The Angband Ladder: Dardoldric, Ent Polearmmaster by <>

  [ToME 2.3.0 Character Sheet]

 Name  : Dardoldric             Age                263       STR:     32       
 Sex   : Male                   Height            6328       INT:     11       
 Race  : Ent                    Weight             112       WIS:     13       
 Class : Polearmmaster          Social Class        31       DEX:     13       
 Body  : Player                                              Con:     16     30
 God   : Tulkas                                              CHR:      8       
 + To Melee Hit          47 Level             22    Max Hit Points       391   
 + To Melee Damage       47 Experience     15710    Cur Hit Points       -23   
 + To Ranged Hit         17 Max Exp        15710    Max SP (Mana)         17   
 + To Ranged Damage       0 Exp to Adv.    17640    Cur SP (Mana)         17   
   AC                 10+21 Gold           65287    Piety               1663   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[15]Perception  : Very Bad     Blows/Round:  5         
 Bows/Throw  : Excellent    Searching   : Very Bad     Shots/Round:  1         
 Saving Throw: Bad          Disarming   : Very Bad     Mel.dmg/Rnd:  5d6+235   
 Stealth     : Bad          Magic Device: Superb       Infra-Vision: 50 feet   
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are one of the first beings who awoke on Arda.  You              
          have brown skin and unflexible members.                              

  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ALWAYS
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Barrow-Downs: Level 10 (500')
        Orc Cave: Level 13 (650')
        The Old Forest: Level 13 (650')

 Your body was a Player.
 You have defeated 2283 enemies.
 You saved 5 princesses.
 You found none of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 52nd Yavie of the 2890th year of the third age.
 Your adventure lasted 9 days.

     Your Attributes:
You are dead, killed by an Aranea in the town of Lothlorien.
You can breath fire.
You can grow trees.
You are bleeding.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
Your appetite is small.
You can sense the presence of orcs.
You can sense the presence of trolls.
You can sense the presence of evil beings.
You are unlucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to bright light.
You are completely fearless.
Your dexterity is sustained.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your stealth is affected by your equipment.

 Corruption list:
Demon Breath:
  Provides fire breath
  But gives a small chance to spoil potions when you quaff them

Skills (points left: 0)
 - Combat                                        30.881 [0.900]
          - Weaponmastery                        26.582 [0.950]
                   . Sword-mastery               00.000 [0.300]
                   . Axe-mastery                 00.000 [0.300]
                   . Hafted-mastery              00.000 [0.300]
                   . Polearm-mastery             26.900 [0.700]
          . Archery                              00.800 [0.600]
          . Barehand-combat                      00.000 [0.200]
          . Boulder-throwing                     24.000 [0.600]
          . Antimagic                            00.000 [0.550]
 - Sneakiness                                    01.500 [0.900]
          . Stealth                              00.000 [0.400]
          . Disarming                            01.500 [0.900]
 - Magic                                         01.378 [0.300]
          . Magic-Device                         22.200 [1.150]
 - Spirituality                                  11.000 [0.400]
          . Prayer                               00.000 [0.500]
 - Monster-lore                                  00.000 [0.500]
          . Summoning                            01.000 [0.300]

 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Far reaching attack
 * Tree walking

  [Character Equipment]

a) a Spear of Life (1d6) (+4,+6)(20%) {cursed}
d) (nothing)
e) a Ring of Fear Resistance
        It makes you completely fearless.  
f) a Ring of Fire Resistance
    It provides resistance to fire.  It
    cannot be harmed by fire.  
    You bought it from the Magic shop.
k) an Amulet of Brilliance (+2) {cursed}
m) a Brass Lantern (with 6706 turns of light)
n) an Elven Padded Armour of Resist Acid [4,+8] (+1 to stealth)
o) a Snakeskin Cloak [1,+7]
p) (nothing)
s) a Metal Cap of the Noldor [3,+6] (+2) {!!}
    It can be activated for detect
    treasure every 10+d20 turns if it is being worn. It increases your 
    dexterity by 2.  It sustains your dexterity.  It allows you to sense
    the presence of orcs.  
    It was given to you as a reward.
u) (nothing)
x) a Pair of Soft Leather Boots of Stealth [2,+1] (+3 to stealth)
z) (nothing)
{) (nothing)
|) (nothing)

  [Character Inventory]

a) The Gem of Venom {!!}
    It can be activated for light area
    (dam 2d15) every 100 turns.  
    You found it lying on the ground on level 2 of Barrow-Downs.
b) The Jester's Cap of Insanity (charging) {!!}
    It can be
    activated for satisfy hunger every 100 turns.  
    You found it in the remains of a Novice priest on level 2 of Barrow-Downs.
c) Pytar's Portable Pandemonium {!!}
    It can be activated for Destruction every 100 turns.  
    You found it lying on the ground on level 10 of Barrow-Downs.
d) 8 Flasks of oil
e) 6 Scrolls of Identify
f) 8 Boulders {90% off}
g) (nothing)
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)

  [Home Inventory - Bree ]

a) Jor's Compendium of Strange Behaviour
b) an Amulet of Reflection
c) an Amulet of Lightning Resistance {25% off}
    provides resistance to electricity.  It cannot be harmed by
    You bought it from the Magic shop.
d) The Rapier 'Forasgil' (1d6) (+12,+19)
e) a Trident (1d8) (+2,+6)
    It can be wielded two-handed.  

