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The Angband Ladder: Melanie, Human Bard by <thoth_amon@email.com>

  [ToME 2.2.6 Character Dump]

 Name  : Melanie                Age                 15       STR!     40       
 Sex   : Female                 Height              81       INT!     34       
 Race  : Human                  Weight             150       WIS!     34       
 Class : Bard                   Social Class        44       DEX!     38       
 Body  : Player                                              CON!     40       
 God   : Nobody                                              CHR!     37       
                                                                               
 + To Melee Hit          55 Level             50    Max Hit Points      1285   
 + To Melee Damage       49 Experience  10403559    Cur Hit Points      1285   
 + To Ranged Hit         55 Max Exp     10403559    Max SP (Mana)        225   
 + To Ranged Damage       0 Exp to Adv.    *****    Cur SP (Mana)        224   
   AC                 7+186 Gold         2421096                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[20]Perception  : Excellent    Blows/Round:  18        
 Bows/Throw  : Heroic       Searching   : Superb       Shots/Round:  1         
 Saving Throw: Good         Disarming   : Very Good    Mel.dmg/Rnd:  36-4320   
 Stealth     : Superb       Magic Device: Heroic       Infra-Vision: 0 feet    
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Townsman.  You are a            
          credit to the family.  You have brown eyes, straight red             
          hair, and a fair complexion.                                         
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 65 (3250')
        Barrow-Downs: Level 10 (500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        The Small Water Cave: Level 34 (1700')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')

 Your body is a Player.
 You are currently in the town of Minas Anor.
 You have defeated 18749 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.
 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 65 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 15th Hrive of the 2890th year of the third age.
 You have been adventuring for 83 days.

                    adefkmnopsuxz{|@            
        Add Str   : .5......4.2.....            
        Add Int   : ..5......3......            
        Add Wis   : ..5.............            
        Add Dex   : ....6....3......            
        Add Con   : ..55....4.2.....            
        Add Chr   : .5.......3......            
        Add Stea. : ....6...........            
        Add Sear. : ..5......3......            
        Add Speed : ..5..3...3.6....            
        Add Blows : ..55............            
        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  : .+.++..*........            
        Res 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 : .......+........            
        Levitate  : ....+...........            
        Lite      : .........+......            
        See Invis : .+...+...+......            
        Activate  : ....++...+......            
        Fly       : ..+....+........            
        Orc.ESP   : .....+..+.......            

Skills (points left: 0)
 - Combat                                        28.650 [0.700]
          . Weaponmastery                        01.000 [0.700]
          . Barehand-combat                      50.000 [0.600]
 - Sneakiness                                    01.840 [0.700]
          . Stealth                              06.600 [0.700]
          . Disarming                            01.000 [0.600]
 - Magic                                         12.358 [0.600]
          . Magic-Device                         49.000 [1.000]
          . Thaumaturgy                          01.000 [0.300]
 - Spirituality                                  12.360 [0.800]
          . Prayer                               00.000 [0.500]
          . Mindcraft                            01.700 [0.500]
          . Music                                50.000 [0.800]
 - Monster-lore                                  17.390 [1.100]
          . Summoning                            00.400 [0.500]
          . Corpse-preservation                  01.000 [0.700]
          . Symbiosis                            26.900 [0.500]
          . Mimicry                              01.400 [0.500]


  [Fates]

You may find a Potion of Cure Light Wounds on level 6.
You may find a Scroll of Satisfy Hunger on level 9.
You are fated to meet a White shark on level 5.
You may meet a Scruffy little dog on level 10.
You are fated to find a Ring of Levitation on level 13.
You may meet a Giant white rat on level 12.


