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The Angband Ladder: Hailin, Dwarf Axemaster by <picommander@t-online.de>

  [ToME 2.2.4 Character Dump]

 Name  : Hailin                 Age                 57       STR! 18/***       
 Sex   : Female                 Height              41       INT! 18/120       
 Race  : Dwarf Barbarian        Weight             157       WIS! 18/170       
 Class : Axemaster              Social Class        36       DEX! 18/140       
 Body  : Player                                              CON! 18/***       
 God   : Tulkas                                              CHR! 18/130       
                                                                               
 + To Melee Hit         100 Level             50    Max Hit Points      1369   
 + To Melee Damage       85 Experience  44680788    Cur Hit Points      1369   
 + To Ranged Hit         68 Max Exp     44680788    Max SP (Mana)        103   
 + To Ranged Damage      26 Exp to Adv.    *****    Cur SP (Mana)        103   
   AC                42+158 Gold         9975147    Piety             187658   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[85]Perception  : Bad          Blows/Round:  14        
 Bows/Throw  : Legendary[35]Searching   : Poor         Shots/Round:  2         
 Saving Throw: Fair         Disarming   : Fair         Mel.dmg/Rnd:  56d4+1190 
 Stealth     : Bad          Magic Device: Heroic       Infra-Vision: 50 feet   
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are the only child of a Dwarven Smith.  You are a                
          credit to the family.  You have dark brown eyes, straight            
          brown hair, a three foot beard, and a dark complexion.               
                                                                               


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 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 27 (1350')
        Mordor: Level 66 (3300')
        Angband: Level 86 (4300')
        Barrow-Downs: Level 1 (50')
        Mount Doom: Level 85 (4250')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 31 (1550')
        Dol Guldur: Level 69 (3450')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Sandworm lair: Level 30 (1500')
        Death fate: Level 1 (50')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 27 (1350')

 Your body is a Player.
 You are currently in the town of Gondolin.
 You have defeated 41640 enemies.
 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 a young hobbit from an horrible fate.
 You saved 83 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 3rd Hrive of the 2890th year of the third age.
 You have been adventuring for 71 days.

                    adefkmnopsuxz{|@            
        Add Str   : 33.34........1..            
        Add Int   : .3....42........            
        Add Wis   : .3..4..2........            
        Add Dex   : .3..............            
        Add Con   : 33....4.........            
        Add Chr   : .3..4..2.....1..            
        Add Stea. : ......42........            
        Add Tun.. : 3.............6.            
        Add Speed : .3*.4342...6....            
        Add Blows : ...3.........1..            
        Slay Evil : .............+..            
        Slay Orc  : +...............            
        Slay Troll: +...............            
        Slay Drag.: +...............            
        Kill Drag.: .............+..            
        Acid Brand: +...............            
        Fire Brand: +............+..            
        Sust Str  : ...+......+.....            
        Sust Int  : ..........+.....            
        Sust Wis  : ................            
        Sust Dex  : ................            
        Sust Con  : ...+............            
        Sust Chr  : ................            
        Invisible : .......+........            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ......+.........            
        Free Act  : +...............            
        Hold Life : .....+....+.....            
        Res Acid  : +.....++..+.....            
        Res Elec  : ......+...+.....            
        Imm Fire  : +...+.*+........            
        Res Cold  : ...+..++........            
        Res Pois  : ....+.....+.....            
        Res Fear  : +...+.....+....+            
        Res Lite  : +....+....+.....            
        Res Dark  : +....+..........            
        Res Blind : ...............+            
        Res Conf  : ..........+.....            
        Res Sound : .......+........            
        Res Shard : ..........+.....            
        Res Neth  : ..........+.....            
        Res Nexus : ......+...+.....            
        Res Chaos : +....+..........            
        Res Disen : ....+...........            
        Aura Fire : ......+.........            
        Lite      : .+..............            
        See Invis : .....+..........            
        Regen     : ...+............            
        Xtra Might: .+..............            
        Xtra Shots: .+..............            
        Activate  : ...+++.+.+......            
        Blessed   : .............+..            
        Fly       : ......+.........            
        Orc.ESP   : .....+..........            
        Evil.ESP  : +...............            
        TLord.ESP : ......+.........            

Skills (points left: 0)
 - Combat                                        50.000 [0.900]
          - Weaponmastery                        50.000 [0.950]
                   . Sword-mastery               00.000 [0.300]
                   . Axe-mastery                 50.000 [0.900]
                   . Hafted-mastery              00.000 [0.300]
                   . Polearm-mastery             00.000 [0.300]
          . Archery                              13.600 [0.600]
          . Antimagic                            00.000 [0.550]
 - Sneakiness                                    08.020 [0.900]
          . Stealth                              01.000 [0.300]
          . Disarming                            08.200 [0.900]
 - Magic                                         04.523 [0.500]
          . Magic-Device                         50.000 [1.150]
 - Spirituality                                  08.590 [0.500]
          . Prayer                               47.000 [0.500]
 - Monster-lore                                  00.500 [0.500]
          . Summoning                            01.000 [0.300]
          . Corpse-preservation                  00.800 [0.800]

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


  [Fates]

You may find a Parchment - Deep Thoughts on level 1.
You are fated to find a Staff of Identify on level 8.
You are fated to find a Staff of Recovery on level 44.
You may find a Rod Tip of Frost Bolts on level 43.


