless.  It provides resistance to fire, poison, dark, sound, shards
    , chaos and disenchantment.  It allows you to fly.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Cantoras, the Skeletal Lord on level 92 of
    Angband.
f) an Elven Cloak of Invisibility [4,+15] (+8)
    It increases your stealth, searching and luck by 8.  It makes
    you invisible.  It cannot be harmed by acid, cold, lightning or fire.  
    
    It was given to you as a reward.
g) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be activated for restore life
    levels every 450 turns if it is being worn. It can be used to store a
    spell.  It increases your intelligence, wisdom, charisma, stealth, 
    speed and luck by 2.  It makes you invisible.  It provides resistance 
    to acid, fire, cold and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
h) The Steel Helm of Lamaron [6,+18]
    It provides light
    (radius 1) forever.  It sustains your intelligence.  It provides
    resistance to electricity, cold, poison, sound and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 78 of Angband.
i) a Set of Cesti of Combat (+4,+3) [5,+10] (+1)
    It increases your strength, constitution and 
    attack speed by 1.  It makes you completely fearless.  It drains life.
    It aggravates nearby creatures.  It cannot be harmed by acid.  
    You found it lying on the ground on level 78 of Angband.
j) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can be
    activated for fire branding of bolts every 999 turns if it is being
    worn. It increases your speed by 10.  It provides resistance to fire.  
    It allows you to levitate.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 91 of
    Angband.
k) 27 Bolts of Ekkas (1d5) (+15,+13) (+6) {90% off}
    It increases your constitution by 6.  It does extra damage 
    from frost.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It strikes at demons with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
l) 30 Bolts of Slay Undead (1d5) (+10,+16) {90% off}
    It strikes at undead with holy wrath.  
    You made it yourself.
m) 22 Seeker Bolts of Slay Evil (4d5) (+14,+15)
n) 22 Seeker Bolts 'Celen' (4d5) (+12,+10) (+1) {90% off}
    It increases your intelligence, constitution and 
    charisma by 1.  It is a great bane of dragons.  It is especially
    deadly against orcs.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
o) 16 Seeker Bolts of Venom (4d5) (+9,+14) {90% off}
    It poisons your foes.  
    You made it yourself.
p) 29 Seeker Bolts (exploding) (4d5) (+8,+4) {90% off}
q) 70 Elf Skeletons


  [Home Inventory - Khazad-dum ]

a) The Ring of Power of Uvatha the Horseman (+3 to searching)
    It increases your strength, constitution and 
    searching by 3.  It makes you invisible.  It provides resistance to 
    poison and nether.  It slows your metabolism.  It drains experience.  
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
b) The Ring of Power of Ji Indur Dawndeath (+5)
    
    It increases your charisma by 5.  It makes you invisible.  It sustains 
    your intelligence, dexterity and charisma.  It provides resistance to 
    fire.  It allows you to see invisible monsters.  It slows your
    metabolism.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 60 of Dol
    Guldur.
c) The Ring of Power of Adunaphel the Quiet (+2 to infravision)
    It increases your strength, constitution and infravision by 2.  
    It makes you invisible.  It provides resistance to shards and chaos.  
    It slows your metabolism.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 54 of Mordor.
d) The Ring of Power of Adunaphel the Quiet (+2)
    
    It increases your constitution by 2.  It makes you invisible.  It
    provides resistance to acid, confusion, nether and disenchantment.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 41 of Cirith
    Ungol.
e) The Ring of Power of Dwar, Dog Lord of Waw (+1)
    It increases your wisdom by 1.  It makes you invisible.  It
    makes you completely fearless.  It provides resistance to nexus.  It
    speeds your regenerative powers.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Dwar, Dog Lord of Waw in the town of
    Gondolin .
f) The Ring of Power of Ji Indur Dawndeath
    It makes you invisible.  It provides resistance to acid, 
    sound, nether and disenchantment.  It allows you to see invisible
    monsters.  It drains experience.  It cannot be dropped while cursed.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 115 of Angband.
g) a Ring of Lordly Protection [+23]
    
    It provides immunity to paralysis.  It provides resistance to life
    draining, poison, blindness and disenchantment.  
h) The Ring of Durin (+2)
    It grants you the
    power of midas touch if it is being worn.  It increases your strength, 
    constitution and charisma by 2.  It sustains your strength, 
    constitution and charisma.  It provides resistance to life draining, 
    acid, cold, dark, nether and chaos.  It allows you to sense the
    presence of evil beings.  It drains experience.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.


