The Angband Ladder: Archer, Ent Archer by <yzilbergleyt@yahoo.com>

  [ToME 2.3.0 Character Sheet]

 Name  : Archer                 Age                323       STR:     40       
 Sex   : Male                   Height              65       INT:     34       
 Race  : Ent                    Weight              86       WIS:     40       
 Class : Archer                 Social Class         4       DEX!     40       
 Body  : Player                                              CON:     40       
 God   : Nobody                                              CHR:     34       
                                                                               
 + To Melee Hit          95 Level             50    Max Hit Points       917   
 + To Melee Damage       46 Experience  18804677    Cur Hit Points       823   
 + To Ranged Hit        131 Max Exp     18804677    Max SP (Mana)        482   
 + To Ranged Damage      25 Exp to Adv.    *****    Cur SP (Mana)        474   
   AC                30+207 Gold        10584536                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[27]Perception  : Very Bad     Blows/Round:  11        
 Bows/Throw  : Legendary[87]Searching   : Very Bad     Shots/Round:  4         
 Saving Throw: Excellent    Disarming   : Good         Mel.dmg/Rnd:  11d4+506  
 Stealth     : Bad          Magic Device: Very Good    Infra-Vision: 50 feet   
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          You are of the third generation of the Ents.  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:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 107 (5350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 85 (4250')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        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 32 (1600')
        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 22 (1100')

 Your body was a Player.
 You have defeated 6238 enemies.
 You fell under the evil influence of the One Ring and decided to wear it.
 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 Bree from a dreadful Nazgul.
 You saved 97 princesses.
 You became a new force of darkness and enslaved all free people.
 You found 2 of the relic pieces and failed in your quest.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 41st Quelle of the 2890th year of the third age.
 Your adventure lasted 55 days.

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Lothlorien.
You can drive yourself into a berserk frenzy.
You can grow trees.
You can wreck the world around you.
You feel heroic.
You are in a battle rage.
You are protected by a mystic shield.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
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 completely immune to lightning.
You are completely immune to fire.
You are completely immune 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 eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity 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 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                                        42.920 [0.800]
          . Weaponmastery                        00.700 [0.500]
          - Archery                              50.000 [0.850]
                   . Sling-mastery               00.000 [0.500]
                   . Bow-mastery                 00.000 [0.500]
                   . Crossbow-mastery            50.000 [0.500]
                   . Boomerang-mastery           00.000 [0.500]
          . Barehand-combat                      00.000 [0.200]
          . Boulder-throwing                     00.900 [0.900]
 - Sneakiness                                    06.900 [0.900]
          . Stealth                              01.900 [0.500]
          . Disarming                            01.500 [0.900]
 - Magic                                         03.836 [0.300]
          . Magic-Device                         11.400 [1.100]
 - Spirituality                                  18.250 [0.500]
          . Prayer                               50.000 [0.500]
          . Mindcraft                            25.200 [0.500]
 - Monster-lore                                  00.500 [0.500]
          . Summoning                            01.000 [0.300]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            04.700 [0.500]

Abilities
 * Ammo creation
 * Tree walking


  [Fates]

You may meet a Crypt thing on level 39.
You may meet a Silver mouse on level 13.
You may meet a Mean-looking mercenary on level 16.


  [Character Equipment]

a) a Mage Staff of Power [Elemental Shield] (1d4) (+10,+10) (+11) {cursed,
@w0@m}
    It can be wielded two-handed.  It has a spell
    stored inside.  It increases your spell power by 11.  It is heavily
    cursed.  
    You found it in the remains of Saruman of Many Colours on level 58 of
    Mordor.
d) a Light Crossbow of Extra Might (x6) (+16,+25)
    It provides resistance to nexus.  It fires missiles with extra
    might.  
    It was given to you as a reward.
e) The Ring of Aroth (+7) {BskSndChsDsnRgn}
    It increases your wisdom, dexterity, 
    speed and attack speed by 7.  It sustains your strength and 
    constitution.  It provides resistance to acid, electricity, fire, cold
    , sound, chaos and disenchantment.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 85 of Angband.
f) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed}
    