  [Character Equipment]

a) The Great Axe of Durin (4d4) (+10,+11) [+6] (+3)
        It must be wielded two-handed.  It increases your strength, 
    constitution and ability to tunnel by 3.  It does extra damage from 
    acid and fire.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is a great bane of demons.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to acid, fire, light, dark and chaos.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You bought it from the Weaponsmith.
d) The Heavy Crossbow of Aerith (x7) (+28,+26) (+3 to speed) {!k!s!d!v}
    It provides light (radius 1)
    forever.  It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma and speed by 3.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 40 of
    Mordor.
e) a Ring of Speed (+12)
    It increases your speed by 12.  
    You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
f) The Ring of Elionwe [+14] (+3 attacks)
    
    It can be activated for ball of cold and resist cold every 50+d50 turns
     if it is being worn. It increases your strength, attack speed and 
    ability to score critical hits by 3.  It sustains your strength and 
    constitution.  It provides resistance to cold.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 77 of Angband.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be
    activated for heal and cure black breath every 200 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    strength, wisdom, charisma and speed by 4.  It makes you completely
    fearless.  It provides resistance to fire, poison and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 63 of The
    Sacred Land Of Mountains.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every
    30+d30 turns if it is being worn. It provides light (radius 3)
    forever.  It increases your speed and luck by 3.  It provides
    resistance to life draining, light, dark and chaos.  It allows you to
    see invisible monsters.  It allows you to sense the presence of orcs.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend on level 63 of The Sacred Land
    Of Mountains.
n) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, stealth and 
    speed by 4.  It provides immunity to fire.  It provides resistance to 
    acid, electricity, cold and nexus.  It allows you to fly.  It allows
    you to sense the presence of thunderlords.  It reflects bolts and
    arrows.  It produces a fiery sheath.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
o) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2)
    It can be activated for restore life
    levels every 450 turns if it is being worn. It has a spell stored
    inside.  It increases your intelligence, wisdom, charisma, stealth, 
    speed and luck by 2.  It makes you invisible.  It provides resistance 
    to acid, fire, cold and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
p) (nothing)
s) The Steel Helm 'Lebohaum' [20,+78]
    It can be activated
    for sing a cheerful song every 3 turns if it is being worn. It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 33 of
    Mirkwood.
u) The Set of Leather Gloves of Valath [1,+14]
    It sustains your strength and intelligence.  It makes you
    completely fearless.  It provides resistance to life draining, acid, 
    electricity, poison, light, confusion, shards, nether and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 66 of Dol Guldur.
x) a Pair of Metal Shod Boots of Speed [6,+12] (+6)
    
    It increases your speed by 6.  
    You found it lying on the ground on level 56 of Mordor.
z) (nothing)
{) The Bolt of Vorminya (1d5) (+11,+11) (+1 attack)
    It increases 
    your strength, charisma and attack speed by 1.  It does extra damage 
    from fire.  It is a great bane of dragons.  It is a great bane of
    demons.  It fights against evil with holy fury.  It has been blessed
    by the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 76 of
    Angband.
|) a Magical Shovel of Digging (1d2) (+10,+10) (+6) {!k!d!s!v}
    It grants you the power of stone to mud if it is being worn.  
    It increases your ability to tunnel by 6.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the General Store.


  [Character Inventory]

a) a Tome of the Impenetrable Earth {!k!d!s!v}
b) The Tome of Hailin {!k!d!s!v}
    It cannot be harmed by acid,
    cold, lightning or fire.  
c) The Gem of Ice {eat!k!d!s!v}
    It can be activated for satisfy hunger.  
    You found it in the remains of a Mage on level 59 of Dol Guldur.
d) The Devil's Pentagram {healing!k!d!s!v!!}
    It can
    be activated for heal 700 hit points every 250 turns.  
    You found it in the remains of an Old Sorcerer on level 59 of Dol Guldur.
e) The Devil's Pentagram {healing!k!d!s!v!!}
    
    It can be activated for heal 700 hit points every 250 turns.  
f) The Lost Works of Kenault {geno!k!d!s!v!!}
    It can
    be activated for genocide every 500 turns.  
    You found it in the remains of a Ghoul on level 37 of Maze.
g) The Lost Works of Kenault {geno!k!d!s!v!!}
    It can be
    activated for genocide every 500 turns.  
    You found it in the remains of a Mage on level 75 of Angband.
h) The Crystal Ball of Godly Sights {tport!k!d!s!v!!}
    It can be
    activated for teleport (range 100) every 45 turns.  
    You found it in the remains of a Barbazu on level 59 of Dol Guldur.
i) Heward's Excellent Experimental Earmuffs {tlevel!k!d!v!s!!}
    It
    can be activated for teleport level.  
    You found it in the remains of an Imp on level 42 of Mordor.
j) Agannazar's Altruistic Assassin {tport!k!s!d!v!!}
    It can be
    activated for teleport (range 100) every 45 turns.  
    You found it in the remains of a Vampire lord on level 76 of Angband.
k) a Silver Rod of Capacity of Perception (200/200) {@4}
    