  [The Mathom-house Inventory - Bree ]

a) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    It decreases your strength, wisdom, charisma and speed
     by 10.  It does extra damage from fire.  It drains life from your
    foes.  It makes you invisible.  It provides immunity to paralysis.  It
    renders you incorporeal.  It allows you to see invisible monsters.  It
    allows you to sense the presence of undead.  It slows your metabolism.
    It prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Bill the Stone Troll in the town of Bree .
b) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    
    It can be activated for terrify every 10+d50 turns if it is being
    worn. It increases your searching and infravision by 2.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
c) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases your intelligence, wisdom
    , dexterity and speed by 1.  It provides resistance to electricity, 
    fire and cold.  It slows your metabolism.  It fires missiles with
    extra might.  It fires missiles excessively fast.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 49 of Mordor.
d) The Short Bow of Amrod (x4) (+12,+15) (+2)
    
    It increases your strength and constitution by 2.  It provides
    resistance to electricity, fire and cold.  It speeds your regenerative
    powers.  It fires missiles with extra might.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend on level 88 of Angband.
e) a Short Bow of Lothlorien (x3) (+8,+17) (+1)
    It 
    increases your dexterity by 1.  It provides immunity to paralysis.  It
    slows your metabolism.  It fires missiles with extra might.  It has
    been blessed by the gods.  It cannot be harmed by acid.  It cannot be
    harmed by fire.  
    You found it in the remains of a Half-troll Priest on level 69 of Angband.



Posted on 15.2.2004 07:32
Last updated on 28.2.2004 07:58

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On 15.2.2004 07:32 Elliott946@aol.com wrote:
Incongruous equipment finds made it take a long time for this character to come together. For example, right after I decide he's going to be an anti-magic archer (going for a dark sword of nothingness) he finds Ringil doing the Bree trolls. Now, that's hugely lucky, but it totally blew my strategy. The game has been like that. He had 3-immunity armor, but to wear it, he'd have to be uncovered against 3 other ones and he still doesn't have all his resists, anyway. Failing to save Gondolin REALLY hurt as I had the suit of 3-immunity armor waiting in my house there.

On the other hand, he's been REALLY lucky in some ways. A FF quest for Storm Wyrms was almost the end of him. Three different times a breath attack took him to >10 hp (once to exactly 0).

On 15.2.2004 21:33 s_latour@Hotmail.com wrote:
How did you manage to find so many skeletons? 150 skeletons is quite a lot!

On 17.2.2004 04:20 Elliott946@aol.com wrote:
Mordor is done and I'm going around cleaning up the side dungeons and maxing my stats.

I'm still mad about not saving Gondolin. I hardly abandoned it. Maeglin summoned some wraiths, and the group happened to include a Nightwalker and Dwar, who promptly summoned a bunch more monsters. By the time I had them cleaned up, Maeglin was gone. Damn.

On 17.2.2004 16:33 Elliott946@aol.com wrote:
150 skeletons was a decent amount, but I've used some up and I really need to get a lot more.

How did I get them? Well, I don't want to make it too obvious, but I'll give you two hints.

First, notice that they're all the same kind of skeleton. Second, look at where I store my inventory.

On 19.2.2004 05:23 elliott946@aol.com wrote:
Its funny that this character, and his pretty inauspiscious start, has become my first one to make it to 50th level and my first one to make it into Angband. I'm not far into it, but so far, its not so bad. Fortunately for DeadZone, 60th level cave trolls go down with one shot just like 30th level cave trolls.

Now that I know what I'm in for, I'm debating whether to go after the side dungeons before hitting the Crypt. Trone's coat is calling me and I just feel there's a better x-bow out there waiting for me somewhere. Still, Angband IS addictive...

On 19.2.2004 05:23 elliott946@aol.com wrote:
Its funny that this character, and his pretty inauspiscious start, has become my first one to make it to 50th level and my first one to make it into Angband. I'm not far into it, but so far, its not so bad. Fortunately for DeadZone, 60th level cave trolls go down with one shot just like 30th level cave trolls.

Now that I know what I'm in for, I'm debating whether to go after the side dungeons before hitting the Crypt. Trone's coat is calling me and I just feel there's a better x-bow out there waiting for me somewhere. Still, Angband IS addictive...

On 19.2.2004 05:24 elliott946@aol.com wrote:
Its funny that this character, and his pretty inauspiscious start, has become my first one to make it to 50th level and my first one to make it into Angband. I'm not far into it, but so far, its not so bad. Fortunately for DeadZone, 60th level cave trolls go down with one shot just like 30th level cave trolls.

Now that I know what I'm in for, I'm debating whether to go after the side dungeons before hitting the Crypt. Trone's coat is calling me and I just feel there's a better x-bow out there waiting for me somewhere. Still, Angband IS addictive...

On 19.2.2004 05:24 elliott946@aol.com wrote:
Its funny that this character, and his pretty inauspiscious start, has become my first one to make it to 50th level and my first one to make it into Angband. I'm not far into it, but so far, its not so bad. Fortunately for DeadZone, 60th level cave trolls go down with one shot just like 30th level cave trolls.

