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Old October 20, 2017, 08:13   #31
PowerWyrm
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Quote:
Originally Posted by Pete Mack View Post
I'm not sure why you're donating a lightning brand bolt. That will work against things like the Tarrasque, and it just takes a slot in the Quiver, not a full inventory slot.
Because the crossbow I have already has lightning brand.
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Old October 20, 2017, 16:39   #32
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The dungeon of Mordor is actually located near the Black Gate. We make a quick pit stop in Minas Anor and head north from there. We arrive at the Black Gate, enter Udun and recall down to 3200ft. Right next to Ulik... He's still asleep, but it won't last and if he hits us, we're in big trouble. He hits harder than a greater titan, so we need to take care of him from a safe distance. We phase away, he wakes up, and we use shoot and phase to kill him. We loot this shield from his corpse:

Code:
l) the Leather Shield of Sulos [8,+20] <+2, +1>
     Dropped by Ulik the Troll at 3200 feet (level 64).

     +2 intelligence.
     +1 light.
     Provides immunity to cold.
     Provides resistance to acid, shards.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.
     Grants telepathy.
Cold immunity and full ESP is nice, but can we really replace Thorin? We don't detect anything interesting on the level, so we go down. This time, our trip will be short, since we're already at the bottom of the dungeon. The Mouth of Sauron is here, as well as Saruman. We spot an area filled with giants, but it's not a pit. We wait for our arkenstone to recharge and we activate it again. The Mouth is awake and already on his way, so we buff up and wait. Bad news: he resists lightning, cold and nether, so most of our attacks are hopeless. Stunning him with ice storm and shooting seems to be the best strategy still. Things go well until he decides to summon a bunch of greater demons. Each demon by himself is not a real threat, as our arrow can wipe over 800 hps worth of demons each round, but they continue to summon more demons and soon we have to teleport away. We land near Saruman, so we decide to kill him first. Of course, he summons some stuff and after a few rounds teleports us away. And now the Mouth is closer, so we switch targets again. We need to be careful, as one of his whirlpools of water brings us to heavy stun status. We clear the effect and resume shooting. He's now almost dead, but he decides to summon even more demons, and we have to retreat once more. We clear the demon pack, and then give the final blow to the Mouth. Time to collect some loot:

Code:
b) the Mithril Arrow 'Dailir' (3d4) (+10,+3)
     Dropped by The Mouth of Sauron at 3250 feet (level 65).

     Slays demons, dragons, undead.
     Cannot be harmed by acid, fire.
     Returns when thrown.

     Combat info:
     3 shots/round.
     Hits targets up to 120 feet away.
     Average damage/round: 550.8 vs. demons, 550.8 vs. dragons, 550.8 vs.
     undead, and 275.4 vs. others.
Could be useful vs dragons and undead that resist lightning.

Code:
o) the Metal Scale Mail of Nimar (-2) [38,+18] <+4, +2>
     Dropped by The Mouth of Sauron at 3250 feet (level 65).

     +4 constitution.
     +4 stealth.
     +2 searching skill.
     Provides resistance to cold, shards.
     Cannot be harmed by acid.
     Speeds regeneration.
     Grants the ability to sense evil.
Not enough resists, so will be donated, even if it gives a nice CON boost.

Code:
s) the Mattock of Ibungwar
     Dropped by The Mouth of Sauron at 3250 feet (level 65).
                                                    
     Prevents paralysis.
     Grants the ability to sense evil.

     When activated, it cures 4d8 points of damage and neutralizes poison.
     Takes 118 to 129 turns to recharge at your current speed.
     Your chance of success is 92.6%
Lame. As we find out, we did fight the Mouth of Sauron right next to a golem pit, so we have to clear our way through a bunch of constructs before being able to chase Saruman again. We also get this crown from a random kill:

Code:
q) the Iron Crown of Guirech [0,+7] <+4, +1>
     Dropped by a black wraith at 3250 feet (level 65).

     +4 dexterity.
     +1 stealth.
     +4 searching skill.
     Provides resistance to acid, lightning, fire, cold, poison, dark,
     disenchantment.
     Provides protection from fear, blindness.
     Cannot be harmed by acid.
     Prevents paralysis.
A bunch of resists, could be useful later when we rethink about what we'll equip for the endgame. We find Saruman again, fight a bit, and get teleported away... again. This continues for a while, with Saruman either teleporting away, or teleporting us away. Finally the hide and seek game ends, and we get more loot to collect. Unfortunately, the only item that doesn't get squelched in the process is this rapier:

Code:
t) the Rapier of Aelvas (1d6) (+8,+15) [+40] <+3, +2>
     Dropped by Saruman of Many Colours at 3250 feet (level 65).

     +3 strength.
     +2 constitution.
     +3 searching skill.
     Slays evil creatures, undead (powerfully).
     Provides resistance to fire, dark.
     Cannot be harmed by acid.
     Grants the ability to see invisible things. Prevents paralysis.
     Grants the ability to sense animals.
     Grants the ability to sense undead.
     Grants the ability to sense orcs.

     Combat info:
     4.0 blows/round.
     Average damage/round: 173.6 vs. evil creatures, 218.4 vs. undead, and
     158.8 vs. others.
Another crappy weapon... We're about to recall when we spot a down staircase in the area. Isn't this level supposed to be the bottom of the dungeon? We go investigate, ready to report another bug, but instead of a staircase... we bump into a stairway to hell. Of course it had to be a mimic... We go clear the room of chambers filled with giants and recall back to Bree. We drop more consumables and randarts in our house (starting to get a good supply of healing potions now), swap the Necklace of the Dwarves for a speed amulet again (our CON is maxed ithout it), and prepare for our next journey: the lonely mountain of Erebor.
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