The Angband Ladder: Sarin, RohanKnight Unbeliever by <roblt97@hotmail.com>

  [ToME 2.3.1 Character Sheet]

 Name  : Sarin                  Age                 23       STR!     40       
 Sex   : Neuter                 Height              78       INT!     33       
 Race  : Vampire RohanKnight    Weight              84       Wis:     25     32
 Class : Unbeliever             Social Class         1       Dex!     40     40
 Body  : Player                                              Con!     40     40
 God   : Nobody                                              Chr!     34     40
                                                                               
 + To Melee Hit         132 Level             50    Max Hit Points      1296   
 + To Melee Damage      108 Experience  72679964    Cur Hit Points       -44   
 + To Ranged Hit        101 Max Exp     74163330    Max SP (Mana)        163   
 + To Ranged Damage      15 Exp to Adv.    *****    Cur SP (Mana)        157   
   AC                 57+82 Gold         2658375                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[90]Perception  : Very Good    Blows/Round:  23        
 Bows/Throw  : Legendary[60]Searching   : Very Good    Shots/Round:  1         
 Saving Throw: Heroic       Disarming   : Fair         Mel.dmg/Rnd:  138d7+2484
 Stealth     : Bad          Magic Device: Bad          Infra-Vision: 120 feet  
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Devoted Mercenary.              
          You have blue eyes, straight black hair, and an average              
          complexion.                                                          
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Orc Cave: Level 21 (1050')
        Erebor: Level 72 (3600')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 69 (3450')
        The Land Of Rhun: Level 40 (2000')

 Your body was a Player.
 You have defeated 37823 enemies.
 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.
 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 95 princesses.
 You saved Arda and became a famed Ruler.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 18th Quelle of the 2890th year of the third age.
 Your adventure lasted 32 days.

     Your Attributes:
You are dead, killed by a Time hound on level 126 of Angband.
You can drain life from a foe.
You can cast magic missiles.
You can use rohir powers.
You can sense what is beyond walls.
You aggravate monsters.
Your position is very uncertain.
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 are surrounded by an anti-magic field.
You are surrounded by an anti-magic shell.
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 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 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 searching ability 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.
Your weapon drains life from your foes.
Your weapon melts your foes.
Your weapon burns your foes.
Your weapon freezes your foes.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against dragons.

 Corruption list:
Vampiric Teeth:
  Your teeth allow you to drain blood to feed yourself
  However your stomach now only accepts blood.

Vampiric Strength:
  Your body seems somewhat dead
  In this near undead state it has improved strength, constitution and
intelligence
  But reduced dexterity, wisdom and charisma.

Vampire:
  You are a Vampire. As such you resist cold, poison, darkness and nether.
  Your life is sustained, but you cannot stand the light of the sun.


Skills (points left: 0)
 - Combat                                        50.000 [0.800]
          - Weaponmastery                        50.000 [1.050]
                   . Sword-mastery               50.000 [0.400]
                   . Axe-mastery                 00.000 [0.400]
                   . Hafted-mastery              00.000 [0.400]
                   . Polearm-mastery             00.000 [0.400]
          . Archery                              37.500 [0.600]
          . Antimagic                            50.000 [0.650]
 - Sneakiness                                    09.200 [0.900]
          . Stealth                              -4.-600 [0.500]
          . Disarming                            07.400 [0.900]
 . Spirituality                                  06.200 [0.500]
 - Monster-lore                                  05.500 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            01.700 [0.500]

Abilities
 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Spread blows


  [Fates]

You are fated to meet a Green naga on level 1.