Now that I know what I'm in for, I'm debating whether to go after the side dungeons before hitting the Crypt. Trone's coat is calling me and I just feel there's a better x-bow out there waiting for me somewhere. Still, Angband IS addictive...

On 19.2.2004 13:23 s_latour@hotmail.com wrote:
Elves in Bree? Got me there. If they were in Gondolin or Lothlorien, I might be tempted to mimic Famer Maggot-MURDERER!" Guess I'll stick to Slings. :)

On 19.2.2004 13:24 s_latour@hotmail.com wrote:
Elves in Bree? Got me there. If they were in Gondolin or Lothlorien, I might be tempted to mimic Famer Maggot-MURDERER!" Guess I'll stick to Slings. :)

On 19.2.2004 13:24 s_latour@hotmail.com wrote:
Elves in Bree? Got me there. If they were in Gondolin or Lothlorien, I might be tempted to mimic Famer Maggot-MURDERER!" Guess I'll stick to Slings. :)

On 19.2.2004 13:24 s_latour@hotmail.com wrote:
Elves in Bree? Got me there. If they were in Gondolin or Lothlorien, I might be tempted to mimic Famer Maggot-MURDERER!" Guess I'll stick to Slings. :)

On 19.2.2004 13:24 s_latour@hotmail.com wrote:
Elves in Bree? Got me there. If they were in Gondolin or Lothlorien, I might be tempted to mimic Famer Maggot-MURDERER!" Guess I'll stick to Slings. :)

On 19.2.2004 14:38 Elliott946@aol.com wrote:
Nope, that's not it. Ok, last hint - Look at which houses I'm using.

On 19.2.2004 22:33 Elliott946@aol.com wrote:
DeadZone is about half-way through cleaning up the unfinished side dungeons - Numenor, Helcaraxe, Cirith Ungol, and Rhun are down, as are the Balrogs in Kha-Zhadum and the Minas Anor Thunderlords.

By far the most irritating was Cirith Ungol. If not for boots of Thror and being able to fly, I probably would have given up after a few levels.

Illusion castle is up next, then probably the Necromancer.

On 20.2.2004 05:42 Elliott946@aol.com wrote:
Necromancer was easier than I thought, and he was kind enough to leave me the Dark Sword of Nothingness I've been hunting for. He also left me his corpse, which would have been cool if DeadZone was basically any other sort of character.

On to Trone!

On 22.2.2004 06:08 Elliott946@aol.com wrote:
Have now shifted from Ringil to Dark Sword of Nothingness as primary weapon. Gives 100% anti-magic out to a radius of 16. +10 speed and useful melee vs the anti-magic was a tough trade-off, but so far its working well. Crypt was a breeze, even though Marda and Ungoliant showed up, since nothing could cast spells.

Found Marda's coat in Erebor, so I never actually went after Trone, and I didn't feel like wading through 30 levels of undead to get Feagwath. Maybe if I hit a tough spot in Angband and need to rethink I'll go after one of them.

On 24.2.2004 05:11 Elliott946@aol.com wrote:
Slow going. Every level seems to have a pit full of leveled dragons or giants. Not really dangerous unless I start running low on ammo, but really time consuming to wade through. I was really worried about the greater uniques, but they're falling pretty quickly so far. The power breathers are going to be the biggest problems.

On 24.2.2004 06:33 jason@divinetv.net wrote:
In what way are you 'wading through'? I'm on game-day 14 of Silverleaf (which includes 3 days of tromping around the overhead map). 57 days and scumming Lothlorien for ammo??

With the kit you've got you can take out Morgy within 90 mins of play.

On 25.2.2004 06:02 elliott946@aol.com wrote:
Finally got together enough of the right ammo for Sauron and Morgoth, so I closed out my skeleton supply for more storage space. Losing Gondolin ultimately hurt most because of the lost house. Getting by with just 2 (plus Khazadum) when you need to keep ammo stockpiled is really restricting. Nameless is up next.

On 25.2.2004 15:05 Elliott946@aol.com wrote:
Jason,

This guy has had an incredibly up and down history. Dol Gulder and the first few levels of Angband were quick, but I mostly stuck to the main dungeons early on, and his progress was excruciatingly slow. Late Mirkwood and Mordor took forever, because I just couldn't cover all his resists with the armor he found. Even at level 45 and Maeglin he still didn't have rDisen.

That caution, plus his inability to use rods/staves/etc, and some bad luck, meant that I spent vast amounts of time wandering from town to town looking for basic supplies - CCW, Magic mapping, etc. More than once, I'd hit all three remaining towns, find a total of 2 scrolls of magic mapping, rest the night, and try again the next day.

As for scumming Lothlorien, I don't feel bad about that at all. DeadZone's my first character ever to do a bunch of stuff - reach Angband, kill the Necro, reach 50th level, etc. I'm doing everything I can think of to keep him alive.