  [Character Equipment]

a) (nothing)
d) a Drum of Power (+5)
        It increases your strength and charisma by 5.  It sustains your 
    charisma.  It provides resistance to acid, electricity, fire, cold and 
    shards.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the ground on level 25 of The Old Forest.
e) The Ring 'Sulin' (+5)
    It 
    increases your intelligence, wisdom, constitution, searching, speed
     and attack speed by 5.  It provides resistance to cold, shards and 
    chaos.  It allows you to fly.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
f) The Ring of Gellarn (+5)
    It increases your constitution and 
    attack speed by 5.  It makes you completely fearless.  It provides
    resistance to electricity, fire, dark, blindness and confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
k) The Amulet 'Iandirn' [+6] (+6 to stealth)
    It can be activated for venom
    breathing every 40+d60 turns if it is being worn. It increases your 
    dexterity and stealth by 6.  It sustains your strength and 
    constitution.  It provides resistance to electricity, cold, poison, 
    light, nether and chaos.  It allows you to levitate.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
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 Baphomet the Minotaur Lord on level 59 of
    Mordor.
n) (nothing)
o) The Entish Bark of Elentalie [1,+21]
    It sustains your intelligence.  It provides immunity to 
    electricity.  It provides resistance to acid, fire, shards, nexus and 
    disenchantment.  It allows you to fly.  It cannot be harmed by acid,
    cold, lightning or fire.  
p) 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 light, 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 multi-hued dragon on level 44 of
    Mordor.
s) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It can be activated for analyze monster every 500+d200 turns if
    it is being worn. It provides light (radius 1) forever.  It increases 
    your intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 64 of Mordor.
u) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases 
    your strength and constitution by 2.  It provides immunity to
    paralysis.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) a Pair of Soft Leather Boots of Speed [2,+11] (+6)
    It increases your speed by 6.  
    You found it lying on the ground on level 30 of The Sandworm lair.
z) a Master quylthulg (3000 hp)
{) (nothing)
|) Climbing Set


  [Character Inventory]

a) Baalzebub's All-seeing Servant
    It
    can be activated for light absorption.  
    You found it in the remains of a Dark elven sorcerer on level 36 of The
    Land Of Rhun.
b) The Ebon Cube of Darkness
    It can be activated for mass genocide every 1000 turns.  
    You bought it from the Magic shop.
c) Benetar's Death Ray Experiment
    It can be activated for genocide
    every 500 turns.  
    You found it in the remains of a Hezrou on level 55 of Mordor.
d) 39 Lembases
e) 51 Potions of Healing
f) 17 Potions of Enlightenment
g) an Iron Rod of the Istari of Disarming (100/100)
    It can
    hold more mana.  It can cast spells for a lesser mana cost.  It can
    cast spells faster.  It regenerates its mana faster.  
    You bought it from the Black Market.
h) a Moonstone Rod of Illumination (75/75)
i) a Silver Rod of the Istari of Detection (200/200)
    It can hold more mana.  It can
    cast spells for a lesser mana cost.  It can cast spells faster.  It
    regenerates its mana faster.  
    You found it in the remains of Fire Phantom on level 39 of Mordor.
j) a Mithril Rod of Simplicity of Perception (160/160)
    
    You found it lying in a vault on level 29 of The Sandworm lair.
k) a Mithril Rod of Cheapness of Recall (160/160)
    It can
    cast spells for a lesser mana cost.  
    You bought it from the Black Market.
l) an Adamantite Rod of Enlightenment (200/200)
m) The Wand of Digging of Thrain (368 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
n) The Ring of Flare (+3)
    It can be activated for dimension door every 100 turns if it
    is being worn. It grants you the power of swap position if it is being
    worn.  It increases your strength, constitution, charisma and 
    searching by 3.  It provides immunity to fire.  It allows you to fly.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of thunderlords.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Bile Demon on level 63 of Mordor.
o) 55 Empty Bottles
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) Kenault's Cantrip Generator
    It
    can be activated for curing.  
    You found it lying on the ground on level 42 of Moria.
b) Gruumsh's Bottle of Death
    It can be
    activated for teleport (range 100) every 45 turns.  
    You found it lying on the ground on level 38 of Moria.
c) Kelek's Practical Joke
    It can be
    activated for heal 700 hit points every 250 turns.  
    You found it in the remains of a Headless ghost in the town of Minas Anor .
d) Valdarbon's Automatic Alchemist
    
    It can be activated for teleport level.  
    You bought it from the Magic shop.
e) The Tome of Elven Household Magic
    It can be activated for Destruction.
    