    It can be activated for powerful things if it is being worn. It grants
    you the power of change the world if it is being worn.  It increases 
    your strength, intelligence, wisdom, dexterity, constitution, charisma
    , speed and spell power by 5.  It increases your mana capacity by 100%
    .  It makes you invisible.  It sustains your strength, intelligence, 
    wisdom, dexterity, constitution and charisma.  It provides immunity to 
    acid, electricity, fire and cold.  It provides immunity to paralysis.  
    It provides resistance to poison, blindness, nether and disenchantment
    .  It allows you to see invisible monsters.  It gives telepathic
    powers.  It speeds your regenerative powers.  It drains mana, life and 
    experience.  It is permanently cursed.  It cannot be dropped while
    cursed.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
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 Great Wyrm of Perplexity 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 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) The Mumak Hide of Redad [1,+11] {IF, PoiSnd}
    It sustains your dexterity.  It provides
    immunity to fire.  It provides resistance to poison and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Small Metal Shield of Marinuin [3,+12] {IC AcdPoiNtr}
    It sustains your dexterity.  It
    provides immunity to cold.  It provides resistance to acid, poison and 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
s) 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.
u) The Set of Cesti of Dirion (+10,+3) [5,+14] {FA ElcFrDrkDsn}
    It sustains your constitution.  It provides immunity to
    paralysis.  It provides resistance to electricity, fire, dark and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Chaos on level 79 of
    Angband.
x) The Pair of Metal Shod Boots of Thror [6,+19] (+3)
    It increases your strength, constitution and speed by 3.  It
    makes you completely fearless.  It provides resistance to shards.  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) a Death mold (1166 hp)
    
{) (nothing)
|) The Dwarven Pick of Erebor (+5,+20) (+5) {LtDrkChs}
    It can be activated for open a secret
    passage every 75 turns if it is being worn. It provides light (radius
    1) forever.  It increases your strength and ability to tunnel by 5.  
    It does extra damage from acid.  It is especially deadly against orcs.
    It is especially deadly against trolls.  It strikes at demons with
    holy wrath.  It sustains your strength.  It provides resistance to 
    light, dark and chaos.  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 85 of Angband.


  [Character Inventory]

a) The Gem of Ghosts of MASS GENO {@A1 }
    It can be
    activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 15 of The Old Forest.
b) Baalzebub's Tormented Skullcap {@A4 Cure Insanity}
    It can
    be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
c) 7 Potions of Healing
    
d) 2 Potions of *Healing*
    
e) 11 Scrolls of Word of Recall {@r9!r}
    
f) 6 Scrolls of Satisfy Hunger {@r5}
    
g) a Scroll of Genocide
    
h) a Silver Rod of Cheapness of Disarming (100/100) {@z4!d!k!s!v}
    It can
    cast spells for a lesser mana cost.  
    You found it in the remains of a Nightwing on level 65 of Mordor.
i) a Mithril Rod of Simplicity of Nothing (160/160)
j) The Wand of Digging of Thrain (1966 charges) {@a4!d!k!s!v}
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
k) 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 Blue Thunderlord on level 35 of Mordor.
l) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
m) 25 Seeker Bolts of Bastel (4d5) (+24,+23) (+4 to speed) {CU DemonSlayer}
    
    It increases your strength, constitution and speed by 4.  It does
    extra damage from frost.  It drains life from your foes.  It is a
    great bane of demons.  It strikes at undead with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
n) 30 Seeker Bolts of Atholin (4d5) (+21,+12) (+2 attacks) {C GdrGuOT}
    It increases your attack speed by 2.  It does
    extra damage from frost.  It drains life from your foes.  It is a
    great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It is a great bane of undead.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
o) 24 Seeker Bolts 'Turin' (4d5) (+10,+16) (+4) {APCh GdrGdmA}
    It increases your wisdom and constitution by 4.  
    It does extra damage from acid.  It poisons your foes.  It produces
    chaotic effects.  It is a great bane of dragons.  It is a great bane
    of demons.  It is especially deadly against natural creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
p) 22 Seeker Bolts 1 ECCh GdrGdb of Hyavalos (4d5) (+10,+10) {@f1 }
    It provides light (radius 1) forever.  It does
    extra damage from electricity and frost.  It produces chaotic effects.
    It is a great bane of dragons.  It is a great bane of demons.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
q) 23 Seeker Bolts 7 DragonSlayer of Ephrin (4d5) (+17,+21) (+5) {@f7 }
    It increases your dexterity and constitution by 5
    .  It produces chaotic effects.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You made it yourself.
r) 13 Seeker Bolts Disintegration (exploding) (4d5) (+8,+8) {90% off}
    