    It can hold more mana.  
    You found it in the remains of a Black orc on level 47 of Cirith Ungol.
l) a Silver Rod of the Istari of Teleport Other (200/200) {!k!d!s}
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    It was given to you as a reward.
m) a Silver Rod of Capacity of Detection (200/200) {@2!!}
    It can hold more mana.  
    You found it in the remains of an Archlich on level 69 of The Sacred Land
    Of Mountains.
n) a Silver Rod of Quickness of Home Summoning (100/100) {!k!d!s!v!!}
    It can cast spells faster.  
    It was given to you as a reward.
o) a Golden Rod of Enlightenment (125/125) {@5!!}
p) a Golden Rod of Charging of Detection (125/125) {@1!!}
    It regenerates its mana faster.  
    You found it in the remains of an Iron lich on level 55 of Mordor.
q) a Mithril Rod of the Istari of Restoration (320/320) {!k!d!s!v!!}
    It
    can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
r) a Mithril Rod of Capacity of Healing (320/320) {!k!d!s!v}
    It can hold
    more mana.  
    You found it in the remains of a Gelugon on level 85 of Angband.
s) an Adamantite Rod of Recall (200/200) {!*!!}
t) an Adamantite Rod of Disarming (200/200) {@3!!}
u) The Ring of Flare (+3) {!k!s!d!v!!}
    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 Wyrm of Thunder on level 57 of
    Mordor.
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Pendulum of Orcus {eat}
    It can be activated for satisfy hunger.  
    You found it in the remains of a Hell knight on level 43 of Mordor.
b) a Rod Tip of Detection (80 Mana to cast)
c) a Rod Tip of Healing (120 Mana to cast)
d) a Rod Tip of Restoration (140 Mana to cast)
e) a Dwarven Iron Helm of Water Breathing [5,+10] (+3 to infravision)
    It 
    increases your constitution and infravision by 3.  It provides
    resistance to fire.  It allows you to breathe underwater.  It allows
    you to sense the presence of trolls and dragons.  It cannot be harmed
    by acid.  
    You found it in the remains of a Great Hell Wyrm on level 60 of Mordor.
f) a Slaughter Axe (5d7) (+10,+10)
g) 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 lying in a vault on level 60 of Mordor.
h) The Horn of Boromir (+3) {!!}
    It can be
    activated for mass human summoning every 1000 turns if it is being
    worn. It increases your strength and constitution by 3.  It makes you
    completely fearless.  It provides resistance to fire.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 79 of Angband.


  [Home Inventory - Gondolin ]

a) 2 War Tomes of Tulkas
b) The Gem of Venom {light}
    It can be
    activated for light area (dam 2d15) every 10+d10 turns.  
    You found it in the remains of a Sorcerer on level 62 of Dol Guldur.
c) Tenser's Mechanical Magician {sane!k!d!s!v!!}
    It
    can be activated for cure insanity.  
    You found it in the remains of a Skeleton Dark elven warlock on level 49
    of Mordor.
d) 12 Potions of Speed
e) 3 Potions of *Healing*
f) 2 Potions of Enlightenment
g) 13 Scrolls of *Identify*
h) an Adamantite Rod of Simplicity of Disarming (200/200)
    
    It was given to you as a reward.
i) a Wand of Essence of Speed[1|31] (4 charges)
j) a Wand of Demon Blade[12|39] (6 charges)
k) a Staff of Remove Curses[4|33] (4 charges)
l) The Ring of Alirrim (+3 to speed) {.}
    It can be activated for teleportation
    and destruction of the ring if it is being worn. It increases your 
    wisdom, speed and attack speed by 3.  It provides resistance to chaos.
    It allows you to fly.  It induces random teleportation.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Flying skull on level 31 of Moria.
m) 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.
n) The Palantir of Orthanc (+2) {!k!d!s!v!!}
    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 a Bile Demon on level 85 of Angband.
o) a Great Axe of Gondolin (4d4) (+14,+11) (+2)
    It
    must be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your strength and constitution by 2.  It is especially
    deadly against dragons.  It is especially deadly against trolls.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to life draining and dark.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid.  It cannot be
    harmed by fire.  
    You found it in the remains of a Mature green dragon on level 67 of
    Angband.
p) 21 Seeker Bolts of Wounding (4d5) (+15,+20)
    
    You found it in the remains of a Pit Fiend on level 85 of Angband.


  [Home Inventory - Minas Anor ]

a) The Gem of Hate {tele-level}
    It
    can be activated for teleport level.  
    You found it in the remains of a Hell knight on level 67 of Angband.
b) Balrilbon's Soulgem {stats&life!k!d!s!v!!}
    It
    can be activated for restore stats and life levels every 750 turns.  
    You found it in the remains of a Black wraith on level 37 of Mordor.
c) Raal's Tormented Spirits {stats&life!k!d!s!v!!}
    It
    can be activated for restore stats and life levels every 750 turns.  
    You found it in the remains of a Master mindcrafter on level 81 of Angband.
d) a Silver Rod of Capacity of Healing (200/200) {!k!d!s}
    
    It can hold more mana.  
    You found it in the remains of a Ghoul on level 66 of Dol Guldur.
e) a Golden Rod of Quickness of Recall (125/125) {!*}
    It
    can cast spells faster.  
    You found it in the remains of a Demilich on level 24 of Mirkwood.
f) an Adamantite Rod of Healing (200/200) {!k!d!s}
g) a Staff of Remove Curses[3|28] of Plenty (7 charges)
    