  [Character Equipment]

a) The Dark Sword 'Mormegil' (E:39779214, L:50) (6d7) (+0,+0) [-20] (+5 to
speed)
        It generates an antimagic field.  It increases your charisma, speed
     and attack speed by 5.  It does extra damage from acid, fire and 
    frost.  It drains life from your foes.  It is especially deadly
    against dragons.  It strikes at demons with holy wrath.  It strikes at
    undead with holy wrath.  It makes you invisible.  It sustains your 
    strength.  It provides immunity to fire.  It makes you completely
    fearless.  It provides resistance to acid, fire, cold, chaos and 
    disenchantment.  It slows your metabolism.  It speeds your
    regenerative powers.  It drains mana, life and experience.  It
    aggravates nearby creatures.  It carries an ancient foul curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
d) The Short Bow of Morie (x2) (+19,+15) (+3 to speed)
    It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    speed by 3.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 124 of
    Angband.
e) The Ring called 'Goldstar' (+13,+13) (+3 attacks)
    It increases your attack speed by 3.  It makes you invisible.  
    It sustains your strength and constitution.  It provides resistance to 
    poison, light, shards and chaos.  It allows you to levitate.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
f) The Ring of Finquen (+5)
    It increases your speed and attack speed by 5.  
    It provides resistance to acid, shards and disenchantment.  It speeds
    your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Nightwalker on level 70 of Angband.
k) an Amulet of Doom [+7] (+7) {cursed}
    It 
    increases your strength, intelligence, wisdom, dexterity, constitution
     and charisma by 7.  It is cursed.  It cannot be dropped while cursed.
    It can re-curse itself.  
    You found it in the remains of a Spectral Ancient multi-hued dragon on
    level 89 of Mount Doom.
m) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance every
    100+d100 turns if it is being worn. It provides light (radius 2)
    forever.  It increases your intelligence, wisdom, searching and 
    infravision by 2.  It provides resistance to blindness.  It allows you
    to see invisible monsters.  It gives telepathic powers.  It drains 
    mana.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 91 of Mount Doom.
n) a Power Dragon Scale Mail (-3 to accuracy) [40,+12]
    It
    can be activated for breathe the elements (300) every 60+d90 turns if
    it is being worn. 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.  
o) The Feathers Cloak 'Erierie' [1,+15]
    It provides immunity to acid.  It
    provides resistance to life draining and dark.  It allows you to fly.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 95 of Mount Doom.
p) The Small Leather Shield of Antil [2,+12]
    It
    sustains your intelligence, dexterity, constitution and charisma.  It
    provides immunity to electricity, fire and cold.  It provides
    resistance to life draining and poison.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 70 of Erebor.
s) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    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 carries an ancient foul curse.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Hezrou on level 64 of The Sacred Land Of
    Mountains.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if
    it is being worn. It grants you the power of magic missile if it is
    being worn.  It increases your dexterity and luck by 4.  It provides
    immunity to paralysis.  It provides resistance to acid.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 67 of Dol
    Guldur.
x) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map if it is being worn.  It 
    increases your searching, infravision and ability to tunnel by 4.  It
    allows you to climb mountains.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
z) (nothing)
{) (nothing)
|) The Mattock of Nain (+12,+18) (+6 to searching)
    It can be activated for stone to mud
    every 5 turns if it is being worn. It increases your strength, 
    searching, infravision and ability to tunnel by 6.  It does extra
    damage from acid.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It provides
    resistance to acid, dark and disenchantment.  It allows you to climb
    mountains.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 127 of Angband.


  [Character Inventory]

a) a Sprig of Athelas
b) 2 Potions of Healing
    
c) 16 Scrolls of Phase Door
    
d) 11 Scrolls of Teleportation
    
e) 9 Scrolls of Word of Recall
    
f) 28 Scrolls of *Identify*
    
g) 2 Scrolls of *Enchant Weapon*
h) 13 Scrolls of Light
    
i) 16 Scrolls of Satisfy Hunger
    
j) a Dwarven Lantern of the Magi (+2)
    It grants you
    the power of magic map if it is being worn.  It provides light (radius
    2) forever.  It can be used to store a spell.  It increases your 
    intelligence, wisdom and charisma by 2.  It provides resistance to 
    poison.  It cannot be harmed by fire.  
    It was given to you as a reward.
k) a Light Crossbow (x3) (+5,+5)
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) The Ring of Power of Adunaphel the Quiet (+3 attacks)
    It increases your intelligence, 
    dexterity and attack speed by 3.  It makes you invisible.  It sustains 
    your intelligence and dexterity.  It allows you to fly.  It slows your
    metabolism.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 106 of Angband.
b) The Ring of Power of Ji Indur Dawndeath (+3 attacks)
    