s) 6 Seeker Bolts 'Laistil' (4d5) (+18,+18) {cursed, !w!w!w Evil}
    It provides light (radius 1) forever.  It is
    especially deadly against giants.  It strikes at demons with holy
    wrath.  It fights against evil with holy fury.  It aggravates nearby
    creatures.  It fills you with the Black Breath.  It is heavily cursed.
    It carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
t) 20 Silver Bolts 9 Teleport Away (exploding) (3d5) (+5,+4) {@f9 }
    It fights against evil with holy fury.  It cannot
    be harmed by acid.  It cannot be harmed by fire.  
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Holy Tome of Eru Iluvatar
b) Tenser's Torch of Spontaneous Combustion Restoration
    It can be activated
    for restore stats and life levels every 200 turns.  
    You found it in the remains of a Basilisk on level 25 of The Old Forest.
c) a Potion of Life
d) a Rod Tip of Perception (20 Mana to cast)
e) The Ring of Gondorth (+1) {ColdChsDsn}
    
    It increases your dexterity, attack speed and ability to score
    critical hits by 1.  It makes you invisible.  It sustains your 
    dexterity.  It provides resistance to cold, 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 an Ancient green dragon on level 59 of
    Mordor.
f) a Ring of Speed (+8)
g) an Indestructible Ring of Confusion Resistance
    It provides resistance to confusion.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
h) an Amulet of the Serpents [+5] (+4)
    It can be activated for venom
    breathing every 40+d60 turns if it is being worn. It increases your 
    dexterity by 4.  It provides resistance to poison.  
    You found it in the remains of a Black wraith on level 52 of Mordor.
i) 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 Dracolisk on level 52 of Mordor.
j) an Amulet of Sustenance
    It
    sustains your strength, intelligence, wisdom, dexterity, constitution
     and charisma.  It provides resistance to life draining.  It slows
    your metabolism.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Young blue dragon on level 26 of Mirkwood.
k) 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.  
    You found it in the remains of a Lesser Balrog on level 48 of Mordor.
l) The Full Plate Armour of Isildur [25,+25] (+1) {BskCnfSndNx}
    
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 54 of Mordor.
m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {DrkChsDsn}
    
    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, chaos and disenchantment.  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.
n) an Iron Crown of Telepathy [0,+4]
o) a Golden Crown of the Magi [0,+10] (+1)
    It can be used to store a spell.  It 
    increases your intelligence and spell power by 1.  It sustains your 
    intelligence.  It makes you completely fearless.  It provides
    resistance to acid, electricity, fire and cold.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 52 of
    Mordor.
p) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and confusion.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
r) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2) {@w0!d!k!s!v^.^R^<^>}
    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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
s) a Heavy Crossbow of Accuracy (x4) (+25,+19) {@w0!d!k!s!v}
    
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
t) 25 Bolts Disentigration (exploding) (1d5) (+8,+5)
u) 19 Bolts (exploding) (1d5) (+6,+5) {Teleport Away}
    
v) 61 Boulders {90% off}
    
w) a Mage Staff of Wizardry (1d4) (-5,-10)(80%) (+4)
    It can be wielded two-handed.  It can be
    used to store a spell.  It increases your spell power by 4.  It
    increases your mana capacity by 80%.  
    You found it in the remains of Saruman of Many Colours on level 58 of
    Mordor.


