The Angband Ladder: Balista, Wood-Elf Archer by <elliott946@aol.com>

  [ToME 2.2.7 Character Dump]

 Name  : Balista                Age                129       Str!     40     40
 Sex   : Female                 Height              67       Int!     40     40
 Race  : Zombie Wood-Elf        Weight             100       Wis!     40     40
 Class : Archer                 Social Class        52       Dex!     40     40
 Body  : Player                                              Con!     40     40
 God   : Eru Iluvatar                                        Chr!     40     40
                                                                               
 + To Melee Hit          62 Level             50    Max Hit Points      1225   
 + To Melee Damage       36 Experience  20694574    Cur Hit Points       -71   
 + To Ranged Hit         97 Max Exp     23069222    Max SP (Mana)          0   
 + To Ranged Damage      13 Exp to Adv.    *****    Cur SP (Mana)          0   
   AC                20+137 Gold         1227261    Piety             -197960  
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[7] Perception  : Excellent    Blows/Round:  5         
 Bows/Throw  : Legendary[75]Searching   : Excellent    Shots/Round:  5         
 Saving Throw: Excellent    Disarming   : Superb       Mel.dmg/Rnd:  5d4+180   
 Stealth     : Legendary[12]Magic Device: Superb       Infra-Vision: 1300 feet 
                                                       Tactic:       coward    
                                                       Explor:       very slow 
                         (Character Background)                                
          You are one of several children of an Avarin Warrior.  You           
          have light green eyes, straight black hair, and a fair               
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Cth monsters:         ON
 Z-like monsters:      ON
 Joke monsters:        ON
 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 100 (5000')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 688 (34400')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        The Void: Level 148 (7400')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 34 (1700')
        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')
        A lost temple: Level 25 (1250')

 Your body was a Player.
 You have defeated 7934 enemies.
 You tried to destroy Melkor forever, but died in the attempt.
 Arda will be quiet, but not free from evil.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from 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 98 princesses.
 You saved Arda and became a famed Queen.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 1st Coire of the 2890th year of the third age.
 Your adventure lasted 141 days.

     Your Attributes:
You are dead, killed by Improv, the mighty MoLD on level 687 of Nether Realm.
You can cast magic missiles.
You cannot see.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You have free action.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your strength is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.

Skills (points left: 0)
 - Combat                                        20.600 [0.800]
          . Weaponmastery                        01.000 [0.500]
          - Archery                              44.041 [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]
 - Sneakiness                                    01.000 [0.900]
          . Stealth                              01.000 [0.300]
          . Disarming                            06.400 [0.900]
 - Magic                                         02.432 [0.200]
          . Magic-Device                         15.300 [1.100]
          . Thaumaturgy                          02.200 [0.500]
          . Prayer                               50.000 [0.500]
          . Mindcraft                            25.200 [0.500]
 - Monster-lore                                  03.750 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            10.200 [0.500]

Abilities
 * Ammo creation
 * Tree walking

 6 of your companions have been killed.

  [Fates]

You are fated to find a Mushroom of Cure Confusion on level 6.
You are fated to find a Flight Arrow on level 9.
You are fated to meet a Scrawny cat on level 5.
You may meet a Battle-scarred veteran on level 1.
You are fated to meet a Village idiot on level 1.
You may find an Essence of Explosion on level 1.
You may find a Potion of Cure Light Insanity on level 1.
You may find a Scroll of Door/Stair Location on level 19.
You may find a Rod Tip of Acid Bolts on level 59.
You may meet a Mangy-looking leper on level 1.
You may find a Potion of Cure Light Wounds on level 19.
You are fated to meet a Pitiful-looking beggar on level 7.
You are fated to find an Essence of Light on level 17.
You may find a Hard Leather Cap on level 18.
You are fated to meet a Kobold on level 19.
You are fated to find a Scroll of Word of Recall on level 7.


  [Character Equipment]

a) a Mage Staff of Power [Manathrust] (1d4) (+5,+14) (+10) {cursed}
        It can be wielded two-handed.  It has a spell stored inside.  It 
    increases your spell power by 10.  It is cursed.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
d) The Heavy Crossbow 'Brildion' (x6) (+13,+13) (+2 to speed)
    
    It increases your strength, intelligence, dexterity, charisma and 
    speed by 2.  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 Nyarlathotep, the Crawling Chaos on level
    96 of Angband.
e) The Ring called 'Target Practice' (+20 to accuracy) (+3)
    It increases your dexterity, constitution and stealth by 
    3.  It sustains your strength and charisma.  It provides immunity to
    paralysis.  It provides resistance to shards.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
f) a Ring of Speed (+11)
    It increases your speed by 11.  
    You found it in the remains of a Bile Demon on level 71 of Angband.
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 a Pit Fiend on level 78 of Angband.
m) The Arkenstone of Thrain (+3) (charging)
    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 Wyrm of Thunder on level 68 of
    Angband.
n) 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.
o) a Spider Web of Air [1,+14]
    It allows you to breathe without air.  
    You found it lying in a vault on level 87 of Angband.
p) 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 sound, 
    shards and chaos.  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.
s) The Massive Iron Crown of Morgoth [0,+1] (+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 100 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 provides light (radius 1) forever.  It increases your 
    dexterity and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to acid.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
x) a Pair of Soft Leather Boots of Speed [2,+16] (+7) {100% off}
    It increases your speed by 7.  
    You stole it from the Black Market.
z) Qlzqqlzuup, the Lord of Flesh (4281 hp)
    