    It increases your attack speed by 3.  It makes you invisible.  It
    provides resistance to poison, blindness, nether and nexus.  It slows
    your metabolism.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 124 of Angband.
c) The Ring of Hyath (+3 attacks)
    
    It increases your intelligence and attack speed by 3.  It sustains 
    your wisdom, constitution and charisma.  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 The Watcher in the Water on level 34 of The
    Small Water Cave.
d) The Ring of Power 'Narya' (+6,+6) (+1)
    It can be activated for healing (500) every 200+d100
    turns if it is being worn. It increases your strength, intelligence, 
    wisdom, dexterity, constitution, charisma, speed and luck by 1.  It
    sustains your strength, wisdom, constitution and charisma.  It
    provides immunity to fire.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to nether.  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 on the floor of a special level.
e) 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 in the remains of a Great Wyrm of Balance on level 100 of
    Angband.
f) The Ring of Power 'Vilya' (+12,+12) (+3)
    It can be activated for greater healing (900) every 200+d200
    turns if it is being worn. It increases your strength, intelligence, 
    wisdom, dexterity, constitution, charisma, speed and luck by 3.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to life draining, poison and disenchantment.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 106 of Angband.
g) The Adamantite Plate Mail of Lathmo (-4 to accuracy) [40,+17]
    It sustains 
    your constitution.  It provides immunity to acid and fire.  It
    provides resistance to sound and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 125
    of Angband.
h) a Wolf Pelt of Air [1,+15]
    It allows you to breathe without air.  
    You found it lying in a vault on level 127 of Angband.
i) The Set of Cesti of Curufin [5,+15]
    It makes you
    completely fearless.  It provides resistance to life draining, 
    electricity and chaos.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 99 of
    Mount Doom.
j) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
    It increases your strength, dexterity and speed by 2.  It
    is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It fights against evil with holy fury.  It provides
    immunity to paralysis.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
k) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    It can be activated for 
    ball of fire (72) every 400 turns if it is being worn. It provides
    light (radius 1) forever.  It increases your strength, dexterity and 
    luck by 4.  It does extra damage from fire.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It fights
    against evil with holy fury.  It sustains your dexterity.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to fire and disenchantment.  It allows you to see invisible
    monsters.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
l) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
    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 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 Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    
    It decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 97 of Angband.
n) 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 a Dracolich on level 67 of Erebor.
o) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
    It
    must be wielded two-handed.  It increases your strength and ability to
    tunnel by 6.  It does extra damage from fire.  It poisons your foes.  
    It drains life from your foes.  It is especially deadly against
    dragons.  It is a great bane of undead.  It fights against evil with
    holy fury.  It is especially deadly against natural creatures.  It
    provides immunity to fire.  It provides resistance to dark, chaos and 
    disenchantment.  It prevents teleportation.  It drains mana.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
p) a Mattock (+3)
    
    It increases your ability to tunnel by 3.  
q) The Seeker Bolt 'Heart's Blood' (8d5) (+15,+20) (+5% of critical hits)
    It increases your ability
    to score critical hits by 5.  It is very sharp and can cut your foes.  
    It is very sharp and can make your foes bleed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 87 of Mount
    Doom.
r) The Silver Bolt 'Balefire' (6d5) (+20,+15)
    It provides light (radius 1) forever.  It does extra damage from 
    fire.  It is a great bane of demons.  It is a great bane of undead.  
    It allows you to sense the presence of demons and undead.  It cannot
    be harmed by acid, cold, lightning or fire.  