    You bought it from the Magic shop.
f) a Parchment titled ``Demigods and their Uses''
    It can be activated for cure insanity
    .  
    You bought it from the Magic shop.
g) Balrilbon's Soulgem
    It can be activated for heal 700 hit
    points every 250 turns.  
    You bought it from the Magic shop.
h) The Lost Works of Kenault
    It can be activated for teleport
    (range 100) every 45 turns.  
    You bought it from the Magic shop.
i) The Immortal Skull of Benetar
    It can be activated for curing.  
    You bought it from the Magic shop.
j) Cathal's Corrupting Cymbal
    It can be activated for teleport
    (range 100) every 45 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
k) 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 lying in a vault on level 30 of The Sandworm lair.
l) an Elven Cloak [4,+11] (+4 to stealth)
m) The Metal Cap of Thengel [3,+12] (+3)
    It 
    increases your wisdom, charisma and luck by 3.  It provides resistance 
    to confusion.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend in the town of Khazad-dum .
n) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
    
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It does extra damage from frost.  It provides resistance 
    to cold and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Novice mindcrafter on level 32 of Maze.
o) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
p) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack
    speed by 3.  It poisons your foes.  It is very sharp and can cut your
    foes.  It is especially deadly against orcs.  It is especially deadly
    against natural creatures.  It provides immunity to paralysis.  It
    provides resistance to poison.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
r) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It increases your dexterity and speed
     by 4.  It provides resistance to acid, electricity, fire and cold.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Home Inventory - Gondolin ]

a) The Ebon Cube of Darkness
    It can be activated for mass genocide
    every 1000 turns.  
    You found it in the remains of a Ghoul on level 70 of Paths of the Dead.
b) a Parchment titled ''Finer Points of Munchkinism''
    
    It can be activated for genocide every 500 turns.  
    You bought it from the Magic shop.
c) 11 Sprigs of Athelas
d) 2 Morphic Oils of Wolf
e) 27 Potions of Detonations
f) 22 Potions of *Healing*
g) 5 Potions of Life
h) 26 Potions of Restore Mana
i) 2 Potions of Self Knowledge
j) 33 Potions of Resistance
k) a Potion of New Life
l) a Rod Tip of Healing (120 Mana to cast)
m) a Staff of Recovery[4|28] (11 charges)
n) a Fireproof Staff of Genocide[1|12] (3 charges)


  [Home Inventory - Minas Anor ]

a) The Gem of Fire
    It can be activated for cure insanity
    .  
    You found it in the remains of a Half-orc on level 31 of Moria.
b) The Hand of Vecna
    It can
    be activated for mass genocide every 1000 turns.  
    You bought it from the Magic shop.
c) Heward's Excellent Experimental Earmuffs
    It can be activated for genocide
    every 500 turns.  
    You bought it from the Magic shop.
d) 12 Sprigs of Athelas
e) 14 Potions of Speed
f) 2 Scrolls of *Remove Curse*
g) 32 Scrolls of Reset Recall
h) a Wand of Essence of Speed[1|36] (5 charges)
i) a Staff of Shake[2|14] (13 charges)
j) a Staff of Recovery[3|21] (7 charges)
k) The Golden Horn of the Thunderlords (5 charges) {100% off}
    
    It was given to you as a reward.
l) an Amulet of Doom [+7] (+6)
    It increases your strength, 
    intelligence, wisdom, dexterity, constitution and charisma by 6.  It
    cannot be dropped while cursed.  It can re-curse itself.  
    You found it lying on the ground on level 50 of Mordor.
m) an Amulet of Reflection
    It reflects
    bolts and arrows.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
n) 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 Hell Wyrm on level 65 of Mordor.
o) The Jewel 'Evenstar' (+3)
    