    You found it in the remains of a Demonologist on level 58 of Dol Guldur.
h) a Staff of Remove Curses[4|41] (5 charges)
i) 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 Gelugon on level 76 of Angband.
j) The Chain Mail of Atarn (-2) [14,+12]
    It
    sustains your strength and dexterity.  It provides immunity to acid, 
    fire and cold.  It makes you completely fearless.  It provides
    resistance to electricity, dark and shards.  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 83 of
    Angband.
k) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and constitution by 4.  It provides
    immunity to acid.  It provides immunity to paralysis.  It provides
    resistance to poison, sound and chaos.  It allows you to sense the
    presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient red dragon on level 55 of Mordor.
l) 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 gives telepathic
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Gelugon on level 68 of Angband.
m) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It 
    increases your strength, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to disenchantment.  It
    allows you to climb mountains.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
n) The Light War Axe of Eriar (2d5) (+18,+10) (+2 attacks)
    It increases your intelligence, 
    charisma and attack speed by 2.  It does extra damage from fire.  It
    strikes at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 69 of
    Dol Guldur.
o) an Elemental Broad Axe of Slay Troll (2d6) (+11,+11)
    It can be wielded two-handed.  It does extra damage from 
    acid, electricity, fire and frost.  It poisons your foes.  It is
    especially deadly against trolls.  It provides resistance to acid, 
    electricity, fire, cold and poison.  It drains mana.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 79 of Angband.
p) a Broad Axe of Aman (2d6) (+9,+16) [+1] (+3)
    It
    can be wielded two-handed.  It increases your wisdom by 3.  It strikes
    at demons with holy wrath.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It sustains your wisdom.  It
    makes you completely fearless.  It allows you to see invisible
    monsters.  It allows you to sense the presence of evil beings.  It has
    been blessed by the gods.  
    You found it in the remains of an Ice troll on level 74 of Angband.
q) a Shocking Great Axe of Westernesse (4d4) (+11,+7) (+2)
    It
    must be wielded two-handed.  It increases your strength, dexterity and 
    constitution by 2.  It does extra damage from electricity.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It provides immunity
    to paralysis.  It provides resistance to electricity.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    orcs, trolls and giants.  It cannot be harmed by electricity.  
    You found it in the remains of a Gelugon on level 68 of Angband.
r) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) (charging)
    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 levitate.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Lungorthin, the Balrog of White Fire on
    level 70 of Angband.
s) Climbing Set


  [Home Inventory - Lothlorien ]

a) 3 Scrolls of Divination
b) a Rod Tip of Healing (120 Mana to cast)
c) a Staff of Sense Hidden[5|21] (5 charges)
d) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated for whispers from
    beyond(sanity drain) 100+d200 turns if it is being worn. It provides
    light (radius 1) forever.  It decreases your luck by 6.  It identifies
    all items for you.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.


  [The Mathom-house Inventory - Bree ]

a) Raal's Black Candle (charging) {acquire}
    It can be activated for acquirement.  
    You found it in the remains of an Acidic cytoplasm on level 63 of Mordor.
b) Bigby's Big Book of Brutality
    
    It can be activated for summon monster.  
    You found it in the remains of a Guardian naga on level 26 of A lost
    temple.
c) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is
    being worn. It increases your searching and infravision by 2.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.



Posted on 8.10.2003 16:33
Last updated on 30.11.2003 03:08

Download this dump

400. on the Ladder (of 12052)
173. on the ToME Ladder (of 2959)
Best for this player (out of 20)

Related screenshots:
My first serious death fate
After a close call with Maeglin
Death, Mdr42 -> still alive!
Permanent Items
Knocked Out!
Healing in the Rocks
Dangerous vault
Dangerous vault: The battle is over
Quylthulgs for breakfast
The Crypt: small room with no entrance?
Princess in Dim Gates
Dim Gates are Fun with Stone Prison!
Great Hell Wyrms in Dim Gate
Dim Gates: Stupid engaging of a Master quylthulg
GWoP in Dim Gates
The left side of the Dim Gates
Hailin, Master of the Dim Gates!

Related movies:
Young dragon nest: Fodder for Great Axe of Durin
Thunderlord Rebels
Master quylthulg, Pazuzu and a surprising LOS
2 Master quylthulg at one time (almost)

Comments

Jump to latest

On 18.10.2003 02:16 lorddimwit@hotmail.com wrote:
Level 40 in Axemastery and still wielding Ringil?

Color me tickled pink.

On 18.10.2003 02:57 picommander@t-online.de wrote:
Yep, I hate it too...
My best axe so far, the Light War Axe of Westernesse, actually does slightly better damage but I just couldn't resist the +10 to speed.
Currently I try to point to that the effect of weapon sub-skill's seems too week:
http://www.t-o-m-e.net/forum/viewtopic.php?p=16111#16111
Another fact increases the problem even more (for axemasters):
If you look for axes at the artifact spoilers, you get 15 axes. But only 6 of them are covered by axemastery, the rest are polearms.
(The spoilers are for 2.2.1 and I don't know, whether they are still true for 2.2.3)

On 18.10.2003 17:33 picommander@t-online.de wrote:
Oh well, bye bye wonderful Ringil...
After meeting those *nice* women Adunaphel the Quiet and beating the Nazgul, Hailin can use it to clean his teeth (disenchanted to (+6,+8)) now.
Also got the bad breath (first time) from Adunaphel and no Sprigs of Athelas at home. Fortunately the Nazgul quest was available, which solved the problem.
We'll better stay away from SLOM for a while...

On 20.10.2003 03:48 picommander@t-online.de wrote:
Mordor 2000': Finally found a decent crossbow.
Would like to use it, but still need some basic resistances from my boomerang.
Unbelievable: My first level 40 character!




On 30.10.2003 03:49 lorddimwit@hotmail.com wrote:
Doing pretty well!

Still wielding that lousy axe I see, but your crossbow is to die for.

On 30.10.2003 10:47 picommander@t-online.de wrote:
You don't mention my wonderful Boots of Thror? Imagine the fun in Mordor (and the wilderness, of course)!