  [Home Inventory - Gondolin ]

a) The Ring of Annar (+3)
    It increases your wisdom, 
    constitution, searching, infravision and speed by 3.  It sustains your 
    wisdom and constitution.  It provides immunity to paralysis.  It makes
    you completely fearless.  It provides resistance to poison and light.  
    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 53 of
    The Sacred Land Of Mountains.
b) The Ring of Silialen (+9,+3) (+1 to speed)
    It increases your dexterity, stealth, 
    searching and speed by 1.  It sustains your constitution.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Shadow drake on level 70 of Angband.
c) a Ring of Slaying (+14,+16)
    
    You found it lying in a vault on level 127 of Angband.
d) 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 in the remains of a Nightwalker on level 111 of Angband.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+4) (charging)
    
    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 Hell Wyrm on level 67 of The Sacred
    Land Of Mountains.
f) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    It can be activated for star ball (150) every 1000
    turns if it is being worn. It provides light (radius 1) forever.  It
    provides immunity to electricity.  It provides immunity to paralysis.  
    It provides resistance to fire, cold, poison, light and dark.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of dragons.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
g) The Pseudo Dragon Scale Mail 'Drome' (-2 to accuracy) [30,+24]
    It can be activated
    for breathe light/darkness (200) every 60+d90 turns if it is being
    worn. It sustains your charisma.  It provides immunity to electricity.
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to poison, light, dark and disenchantment.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Swamp Wyrm on level 127 of Angband.
h) The Double Ring Mail 'Arieleron' (-23,-26) [15,+0](20%)
    
    It increases your hit points by 20%.  It sustains your strength.  It
    provides immunity to acid and fire.  It makes you completely fearless.
    It provides resistance to chaos and disenchantment.  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.
i) 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.
j) 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.  
    It was given to you as a reward.
k) The Shadow Cloak of Luthien [6,+20] (+2) (charging)
    It can be activated for restore life
    levels every 450 turns if it is being worn. It can be used to store a
    spell.  It increases your intelligence, wisdom, charisma, stealth, 
    speed and luck by 2.  It makes you invisible.  It provides resistance 
    to acid, fire, cold and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
l) The Mouse Fur 'Londil' [1,+19] (+2 to stealth)
    It increases your 
    stealth by 2.  It sustains your strength.  It provides immunity to 
    cold.  It provides resistance to electricity, fire, light and nether.  
    It produces a fiery sheath.  It produces an electric sheath.  It
    cannot be harmed by acid, cold, lightning or fire.  
m) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be
    activated for starlight (75) every 75+d75 turns if it is being worn. 
    It provides light (radius 1) forever.  It increases your wisdom, 
    charisma, searching and luck by 5.  It sustains your wisdom, dexterity
     and charisma.  It provides resistance to acid, electricity, dark and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Hell Wyrm on level 82 of Angband.
n) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    
    It provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 105 of
    Angband.
o) The Small Sword 'Sting' (E:10, L:1) (1d6) (+7,+8) (+2 to speed)
    It provides light (radius 1) forever.  It increases your 
    strength, dexterity, constitution, speed and attack speed by 2.  It is
    especially deadly against orcs.  It strikes at undead with holy wrath.
    It fights against evil with holy fury.  It is especially deadly
    against natural creatures.  It provides immunity to paralysis.  It
    provides resistance to light and sound.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs, 
    spiders and undead.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Half-troll on level 47 of The Sacred Land
    Of Mountains.
p) The Long Sword of the Dawn (E:394744, L:32) (3d5) (+43,+29) (+5 to
infravision)
    It can be activated for summon the Legion of the Dawn
    every 500+d500 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your charisma and infravision by 5.  It does
    extra damage from electricity and fire.  It is very sharp and can cut
    your foes.  It is especially deadly against dragons.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It is especially deadly against
    natural creatures.  It sustains your charisma.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to electricity, fire, poison, light, blindness and 
    confusion.  It allows you to sense the presence of trolls.  It speeds
    your regenerative powers.  It produces a fiery sheath.  It produces an
    electric sheath.  It drains experience.  It induces random
    teleportation.  It can clone monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 67 of Erebor.
q) The Glaive of Pain (E:45, L:3) (9d6) (+0,+30)
    It
    can be wielded two-handed.  It drains mana.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 70 of Erebor.
r) 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.  
s) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity
     and luck by 2.  It provides immunity to paralysis.  It allows you to
    sense the presence of dragons.  It fires missiles with extra might.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 105 of
    Angband.
t) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can be activated for fire branding of bolts every 999 turns
     if it is being worn. It increases your speed by 10.  It provides
    resistance to fire.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Archon on level 93 of Mount Doom.
u) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It
    can be activated for magic arrow (10d10) every 20+d20 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    provides resistance to electricity, light, dark and blindness.  It
    fires missiles with extra might.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 68 of The
    Sacred Land Of Mountains.
v) 37 Seeker Bolts of Slay Evil (4d5) (+19,+15)
    It fights against evil with holy fury.  
    You found it in the remains of a Great Wyrm of Balance on level 106 of
    Angband.
w) The Seeker Arrow of Bard (8d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  
    It poisons 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 strikes at demons
    with holy wrath.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Azriel, Angel of Death on level 67 of The
    Sacred Land Of Mountains.
x) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It
    fights against evil with holy fury.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.