{) 18 Seeker Bolts of Acid (4d5) (+10,+17)
    It does extra damage from acid.  It
    cannot be harmed by acid.  
    You found it in the remains of Morgoth, Lord of Darkness on level 100 of
    Angband.
|) The Shovel of Tingwe (+11,+7) (+1 to speed) {100% off}
    It increases your strength, wisdom, dexterity, charisma, 
    ability to tunnel, speed and attack speed by 1.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You stole it from the Black Market.


  [Character Inventory]

a) 5 Fireproof Tomes of Knowledge
    It cannot be harmed by fire.  
    You found it in the remains of a Demilich on level 49 of The Sacred Land
    Of Mountains.
b) 5 Fireproof Holy Tomes of Eru Iluvatar
    It cannot be harmed by fire.  
    You found it in the remains of a Lesser black reaver on level 38 of Mordor.
c) Kenault's Cantrip Generator (charging)
    
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Death quasit on level 43 of Mordor.
d) Mordekainen's Pocket Magician (charging)
    It
    can be activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 66 of Mordor.
e) Baalzebub's Tormented Skullcap
    It can be
    activated for satisfy hunger.  
    You found it in the remains of a Monastic lich in the town of Minas Anor .
f) 45 Potions of Cure Insanity
    
g) 18 Potions of Healing
    
h) 14 Potions of *Healing*
    
i) 3 Potions of Life
    
j) a Potion of Invulnerability {100% off}
    
k) 89 Scrolls of Teleportation
    
l) 2 Scrolls of Mass Genocide
    
m) a Silver Rod of the Istari of Healing (200/200)
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Nightwing on level 66 of Mordor.
n) a Silver Rod of the Istari of Healing (162/200)
    It
    can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it lying in a vault on level 59 of The Sacred Land Of Mountains.
o) a Golden Rod of Cheapness of Healing (125/125)
    
    It can cast spells for a lesser mana cost.  
    You found it in the remains of a Lesser black reaver on level 38 of Mordor.
p) a Mithril Rod of Disarming (160/160)
    
q) 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 Bloodthirster on level 63 of Mordor.
r) a Heavy Crossbow (x4) (+10,+8)
s) 29 Bolts of Slay Evil (1d5) (+10,+8)
    
    It fights against evil with holy fury.  
    You found it in the remains of a Brown Thunderlord in a plain of grass.
t) 14 Seeker Bolts of Slay Evil (4d5) (+9,+15) {90% off}
    
    It fights against evil with holy fury.  
    You made it yourself.
u) 20 Silver Bolts of Acid (3d5) (+9,+16)
    It does extra damage from acid.  It fights
    against evil with holy fury.  It cannot be harmed by acid.  It cannot
    be harmed by fire.  
    You found it in the remains of a Sky Drake on level 93 of Angband.
v) 21 Silver Bolts of Acid (3d5) (+13,+11)
    It
    does extra damage from acid.  It fights against evil with holy fury.  
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of a Great Storm Wyrm on level 90 of Angband.
w) 14 Silver Bolts of Slay Undead (3d5) (+10,+12)
    
    It strikes at undead with holy wrath.  It fights against evil with
    holy fury.  It cannot be harmed by acid.  It cannot be harmed by fire.
    
    You found it in the remains of Jack of Shadows on level 87 of Angband.


  [Home Inventory - Bree ]

a) The Tome of Balista
b) a Silver Rod of Simplicity of Trap Location (100/100)
c) a Golden Rod of the Istari of Nothing (250/250)
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You bought it from the Black Market.
d) a Mithril Rod of Recall (160/160)
e) a Mithril Rod of Nothing (160/160)
f) an Adamantite Rod of Restoration (200/200)
    
g) an Adamantite Rod of Healing (200/200)
    
h) a Staff of Genocide[1|8] (4 charges)
i) The Ring 'Medin' (+1)
    It increases your intelligence by 
    1.  It sustains your dexterity and constitution.  It makes you
    completely fearless.  It provides resistance to acid, light, dark, 
    blindness and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Half-orc on level 37 of The Land Of Rhun.
j) The Ring of Imrin (+3)
    