On 1.11.2003 02:19 picommander@t-online.de wrote:
Met Ancalagon the Black on level 60 of Mordor in a greater spiral vault, unfortunately in one of the larger cells where he was able to summon some friends between him and me and one behind me.
I was guarded by a friendly Ent, which died very soon. The whole battle was rather expensive: 6 potions of Healing and 2 (my only) potions of *Healing*. But the price was high: The Cleaver of Aman and Silver Bolts of Frost (3d5) (+15,+10).
On a first glance I didn't realize that the cleaver would be so much better than my trusty old War Axe of Westerness. Meanwhile I know the difference! :D
There is also a partial screenshot from outside the vault called "Permanent Items".
So called because after zapping a Rod of Detection, all items stayed permanently visible.
Though I focused only on artifacts *and* have a Rod of Home Summoning, I had to leave one half of the vault alone: Both inventory and home were simply full! *sigh*

On 2.11.2003 07:32 picommander@t-online.de wrote:
Look what happened: Lost my wonderful Cleaver of Aman! Again those terrible women Adunaphel was involved (after reading a scroll of mass resurrection + unbelievable stupidness: This time I really should have known better).
But I got more than a replacement: A Chaotic Cleaver (2d4) (+11,+18)!
How I got it is a loooong story. In short I started a battle against 12 Great Wyrms of Chaos on level 64 of Mordor (princess quest). All I had in the beginning was a light war-axe. Terrible! I managed to kill the first one, realized who dangerous they actually are for me and teleported away. This gave me some time to recover and think about a better strategie. What followed was one of the most interesting, toughest and thrilling fights in my short life in ToME! One of the Wyrms finally dropped what killed the rest easily: It's such a pleasure to see a Great Wyrm of Chaos suddenly change into a little silver mouse. *G*
I think I *love* the chaotic effects from that cleaver! Happened only once, though, but strange enough: Aren't they chaotic resistant?
However, I'm in (axemaster's) heaven now! :-)

On 3.11.2003 00:09 lorddimwit@hotmail.com wrote:
You should really keep an eye out for the Lochaber Axe 'Dragonbane.' It's actually a one-handed weapon, so you can use it perfectly with a shield, and it really deals out the damage.

On 3.11.2003 05:38 picommander@t-online.de wrote:
It's a polearm, you know...

On 3.11.2003 06:11 lorddimwit@hotmail.com wrote:
Check your edit files. It's got a tval of 24, which is the same as the beaked axe, the hatchet, and other prominent axes. Although the description says it's a polearm, it also says 'axes are melee weapons.'

This will supposeduly be fixed in ToME 3.x

On 3.11.2003 06:22 picommander@t-online.de wrote:
Ah, thanks.
Btw, I just saw where your 'Diana' found that axe. I can't imagine I'll make it that far. I'm still a beginner and that's my first L50 character!
Don't expect Hailin to win that game...

On 3.11.2003 08:47 lorddimwit@hotmail.com wrote:
Well, the Void is beyond the reach of all but the most capable warriors. I wouldn't get my hopes up.

You look like you've got a winner here though, as long as you get a really good weapon (I mentioned Dragonbane because I think it's the weapon of choice for Axemasters... Many of my Possessors even wield it) and can punch through those special levels in Angband. Remember, you need something to help you deal with summoners there.... Stone Prison is your friend.

On 3.11.2003 14:56 picommander@t-online.de wrote:
I'm not yet familiar with those tvals and pvals but I guess it's the first number after I: (in a_info.txt)
If true, then Dragonbane has a tval of 22 here (I:22:28:2)
I'm playing 2.2.3 and it probably was changed already from 2.2.2?

On 3.11.2003 15:04 picommander@t-online.de wrote:
Yes, now I'm pretty sure it was changed after browsing http://angband.oook.cz/d/tome-222/lib/edit/a_info.txt
where it actually reads: I:24:28:2

On 3.11.2003 20:46 lorddimwit@hotmail.com wrote:
Well, you should be able to tell by examining the item and reading the yellow text, which will say either 'Axes are melee weapons' or 'Polearms are melee weapons.' In my experience this is accurate. The orange text can be deceptive and strange, so I tend to ignore it.

On 4.11.2003 07:39 picommander@t-online.de wrote:
No, bad luck with *any* Lochaber Axes (+ Beaked + Battle Axes).
From tome-223-src/changes.txt:
06/09/2003

[O]- Beaked Axes, Battle Axes and Lochaber Axes are recognized as polearms
again. -- neil

This eliminates a bunch of good weapons for axemasters. By the way, it was already discussed in t-o-m-e.net forum (Axe skill, polearm skill, and the "far reaching attack").

Neil, who made the changes, really should play an axemaster sometime.

I'm afraid I'll take that chaotic cleaver into my grave...
(to be honest, meanwhile I love that axe so much that I *want* to die with it)

On 5.11.2003 04:12 picommander@t-online.de wrote:
Found 2 interesting axes, the Great Axe of Durin and a Great Axe of Gondolin. Both are two-handed and I still need the Shield of Thorin, because it's my only source of r_poison yet and I also don't want to drop im_acid.
Both axes would give me evil ESP though and particularly the Axe of Durin really does some damage...
I'm currently hanging around on level 60 of Sacred Land Of Mountains: I'd like to proceed, but meanwhile I've got 4 superb level feelings in a row (all on the same level 60). Just don't want to miss some possible artifacts here.

On 6.11.2003 14:47 picommander@t-online.de wrote:
All resistances complete now + 3 immunities to the cost of -2 Dex (heavy armour).

On 6.11.2003 15:25 picommander@t-online.de wrote:
Meanwhile those Great Wyrms on LoM 60 and below have become my favourite source for new equipment! :D

On 11.11.2003 05:44 picommander@t-online.de wrote:
I'm wielding that huge axe again, it's like dancing through the dungeon!
Not only the brute force but also Evil.ESP from that axe is a great plus.
Back to my old trusty Armour of the Rohirrim but w/o the shield I sacrified r_nether for that luxury,
hoping it's not that vital for the moment...

On 11.11.2003 05:55 picommander@t-online.de wrote:
Addition: I'm still losing my non-artifact weapons but I hope The Great Axe of Durin is immune to destruction.

On 12.11.2003 05:07 picommander@t-online.de wrote:
Finished LOM and got those interesting Thunderlord Coat of Trone. Not very useful right now, but maybe a worthy option for later...
Swaped back to my "full-res-setup" again: I'm just too coward (or unexperienced) for accepting any hole in my resistances.