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 60 of Mordor.
p) The Anchor of Space-Time
    It
    provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
q) The Robe of Uinwen [2,+17]
    It
    sustains your constitution.  It provides immunity to acid, electricity
     and cold.  It makes you completely fearless.  It provides resistance 
    to fire.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
r) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3
    turns if it is being worn. It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 45 of
    Mordor.
s) a Dwarven Shovel of Digging (+10,+9) (+8)
    It increases your ability to tunnel by 8.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
t) a Harp of Power (+2)
    It 
    increases your charisma by 2.  It sustains your charisma.  It provides
    resistance to acid, electricity, fire, cold and shards.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
u) a Dragon Horn (+3)
    It can be activated for large acid
    ball (300) every 100 turns if it is being worn. It increases your 
    constitution by 3.  It provides resistance to chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.


  [Home Inventory - Lothlorien ]

a) The Ring of Quend (+3 to infravision)
    It increases your strength and 
    infravision by 3.  It sustains your strength, wisdom and constitution.
    It provides resistance to acid, dark, nether, chaos and disenchantment
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) an Indestructible Ring of Speed (+13) {50% off}
    It 
    increases your speed by 13.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Rare Jewelry Shop.
c) The Ring of Barahir (+1)
    It can be activated for 
    dispel small life every 55+d55 turns if it is being worn. It increases 
    your strength, intelligence, wisdom, dexterity, constitution, charisma
    , stealth and searching by 1.  It provides resistance to poison and 
    dark.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Brown Thunderlord in the town of Bree .
d) The Amulet of Carlammas (+2)
    
    It can be activated for protect evil (dur level*3 + d25) every
    225+d225 turns if it is being worn. It increases your constitution by 
    2.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Elder vampire on level 51 of Mordor.
e) The Amulet of Ingwe (+3)
    
    It can be activated for dispel evil (level*5) every 300+d300 turns if
    it is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 65 of Mordor.
f) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
g) The Amulet of Nenest (+1)
    It increases your strength by 1.  It sustains your 
    strength, intelligence, wisdom, dexterity, constitution and charisma.  
    It provides immunity to paralysis.  It provides resistance to life
    draining, electricity, fire, cold, poison and dark.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Rare Jewelry Shop.
h) a Dwarven Lantern of the Magi (+2)
    It grants you the power of 
    magic map if it is being worn.  It provides light (radius 2) forever.  
    It can be used to store a spell.  It increases your intelligence, 
    wisdom and charisma by 2.  It makes you invisible.  It provides
    resistance to blindness and chaos.  It cannot be harmed by fire.  
    It was given to you as a reward.
i) The Star of Elendil (+1)
    It can be activated for light (dam
    2d15) & map area every 50+d50 turns if it is being worn. It grants you
    the power of detect curses if it is being worn.  It provides light
    (radius 4) forever.  It increases your speed by 1.  It provides
    resistance to life draining.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can
    be activated for genocide every 500 turns if it is being worn. It 
    increases your strength and charisma by 4.  It provides resistance to 
    acid, electricity, fire, cold, dark, sound and disenchantment.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 65 of Mordor.
k) a Spider Web of Protection [1,+20]
    
    It provides resistance to shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
l) a Wolf Pelt of Protection [1,+16]
    It provides resistance to shards.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
m) a Mouse Fur of Air [1,+10]
    It allows you to breathe without
    air.  
    You found it lying in a vault on level 29 of The Sandworm lair.
n) The Large Leather Shield of Celegorm [4,+20]
    It
    provides resistance to acid, electricity, fire, cold, light, dark and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
o) The Large Metal Shield of Anarion [5,+20]
    
    It sustains your strength, intelligence, wisdom, dexterity, 
    constitution and charisma.  It provides resistance to acid, 
    electricity, fire, cold and shards.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Zombie Ancient red dragon in the town of
    Gondolin .
p) The Hard Leather Cap of Thranduil [2,+11] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and confusion.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Sangahyando of Umbar on level 25 of
    Mirkwood.
q) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is
    being worn. It increases your intelligence, wisdom and searching by 2.
    It provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
r) 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.
s) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It increases your constitution, stealth and speed by 3.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.