    It increases your searching by 3.  It makes you invisible.  It
    sustains your strength and dexterity.  It provides resistance to cold
     and sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ulfang the Black on level 40 of The Land Of
    Rhun.
k) a Ring of Speed (+10)
    It increases your speed by 10.  
    You found it in the remains of Yig, Father of Serpents on level 79 of
    Angband.
l) 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 a Bloodthirster on level 63 of Mordor.
m) 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 increases your intelligence, wisdom and 
    charisma by 3.  It cannot be harmed by fire.  
    It was given to you as a reward.
n) 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.
o) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated
    for teleport (range 100) every 45 turns if it is being worn. It 
    increases your stealth and speed by 3.  It provides resistance to acid
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
p) a Shield of Deflection of Reflection [10,+24]
    It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
q) The Steel Helm of Hammerhand [6,+20] (+3)
    It grants you the power of berserk if it is being
    worn.  It increases your strength, dexterity and constitution by 3.  
    It sustains your strength, dexterity and constitution.  It makes you
    completely fearless.  It provides resistance to acid, cold, dark and 
    nexus.  It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
r) The Dragon Helm of Dor-Lomin [8,+20] (+4)
    It can be activated for rays of fear in every direction if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your strength, dexterity and constitution by 4.  It provides
    resistance to acid, electricity, fire, cold, light and blindness.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of dragons and thunderlords.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 100 of
    Angband.
s) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2.  It provides
    immunity to paralysis.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 45 of Mordor.
t) The Set of Cesti 'Giliendor' (+2 to damage) [5,+18]
    It sustains 
    your constitution and charisma.  It provides resistance to sound, 
    shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
u) 26 Bolts of Slay Undead (1d5) (+16,+16)
v) 28 Seeker Bolts of Wounding (4d5) (+19,+18) {90% off}
    
    You made it yourself.
w) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)


  [Home Inventory - Gondolin ]

a) Boccob's Magical Mish-mash
    It can be activated for restore stats and life
    levels every 750 turns.  
    You found it in the remains of an Imp on level 51 of Mordor.
b) Jor's Buckler of Missile Attraction
    It can be
    activated for restore stats and life levels every 750 turns.  
    You found it in the remains of a Monastic lich on level 59 of Mordor.
c) a Silver Rod of Detection (100/100)
    
d) 3 Rod Tips of Enlightenment (40 Mana to cast)
    
e) a Rod Tip of Disarming (50 Mana to cast)
f) a Staff of Genocide[1|10] (4 charges)
    
g) The Golden Horn of the Thunderlords (4 charges) {100% off}
h) The Ring 'Minathim' (+2 to speed)
    
    It increases your dexterity, stealth, searching and speed by 2.  It
    sustains your intelligence and dexterity.  It provides resistance to 
    electricity, blindness and nether.  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.
i) a Ring of Speed (+8)
j) The Ring of Power 'Nenya' (+9,+9) (+2)
    It can be activated for healing (800) every 100+d200 turns
     if it is being worn. It increases your strength, intelligence, wisdom
    , dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 83 of Angband.
k) an Amulet of Reflection
l) 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.
m) The Black Dragon Scale Mail of Umenwen (-2 to accuracy) [30,+25]
    It can be activated for breathe acid (130) every
    90+d90 turns if it is being worn. It sustains your intelligence and 
    dexterity.  It provides immunity to acid and fire.  It provides
    resistance to acid and nexus.  It allows you to fly.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 82 of Angband.
n) Power Dragon Scale Mail of Defense (-3 to accuracy) [40,+25]
    It can be
    activated for breathe the elements (300) every 60+d90 turns if it is
    being worn. It sustains your charisma.  It provides resistance to acid
    , electricity, fire, cold, poison, light, dark, confusion, sound, 
    shards, nether, nexus, chaos and disenchantment.  It allows you to
    fly.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
p) 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 Glaurung, Father of the Dragons on level 72
    of Erebor.
q) an Elven Cloak [4,+11] (+3 to stealth)
    It increases your stealth, searching and luck by 3.  It
    cannot be harmed by acid, cold, lightning or fire.  
r) The Metal Cap of Thengel [3,+12] (+3)
    It increases your 
    wisdom, charisma and luck by 3.  It provides resistance to confusion.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
s) 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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
t) a Dragon Helm of Water Breathing [8,+16]
    It provides resistance to poison, light and 
    shards.  It allows you to breathe underwater.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Brown Thunderlord on level 48 of Mordor.
u) The Set of Gauntlets 'Paurnimmen' [2,+14] (+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.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
v) 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 nexus.  It allows you to climb mountains.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 33 of Mirkwood.
w) a Heavy Crossbow of Extra Might (x7) (+15,+13)
    It provides
    resistance to fire.  It fires missiles with extra might.  
    You found it in the remains of a Bloodletter of Khorne on level 42 of
    Moria.
x) Climbing Set {100% off}
    It allows you to climb mountains.  