On 12.11.2003 05:09 djwid@yahoo.com wrote:
Pico - The Great Axe of Durin is vulnerable to Ringwraiths. Definately keep a swap in of Westernese to prevent massive disenchant. You will loose all those nice pluses on the Axe if you accidently hit a big W ringwraith

On 12.11.2003 05:45 picommander@t-online.de wrote:
Already got that today by a posting in t-o-m-e.net forum. But thanks: Double advice is better than no advice! ;-)
Btw, "full-res-setup" also means using the Cleaver of Westernesse again (for now).

On 14.11.2003 21:53 kingvictory2003@yahoo.com wrote:
I recommend finding seeker bolts of acid/fire/lightning or holy might for Ringwraiths, or any other difficult monster for that matter. Also considering your 50 magic device skill, multiple wands of fireflash too can lay them low very effectively.

Victor

On 15.11.2003 06:18 picommander@t-online.de wrote:
Just killed 2 Ringwraithes with my new junkart "light absorption". Both were already down to 1 star, so I don't know how much damage it actually does, but I'll keep an eye on it...
Btw, using seeker bolts of foo sounds like a good advice but unfortunately they are extremely rare in my current game.

On 15.11.2003 06:28 picommander@t-online.de wrote:
The prisoner is gone (Dol Guldur). Thoroughly researched the whole dungeon from the bottom to the top: nothing. Must be that quest bug mentioned somewhere else. I hope it can be resolved by activating another quest (that's what I've read about it).
And then searching all 14 levels again... @!~#*>?

On 16.11.2003 01:54 picommander@t-online.de wrote:
Found the prisoner! Unfortunately I wasn't warned by any new messages and in a moment of unawareness I attacked a grey W again, somehow thinking it's a black Wrath. A painful blunder, since it wasted my wonderful Great Axe of Durin, now disenchanted to (+7, +17). Really hope that was the last time I made this mistake...
Before this happened, I found an interesting replacement in 'Doomcaller'. Not at all an axemaster weapon and doesn't look too impressive in dmg/Rnd, but hey, I did the thunderlord rebels quest with it and I can wear the shield again.

On 16.11.2003 01:59 picommander@t-online.de wrote:
And now there's not much else to do than diving into angband. With 98 quests it's not going to be a cakewalk, I guess...

On 21.11.2003 16:11 picommander@t-online.de wrote:
FF-quest: 18 Grand master mystics are waiting for me. Looks like a challenge! Better to be sober and out-slept before starting that quest. (or just another excuse for being the slowest and most sluggish player around...)

On 22.11.2003 07:24 picommander@t-online.de wrote:
Angband 76

Don't know why I thought "Grandmaster mystics", actually there are 18 Master quylthulg. If I could choose, I'd rather would prefer the mystics: they move and I could lure them into antisummoning corridors whereas the quylthulgs are just sitting around in mostly exellent strategic positions (very large corridors and open areas here).
And a new surprise: The Masters seem to be able of summoning Ringwraithes!
Unfortunately I could only identify 2 of the 4 grey Ws, which were just Nightwalker. Somehow I thought I had to fight against 4 Nightwalker but number 3 actually was Adunaphel (again, how much I hate her!). From stupidely attacking her (really should know it better meanwhile: never ever trust an unid'd grey W!), my Great Axe of Durin, the best I ever got, is now completely nuts. I have some decent axes in stock, but I still need Evil.ESP and Free Action from my weapons. So there's no other way than using those crazy 'Doomcaller' for now. Though it's a blade, it does comparable damage to the Great Axe of Durin with all it's extra effects (fire, frost, poison, sharp, chaotic). One of the drawbacks is -50 to AC but can almost be compensated with being able to wear a shield again. The other drawback, aggravate monster, I found surprisingly not that bad: I can choose the prefered battleground now, can hide in untisummoning corridors for example and just need a bit patience, the monsters surely will come.
The 4. grey W was the Witch-King of Angmar, from which I learned something: it's even possible to stay right next to a Ringwraith for a while, even with all it's summonings around, it's not that dangerous (unless you don't use your favourite melee weapon *p*). I only attacked him with bolts from an adjacent square (he luckily died by my last bolt), w/o taking care of all the Great Wyrms, Balroks, Hezrous and other summoners around. Just finish him/her as fast as possible and then take care for the rest or bail out.

After several hours of fighting and junk-digging (I need some work on my macros, really) I'm still on Angband 76 and just have finished only 6 of the 18 Master quylthulgs. That doesn't make me all too optimistic when it will come to the *really* hard stuff. Nevertheless, it's a good training and I'm learning a lot.

The best of all: Hailin is still alive!

On 23.11.2003 06:33 picommander@t-online.de wrote:
Funny situation: After I finished all 18 master quylthulg (which I was confusing as Grandmaster Mystics from false recall), I sauntered carelessly around and just wanted to pick up some remaining stuff, when suddenly --- a Master Mystic appeared (No Grandmaster, though)! How I dealed with the surrounding araneas isn't interesting (genocide).
The interesting part is: Mystics are even able to read the postings on oook! ;-)
My crazy blade teleported him away and, gratefully for the joke, I left him alone.

Btw, after the 5th Master quylthulg, things were going smoothly. I made 2 movies from the better part of the the fights in Angband 76.
"Master quylthulg, Pazuzu and a surprising LOS" and "2 Master quylthulg at one time (almost)"


On 26.11.2003 06:16 picommander@t-online.de wrote:
On Angband 84 now
Game slows down more and more. Some levels need hours...
But I still find good stuff: triple immunity armor for example on Ang 83 (thought it should vanished in 224?) :D
I have *very* good items now, but I'm still missing the key-item making the best parts fit together.