  [Home Inventory - Khazad-dum ]

a) The Tome of Melanie
b) Mordekainen's Pocket Magician
    It can
    be activated for acquirement.  
    You found it in the remains of a Hezrou on level 63 of Mordor.
c) The Tome of Elven Household Magic
    It can
    be activated for Destruction.  
    You found it in the remains of a Barrow wight on level 50 of Moria.
d) Balrilbon's Bag of Wondrous Tricks
    It
    can be activated for acquirement.  
    You found it lying on the ground on level 30 of The Sandworm lair.
e) a Parchment titled ``Tenser's Last Words''
    It
    can be activated for acquirement.  
    You found it lying on the ground on level 1 of Barrow-Downs.
f) The Crumpled Scroll of Mass Resurrection
    It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Ghoul on level 36 of Mordor.
g) a True Totem of Eol, the Dark Elf
h) a True Totem of Lokkak, the Ogre Chieftain
i) a True Totem of The Lernaean Hydra
j) a True Totem of Ulfang the Black
k) The Stone of Lore
    It can be
    activated for perilous identify every turn if it is being worn. It
    provides light (radius 1) forever.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
l) The Cloak 'Colluin' [1,+20]
    It can be activated
    for resistance (20+d20 turns) every 111 turns if it is being worn. It
    provides resistance to acid, electricity, fire, cold and poison.  It
    allows you to sense the presence of good beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
m) The Cloak of Thorongil [1,+10]
    It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to acid.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
n) The Drum of the Druedain (+4 to stealth)
    It can be activated for detection every 99
    turns if it is being worn. It increases your stealth, searching and 
    infravision by 4.  It provides resistance to poison and dark.  It
    cannot be harmed by acid, cold, lightning or fire.  


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light
    (radius 1) forever.  It decreases your luck by 20.  It does extra
    damage from fire.  It poisons your foes.  It produces chaotic effects.
    It is very sharp and can make your foes bleed.  It strikes at demons
    with holy wrath.  It fights against evil with holy fury.  It can
    re-curse itself.  It can resist being shattered by morgul beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) The Demonshield of Gothmog [13,+13] (+4)
    It 
    increases your dexterity by 4.  It makes you invisible.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to life draining.  It allows you to
    levitate.  It produces a fiery sheath.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 40 of Mordor.
c) The Demonhorn of Gothmog [2,+13] (-5)
    It provides
    light (radius 2) forever.  It decreases your charisma by 5.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    demons.  It slows your metabolism.  It speeds your regenerative
    powers.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mage on level 32 of Moria.
d) The Ring of Garfal (+3) {cursed}
    It 
    increases your intelligence by 3.  It sustains your dexterity.  It
    provides resistance to fire and light.  It allows you to see invisible
    monsters.  It speeds your regenerative powers.  It aggravates nearby
    creatures.  It is cursed.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
e) The Ring of Power of Uvatha the Horseman (+5% of critical hits)
    It increases your strength, intelligence, constitution and 
    ability to score critical hits by 5.  It makes you invisible.  It
    sustains your charisma.  It provides resistance to electricity.  It
    allows you to levitate.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
f) The Phial of Undeath (-5) {cursed}
    
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It is cursed.  It carries an ancient
    morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Angamaite of Umbar on level 30 of Moria.
g) The Full Plate Armour of Isildur [25,+25] (+1)
    