  [Home Inventory - Minas Anor ]

a) a Time bomb (144 hp)
b) a Silent watcher (1084 hp)
    
c) a Death mold (1044 hp)
    
d) 30 Potions of Speed
    
e) 3 Scrolls of *Destruction*
f) a Silver Rod of Polymorph (100/100)
g) an Adamantite Rod of Nothing (200/200)
h) 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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
i) The Ring of Tulkas (+4)
    It can be activated for haste self (75+d75 turns)
    every 150+d150 turns if it is being worn. It increases your strength, 
    dexterity, constitution and speed by 4.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 83 of Angband.
j) The Amulet of Carlammas (+2)
    It can be
    activated for protect evil (dur level*3 + d25) every 225+d225 turns if
    it is being worn. It increases your constitution by 2.  It provides
    resistance to fire.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Demilich on level 49 of The Sacred Land
    Of Mountains.
k) 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 in the remains of a Dark elven warlock on level 23 of
    Mirkwood.
l) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area every
    50+d50 turns if it is being worn. It grants you the power of detect
    curses if it is being worn.  It provides light (radius 4) forever.  It 
    increases your speed by 1.  It provides resistance to life draining.  
    It allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
m) 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.  
    It was given to you as a reward.
n) Multi-Hued Dragon Scale Mail (-2 to accuracy) [30,+10]
o) The Double Ring Mail of Bormegung (-29,-31) [15,+8](40%)
    It increases your hit points by 40%.  
    It sustains your wisdom and charisma.  It provides immunity to acid
     and electricity.  It provides immunity to paralysis.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
p) The Filthy Rag of the Wight [1,-1] (+6 to searching)
    It increases your intelligence, 
    searching and spell power by 6.  It provides resistance to blindness
     and confusion.  It renders you especially vulnerable to fire.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
q) 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 poison.  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 Santa Claus on level 53 of Mordor.
r) a Dwarven Metal Cap of Intelligence [3,+2] (+2 to infravision)
    It 
    increases your intelligence, constitution and infravision by 2.  It
    sustains your intelligence.  It provides resistance to fire.  It
    allows you to sense the presence of trolls and dragons.  
    It was given to you as a reward.
s) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection
    every 55+d55 turns if it is being worn. It increases your intelligence
    , wisdom and searching by 2.  It provides resistance to blindness.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
t) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear
    in every direction if it is being worn. It decreases your intelligence
    , wisdom and searching by 5.  It provides immunity to cold.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to acid, fire, poison and disenchantment.  It
    allows you to see invisible monsters.  It produces an anti-magic
    shell.  It drains life.  It induces random teleportation.  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 a Dracolich on level 54 of Mordor.
u) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
    It
    can be activated for fire bolt (9d8) every 8+d8 turns if it is being
    worn. It provides light (radius 1) forever.  It does extra damage from 
    fire.  It provides resistance to fire and light.  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.
v) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
    It can be wielded two-handed.  It increases your 
    dexterity, ability to tunnel and speed by 5.  It sustains your 
    dexterity.  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.
w) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) {cursed}
    It increases your dexterity and speed by 3.  It 
    poisons your foes.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It provides immunity to paralysis.  It
    provides resistance to acid, electricity, fire, cold and sound.  It
    speeds your regenerative powers.  It prevents teleportation.  It is
    cursed.  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.


  [Home Inventory - Lothlorien ]

a) Baalzebub's Tormented Box
    It can be activated for teleport level.  
    You found it in the remains of an Emperor wight in the town of Bree .
b) The Gem of Rage
    
    It can be activated for acquirement.  
    You found it in the remains of a Black naga on level 3 of A lost temple.
c) The Crystal Ball of Godly Sights
    
    It can be activated for teleport (range 100) every 45 turns.  
    You found it in the remains of a Master mindcrafter in the town of
    Gondolin .
d) 13 Sprigs of Athelas
    
e) 43 Potions of Speed
    
f) 2 Fireproof Scrolls of Genocide
    It cannot be harmed by fire.  
    You bought it from the Black Market.
g) a Golden Rod of Healing (125/125)
    
h) a Mithril Rod of Healing (160/160)
i) a Mithril Rod of Cheapness of Nothing (160/160)
j) 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 in the remains of a Lesser black reaver on level 38 of Mordor.
k) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    
    It can be activated for genocide every 500 turns if it is being worn. 
    It increases your strength and charisma by 4.  It provides resistance 
    to acid, electricity, fire, cold, dark, confusion 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 a Great Wyrm of Balance on level 81 of
    Angband.
l) The Robe of Vinar [2,+7]
    It provides immunity to acid, electricity and fire.  It
    provides resistance to electricity, poison, chaos and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bloodthirster on level 63 of Mordor.
m) The Fur Cloak of Quarm [3,+10]
    
    It sustains your intelligence.  It provides immunity to electricity
     and cold.  It provides immunity to paralysis.  It provides resistance 
    to poison, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
n) 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 lying in a vault on level 88 of Angband.
o) The Golden Crown of Gondor [0,+15] (+3)
    It can be
    activated for heal 700 hit points every 250 turns if it is being worn. 
    It provides light (radius 1) forever.  It increases your strength, 
    wisdom, constitution and speed by 3.  It makes you completely
    fearless.  It provides resistance to electricity, fire, cold, light, 
    blindness, confusion, sound and chaos.  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 lying in a vault on level 83 of Angband.
p) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It can be
    activated for analyze monster every 500+d200 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 90 of Angband.
q) a Shadow Blade of Aman (4d4) (+11,+11) [+1] (+3 to stealth) {100% off}
    