On 27.11.2003 11:02 spitfyr@gmx.net wrote:
Playing time is the reason why I now play with allways small levels on. Then dungeons maps are only max. half the size. And the game is a lot faster later then. That's also the reason why I only choose 20 Quests not only that my statistics tell me I mostly die within a quest :-P.
Just finished a quest for some Greater Rotten Q in Angband Lvl 8x. Without beeing a spectre (and sneaking unseen within the walls) it would have been a horrible.

On 27.11.2003 11:50 picommander@t-online.de wrote:
But the big levels are one of the main reasons why I started playing ToME! Once I had a dream (was still playing Nethack to that time) where I was playing some kind of roguelike with a *realy* big level. My long playing time doesn't come only from big levels. I'm still making all kinds of newbie mistakes...
I'm just arrived at Angband 85: Princess in the Dim Gates!
Looks horrible, think I need a little break first...

On 28.11.2003 04:29 pollyesther@t-online.de wrote:
I really enjoy the tales of Hailin, the Axemaster & would be sorry. if he dies. So take care.
It's always possible to bail out, if things look hairy, special levels aren't persistent. I don't want to spoil you but IMHO the loot on dim gates isn't worth risking Hailins neck. OTOH Hailin has stone prison which can block LOS to most of the Q's. The princess message is a fake, there's neither a princess nor the quest critters on the level. So don't waste your time searching for her. She will however be there if you come back later, when dim gates is a normal ANG level.

On 28.11.2003 04:30 pollyesther@t-online.de wrote:
I really enjoy the tales of Hailin, the Axemaster & would be sorry. if he dies. So take care.
It's always possible to bail out, if things look hairy, special levels aren't persistent. I don't want to spoil you but IMHO the loot on dim gates isn't worth risking Hailins neck. OTOH Hailin has stone prison which can block LOS to most of the Q's. The princess message is a fake, there's neither a princess nor the quest critters on the level. So don't waste your time searching for her. She will however be there if you come back later, when dim gates is a normal ANG level.

On 28.11.2003 04:31 pollyesther@t-online.de wrote:
I really enjoy the tales of Hailin, the Axemaster & would be sorry. if he dies. So take care.
It's always possible to bail out, if things look hairy, special levels aren't persistent. I don't want to spoil you but IMHO the loot on dim gates isn't worth risking Hailins neck. OTOH Hailin has stone prison which can block LOS to most of the Q's. The princess message is a fake, there's neither a princess nor the quest critters on the level. So don't waste your time searching for her. She will however be there if you come back later, when dim gates is a normal ANG level.

On 28.11.2003 15:22 pollyxesther@t-online.de wrote:
Doh! Sorry, Apache did complain about url not found on server & I tried 3x...

On 28.11.2003 16:19 picommander@t-online.de wrote:
I like the challenge and to learn what goes and what not. Btw, if I'm not able to deal with the Dim Gates, would I be able to stay against Morgoth?
Without taking those challenges, Hailin wouldn't be that strong now, I would have learned much less and, at last, the game would be much less thrilling.
(I knew that with the princess already, it's nothing more than here call)
Still have to learn about the special rules of special levels. So I guess dimension door from Ring of Flare won't work here (as it didn't work in the Crypt) and recall might also not work (as in the Death fate level). Counting on something that wouldn't work in the end can be fatal sometimes.

I wonder whether the yellow Qs count as quest-monsters. If not, I probably could genocide them?

Anyway, tonight I'll try it.

I'm glad to hear you enjoy the tales, so please forgive me if I lose this time. Don't forget: I'm still a beginner and Hailin was never expected to come that far, let alone being a winner...

On 29.11.2003 06:37 picommander@t-online.de wrote:
And there he is again: Hailin, master of the dim Gates!
That was FUN and I'm very glad to took the challenge.
Made a couple of stupid mistakes, though, after losing some respect after I finished the right and lower part of the Gates.
I opened a bottle of good wine (not recommended in the Dim Gates). The result was some nasty summoning storms and tons of artifacts. Some examples of stuff I had to leave in the Gates: The Flamberge Uthathru, The Mithril Plate Mail of Celeborn and the Lochaber Axe of Vinque (what a nasty weapon! But thanks, Niel, it's no good for axemasters anymore).
I disagree that the Dim Gates aren't worth the risk: Though the guaranteed ring I found wasn't that useful, there was a lot of other stuff, mostly drops from the great wyrms and dragons (as always). So I found a Mithril Rod (320) and a ring of speed (+12) (2 better than my previous one). But the best item I've found was The Palantir of Orthanc: the missing key I was looking for! Not better than The Arkenstone of Thrain, but as a temporary swap I'm able to try another combo now: The Light War Axe of Eriar together with The Small Metal Shield of Thorin. If you look right now at my dump, you'll see more "guaranteed" dmg/Rnd (boosted with Tulka's help though, but better anyway) plus better AC and Imm Acid from the shield.
Practice will show whether it'll be actually better than my previous combo...

Unfortunately I can't tell the whole story, it would be to long and too spoilish. Just a little hint for those who never were in the Dim Gates before: Respect the Master quylthulgs! If you have no means of detection, you better keep out...
The simple (yellow) quylthulgs are fun though: if you are able to cast stone prison and if you have a certain preference for chess, you are set. Just be careful, don't drink wine and - have fun! :-)

On 29.11.2003 07:36 picommander@t-online.de wrote:
Addition: and no, neither genocide nor teleport worked here.
Same for every special level?

I accidentally pressed the > key and got a warning about leaving a special level.
I rejected but now I'm curious: is this actually a way to bail out of a special level?

