The Angband Ladder: Limbo Dancer, Wood-Elf Unbeliever by <strda221@student.otago.ac.nz>

  [ToME 2.3.3 Character Sheet]

 Name  : Limbo Dancer           Age                138       STR!     40       
 Sex   : Male                   Height              71       INT!     40       
 Race  : Wood-Elf               Weight             104       WIS!     39       
 Class : Unbeliever             Social Class        49       DEX!     40       
 Body  : Player                                              CON!     39       
 God   : Nobody                                              CHR!     36       
                                                                               
 + To Melee Hit          72 Level             40    Hit Points      113/   120 
 + To Melee Damage       45 Experience   1409158    Spell Points    351/   362 
 + To Ranged Hit         89 Max Exp      1409158    Sanity          725/   725 
 + To Ranged Damage      10 Exp to Adv.  1625000                               
   AC                 49+48 Gold            9458    Speed           Fast (+41) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[15]Perception  : Very Bad     Blows/Round:  6         
 Bows/Throw  : Legendary[60]Searching   : Very Bad     Shots/Round:  2         
 Saving Throw: Bad          Disarming   : Bad          Mel.dmg/Rnd:  18d7+270  
 Stealth     : Heroic       Magic Device: Bad          Infra-Vision: 90 feet   
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are the only child of a Nandorin Archer.  You have               
          light grey eyes, wavy black hair, and a fair complexion.             
                                                                               
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Angband: Level 127 (6350')
        Barrow-Downs: Level 2 (100')
        Cirith Ungol: Level 50 (2500')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 48 (2400')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')

 Your opponents are behaving stupidly.
 Your body is a Player.
 You are currently on level 106 of Angband.
 You have defeated 971 enemies.
 You fell under the evil influence of the One Ring and decided to wear it.
 You saved no princesses.
 You became a new force of darkness and enslaved all free people.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 43rd Quelle of the 2890th year of the third age.
 You have been adventuring for 57 days.

                    adefkmnopsuxz{|@            
        Add Str   : ..5...5..3......            
        Add Int   : .35.23..........            
        Add Wis   : .35..3..........            
        Add Dex   : .35......3......            
        Add Con   : .35......3......            
        Add Chr   : ..5..3..........            
        Mul Mana  : ..+.............            
        Mul SPower: ..+.............            
        Add Stea. : ....2.5.........            
        Add Infra : ......5.........            
        Add Tun.. : ......5.......6.            
        Add Speed : ..5*.......7....            
        Sust Str  : ..+......+......            
        Sust Int  : ..+.+...........            
        Sust Wis  : ..+.............            
        Sust Dex  : ..+......+......            
        Sust Con  : ..+......+......            
        Sust Chr  : ..+.............            
        Invisible : ..+..+..........            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ..+.............            
        Hold Life : ................            
        Imm Acid  : ..*.+.+.++......            
        Imm Elec  : ..*.+.+++.......            
        Imm Fire  : ..*.+.+.+.......            
        Imm Cold  : ..*.+...++......            
        Res Pois  : ..+.+.+.........            
        Res Fear  : .........+.....+            
        Res Light : ....+...+......+            
        Res Dark  : ....+...++......            
        Res Blind : ..+..+..........            
        Res Conf  : ................            
        Res Sound : ................            
        Res Shard : ....+...........            
        Res Neth  : ..+.............            
        Res Nexus : .........+......            
        Res Chaos : ................            
        Res Disen : ..+.............            
        Aura Elec : .......+........            
        Auto Curse: ..+.............            
        Lite      : .+..............            
        See Invis : ..+.+...........            
        Digestion : .........+......            
        Regen     : ..+.............            
        Xtra Might: .+.............+            
        Xtra Shots: .+..............            
        Activate  : ..+.............            
        Drain Exp : ..+.............            
        Cursed    : ..+.............            
        Hvy Curse : ..+.............            
        Prm Curse : ..+.............            
        Animal.ESP: ......+.........            
        Full ESP  : ..+.............            