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 46 of Mordor.
h) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    
    It can be activated for heal (777), curing and heroism every 300 turns
     if it is being worn. It increases your intelligence, wisdom and 
    stealth by 4.  It makes you completely fearless.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison and 
    dark.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 60 of Mordor.
i) The Robe of Incanus [2,+20] (+3)
    It
    grants you the power of weigh magic if it is being worn.  It can be
    used to store a spell.  It increases your intelligence, wisdom and 
    searching by 3.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord in the town of Bree .
j) 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.
k) The Soft Leather Armour of Rhomirdor (-34,-5) [4,+5](40%)
    It increases your hit points by 40%.  It sustains your 
    strength.  It provides immunity to acid, electricity, fire and cold.  
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Armoury.
l) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your intelligence, 
    constitution and charisma by 5.  It sustains your intelligence, 
    constitution and charisma.  It provides immunity to cold.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity, cold, blindness, confusion and nexus.
    It allows you to sense the presence of thunderlords.  It reflects
    bolts and arrows.  It produces a fiery sheath.  It drains mana.  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 a Blue Thunderlord in the town of Bree .
m) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    
    It decreases your strength and dexterity by 3.  It provides immunity 
    to fire and cold.  It provides immunity to paralysis.  It provides
    resistance to poison, nether and disenchantment.  It drains mana.  It
    induces random teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient foul curse.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
n) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It increases your strength, 
    constitution and speed by 2.  It does extra damage from electricity.  
    It is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It strikes at demons with holy wrath.  It fights
    against evil with holy fury.  It provides immunity to paralysis.  It
    provides resistance to electricity, light and dark.  It allows you to
    see invisible monsters.  It aggravates nearby creatures.  It is
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
o) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cyclops on level 35 of Mordor.
p) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It does
    extra damage from fire and frost.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can cut your foes.  It is a
    great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
q) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an antimagic field.  It increases 
    your speed and attack speed by 2.  It does extra damage from fire.  It
    is especially deadly against dragons.  It provides immunity to fire.  
    It makes you completely fearless.  It provides resistance to fire, 
    chaos and disenchantment.  It drains mana, life and experience.  It
    aggravates nearby creatures.  It is heavily cursed.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Young green dragon on level 36 of Heart
    of the Earth.
r) The Whip of Gothmog (3d6) (+15,+16) (-2) {cursed}
    It provides light (radius 1) forever.  It decreases your 
    intelligence, dexterity and infravision by 2.  It does extra damage 
    from fire.  It is very sharp and can cut your foes.  It is very sharp
    and can make your foes bleed.  It strikes at demons with holy wrath.  
    It is especially deadly against natural creatures.  It provides
    resistance to fire and light.  It allows you to sense the presence of 
    spiders and demons.  It speeds your regenerative powers.  It drains 
    life.  It aggravates nearby creatures.  It is heavily cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
s) 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.
t) The Player corpse
    It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolich on level 56 of Mordor.



Posted on 22.5.2004 22:27
Last updated on 25.5.2004 05:29

Download this dump

3142. on the Ladder (of 15377)
898. on the ToME Ladder (of 3060)
Best for this player (out of 9)

Comments

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On 24.5.2004 04:31 thoth_amon@email.com wrote:
I don't know what I did to deserve three geno and two mass geno junkarts, not to mention the three of acquirement, but I wish I did it with my previous characters...

On 24.5.2004 11:24 thoth_amon@email.com wrote:
Wow, I've run out of firsts... First at this depth, aside from a quick jaunt to Erebor before, first master Q, first lots of stuff... maybe it means something...well I was hoping to be first bard winner apart from Lord Dimwit if he decided to finally try the bard class, but since he had and since someone else already did it with a Thaumaturgist/bard (which ticks me off to this day, regardless of the winner the very same person posted later with another yeek bard, but worshipping Tulkas) Anyway, I took mindcraft and thaumaturgy whenever they presented themselves just to show that I could very well have done the same but distinctly chose *not* to and did it godless, only using FF to boost skills my bard would have had anyway. I'm aiming for an ultimate win, but since I've never done it before, I don't think I'll be able to make it despite all the cool stuff I've been getting. I'll still give it a try though if just to show that a human bard without the aid of dieties can actually do it...... grumblegrumblegrumble..... cheesy thaumaturge....grumblegrumblegrumble......first bard winner my butt!! grumble grumble grumble....