  [Home Inventory - Gondolin ]

a) a Tome of Magical Energy {@m3@b3!d!k!s!v}
    
b) 3 Tomes of Knowledge
c) a Potion of Life
d) 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 Great Ice Wyrm on level 54 of Mordor.
e) The Amulet of Aragalas (+4) {Reflection}
    
    It increases your charisma by 4.  It sustains your wisdom and 
    dexterity.  It provides resistance to acid.  It allows you to
    levitate.  It allows you to see invisible monsters.  It reflects bolts
    and arrows.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Law on level 87 of Angband.
f) The Amulet of Ingwe (+3)
    
    It can be activated for dispel evil (level*5) every 300+d300 turns if
    it is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  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 Great Wyrm of Perplexity on level 67 of
    Angband.
g) 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 a Great Wyrm of Law on level 73 of Angband.
h) an Indestructible Amulet of Weaponmastery (+5,+3) [+3] (+2)
    
    It increases your strength and constitution by 2.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Perplexity on level 62 of
    Mordor.
i) 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.  
    It was given to you as a reward.
j) The Ring Mail 'Elvor' (-2 to accuracy) [12,+10] {IAC ElcPoiSndSrdNtrNxChs}
    It sustains your strength, 
    intelligence, wisdom, constitution and charisma.  It provides immunity 
    to acid and cold.  It provides immunity to paralysis.  It provides
    resistance to electricity, poison, sound, shards, nether, nexus and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 67 of Angband.
k) The Chain Mail of Arvedui (-2) [14,+15] (+2) {SndSrdNx}
    
    It increases your strength and charisma by 2.  It provides resistance 
    to acid, electricity, fire, cold, sound, shards and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord in a plain of grass.
l) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    
    It increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion, sound and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 67 of
    Angband.
m) The Cloak 'Colluin' [1,+19]
    It can be activated for resistance (20+d20 turns) every 111
    turns if it is being worn. It provides resistance to acid, electricity
    , fire, cold and poison.  It allows you to sense the presence of good
    beings.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
n) The Jewel Encrusted Crown of Numenor [0,+18] (+3) {FA CldLtDrkBlndSndSrd}
    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 Ancalagon the Black on level 85 of Angband.
o) 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.  
    It was given to you as a reward.
p) a Set of Cesti of Power (+1,+2) [5,+10] (+4) {Blindness}
    It increases your strength by 4.  It
    provides resistance to blindness.  
    You found it in the remains of a Great Bile Wyrm on level 76 of Angband.
q) The Small Sword 'Arwar' (1d6) (+8,+11) (+4) {@w0@r2}
    
    It provides light (radius 1) forever.  It increases your strength by 4
    .  It does extra damage from acid.  It poisons your foes.  It drains
    life from your foes.  It strikes at demons with holy wrath.  It has
    been blessed by the gods.  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.
r) The Trident of Ulmo (4d8) (+15,+19) (+4) {@w0!d!k!s!v}
    It can be activated for teleport away every 200 turns if it
    is being worn. It increases your dexterity by 4.  It is especially
    deadly against dragons.  It is especially deadly against natural
    creatures.  It provides immunity to acid.  It provides immunity to
    paralysis.  It provides resistance to life draining and nether.  It
    allows you to breathe underwater.  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 Eol, the Dark Elf in the town of Gondolin .
s) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
t) a Light Crossbow of Extra Might (x6) (+15,+16) {@w0 Drk !d!k!s!v}
    
    It provides resistance to dark.  It fires missiles with extra might.  
    It was given to you as a reward.
u) 21 Seeker Bolts 6 EFCh GT of Lornost (4d5) (+21,+17) (+3 to speed) {@f6 }
    It provides light (radius 1) forever.  
    It increases your constitution, charisma and speed by 3.  It does
    extra damage from electricity and fire.  It produces chaotic effects.  
    It is especially deadly against trolls.  It is especially deadly
    against giants.  It cannot be harmed by acid, cold, lightning or fire.
    
    You made it yourself.
v) 15 Seeker Bolts 4 CPCh DrU of Heril (4d5) (+14,+10) (+3 attacks) {@f4 }
    It increases your strength and attack speed by 3.
    It does extra damage from frost.  It poisons your foes.  It produces
    chaotic effects.  It is especially deadly against dragons.  It strikes
    at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
w) 15 Seeker Bolts 'Thlor' (4d5) (+15,+15) (+4) {EF GuE}
    It increases your intelligence and constitution
     by 4.  It does extra damage from electricity and fire.  It is a great
    bane of undead.  It fights against evil with holy fury.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.