Skills (points left: 0)
 - Combat                                        28.400 [0.800]
          - Weaponmastery                       -01.500 [0.850]
                   . Sword-mastery               00.000 [0.400]
                   . Axe-mastery                 00.000 [0.400]
                   . Hafted-mastery              00.000 [0.400]
                   . Polearm-mastery             00.000 [0.400]
          . Archery                              44.600 [0.600]
          . Antimagic                            44.550 [0.650]
 - Sneakiness                                    14.355 [0.900]
          . Stealth                              42.200 [0.400]
          . Disarming                            01.500 [0.900]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Ammo creation
 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Spread blows
 * Tree walking


  [Fates]

You may meet a Giant piranha on level 41.
You are fated to meet a Hill orc on level 8.


  [Character Equipment]

a) a Dark Sword (3d7) (-7,-7) {cursed, !d!d!d!k!k!k!}
d) The Heavy Crossbow called 'About Bloody Time' (x7) (+10,+10) (+3)
        It provides light (radius 1) forever.  It increases your intelligence, 
    wisdom, dexterity and constitution by 3.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
e) 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.  
f) an Indestructible Ring of Speed (+15) {100% off}
    It increases your speed by 
    15.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
k) The Amulet called 'Cover Shards' (+2 to stealth) {100% off}
    It increases your intelligence
     and stealth by 2.  It sustains your intelligence.  It provides
    resistance to acid, electricity, fire, cold, poison, light, dark and 
    shards.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You made it yourself.
m) a Dwarven Lantern of the Magi (+3)
    It grants you the power of magic map if it is
    being worn.  It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom and charisma by 3.  It makes you invisible.  It
    provides resistance to blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
n) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    It increases your strength, stealth, 
    infravision and ability to tunnel by 5.  It provides resistance to 
    acid, electricity, fire and poison.  It allows you to sense the
    presence of animals.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
o) a Cloak of Mist of Electricity [1,+21] {100% off}
    It provides resistance to electricity.  It produces an
    electric sheath.  It cannot be harmed by acid.  It cannot be harmed by
    electricity.  
    You stole it from the Expensive Black Market.
p) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to 
    acid, electricity, fire, cold, light and dark.  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) 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) a Set of Cesti [5] {special}
x) a Pair of Hard Leather Boots of Speed [3,+6] (+7) {100% off}
    It increases your speed by 7.  
    You stole it from the Footwear Shop.
z) (nothing)
{) (nothing)
|) an Orcish Pick of Digging (+6)


  [Character Inventory]

a) 3 Potions of Speed {100% off}
b) 10 Potions of Healing {100% off}
c) a Potion of Life
d) 39 Scrolls of Phase Door
e) 26 Scrolls of Teleportation
f) 4 Scrolls of Word of Recall
g) 16 Scrolls of Satisfy Hunger
h) 15 Scrolls of Holy Prayer {100% off}
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) 19 Bolts of Erunibun (1d5) (+25,+23) {90% off}
    It does extra
    damage from acid.  It poisons your foes.  It produces chaotic effects.
    It is especially deadly against dragons.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.
k) 14 Seeker Bolts of Acid (4d5) (+20,+17) {90% off}
    It does extra damage from acid.  It cannot be
    harmed by acid.  
    You made it yourself.
l) 20 Seeker Bolts of Acid (4d5) (+17,+17) {90% off}
    It does extra damage from acid.  It cannot be
    harmed by acid.  
    You made it yourself.
m) 22 Seeker Bolts of Lightning (4d5) (+17,+14) {90% off}
    It does extra damage from electricity.  It cannot
    be harmed by electricity.  
    You made it yourself.
n) 19 Seeker Bolts of Lightning (4d5) (+15,+16) {90% off}
    It does extra damage from electricity.  It cannot
    be harmed by electricity.  
    You made it yourself.
o) 24 Seeker Bolts of Venom (4d5) (+19,+16) {90% off}
    It poisons your foes.  
    You made it yourself.
p) 28 Seeker Bolts of Frost (4d5) (+14,+15) {90% off}
    It does extra damage from frost.  It cannot be
    harmed by cold.  
    You made it yourself.
q) 46 Seeker Bolts of Flame (4d5) (+15,+12) {90% off}
    It does extra damage from fire.  It cannot be
    harmed by fire.  
    You made it yourself.
r) 14 Seeker Bolts of Slay Demon (4d5) (+18,+17) {90% off}
    It strikes at demons with holy wrath.  
    You made it yourself.
s) 21 Seeker Bolts of Slay Undead (4d5) (+15,+17) {90% off}
    It strikes at undead with holy wrath.  
    You made it yourself.
t) 26 Seeker Bolts of Slay Animal (4d5) (+14,+18) {90% off}
    It is especially deadly against natural
    creatures.  
    You made it yourself.
u) 21 Seeker Bolts of Slay Dragon (4d5) (+15,+15) {90% off}
    It is especially deadly against dragons.  
    You made it yourself.
v) 14 Seeker Bolts of Wounding (4d5) (+22,+19) {90% off}
    