    It increases your wisdom and stealth by 3.  It strikes at demons with
    holy wrath.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It sustains your dexterity.  It makes you
    completely fearless.  It provides resistance to dark.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    evil beings.  It has been blessed by the gods.  It cannot be harmed by
    acid.  
    You stole it from the Black Market.
r) The Heavy Crossbow of Nilor (x6) (+13,+13) (+2)
    It provides light (radius 1)
    forever.  It increases your strength, dexterity, constitution and 
    charisma by 2.  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 Itangast the Fire Drake on level 70 of
    Erebor.
s) 34 Bolts of Flame (1d5) (+15,+13)
t) 23 Bolts of Slay Evil (1d5) (+10,+6)
    It fights against evil with holy fury.  
    You found it in the remains of a Great Wyrm of Thunder on level 68 of
    Angband.
u) 28 Seeker Bolts of Venom (4d5) (+19,+10) {90% off}
    It poisons your foes.  
    You made it yourself.


  [The Mathom-house Inventory - Bree ]

a) a Rod Tip of Recall (80 Mana to cast)
    
b) The Ring of Power of Akhorahil the Blind
    It makes you invisible.  It sustains your 
    dexterity.  It provides immunity to paralysis.  It provides resistance 
    to poison, sound, 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 Akhorahil the Blind on level 70 of Erebor.
c) 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.
d) The Stone of Lore
    It can be activated for perilous identify every turn if
    it is being worn. It provides light (radius 1) forever.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
e) Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+18] (+1 to stealth)
    It can be activated
    for breathe lightning (100) every 90+d90 turns if it is being worn. It 
    increases your stealth by 1.  It provides resistance to acid, 
    electricity, fire, cold and poison.  It allows you to fly.  It allows
    you to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
f) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic
     if it is being worn.  It can be used to store a spell.  It increases 
    your intelligence, wisdom and searching by 3.  It sustains your 
    intelligence and wisdom.  It provides immunity to paralysis.  It
    provides resistance to acid, electricity, fire and cold.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
g) The Small Leather Shield 'Loegungir' [2,+10]
    It sustains your wisdom.  It provides resistance 
    to fire, sound and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
h) 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.
i) The Iron Helm 'Glaglon' [5,+0] {cursed}
    It provides immunity to paralysis.  It provides resistance to 
    nether.  It drains experience.  It induces random teleportation.  It
    aggravates nearby creatures.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
j) 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.
k) 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 provides resistance to sound.  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.
l) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It increases your 
    strength, constitution and speed by 2.  It does extra damage from 
    electricity.  It is very sharp and can cut your foes.  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 provides immunity
    to paralysis.  It provides resistance to electricity, light and dark.  
    It allows you to see invisible monsters.  It aggravates nearby
    creatures.  It is cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
m) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    
    It does extra damage from fire and frost.  It poisons your foes.  It
    produces chaotic effects.  It is very sharp and can cut your foes.  It
    is a great bane of dragons.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  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.
n) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack speed by 3
    .  It poisons your foes.  It is very sharp and can cut your foes.  It
    is especially deadly against orcs.  It is especially deadly against
    natural creatures.  It provides immunity to paralysis.  It provides
    resistance to poison.  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 70 of The Sacred
    Land Of Mountains.
o) 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.  
p) Eol, the Dark Elf's corpse
    It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .



Posted on 19.7.2004 22:00
Last updated on 4.8.2004 23:16

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On 19.7.2004 22:00 Elliott946@aol.com wrote:
Trying to kill Melkor with an archer. My very first ToME winner was an anti-magic archer and I haven't really played them that much since then. This one is a more standard archer, who worships Eru for Lay of Protection and detection.

I wasn't going to post him until at least beating Morgoth, but he just killed Feagwath and after seeing the extend of what he dropped, I just had to. Feagwath dropped: Doomcaller, Barahir, Lebohaum, Narthanc, Aglarang, Glimdrir, and Belthronding. Plus some relatively rare ego items like a bluesteel blade of Gondolin.

On 20.7.2004 16:13 Elliott946@aol.com wrote:
First time I've ever actually found a suit of power dragon scale mail in a dungeon. I've found staves of wishing and wished for the classic polished power dragon mails of immunity before, but I've never actually found one before. Got close with an Ent Loremaster/Possessor, but that incident is still too painful to think about.

Well, I guess technically I didn't find this one either as it was a princess quest reward, but close enough. Polished would have been a whole lot nicer than of Defense, but I'm still happy with it. Now the question is whether or not to wear it. Have run into a lot of Chaos breathing monsters which is a pain without chaos resistance, so the PDSM would be nice.

Getting proper ammo has been a chore. Thanks to aggresive ammo retrieval and good luck with breakage, he's still getting by on ammo that originally came from Lothlorien house quest skeletons and has still never seen bolts of acid. If this keeps up, Angband will be rough.

On 30.7.2004 22:47 Elliott946@aol.com wrote:
The RNG has decided to make things tough on Balista. He's had miserable luck finding junk to turn into ammo, but he's been unusually lucky in terms of finding useable ammo, so its worked out though he's yet to make a set of randart ammo nor find much acid or slay evil ammo (which he'll definitely need later).