  [Home Inventory - Minas Anor ]

a) a Silver Rod of Disarming (100/100) {@z4!d!k!s!v}
    
b) The Golden Horn of the Thunderlords (4 charges) {100% off}
c) The Ring of Carauren (+2) {HL,ElcCldDrkBlndCnfSndNtrChs}
    It increases your charisma by 2.  It provides
    resistance to life draining, electricity, cold, dark, blindness, 
    confusion, sound, nether and chaos.  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 Amulet of Tuntir (-4,-4) (+4 to searching) {FA, PoiBlndCnfSndDsn}
    It can be used to store a spell.  It increases your 
    intelligence, charisma, searching and infravision by 4.  It sustains 
    your intelligence.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to poison, blindness, 
    confusion, sound and disenchantment.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
e) an Amulet of Telepathy
    It gives telepathic powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Rare Jewelry Shop.
f) 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 makes
    you invisible.  It makes you completely fearless.  It provides
    resistance to blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
g) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    It can be activated for temporary ESP
    (dur 20+d20) every 20+d50 turns if it is being worn. It increases your 
    intelligence, dexterity, charisma, searching and spell power by 3.  It
    provides resistance to acid, fire, shards and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Tarrasque on level 97 of Angband.
h) 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.  
    You found it in the remains of a Great Ice Wyrm on level 54 of Mordor.
i) 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.
j) 29 Seeker Bolts of Heldis (4d5) (+13,+9) (+3 attacks) {E DrTU}
    It increases your 
    wisdom and attack speed by 3.  It does extra damage from electricity.  
    It is especially deadly against dragons.  It is especially deadly
    against trolls.  It strikes at undead with holy wrath.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.


  [Home Inventory - Lothlorien ]

a) 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 an Angel on level 33 of Mirkwood.
b) 99 Potions of Water Curing {quest}
c) 11 Potions of Cure Critical Wounds
    
d) a Potion of Life
e) a Rod Tip of Healing (120 Mana to cast)
    
f) The Great Rod Tip of Home Summoning (75 Mana to cast)
g) a Staff of Probability Travel[3|18] (1 charge)
    
h) The Ring of Power of Uvatha the Horseman (+1 to stealth) {ElecPoiChsDsn}
    It 
    increases your dexterity, charisma, stealth, searching and infravision
     by 1.  It makes you invisible.  It sustains your wisdom and dexterity
    .  It provides resistance to electricity, poison, chaos and 
    disenchantment.  It allows you to levitate.  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 Uvatha the Horseman in the town of Bree .
i) an Elven Rhino Hide Armour (-1 to accuracy) [8,+12] (+3 to stealth) {snd}
    
    It increases your stealth by 3.  It provides resistance to acid, 
    electricity, fire, cold and sound.  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.
j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed
     by 3.  It provides resistance to acid, shards and nether.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) The Thunderlord Coat 'Thilor' [9,+8] {FA,HL,ElcFrCldSrd}
    It sustains your 
    intelligence.  It provides immunity to paralysis.  It provides
    resistance to life draining, electricity, fire, cold and shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire on level 23 of Mirkwood.
l) an Elven Cloak [4,+0] (+2 to stealth)
m) The Small Metal Shield of Thorin [3,+25] (+4) {IA CnfSndChs}
    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 Gothmog, the High Captain of Balrogs on
    level 98 of Angband.
n) The Large Leather Shield of Celegorm [4,+20] {LtDrkSnd}
    It provides resistance to acid, electricity, fire, 
    cold, light, dark and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Headless ghost on level 33 of Mirkwood.
o) an Iron Crown of Seeing [0,+8] (+5 to searching) {ESP}
    
    It increases your searching by 5.  It provides resistance to blindness
    .  It allows you to see invisible monsters.  It gives telepathic
    powers.  
    You found it in the remains of a Great Wyrm of Thunder on level 68 of
    Angband.
p) 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.  
    You found it lying in a vault on level 46 of The Sacred Land Of Mountains.
q) 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
r) The Set of Gauntlets of Eol [3,+15](60%) (+3) {FA ElcPoiDrk}
    It can be activated for mana bolt (9d8)
    7+d7 turns if it is being worn. It can be used to store a spell.  It 
    increases your intelligence and luck by 3.  It increases your mana
    capacity by 60%.  It provides immunity to paralysis.  It provides
    resistance to electricity, poison and dark.  It allows you to
    levitate.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Greater Balrog on level 92 of Angband.
s) The Heavy Crossbow of Elenwe (x6) (+10,+11) (+2)
    