  [Home Inventory - Minas Anor ]

a) 33 Potions of *Healing*
    
b) 9 Potions of Life
    
c) 65 Potions of Enlightenment
d) 5 Potions of *Enlightenment*
e) 35 Potions of Curing
    
f) a Potion of New Life
    
g) 7 Scrolls of Remove Curse
    
h) 3 Scrolls of *Remove Curse*
i) 10 Scrolls of *Enchant Weapon*
    
j) 23 Scrolls of *Destruction*
k) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold, lightning or fire.  
l) 7 Scrolls of Genocide
m) The White Dragon Scale Mail of Ninar (-2 to accuracy) [30,+15]
    It
    can be activated for breathe frost (110) every 90+d90 turns if it is
    being worn. It sustains your charisma.  It provides immunity to cold.  
    It provides resistance to cold, dark and nexus.  It allows you to fly.
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 94 of Angband.
n) The Metal Brigandine Armour 'Tirth' (-3 to accuracy) [19,+10]
    
    It sustains your dexterity and constitution.  It provides immunity to 
    acid and fire.  It provides resistance to acid, dark, sound and shards
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 59 of Mordor.
o) The Full Plate Armour of Celothon (-3 to accuracy) [25,+13]
    It provides
    immunity to acid.  It provides resistance to acid, cold, sound, shards
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 76 of Angband.
p) a Mouse Fur of Air [1,+16]
    
    It allows you to breathe without air.  
q) a Set of Cesti of Combat (+1,+3) [5,+12] (+2)
    It increases your strength, 
    constitution and attack speed by 2.  It makes you completely fearless.
    It drains life.  It aggravates nearby creatures.  It cannot be harmed
    by acid.  
    You found it in the remains of a Great Wyrm of Power on level 93 of
    Angband.
r) The Dark Sword of Ollos (3d7) (+19,+17) (+4 to speed)
    It provides light (radius 1) forever.  It generates an
    antimagic field.  It increases your intelligence, wisdom and speed by 
    4.  It does extra damage from frost.  It poisons your foes.  It is
    very sharp and can make your foes bleed.  It is especially deadly
    against giants.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Thunder on level 67 of The
    Sacred Land Of Mountains.
s) The Dark Sword of Animand (3d7) (+3,+6) (+3 to speed)
    It generates an antimagic field.  It 
    increases your speed by 3.  It does extra damage from frost.  It
    produces chaotic effects.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It strikes at demons with holy
    wrath.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon in the town of
    Gondolin .
t) a Dark Sword of Extra Attacks (3d7) (+19,+19) (+3 attacks)
    It generates an antimagic field.  It increases your attack
    speed by 3.  
    You found it in the remains of Morgoth, Lord of Darkness on level 105 of
    Angband.
u) a Dark Sword (3d7) (+0,+0)
    It generates an antimagic field.  
v) a Dark Sword of Nothingness (3d7) (-48,-57) {cursed}
    It generates an antimagic
    field.  It can't attack.  It is heavily cursed.  It can re-curse
    itself.  
    You found it in the remains of a Hell knight on level 62 of Mordor.