As for 'wading', I didn't say he was wading through Angband (the first few levels and Crypt were cake, but its been much tougher since then - Ancalagon really knocked me around before I got him), I said he would be able to 'wade through' the Paths of the Dead. I'm confident DeadZone could breeze through the Paths rather easily at this point, I just don't feel like bothering.

On 25.2.2004 19:58 jason@divinetv.net wrote:
S'ok. Caution is no bad thing. Sorry if I came across a little grumpy. It's probably because I find the end-game of TOME to be easier than I think it should be (having played Moria for thousands of hours and come close to winning but never quite doing it).

If it's your first pop at Morgy then take your time, enjoy it and best of luck.

On 25.2.2004 20:04 jason@divinetv.net wrote:
Oh. Don't forget the delights of the Thunderlord Nests. You've only got to poke your head in the XX dungeon and then you can recall to the bottom level for 10K. Locate and kill the EOL baddie, grab his stash and WOR home again.

On 26.2.2004 05:40 Elliott946@aol.com wrote:
Made it to level 99. Time to take on Sauron.

On 26.2.2004 05:51 Elliott946@aol.com wrote:
Have fun? I am indeed having fun, but I've been a serious bundle of nerves since level 83 or so when I ran into a huge mass of glabrezu or something (at least 50), and had another huge mass of Dreads come floating out of the wall behind me. Barely got away and I've been running for my life ever since.

The end game is easier than expected, all things considered. Every fantasy style game has that problem. At the really high levels, everyone has so many abilities which can be used in so many combinations, that creating an AI to use them properly becomes a major task. Instead, the monsters are just made bigger and stronger while the player starts being able to work multiple powers in combination and kick the greater balrogs around surprisingly easily.

I totally forgot about the Thunderlord nests. I don't know if I used them the whole game. Taking out Trone and Feagwath with them is tempting, but if I somehow died while going after one of them I'd never forgive myself.

On 26.2.2004 07:19 Elliott946@aol.com wrote:
Hmm. I know it wasn't the final battle, but Sauron was kinda anti-climactic. I guess DeadZone is better prepared than I realized. The key was not letting Sauron get LOS until he was inside my anti-magic range. Never even touched me, either time.

The Great Wyrm of Power was another story. Didn't have any anti-dragon arrows, and after a few rounds with it, I barely got away.

On to Mount Doom.

On 26.2.2004 14:13 s_latour@hotmail.com wrote:
Ahhh. I finally got it. I never thought of gathering the skeletons that way. I usually zip through that quest to get to the Aranea and the potion of Augmentation.

On 28.2.2004 06:46 Elliott946@aol.com wrote:
That's it for Sauron.

That last level of Mount Doom was quite something, but in the end the Ring was cast back into the fires from which it came. Hunting down Sauron was a pain in the butt, but, again, in the end, DeadZone got him.

Now for the big cheese himself. Obviously, I want to kill him, but I'd settle for finding him and dying in the attempt.

On 28.2.2004 07:58 Elliott946@aol.com wrote:
WINNER!

Morgoth goes down! Just like Sauron, he never even touched me. Seeker bolts of slay evil plus big stack of phase door scrolls equals a dead Morgoth and an undamaged archer.

Of course, also just like Sauron, DeadZone almost bit the dust to a supporting monster. DeadZone had just finished off a big pack of demons and was down about half his health. A big grey P tunnels out of the wall behind him, but DeadZone's at speed +35 and I figure he can make the stairs before the Hru gets to him. I assume wrong, its not a Hru, its Atlas, and he somehow he catches up and gets a round of attacks in. As the blows land, DeadZone's hit points come down fast and his number on the screen goes from 6 to 4 to 2 to a red 0. After all that, to die like that...

But of course, he wasn't dead. DeadZone had a full 64 hits left. A teleport scroll put him in an room with a couple of quickly dispatched orcs, and a *Healing* potion made him as good as new. The timing was perfect, as Literally 5 steps later, Morgoth pops out of the wall. Weird, because the battle with the demons was fairly lengthy and not really that far away. Oh well. Doesn't matter.

I started playing Moria in '90 or '91 (though I took a 10+ year break) and this is my first win on any of them. I'm very happy.

On 28.2.2004 08:28 Elliott946@aol.com wrote:
Final comment - anti-magic archers absolutely kick butt. Not being able to melee things wasn't much of a weakness and DeadZone's inability to use wands/staffs/rods was hugely outweighed by Sauron's and Morgoth's inability to summon or otherwise cast spells.

When you're primarily a ranged attacker (in fact, totally without a melee attack), and through anti-magic and reflection you shut down everyone else's ranged attacks (except breath weapons), the big battles tend to go your way.

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