  [The Mathom-house Inventory - Bree ]

a) The Bag of Tricks
    can be activated for something weird every 5 turns.  
    You found it lying on the ground on level 2 of Barrow-Downs.
b) The Gem of Knowledge
    It can be
    activated for Ruination.  
    You found it lying on the ground on level 1 of Barrow-Downs.
c) Raal's Voodoo Doll of Revenge
    It can be
    activated for create hunger.  
    You found it lying on the ground on level 2 of Barrow-Downs.
d) Kelek's Practical Joke
    It can be
    activated for death.  
    You found it lying on the ground on level 2 of Barrow-Downs.
e) Tenser's Alteration Manual
    It can be
    activated for paralyze.  
    You found it lying on the ground on level 1 of Barrow-Downs.
f) The Crystal Ball of The Witch-King of Angmar
    It can be
    activated for decreasing Dexterity.  
    You found it lying on the ground on level 6 of Barrow-Downs.
g) Bigby's Big Book of Brutality
    It can be
    activated for confusion.  
    You found it lying on the ground on level 1 of Barrow-Downs.

Posted on 17.12.2004 23:10

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On 17.12.2004 23:10 wrote:
This is the first character dump I've sumbitted here, and my first character to get past level 20. Comments and Advice on how to do better next time are appreciated.

On 18.12.2004 05:42 wrote:
Ah, I remember that progression. First character to reach each milestone. Oh, happy days. One nice thing is that once you get a character to a certain spot, you kinda know how to do it, so you can do it again. Of course, you'll still lose lots of low level characters, but you start figuring out the road map.

Looks like you died doing the Spider Quest, right? Well, that quest is level 25, so you're more or less in the right range for it, but its a rough quest for low speed, melee based characters with mediocre savings throws. With a polearmmaster, I'd have waited until you were higher level. The innate treewalking is handy, but you have to kill Elder Aranea to finish the quest and those guys are tough.

Overall advice? Well, I'm not sure what you've tried so far, but I'd suggest giving another race a try. Have you tried a Rohan Knight? They're even less stealthy than an Ent, and don't have anywhere near the hit points, but they're FAST and have great stats. Ent's -5 speed penalty may not seem like much, but if you're been playing them for a while, switching to Rohan Knights who get a speed *bonus* makes the early stages of the game seem much easier.

Go with a Rohan Knight (or Dunedain, they're just like Rohan Knights, though with good, rather than bad stealth, but also no speed bonus) swordmaster (I know there are a million of them already, but there's a reason for it).

After that, my usual progression goes: clear the barrow downs (looks like you're doing 50 princess quests. That's fine.), if you find something that gives free action, head to the Old Forest and go all the way to the bottom and kill Old Man Willow.

If you don't find anything with Free Action in the Barrow Downs, head to the Orc Caves, and go all the way down, and should you come across a special level, be sure to search it very carefully. Azog is at the bottom, and he'll probably be more than you can handle, but its ok to run away. Discretion is the better part of valor.

After that, start on Mirkwood. When you get to something you can't handle, you're probably ready for the Spiders and Bree Troll quests. This time, they'll seem a lot easier because you'll be a lot more powerful, plus you'll either have more speed as a Rohan Knight, or much better stealth as a Dunedain (its nice to be able to sneak up on things).

Your equipment looks about like what one would expect for this stage of the game, though you do have quite a bit of gold. Ah, I see, you haven't been buying enough supplies. By this stage (and really, by mid-Barrow Downs), you should be carrying around a half dozen (or motr) Cure Critical Wounds potions, teleport scrolls, and word of recall scrolls at all times. Don't leave home without them.

You can dump those junkarts (junk artifacts) that activate for bad things. Death, Ruination, stat loss, etc. All are bad. Keep the good ones, of course.

Also, wear the amulet of reflection! INT and WIS are handy and alll, but you're a fighter! Reflection is incredible useful. Finally, Forasgil is a tough call. Its an excellent early game weapon, and though you're a polearm master, I'd seriously consider using it if it gives you more damage than any available polearms.

Good luck and happy travels!

On 19.12.2004 15:57 wrote:
Thanks for the advice. About the junkarts: I was just putting the ones that were useless in the Mathom house, to see how many I'd end up with by the end of the game. However, your approach is much more practical.

It never really occurred to me to carry Cure Critical Wounds potions or other supplies of the sort. I should try that.

Thanks again for the advice. I'll try that Rohan Knight Swordmaster.

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