So first he runs into a princess quest for Pit Fiends. Not that terrible a draw, but the darn things kept on breathing chaos which destroys all non-artifact items, such as Balista's ammo. Took three tries to complete, and by the time it was done, virtually all of his ammo was gone (except the acid and slay evil, which he's hoarding for later).

The next level, pleasantly enough, was a princess quest for GWoC which went on a summoning frenzy. First try failed because the level also happened to contain a graveyard. By the second try, Balista was reduced to a couple dozen +3, +5 bolts and a half-dozen silver bolts he bought at the BM. Fortunately, he found enough to keep going, but it was tricky. He just barely had enough ammo to kill each wyrm, and then he had to quickly check its drop for bolts and then teleport away before the rest came into LOS. Even so, they summoned like absolute maniacs.

Balista tried to fight fire with fire by reading a scroll of summon non-moving that a dread dropped, and of all things, Qlzzzrupppt appeared and waited long enough before turning hostile for Balista to charm him. I haven't tried summon kin yet, but it looks terrifying.

Anyway, finishing the level took several hours, even with liberal use of a pair of mass geno junkarts, making it by far the longest level I've ever had. Looks like the most profitable, too. Cleaning up the mess yielded 37 artifacts - 20 'real' ones (including some nice ones like Cubragol, Aranruth, and Soulkeeper) and 17 randarts, plus 5 junkarts, and 3 different hvy crossbows with (x6) multipliers (Umbar plus a pair of xtra might h. crossbows. very nice for a crossbow using archer), plus a multiple healing and restoration rod-tips. The process of sorting through the drops and deciding what to keep might take longer than the battle.

On 30.7.2004 22:47 Elliott946@aol.com wrote:
The RNG has decided to make things tough on Balista. He's had miserable luck finding junk to turn into ammo, but he's been unusually lucky in terms of finding useable ammo, so its worked out though he's yet to make a set of randart ammo nor find much acid or slay evil ammo (which he'll definitely need later).

So first he runs into a princess quest for Pit Fiends. Not that terrible a draw, but the darn things kept on breathing chaos which destroys all non-artifact items, such as Balista's ammo. Took three tries to complete, and by the time it was done, virtually all of his ammo was gone (except the acid and slay evil, which he's hoarding for later).

The next level, pleasantly enough, was a princess quest for GWoC which went on a summoning frenzy. First try failed because the level also happened to contain a graveyard. By the second try, Balista was reduced to a couple dozen +3, +5 bolts and a half-dozen silver bolts he bought at the BM. Fortunately, he found enough to keep going, but it was tricky. He just barely had enough ammo to kill each wyrm, and then he had to quickly check its drop for bolts and then teleport away before the rest came into LOS. Even so, they summoned like absolute maniacs.

Balista tried to fight fire with fire by reading a scroll of summon non-moving that a dread dropped, and of all things, Qlzzzrupppt appeared and waited long enough before turning hostile for Balista to charm him. I haven't tried summon kin yet, but it looks terrifying.

Anyway, finishing the level took several hours, even with liberal use of a pair of mass geno junkarts, making it by far the longest level I've ever had. Looks like the most profitable, too. Cleaning up the mess yielded 37 artifacts - 20 'real' ones (including some nice ones like Cubragol, Aranruth, and Soulkeeper) and 17 randarts, plus 5 junkarts, and 3 different hvy crossbows with (x6) multipliers (Umbar plus a pair of xtra might h. crossbows. very nice for a crossbow using archer), plus a multiple healing and restoration rod-tips. The process of sorting through the drops and deciding what to keep might take longer than the battle.

On 30.7.2004 23:15 Elliott946@aol.com wrote:
The final count appears to be 41 artifacts. I've settled on taking the best of the x6 crossbows (intentionally not taking umbar), the randart amulets, some seeker bolts of acid, and junkarts for the rest.

The thinking is that Balista already has all immunities and resists covered, so only take stuff that could actually help. If either amulet has rNether, rDisenchant, AND telepathy, it would free up a ring slot AND his helmet slot, so its worth a chance. Plus, junkarts of genocide would be incredibly handy, so the slim chance of getting one is better than taking Aranruth, which, though wonderful, is unlikely to be of use to Balista.

On 2.8.2004 23:11 Elliott946@aol.com wrote:
Many, many uniques are dead and many, many artifacts have been found. Balista (now a she) had the interesting occurance of seeing Qlzzqlzuup in two places at the same time. She had earlier had the good fortune to get him when reading a scroll of summon non-moving creature and the even better fortune to get a free move right after, allowing her to hypnotize it. The summon Quylthulgs power in theory is tremendously powerful, but in practice its kind of annoying and somewhat unreliable.

Qlzqqlzuuup's best atribute is its healthy supply of HP. I was planning on bumping Symbiosis up to 15 and trying to use share-life and heal symbiote for healing in the void, in lieu of a cloak of air. Fortunately, she just found a cloak of air in a vault in Angband, so it won't be necessary.