  [Home Inventory - Lothlorien ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It
    provides light (radius 1) forever.  It decreases your luck by 20.  It
    does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Monastic lich on level 67 of Dol Guldur.
b) 7 Potions of Cure Critical Insanity
    
c) 30 Potions of Cure Insanity
    
d) The Ring of Viennarn (+7)
    
    It increases your speed by 7.  It provides resistance to electricity, 
    sound, shards and disenchantment.  It allows you to fly.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 67 of The
    Sacred Land Of Mountains.
e) The Ring of Barahir (+1)
    It can be activated for dispel small life
    every 55+d55 turns if it is being worn. It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma, stealth and 
    searching by 1.  It provides resistance to poison and dark.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser titan on level 64 of The Sacred
    Land Of Mountains.
f) The Ring of Urumog (+3 to searching)
    It increases your intelligence, constitution, 
    searching and infravision by 3.  It sustains your wisdom.  It provides
    resistance to cold, nexus and disenchantment.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Ghost on level 33 of The Small Water Cave.
g) The Ring of Flare (+3)
    
    It can be activated for dimension door every 100 turns if it is being
    worn. It grants you the power of swap position if it is being worn.  
    It increases your strength, constitution, charisma and searching by 3.
    It provides immunity to fire.  It allows you to fly.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 67 of The
    Sacred Land Of Mountains.
h) The Amulet of Carlammas (+2)
    It can be activated for protection from 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 lying in a vault on level 44 of Moria.
i) 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 Pit Fiend on level 67 of Erebor.
j) 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 Chaos on level 69 of Erebor.
k) 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.
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 Great Ice Wyrm on level 67 of The Sacred
    Land Of Mountains.
m) 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 Great Ice Wyrm on level 59 of The Sacred
    Land Of Mountains.
n) 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 Demilich on level 61 of The Sacred Land
    Of Mountains.
o) 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 Storm Wyrm on level 68 of Erebor.
p) 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 an Ice troll Chieftain on level 44 of Moria.
q) 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.
r) 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 in the remains of an Ancient blue dragon on level 62 of Dol
    Guldur.
s) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
    It can be wielded two-handed.  It increases your wisdom and 
    ability to tunnel by 4.  It does extra damage from electricity.  It is
    a great bane of dragons.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    nether and nexus.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death knight on level 66 of The Sacred
    Land Of Mountains.
t) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from acid, electricity, fire
     and frost.  It poisons your foes.  It is especially deadly against
    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 demons.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Itangast the Fire Drake on level 48 of
    Moria.



Posted on 18.6.2005 19:31
Last updated on 30.6.2005 21:30

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On 18.6.2005 19:31 roblt97@hotmail.com wrote:
The perfectionist in me couldn't let it go that I screwed up my last Unbeliever, Abrasax. So I made a new one, and look what stupidly powerful dark sword dropped in Moria. I foresee a long and bloody future for Sarin, so I won't do any foolish experimenting with Mormegil's leveling.

Has anyone ever saved Mormegil (or Sting) until they have a few scrolls of craftsmanship? That plus the extra attacks bug could get you to 7-8 extra attacks pretty easily. Not that I've ever seen a scroll of craftsmanship before...

On 19.6.2005 05:44 roblt97@hotmail.com wrote:
Decent progress. Mormegil has access to Poison realm, so I have 11 levels to grab life stealing. Nirnaeth and Maeglin should be snap if I succeed.

I am finding the AFC difficult to deal with, though. I've never been able to use Mormegil for so much of the game before, and I'm constantly fighting the big xp drain.

On 20.6.2005 16:56 roblt97@hotmail.com wrote:
I decided that if I'm going to deal with AFC, I'll go all the way with it. Gorlim + Mormegil is pretty neat--both in terms of damage and how quickly I lose stats and xp. With vampiric brand on Mormegil, I can stand toe to toe with (almost) any room of dragons, and I'm carrying !restore life levels, so the AFCx2 shouldn't be too bad. On to Erebor...or Mordor? Not sure which way I'll go yet. I need to have a steady supply of baddies to kill to keep up with the AFCs.

On 22.6.2005 05:05 roblt97@hotmail.com wrote:
Here's another update. Found that sweet tri-immunity shield, and it filled in my missing sustains. Then I found the fire immunity armor...too bad no life bonus. That's on the Christmas list. Breezed through Erebor and most of Mordor; now to finish Mordor and head for Dol Guldur. I would love to get slay evil on Mormegil, but I've only got a few levels left. Considering I've gotten just about everything else I could ask for on the dark sword, it's hard to complain. Still no sign of Fingolfin, which is annoying.