    You made it yourself.
w) 17 Seeker Bolts of Wounding (4d5) (+17,+16) {90% off}
    
    You made it yourself.


  [Home Inventory - Bree ]

a) 3 Sprigs of Athelas {100% off}
b) 26 Flasks of oil
c) 32 Morphic Oils of Spider
d) a Potion of Life {100% off}
e) a Potion of Resistance
f) 20 Scrolls of Teleport Level
g) a Ring of Cold Resistance
h) a Ring of Flames [+18] {100% off}
    It can be activated for ball of fire and resist
    fire every 50+d50 turns if it is being worn. It provides resistance to 
    fire.  It cannot be harmed by fire.  
    You stole it from the Expensive Black Market.
i) The Ring of Targor (+3) {100% off}
    It increases your 
    intelligence, dexterity and stealth by 3.  It makes you invisible.  It
    makes you completely fearless.  It provides resistance to blindness
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Jewelry Shop.
j) a Ring of Accuracy (+16) {100% off}
    
    You stole it from the Expensive Black Market.
k) a Ring of Fear Resistance
    It makes you completely
    fearless.  
l) a Ring of Lordly Protection [+18] {100% off}
    It provides immunity to paralysis.  It provides resistance 
    to life draining, poison, light and disenchantment.  
    You stole it from the Expensive Black Market.
m) The Amulet 'Guntelmor' (+1 to searching) {100% off}
    It increases your 
    intelligence and searching by 1.  It sustains your wisdom.  It
    provides resistance to dark and nether.  It produces an anti-magic
    shell.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Jewelry Shop.
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and 
    speed by 3.  It provides resistance to acid and shards.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
o) a Pair of Soft Leather Boots of Stealth [2,+12] (+3 to stealth)
    It increases your 
    stealth by 3.  
    You bought it from the Footwear Shop.
p) a Pair of Metal Shod Boots of Stealth [6,+10] (+2 to stealth)
    It increases your stealth by 2.  
    You bought it from the Footwear Shop.
q) a Pair of Metal Shod Boots of Jumping [6,+8]
    It can be activated for phasing
    every 10+d10 turns if it is being worn. It grants you the power of 
    blink if it is being worn.  
    You bought it from the Footwear Shop.
r) 20 Bolts of Acid (1d5) (+13,+11) {90% off}
    It does extra damage from acid.  
    It cannot be harmed by acid.  
    You made it yourself.
s) 30 Bolts of Frost (1d5) (+6,+18) {90% off}
    It does extra damage from frost.  It cannot be
    harmed by cold.  
    You made it yourself.
t) 25 Seeker Arrows (4d4) (+8,+6) {90% off}
u) 24 Seeker Arrows (4d4) (+4,+5) {90% off}
v) 20 Seeker Arrows (4d4) (+3,+3) {90% off}
w) a Small Metal Boomerang (3d4) {excellent}


  [Home Inventory - Gondolin ]

a) Kelek's Practical Joke
    It can be activated for acquirement every 3000
    turns.  
    You found it in the remains of a Black orc Shaman on level 21 of Orc Cave.
b) 5 Potions of Cure Insanity {100% off}
c) a Ring of Speed (+9) {100% off}
    