Anyway, she's got Qlzqqlzuup as a symbiote, and then she ran into it in a lesser vault in Angband. She killed it in the vault, but still has it as a symbiote. Weird.

Progress is fine. She's been finding tons of vaults, and by rigorously doing every single one (using mass geno to clear them of monsters first, generally), she's built her ammo supply back up.

Its funny which quests are tough. The Pit Fiends and Bronze Golems were agonizingly difficult, but the Greater Balrogs and GWoL were cake. I guess it comes down to: 1) Do any of Balista's various bolts do extra damage vs the monster, and 2) How likely is it to breathe, cast spells, etc. with an effect that destroys her ammo? Greater Balrogs are vulnerable to poison and she had poison seeker bolts, thus they were a trivial opponent.

On 2.8.2004 23:16 Elliott946@aol.com wrote:
112 days! That amazing considering that this character has done zero scumming (not in the Lothlorien house quest, hasn't even been in the sandworm hole, etc.).

When she runs out of ammo or has it destroyed, she ends up falling back on her junkarts of mass geno. They get used a lot, so she spends a lot of time resting, waiting for them to recharge. Wow, I had no idea it was long long.

On 3.8.2004 21:56 Elliott946@aol.com wrote:
Yea! Morgoth and Sauron went down in short order. The battles weren't quite as easy as they were with DeadZone, my anti-magic archer, but they were still pretty easy. Didn't bother with the Anchor against Sauron, because the seeker bolts of acid killed him so fast he didn't get a chance to teleport away.

Waited until after Sauron was dead to go do the Uvatha quest, so he's now permanently dead. Not being able to finish him off always bugged me. Hmm, forgot to do Thunderlord quest. Balista will have to take care of that before entering the void.

Haven't found the rod-tip of home summoning, which is significant problem. Using her current weapon, Balista's best anti-Melkor ammo only does about 800 damage per shot. Since he's got 90k hp, she needs to bring along 115 shots to kill him, and that doesn't even include Melkor healing or, *gasp* Balista missing on some shots. That's a lot of ammo, and being able to keep some of it at home would have been nice. Looks like she's going to be hauling many, many bolts through the Void.

I'm a bit concerned that the system thinks she's in a Death Orb's body. She did encounter one, but she tried to stay out of its LOS the entire time and she certainly didn't fight it. Is it a parasite thing? It never got closer than 5 or 6 squares away, so I thought she was safe from that, but maybe not.

On 3.8.2004 22:08 Elliott946@aol.com wrote:
A couple other notes. Just in case she loses her crossbow, she found a spare! Amazingly similar: both are (+13, +13) (x6) heavy crossbows that give +2 to STR, DEX, and CHR. Her main one also gives light and +2 CON, while the backup gives +2 INT and Speed. Once she puts on the Iron Crown and stat bonuses become irrelevant, the back-up will become the primary weapon.

Had very few FF quests in the second half of Angband which was really annoying. I was hoping to get a few more, save some skill points, and beef up Thaumaturgy, hoping for Wall Create or Destruction to block monster LOS in the Void.

Right now, she has no means of blocking monster LOS which will be a huge problem in the void. I wonder if teleport level works there. If so, it can be her panic escape.

On 4.8.2004 15:27 Elliott946@aol.com wrote:
Ok, just engaged in this character's first real scumming. Scumming alchemist shops for teleport scrolls (I want to bring 99 into the void), scumming the dungeon town for cure insanity potions, and Balista just killed a dragon to build up favor with Eru. I especially didn't want to do that last one, but I figure special measures are required when going after Melkor. 220k piety should be good. Enough to cast many, many lays of protection, pray constantly, and still have a good shot at being ressurected.

Apparently the RNG approves as the dragon that finally left a corpse also dropped a ring of lordly protection. Only the second one I've ever found outside the BM.

On 4.8.2004 17:00 Elliott946@aol.com wrote:
Ok, all of the end of dungeon uniques are dead and Balista found another dungeon market while clearing the Illusory Castle. It had a pair of elven boots that had telepathy. If this was earlier in the game, those would have been amazing, but there's no need for them now.

Balista's final load-out for the Void will be:
- Tomes of Knowledge and of Eru
- 2 Mass Geno Junkarts and a Satisfy hunger Junkart
- Lots of potions of cure insanity, healing, and *healing*, 3 potions of life and a potion of invulnerability
- 99 scrolls of teleport and 4 scrolls of mass geno
- 3 rods of healing, a rod of disarming, and an adamntite rod of the istari of enlightenment (for stair scumming)
- 5 batches of bolts (totaling 98 bolts) of slay evil (most are silver or seeker), and a few bolts of acid
- Ring of Accuracy +20

For equipment, he's got his regular staff of power +10 (newly inscribed with mana thrust, just in case. He uses the staff so he can have a radius of 2 on lay of protection, plus it gives ID a radius as well), a RoS +11 and Flare. The rest is standard - Trone, Thorin, Arkenstone, Elessar, Fingolfin, Cloak of Air, Morgoth's Crown, and Boots of Speed.