On 24.5.2004 11:30 thoth_amon@email.com wrote:
Oh, and Lord Dimwit, if you read this, I take my hat off to you with your yeek hermit bard winner regardless of what I may have posted about a certain other bard player. You sir, are an honorable player I know, but I can't help but feel that since the first win from the *other* bard winner was from such an unbardlike character, I can't trust anything posted after it from the same source. Call me crazy but my hunch just doesn't play out with that character for some reason, and my hunches are rarely wrong... anyway, back to getting a win (I hope)!

On 24.5.2004 11:34 thoth_amon@email.com wrote:
Oh, and the symbiosis is a departure from what I hoped to do which was to make a pure melee bard, but it was pumped a bit mostly for the heal trick and the possibility of using greater powers of a symbiote should I ever get one worth having, which I just did. I have yet to have a summon in combat but I'll post if the temptation overcomes me and I do it. Still better than being a thaumaturgist! heheehe!

On 24.5.2004 18:11 Elliott946@aol.com wrote:
Oh, bite me.



On 24.5.2004 18:47 Elliott946@aol.com wrote:
That was fun and pithy, but I've got too much to say to just let it stand by itself.

First off, my Yeek Bard/Thaumaturge wasn't the first winner, so if you're bent out of shape over that, your anger is misplaced. If you read the dump for Arinyth, the dead Dunadan Bard at the top of the ladder, you'll notice that his "dead" tag is a mistake. He killed Morgoth and won, but died trying to kill Melkor just like I did. Arinyth was the first (and almost totally unheralded) Bard Winner.

Second, I'm a bit annoyed that you doubt my honesty for some reason. I mean, if I'm gonna cheat, don't you think I would have killed Melkor? Nick made it to him and had two shots thanks to finding the Blood of Life. You have no idea how frustrating it was to spend all that time, and get to that point, and fail to convert. If there was a time I was going to cheat, that was it.

Third, my objective with NickLeYeek was, from the very beginning, to not just kill Morgoth, but to kill Melkor as well (and I tried it using the Phial of Undeath! How many other folks have attempted that? Surely that's worth a bonus point.). I don't think that's doable with a melee-focused Yeek Bard and I suspect (but don't know for the certain) that Lord Dimwitt would agree. To have a chance, such a character has to bring something to the table that dramatically improves their offense or their defense.

Melee and ranged weapons specialization, and possesion aren't available through FF, so that leaves summoning (via Symbiote or Summoning) and Thaumaturgy. I've played mass summoners before, and I think they're far scummier than thaumaturges. This is just my opinion, but any skill that lets you summon an effectively unlimited number of, oh, say, GWoPs, and then hang out while they clear the level for you can't possibly be BETTER than a skill that simply gives you access to a variety of good attack spells.

I mean, with Thaumaturgy, you have to actually go and kill whatever it is. Yes, the area spells are probably too powerful, and yes the out of LOS effect really needs to be removed. BUT, area spells don't have much range (3 or 4 squares, tops), so you effectively need to go toe-to-toe with whatever you're fighting to use them, and that's REALLY dangerous when you're a Yeek fighting Melkor (as NickLeYeek learned).

Anyway, no hard feelings and good luck with your bard. Funny that his most similar character dump is none other than NickLeYeek.