On 23.6.2005 17:13 roblt97@hotmail.com wrote:
I'm working on Mt. Doom, which is my favorite place to level. I got a room with Ancalagon, Vecna, Cantoras, and Pazuzu, all of whom rued their encounter with Mormegil. Sadly I never got Slay Evil, and even more disappointing, Mormegil picked up a counter at lvls 48, 49, and 50--such a waste.

The downside--Sauron was greedy and didn't let anyone else hold onto the One. So I'm going to climb most of the Mt., then head to Angband to find him. This has never happened to me before, and I hope it doesn't irritate me too much. Other than that, this Unbeliever should have no problems winning at all.

Now everyone look the other way while I level up Long Sword of the Dawn. It will be messy.

On 24.6.2005 20:21 roblt97@hotmail.com wrote:
I've climbed most of Mt. Doom and now I'm tired of it. It just hasn't been as much fun this time around, so it's off to Angband. I finally got telepathy when I found the Palantir of Orthanc. I also found a great cloak to bring fly back into my kit, but I can't wear it yet--I lose ResSound and ResShards, big no-nos for me. It sounds silly, but what I really need now is a PDSM art with life boost (I know, it's a big joke) so I can put on that cloak and rule the world.

Well, off to Angband to find the One.

On 26.6.2005 00:01 roblt97@hotmail.com wrote:
Well, I should request joke-finds more often. I bought a suit of PDSM from the dragon hunter AND found one of those rings that I thought only belonged to other people--+5 attack speed. My damage output now exceeds my last Unbeliever, Abrasax, by a fair margin. Strangely, Angband is giving me more difficulty this time around than last. DimGates is right around the corner, and I don't feel quite ready. Not having a go-to "druj killer" ammo like last time is probably why. On the other hand, I should have little to no problem running them down with this guy.

On 27.6.2005 17:51 roblt97@hotmail.com wrote:
Got pretty lucky at the end--Sauron was 15 steps from the stairs on my first trip to 99. Killed him easily, chucked the ring, killed him again on Mt. Doom, then found Morgoth at 105. I had to fight him straight up, having no very good ranged attack, but it was no problem. I sliced him up good, and now I'm searching for a cloak of air. I'm steamed that you can't flip artifacts--I found a great cursed ring with 4 extra attacks + other goodies on it.

I did notice, however, that even when Mormegil was at +0+0, Sauron was able to invoke a mana storm against me at close range. His fail rate should have been 100%. Bug or feature?

On 28.6.2005 06:24 roblt97@hotmail.com wrote:
My first scroll of artifact creation! And I have just the ring for it--a +13+13 =oSlaying. The other candidate is my PDSM, but I'm not sure there is anything there I need. ImmAcid, maybe, for when I have to swap out my cloak for the void. Anyway, while I deliberate, I'll dream of a =oSlaying with 5 extra attacks or some such nonsense.

On 28.6.2005 10:11 dzhang@its.caltech.edu wrote:
Hm... most odd. With Mormegil, because of the [-20] AC bonus, your antimagic strength should have been 120.

And I'd say your Fighting Ability is good enough that you might want to ?oArtifactCreation on a =oDamage (+23) (the best I've gotten) instead. You should also be able to find better =oSlaying if you want to stick with that.. something on the lines of (+13, +17)... not too big a difference, but every little bit helps.

Alternatively, you might want to consider reading it on a plain Shovel (+1). You could end up with something that gives +3 to all stats, +3 Speed, and +3 Attacks O_o. And since your current shovel is pretty much useless (+8 digging not necessary at 40 STR), I'd say that should be top priority.



On 28.6.2005 17:01 roblt97@hotmail.com wrote:
Thanks for the comments. I have been irked over my bad digger, but I'm just not getting them to drop hardly ever. And when I do, they are {average}. I didn't think of artifacting one, though.

As for =oDamage, I find I'm having a little trouble hitting things at level 100+. I plan on using some ?*enchant weapon* to get Mormegil back up a bit once the Nazgul are all dead, and another +13 on a ring would probably set me straight. I'll keep an eye out for a better =Slaying and think about your advice.