    It increases your speed by 9.  
    You stole it from the Rare Jewelry Shop.
d) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
e) a Dark Sword (3d7) (+0,+0)
f) The Short Bow of Gabedhol (x4) (+7,+6) (+2)
    It increases your intelligence
    , wisdom, dexterity and constitution by 2.  It fires missiles with
    extra might.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Master Archer.
g) a Light Crossbow of Extra Might (x5) (+11,+14)
h) 27 Bolts of Venom (1d5) (+6,+3) {90% off}
    It poisons your foes.  
    You made it yourself.
i) 19 Bolts of Frost (1d5) (+4,+4) {90% off}
    It does extra damage from frost.  It cannot be
    harmed by cold.  
    You made it yourself.
j) 18 Bolts of Slay Evil (1d5) (+9,+9) {90% off}
    It fights against evil with holy fury.  
    You made it yourself.
k) 24 Bolts 'Ciryon' (1d5) (+6,+15) {90% off}
    It does extra damage from acid.  It produces
    chaotic effects.  It drains experience.  It aggravates nearby
    creatures.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
l) 17 Seeker Bolts 'Barinalar' (4d5) (+8,+5) (+3) {90% off}
    It increases your dexterity by 3.  It produces
    chaotic effects.  It is especially deadly against giants.  It is
    especially deadly against natural creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
m) 22 Seeker Bolts of Venom (4d5) (+15,+9) {90% off}
    It poisons your foes.  
    You made it yourself.
n) 24 Seeker Bolts of Flame (4d5) (+10,+14) {90% off}
    It does extra damage from fire.  It cannot be
    harmed by fire.  
    You made it yourself.
o) 28 Seeker Bolts of Flame (4d5) (+11,+11) {90% off}
    It does extra damage from fire.  It cannot be
    harmed by fire.  
    You made it yourself.
p) 26 Seeker Bolts of Flame (4d5) (+9,+9) {90% off}
    It does extra damage from fire.  It cannot be
    harmed by fire.  
    You made it yourself.
q) 18 Seeker Bolts of Slay Undead (4d5) (+13,+11) {90% off}
    It strikes at undead with holy wrath.  
    You made it yourself.
r) 29 Seeker Bolts of Slay Animal (4d5) (+5,+2) {90% off}
    It is especially deadly against natural
    creatures.  
    You made it yourself.
s) 13 Arrows of Feithir (1d4) (+13,+24) {90% off}
    It does extra damage from electricity and fire.  
    It poisons your foes.  It is especially deadly against giants.  It
    strikes at undead with holy wrath.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You made it yourself.
t) 24 Arrows of Acid (1d4) (+6,+6) {90% off}
    It does extra damage from acid.  It cannot be
    harmed by acid.  
    You made it yourself.
u) 30 Arrows of Acid (1d4) (+6,+5) {90% off}
    It does extra damage from acid.  It cannot be
    harmed by acid.  
    You made it yourself.
v) 24 Seeker Arrows of Flame (4d4) (+5,+5) {90% off}
    It does extra damage from fire.  It cannot be
    harmed by fire.  
    You made it yourself.
w) a Climbing Set {100% off}


  [Home Inventory - Minas Anor ]

a) an Adamantite Rod of the Istari of Nothing (400/400)
b) The Ring of Barahir (+1)
c) The Ring of Flare (+3)
d) The Ring of Durin (+2) {cursed}
    It grants you the power of Midas touch if it is
    being worn.  It increases your strength, constitution and charisma by 
    2.  It sustains your strength, constitution and charisma.  It provides
    resistance to life draining, acid, cold, dark, nether and chaos.  It
    allows you to sense the presence of evil beings.  It drains experience
    .  It aggravates nearby creatures.  It is heavily cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
f) 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
g) The Arkenstone of Thrain (+3)
h) 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
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 Metal Cap of Thengel [3,+12] (+3)
k) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity
     and speed by 3.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It provides immunity to paralysis.  
    It allows you to levitate.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) a Long Sword of Aman (2d5) (+16,+14) [+4] (+3)
m) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
n) a Chaotic Pike (2d5) (+6,+9)
o) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
p) a Light Crossbow of Extra Shots (x3) (+17,+9)
    It fires missiles
    excessively fast.  
    You bought it from the Master Archer.
q) a Light Crossbow of Extra Shots (x3) (+15,+10)
    It fires missiles excessively
    fast.  
    You bought it from the Master Archer.
r) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
s) The Mage Staff of Hingrost (1d4) (-4,-12) [+4] (+5)



Posted on 9.9.2006 10:07
Last updated on 16.9.2006 13:58

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Comments

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On 9.9.2006 10:07 strda221@student.otago.ac.nz wrote:
As the name would suggest, Limbo Dancer is an attempt to gun for a low-level win, in this case in terms of XP, rather than in terms of level. The basic strategy is the anti-magic archer.