On 29.11.2003 09:23 lorddimwit@hotmail.com wrote:
Yeah! Go for it! (remember what i said earlier about Stone Prison...)

Genocide and teleport won't work on any special levels, with the exception of quest levels like the spider one in Mirkwood.

Since special levels aren't presistent, you can leave one as soon as you enter and skip it. If you want to, that is. But you can't leave at any time. Only when you're on a staircase, like on normal levels.

BTW, playing ToME while drunk is a grievous mistake. I was playing a few rounds trying to sober up after a party once, and just wound up casting Ent's Potion instead of Phase Door a few times and met a messy end. Now I stay off the computer during times of intoxication.

On 29.11.2003 10:51 picommander@t-online.de wrote:
You are soo right...
but I'm playing this char for so long now that I'm slowly start thinking (and even acting) like a dwarf: tough but stupid.
He wait, I believe my beart is growing faster!
And - cough - dwarves are hard drinkers, aren't they?

As for the leaving procedure: I'm sure it wasn't on a staircase when I pressed >.
So is the warning just a fails message (like princess calls on special levels) or even a bug?



On 29.11.2003 22:33 erikmesoyATyahoo.com wrote:
"q) The Ring of Alirrim (+3 to speed) {.} It can be activated for teleportation and destruction of the ring if it is being worn."

What the heck??

On 30.11.2003 03:20 picommander@t-online.de wrote:
What the heck what?
If you just wonder about the inscription, look in lib/help/command.txt and search for "teleport".
First hit will be your answer.
Otherwise I don't understand your question.

On 30.11.2003 03:46 picommander@t-online.de wrote:
The next 'regular' princess quest after the Dim Gates was a big disappointment. The first princess quest I had to bail out from: 14 Greater rotting quylthulg in the princess hall are nasty. Still have to find a decent strategie.

The "promizing" new equipment set was crap.
Back to good old Axe of Durin again.
Meanwhile I trust more on the weapon compare service than on the numbers of the character sheet.

Strange enough, even with better AC *and* 2 additional immunities Hailin felt much more vulnerable than before.
I will better trust on my feelings as long as I don't understand why.


On 1.12.2003 23:43 picommander@t-online.de wrote:
Bad news: During my attempt to prepare a distribution switch I accidentally deleted my .tome folder. (I was using midnight commander and still had my finger on the F8 key instead of F5: typical fumblefinger syndrom)
Now the last remaining chance is to find an undelete for reiserfs (if it excist at all).
If I don't succeed, Hailin is gone for ever...

On 3.12.2003 07:39 spitfyr@gmx.net wrote:
Nooooooooo :-(
As for the > in the Dim Gates, this happend to my last char too. And I was asked if I really want to leave the special level, of course I said no and I was very aware not to press it again. I thought it may be possible because I was a spectre and I stood on a waterfield or something like this but now it looks like a bug within the Dim Gates.

On 3.12.2003 08:01 picommander@t-online.de wrote:
Someone told me it should only work on stairs, so I guess it's just a false message.
I never used wizard- (or explore-?) mode in ToME, but this could easily determine whether it's a bug or not.
Btw, with my new distribution (Fedora) I'm using ext3 now, just in case it happenes again... ;-) (I also considered to break out the F8-key, or even worse: the finger who did this)
But for now I take a little break from ToME and try to learn some basics in Vanilla, which I never got very far with.
Maybe I'm back when 3.0 is out (or earlier, if Vanilla is too boring).
Thanks to all readers for comments and help! :-)

On 3.12.2003 11:33 lorddimwit@hotmail.com wrote:
Well, good luck! Sorry it ended this way. I'm sure you'll be back to ToME sooner or later. You never really quit Angband, you just change alliances ;) I recommend the Dwarven Priest in Vanilla.

I will drink a 40 to Hailin's memory.

On 3.12.2003 11:52 picommander@t-online.de wrote:
Never really got into Angband (Vanilla) before, ToME was the first variant which pulled me in - and *of course* I'll come back, that's for sure (I'm still reading on ToME forum, so I'll never be really gone)!
Your comments and recommends were always *very* helpful, but this time you're a bit too late: I already started a dwarven priest in Vanilla (unfortunately without "lorddimwit-support" this time). :D

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153rd in ToME (2.3.2) by <enhorning@gmail.com> (95%)

Tom, L50 Dwarf Axemaster
783rd in ToME (2.3.2) by <veryfoobar-tome@yahoo.com> (95%)

Hax0r, L50 Dwarf Axemaster
516th in ToME (2.2.1) by <greg@wooledge.org> (95%)

Ibendatrem, L50 Dwarf Axemaster
884th in ToME (2.2.6) by <kalon9999@hotmail.com> (95%)

Elf-Hugger, L50 Dwarf Axemaster winner
596th in ToME (2.3.2) by <Elliott946@aol.com> (95%)

Hilanydd, L50 Dwarf Axemaster winner
322nd in ToME (2.3.2) by <veryfoobar-tome@yahoo.com> (95%)

Kediamond, L50 Dwarf Axemaster winner
444th in ToME (2.3.2(CVS)) by <greg@wooledge.org> (95%)

Ilmonen, L50 Dwarf Axemaster winner
273rd in ToME (2.3.0(CVS)) by <Makkoan@hotmail.com> (95%)

Guillotine, L50 Dunadan Axemaster winner
508th in ToME (2.3.1) by <strda221@student.otago.ac.nz> (71%)

Existential Angst, L50 Ent Axemaster winner
600th in ToME (2.3.3) by <strda221@student.otago.ac.nz> (71%)

Makkoan, L50 Yeek Axemaster winner
88th in ToME (2.3.1) by <Makkoan@hotmail.com> (71%)



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