The most questionable call is bringing the ring of accuracy and wearing Flare instead of a couple scrolls of geno, more ammo, or another RoS. The logic is that she's at base speed +36 (+46 when adrenalized) and bumping that up +10 won't really change things much. Second, Flare's swap position ability is absolutely invaluable in the Void and Nether realms and is worth almost anything. Finally, while Balista needs to get through the Void and Nether Realms doing as little fighting as possible (if her ammo breaks, she's dead), when she does fight, the difference between being at +100 and +120 is likely to be more important than having the exta ammo or whatever. We'll see if I'm right.


On 4.8.2004 17:23 Elliott946@aol.com wrote:
So far, so good. The rod of enlightenment was a total failure (I didn't expect it to work like normal, but I hoped it would create the extended LOS that casting high level vision, for example, does. It didn't.), so it got chucked, but Balista did find a scroll of artifact creation.

Her only equipped non-ego non-artifact items are the RoS and Qlzqqlzuup. Hmm. Since it won't let me enchant Qlzqqlzuup (that would have been too cool), and from previous experience it will just make the RoS invulnerable, I'll go with the Ring of Accuracy. Hmm, not bad. +3 to DEX, CON, and Stealth, sustain STR and CHR, Free action, and rShards, plus the original +20 to-hit. At this point, that basically just means +3 to Stealth, but that's better than nothing.

Oooh, and a scroll of teleport level. Never tried one in the Void before... No luck. The Void blocks it.

On 4.8.2004 17:28 Elliott946@aol.com wrote:
Near disaster on level 134. Accidentally teleported away from the stairs while trying to pick up a potion of *healing*, and landed right next to Marylene who opened a serious can of whoop-ass on Balista. Random panicky teleporting miraculously brough Balista back to the stairs. Whew.

On 4.8.2004 17:33 Elliott946@aol.com wrote:
A pit full of Death Orbs!?!?!? You've got to be kidding me. Balista managed to escape, but that's just absurd.

On 4.8.2004 19:02 Elliott946@aol.com wrote:
The RNG seems to be unhappy with Balista. Marylene and Ancalagon appear to be chasing her. Both of them appear on 30-40% of the levels she visits, and considering that she usually doesn't seem much of each level, that means those two are probably on just about every level. That's horrendously bad.

Also bad is that death orb mobs appear to be the other theme so far. She's almost through the Void and has encountered 2 full pits and 1 big mob of death orbs.

Used her first mass genocide when a master Q kept recalling her off the stairs and summoning monsters. Scary, but mass geno handled it.

On 4.8.2004 19:09 Elliott946@aol.com wrote:
Made it into the Nether Realms and found a potion of New Life, which, when drunk, knocked off 36 of Balista's hp. Doh. The Nether Realms extended its greeting by placing Balista right next to a Death Orb, and within site of a greater demon pit, with no stairs in sight. Lovely.

On 4.8.2004 19:25 Elliott946@aol.com wrote:
But Mass Genocide makes up for a multitude of problems. Didn't hurt the Death Orb, but once the demons were gone, Balista could just teleport away. She also found a "good" heavy crossbow, so assuming she hangs onto it, she's good for the flame imperishable.

Close call with a seeker bolt trap hidden in lava. Need to turn on auto disarm.

On 4.8.2004 20:20 Elliott946@aol.com wrote:
Catastrophe. While hunting for the stairs on 684, Balista ran into Marylene. Instead of just teleporting away, I tried to create a void gate back to the stairs. Marylene took the opportunity to summon uniques, getting Great Cthulu and three seperate packs of major demons (lords of change, star spawn, and something else).

Anyway, BOOM. They killed Balista before she even got a move. All was not entirely lost, however, as Balista was praying to Eru at the time and was ressurected. On the down side, she's now at -200k piety, which means no Eru spells until it's back to zero (fat chance of that happening) and no regular spells until its better than -100k (pretty darn slim chance of that happening).

Obviously, this is better than beind dead, but not being able to create void gates, swap position, create lays of protection, or even use detection spells makes this even more difficult and far more tedious. Sigh.

On 4.8.2004 20:22 Elliott946@aol.com wrote:
Almost forgot. Quite possibly worst of all, she can't detect traps anyway.

On 4.8.2004 23:16 elliott946@aol.com wrote:
Bah, humbug. Using the detection power of the Arkenstone, Balista was making slow progress. She'd detect, and if there were stairs down within striking distance and no monsters or traps, she'd try to walk over. If she didn't see any stairs, she'd wait until it charged up, slowly gaining her piety back, stair scum until it looked safe, and try again.

Very slow process but she made it down another 4 levels that way. It was also very dangerous because of the tendency to start holding down the '5' key, and because fricking Marylene and DarkGod were showing up on virtually every single level. They could see Balista at about the same distance she could see them, and they'd pour monsters onto poor Balista. Balista escaped their attacks a half-dozen times or so, but her luck finally ran out. I just can't believe how persistent those two were.

Sigh. Maybe I'll try again without the C and Joke monsters, or perhaps without autoscum for good levels.

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