So far, so good. Limbo Dancer, having had insane luck with dungeon markets, killed off the Necromancer as soon as he was allowed to enter Dol Guldur (level 34). He's now looking for the Ring, and has offed both the Watcher and Shelob. I'm debating about whether to just gun for Sauron here; at level 30 I sneaked down to level 99 of Angband (playing like a lost soul on steroids), so it's not as if accessing him will be difficult. Also, the remaining Ring-holder possibilities (with the exception of Ar-Pharazon, whom I'm not going after due to no means of breathing), are pretty XP-intensive anyway.

On 9.9.2006 11:37 strda221@student.otago.ac.nz wrote:
Sauron dropped the Ring the first time round. I'm going to wear it, of course (though it'll make my HP a bit "interesting") , but need to see if I can get more Slay Evil ammo first.

On 9.9.2006 13:59 strda221@student.otago.ac.nz wrote:
Update:

Sauron defeated, but Morgoth has been posing problems. Big problems. I was sure that my anti-magic field was 100 percent effective, but Morgoth was able to get off the occasional summons with some regularity. Ugh. Needless to say, I had Morgoth down to four stars, but had fired all my Slay Evil ammo. I simply lacked the firepower to kill him in time, and ended up getting breathed on by some loveable critter.
Limbo Dancer was killed, but brought back by the Ring.

Currently I've gone back to the dunegon markets in hope of picking up a few Scrolls of Mass Genocide and speed potions. But with less than 300 HP now I have a horrible feeling that Limbo Dancer might well end up dancing in Limbo - being able to defeat Sauron, but unable to do the same to Morgoth.

On 10.9.2006 06:46 strda221@student.otago.ac.nz wrote:
Another update:

Limbo Dancer vs Morgoth Round Two was going Ok, partly due to having a better bow, until, down to four stars again, Morgoth managed to summon (un-genocidable) special opponents. Oh joy. The upshot was that I had to make a swift retreat and reconsider my strategy here.

Having done the calculations, it seems that my problem is that Limbo Dancer's anti-magic field is only 95 percent effective. In order to boost that to 100 percent, he either needs to wait a couple of levels and push his anti-magic skill up a bit, or find a "worse" Dark Sword than my current one. I've still got a bit of room to move on the first option (the current lowest XP winner has 1.4 million XP), but at the moment Morgoth is taking a back seat to scumming Ancient Dragons in the hope of getting that elusive Dark Sword. I do, of course, only kill those dragons that are indicated as carrying the things.

On 10.9.2006 09:10 Opalius wrote:
Can't you read any enhancing scrolls on you crossbow?

On 10.9.2006 14:28 strda221@student.otago.ac.nz wrote:
*Beats head on desk repeatedly*

I clean forgot about enchanting up the crossbow. Damn, damn, damn. I'll pop into the nearest Scribes and do a bit of steal-scumming to get the scrolls.

I'm still a bit wary of that hole in my anti-magic field though, especially now that it is more difficult to replemish my stocks of Slay Evil Ammo due to not being able to scum the Lothlorien House Quest any more for skeletons. Morgoth (unlike Sauron, who doesn't resist Acid) resists everything, so I'll be needing alot of shots to bring him down. I think I'll keep Dark Sword hunting until I get to level 38, when I'll consider having another go at him.

On 11.9.2006 05:35 strda221@student.otago.ac.nz wrote:
Another update:

Good news and bad news. The good news is that thanks to a slightly better Dark Sword and an improved anti-magic skill, my anti-magic field is at something like 99.6 percent, which I can live with.

The bad thing is that I went after Morgoth again, had him down to three stars, only for him to breath nether at me. This took me from 390 HP to -23 HP in one go (and I resist nether!). Limbo Dancer was once again brought back by the Ring, but he now needs to restock on ammo. And he's now only got 260 HP to deal with. Ugh.

On 11.9.2006 11:37 strda221@student.otago.ac.nz wrote:
Ugh. Double ugh.

Got breathed on by Nexus Hounds while running towards a void jumpgate in deep Angband. Am now down to 167 HPs.