On 29.6.2005 17:10 roblt97@hotmail.com wrote:
Still deliberating on the ?Artifact. I thought I read somewhere that DarkGod had fixed it so diggers could not get extra attacks anymore. I may be mis-remembering, but I would hate to waste the scroll trying to get +3 attacks. Although +3 to everything else wouldn't exactly be bad, either.

Figured 6 mil xp was worth a new dump though. I need some more A or D pits. Too much fun.

On 30.6.2005 18:49 roblt97@hotmail.com wrote:
So I went for the ring, and was pretty happy with the results. My damage went up about 300, and I hit a lot more often. I did lose SusWisdom though, which is annoying. Also, after enchanting the ring, I found a +14+16 =ofSlaying--go figure.

I think I will now try to work Elessar back into my kit for the +7+7, but that means getting a great digger and shooter, probably.

One Nazgul to go, and then I can enchant Mormegil back to +10+10. Between all that, I should hit a very nice hit/dam level.

On 30.6.2005 19:22 jmiddendorf@hmc.edu wrote:
Why not use a swap weapon for Nazgul? Then you'd have a much better enchanted Mormegil. I suppose it's too late now.

On 30.6.2005 20:05 roblt97@hotmail.com wrote:
It's a good question, but I assume you don't play Unbelievers much--or you play them differently than I do. If Mormegil's combined hit/dam enchantment goes over 20, you lose the 100% spell fail rate on your Antimagic. I rely heavily on that 100% fail for clearing out As, Us, and Qs in particular, and of course Sauron and Morgoth. Morgoth is quite, quite easy when all he can do it hit you, and he wastes several turns trying to summon or whatnot.

In my case the situation is a little more complicated, because I also use Gorlim. Unfortunately, I have not yet figured out what Gorlim adds to the Antimagic field, nor whether its hit/dam enchantment has any impact. In fact, Gorlim might be weakening my Antimagic field, in which case I ought not enchant Mormegil at all. But I'll find that out soon enough.

On 30.6.2005 21:30 roblt97@hotmail.com wrote:
ARGH. That might be the biggest BS death I've ever seen. I was holed up in a mini-corridor killing a small pack of dragons--absolutely no threat to me. My AFC summoned 20 gravity hounds--still no problem, especially since only one hound had LOS to me. But it breathed me out into the vaulted area where I was totally surrounded by a screen full of gravity hounds, the dragons, and a pack of time hounds I had avoided earlier. I was dead that same turn from chain-breathing.

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Abrasax, L50 RohanKnight Unbeliever winner
53rd in ToME (2.3.1) by <roblt97@hotmail.com> (100%)

Biras, L50 RohanKnight Unbeliever
794th in ToME (2.0.0) by <spitfyr@gmx.net> (95%)

Chudus, L50 RohanKnight Unbeliever winner
813th in ToME (2.1.2) by <chudus@go2.pl> (95%)

Gliratlan, L50 RohanKnight Unbeliever winner
814th in ToME (2.1.2) by <chudus@go2.pl> (95%)

Sheam, L50 RohanKnight Unbeliever
877th in ToME (2.2.5) by <swissmercenarydi1@shaw.ca> (95%)

Rodan, L50 RohanKnight Unbeliever
71st in ToME (2.2.0) by <arjen5@hotmail.com> (95%)

Firinohtar, L50 RohanKnight Unbeliever winner
280th in ToME (2.3.0(CVS)) by zasvid (95%)

Leroy Brown, L50 RohanKnight Unbeliever winner
349th in ToME (2.2.2) by <djwid@yahoo.com> (95%)

Kullervo, L50 RohanKnight Unbeliever
949th in ToME (2.2.6) by <einai@ciaoweb.it> (95%)

Alendab, L50 RohanKnight Unbeliever
614th in ToME (2.2.7) by <orfax9@yahoo.com.au> (95%)

Glieg, L50 RohanKnight Unbeliever winner
215th in ToME (2.3.0) by <awilkins-oook@mud.aengvold.com> (95%)



Seen 2020 times.



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