    It provides light (radius 1) forever.  It increases your strength, 
    wisdom, 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 a Cave troll in the town of Gondolin .
t) 24 Bolts 'Ordanath' (1d5) (+14,+4) (+2 attacks) {AC OGdmGu}
    
    It increases your strength, wisdom and attack speed by 2.  It does
    extra damage from acid and frost.  It is especially deadly against
    orcs.  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.
u) 19 Bolts of Aliominwe (1d5) (+20,+8) (+6) {EC GdrGdmU @f3!d!k}
    It increases your strength and constitution by 6.
    It does extra damage from electricity and frost.  It is a great bane
    of dragons.  It is a great bane of demons.  It strikes at undead with
    holy wrath.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
v) 15 Bolts 'Kemmoth' (1d5) (+13,+15) (+4) {ET E}
    It provides light (radius 1) forever.  It 
    increases your intelligence, wisdom and constitution by 4.  It does
    extra damage from electricity.  It is especially deadly against
    trolls.  It fights against evil with holy fury.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You made it yourself.
w) 24 Bolts 9 Teleport Away (exploding) (1d5) (+6,+5) {@f9!d!k }
    
x) an Ancient red dragon corpse {!k}



Posted on 2.1.2005 00:08
Last updated on 4.1.2005 07:02

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2007. on the Ladder (of 18973)
712. on the ToME Ladder (of 3151)
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On 2.1.2005 00:08 yzilbergleyt@yahoo.com wrote:
I decided to try an Ent Archer. "WHY????" you ask. "Isn't Dexterity the most important stat for an Archer? And isn't that something Ents lack?" Well, you are right. However I discovered that boulders, being of the "Junk" family, can be turned into bolts and arrows. Which means an Ent would have a pretty much unlimited supply of Ego, exploding, and artifact ammo!

So here's my attempt. I decided to go crossbow for the extra damage, but maybe that wasn't the best idea. While randart bolts maybe good non-archer folk for their pvals, they tend to be Chaotic, which is not something you always want. For now that's no problem, but once I get to Angband where most monsters will require multiple shots, I dread transforming a Fire Hound into a Master Q. If only the vampiric bolts actually drained life, it would have offset this disadvantage...

Ah well, let's see what ends up killing me.

On 2.1.2005 00:14 yzilbergleyt@yahoo.com wrote:
Oh, and I have to apologize for my extremely unoriginal character name. I can never come up with proper ones...

And if anyone has a suggestion on where to spend my Skill Points, I would appreciate it. I know Symbiosis should be a no-brainer, but I'd like to play this guy as an archer, not a summoner. And with Eru prayer giving me the Divination spells, mindcraft would only serve as a replacement for Conveyance. But that might be worth it, especially for void creation... But I better get another mod first.

On 2.1.2005 05:13 Elliott946@aol.com wrote:
Wow, brillant idea!

I've played many, many archers (though admittedly all in 2.2.x) and you have more randart ammo with the chaotic flag than all of my archers put together.

As for those extra points, I'd definitely put them into #1 - Mindcraft and #2 - Prayer, then I'd find a good mage staff and wield it instead of that sword.

For Mindcraft, not only can you create void gates, which is extremely powerful, but you can also get adrenal channeling which is haste+healing and that armor skill which is good for double resists. Very handy.

Since you worship Eru, you may as well press on with Prayer until you get the best power - Create Runes. With prayer at 50 and a decent mage staff of power (+6 or +8 or so), your radius goes up to 2.

That's significant because summoners can only summon monsters to within 2 squares of you. If your runes are out to a radius of 2, and none are broken, summoners can't summon on you at all. Quylthulgs become trivial when set up properly.

On 2.1.2005 05:16 Elliott946@aol.com wrote:
Oh, and you could always take combat up to 40 (I recognize that you'll get 30 once you can bump up crossbow mastery) for the extra target's worth of piercing.

On 2.1.2005 07:42 yzilbergleyt@yahoo.com wrote:
Wow, I'd forgotten all about piercing shots! Probably because I'd never really played Archers before.... Is chaotic ammo supposed to be good though? I mean I understand if it turns a Bone Golem into a Mumak or something, but it can do the opposite, right? And it could teleport a monster you want to kill away before you have a chance to finish it off. Or is the Chaotic flag on ammo different from melee weapons?