I'm starting to think that conventional tactics (fire crossbow bolt and phase door when Morgoth gets close) might be unwinnable from here: I'm essentially playing Russian Roulette (Angband Roulette?) every time I face Morgoth. He doesn't need to do anything magical (he *can't* do anything magical in the face of all that anti-magic), he just either needs to breathe or fire a rocket to kill me in one hit. Any suggestions on how to rescue the situation would be appreciated. I feel like such a fool for letting the HP-shrinking-resurrection cycle start in the first place.

On 12.9.2006 11:46 strda221@student.otago.ac.nz wrote:
Another update:

Out of desperation I turned the Stupid Monsters option on in the hope of keeping Morgoth from firing off something fatal. Unfortunately, down to five stars, he decided to fire a rocket.

This is just tragic. Limbo Dancer can't die (he's now on 115 HPs), yet he can't kill Morgoth. Fancy tactics involving the Ring of Flare and terrain manipulation are out, since I left Flare in my (now destroyed) homes.

On 12.9.2006 13:30 remuz@free.fr wrote:
Solution, hard to set up though : find a pilar of perma rock in a vault, and pillar dance around it with Morgoth (I did it once, with a weak warrior that couldn't tank Morgy properly).

On 12.9.2006 14:00 strda221@student.otago.ac.nz wrote:
Thanks for the suggestion! I was about to give up on this character, but it seems there's a slim chance after all.

I think I'll take yet another trip back to the dungeon markets to pick up more speed potions and possibly scum the footware shops for some boots of speed. Pillar dancing someone of Morgoth's speed means having to move really quickly over a longish period of time - at 115 HPs one hit and I'm dead (again).

On 12.9.2006 15:42 remuz@free.fr wrote:
Yes, this pillar dancing technique assume that you can predict perfectly the turns where you have a 'free turn'. I cannot remember the inner workings, but you should try to get some round number (say, 40 or 50, adjust with your explor setting), and look at the formules to know how often you get this free turn.
You then need to figure out your relative moving patterns before he comes to contact (detection is your friend), since you will not be allowed any mistakes.

On 13.9.2006 02:17 strda221@student.otago.ac.nz wrote:
It just occurred to me that since my major means of attack is a ranged attack, and since I get two shots in per turn, I don't actually need to find an actual pillar - I just need to find a small squarish vault and dance around the outside of the vault, firing once at Morgoth (him being on the outside as well) then running behind the corner. The nice advantage of that would be that it would allow me to easily recover fired ammo. Of course, first things first, more speed potions.

On 13.9.2006 11:46 strda221@student.otago.ac.nz wrote:
Currently stair-scumming the depths of Angband looking for a level that contains both a suitable vault and Morgoth. So far have only found one, though was unable to take advantage due to some threatening-looking Hounds.

The good news is that I've now got decent boots of speed, which combined with the potions should take me to +37 speed. The bad news is that I now have so few HPs that the Ring's drain life property slowly sends my HP to zero every time I do something other than resting (that's resting with an R. Staying in the same place by pressing 5 also permits the drain to continue).

On 16.9.2006 10:03 strda221@student.otago.ac.nz wrote:
After endless stair-scumming I finally found an appropriate level. Problem was that Gothmog showed up, forcing me to kill him first, then just before Morgoth tunnelled through, I then bumped into Saruman and the Mouth of Sauron. This just made things too awkward, so I had to leave the level. More stair scumming. Oh joy.

At least Gothmog dropped Fingolfin's hand-gear.

On 16.9.2006 13:58 strda221@student.otago.ac.nz wrote:
As luck would have it, the game decided to crash soon after I left the previous level - the upshot of which was that I was once again facing the Morgoth, Saruman, and Mouth of Sauron trifecta. I was so sick of stair-scumming that I just decided to fight them then and there (to hell with the XP),and after a lengthy running-around-the-vault session, Limbo Dancer emerged victorious.

This is easily the ugliest win I have ever had, and the sheer amount of scumming involved really dampens my enthusiasm at having finally knocked off Morgoth.

On 18.9.2006 04:56 Lul wrote:
No bad to cheat! I'ts in the game it must be permitted. Is not always able to play game the elegance fashion.

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