I'm still waiting for the third Mindcraft upgrade, but I boosted Prayer to 50. Lay of Runes radius 2 is real nice! Saruman dropped a Mage Staff of Power (+11), and it handles the job pretty well. A shame it doesn't work over items, stairs, doors, (and traps?). For items at least I think I'll go on a bout of ammo making till I get some Exploders of Mana. That way one shot would clear out all the junk.

By the way, how come the =g inscription on my ammo doesn't work? Isn't it supposed to automatically pick it up if the ammo is inscribed this way? Or does the fact that I have that "y/n on automatic pickup" option enabled have anything to do with it?

Thanks!

On 3.1.2005 04:59 Elliott946@aol.com wrote:
Dunno if chaotic ammo is supposed to be useful or not. With melee weapons, its a mixed blessing at best, but I have too little experience with it on ammo to comment.

Runes cannot be created on traps, which is definitely a minus.

Completing my trifecta of marginally useful, at best, responses to your questions, I'm one of the least knowledgeable folks around when it comes to macros. Try asking over at www.t-o-m-e.net in the forums.

Good luck and keep rolling!

On 4.1.2005 07:02 yzilbergleyt@yahoo.com wrote:
Well, when Archer finally wrested The One Ring from Sauron, it's seductive power was too great for him to resist. Nevermind that all cities of Middle Earth would be destroyed, taking with them everything of Archer's that he wasn't carrying. Nevermind that Eru warned Archer that Ring Wearers were not looked upon kindly. All of this completely slipped Archer's mind (seriously!)

Thank the Valar (and Elliot) Archer had invested some time in learning Mindcraft so he was still able use it for detection and visualization of surroundings. Archer had no means of Identifying left, but that didn't matter as the packrat's pack was already full to the bursting point.

And so Archer recalled down to Angband, hunted down Sauron and Morgoth, and shot them full of artifact bolts of Slay Evil which he had earlier crafted for himself. At point blank range, as he could no longer ask Eru to lay out guardian runes. Neither put up much of a fight, only forcing Archer to drink 3 potions of Healing and one of *Healing*. It is truly helpful to be able to loose 4 bolts for each of your opponents' moves.

And thus Archer became the new Lord of Evil of Middle Earth ^_^.

On 4.1.2005 20:44 artagas@yahoo.co.uk wrote:
Extreme creative race/class combo, congrats for the win. Hard to imagine how you could get away with using so few potions in your final fight if you were fighting Morgy melee range as you say.

On 4.1.2005 22:53 Elliott946@aol.com wrote:
Congradulations! Pity about wearing the ring, but that probably made the final win even more satisfying. Nice job of winning with an exceedingly non-standard race/class combo.

Artagas, I think you're underestimating the striking power of an archer with good equipment. Archer was using randart ammo with slay evil flags. Since he had essentially unlimited opportunities to create ammo, he was probably using really good stuff. Lets say they were all (+20,+20) seeker bolts with slay evil. Running quickly thorugh the math -

(12 for the basic seeker bolt+20 for the bolt's enchantment+25 for the launcher)*(6 for the launcher+3 crossbow mastery at 50 bonus)*2(slay evil bolts)*4(shots/round)=57*9*2*4=4,104 damage/round, not counting criticals

His to-hit chance against Morgoth is around 80% going off the numbers in the dump, and his speed in the final battle was somewhere in the mid +30s. With all that in mind, I bet Morgoth went down after 9 or 10 volleys and probably only got 8 or so moves.

Remembering that Archer was AC 200+, Morgoth simply didn't have that many opportunities to damage him.

With Sauron, of course, he's got fewer hp AND he's vulnerable to acid, so he takes exactly half as many hits to kill as Morgoth.

On 4.1.2005 22:56 Elliott946@aol.com wrote:
The point about Archer's AC is that when your AC is at 150 or above, you only take about 40% damage from enemy melee attacks (depends on the damage type, though). So at 200+, Morgoth's two big melee attacks (the shatter ones), average 53 damage/hit, rather than 132. I don't know if it works on the damage from the drain stats attack as well.

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