On 24.5.2004 22:15 thoth_amon@email.com wrote:
sigh, too true I suppose, I just had to vent I guess. When you spend a whole lot of time seemingly alone in one arena hacking away at a seemingly impossible task then have someone just waltz in and breezily (well it looked that way to me at the time) do what you've been knocking your brains out trying to do it's bound to annoy. I suppose I just didn't trust against scumming partly from severe bias stemming from what I just said and from some of the tale told where some of the close calls mirrored exactly things that killed one or more of my bards sometimes more than once each, and to see one character survive all of them seemed a bit much, so sour grapes on my part I suppose. I didn't notice the dead winner though, so so much for the first bard win and while I'm at it I have to admit that I despise all the singers those yeeks were named after. That influenced my opinion as well I think. I just got used to posting without reply from anyone that it seemed like I was posting in a void so I suppose I let it get to me and started getting bitchy so sorry again and good luck with your characters, but for god's sake get some female vocalists for names or something!

On 25.5.2004 01:53 thoth_amon@email.com wrote:
Holy crap Maeglin was easy with all the high dragons a master Q can summon!

On 25.5.2004 04:47 Elliott946@aol.com wrote:
No problem. These forums can be deceptively quiet. You sort of assume you're talking to an empty room and then suddenly you get a response and realize there was an audience all along. Disconcerting.

The name problem was that JustinTimberyeek worked so well that I wanted to keep with the theme. A rather bad idea, in retrospect. I don't particularly like those singers either.

Everything considered, I guess NickLeYeek did kinda breeze through Arda on his way to an untimely death at Melkor's hands and I don't really have an explanation for it. He had some close calls, but really not as many as you'd expect a Yeek Bard to have in the mid-game. However, the absolutely stunning thing was that he really was just my second shot at it. First Justin, then Nick. I may have done a test run or two, but nothing serious. Usually it takes quite a few more tries than that before I get the character right.

My follow up Yeek Hermit Bards who focused on melee died like flies. I literally went through a couple dozen before winning, and some made it to the mid-game before croaking. One died to Trone, another to Shelob, and a third to a Kavlax/White Balrog double team. I even lost a pair of moderately advanced guys (levels 36 and 38) while scumming the sandhole. It was awful.

Sometimes characters just lead charmed lives for some reason.

Anyway, good luck with this effort and I promise to use better judgement when naming my characters in the future :).

On 25.5.2004 04:47 Elliott946@aol.com wrote:
See, I told you summoning was worse than thaumaturgy ;).

On 25.5.2004 05:29 thoth_amon@email.com wrote:
one thing going for thaumaturgy being easier still is that you don't have the endless seas of garbage to wade through after a battle; you can even get lucky and have an area spell eat up all the leftovers... of course you can ignore the drops, but not if you're feeling obsessive compulsive like I often do while gaming....I should get some prozac, it would probably save me lots of time in this game!

On 25.5.2004 09:11 lorddimwit@hotmail.com wrote:
Well, I just sort of browse the ladder idly these days, so I missed the part of the thread where anything I would have to say would be important. Nevetheless, here's my take.

I don't necessarily approve of running characters that abuse Fumblefingers; rather than run a Warrior who plays like a Summoner, or a Bard who plays like a Thaumaturgist, I'll always choose to play an actual Summoner or Thaumaturgist.

I have, however, run several winners who relied heavily on Fumblefingers skills (my Haftedmaster Void-diver is one), and I really don't have any problem with using Fumblefingers skills (with the possible exception of Summoning) to bolster a weak character. This very character seems to combine combat with Symbiosis, for example, and I have no problem with that. So this is really a grey area.

I guess it all comes down to intent: if from the very beginning you're planning on playing a Bard/Thaumaturgist and take Fumblefingers quests in order to work toward that goal, then I guess I don't really care. If you're just looking to be the only winner of your type on the ladder and don't mind cutting corners to do it, then I would say you should straighten up and fly right.

But it's all a question of ethics, which are always hazy when you deal with ToME. For example, I always throw away rings that have more than +3 to attacks because I think they unbalance the game. But just because someone wins with these rings doesn't mean that I think that they haven't *really* won. The validity of one's accomplishment is in the eye of the beholder.

This looks like an impressive character. I'm a bit envious of your +5 drum (a higher pval than I ever found), and quite amazed by where you found it. Is Stun Pattern at all useful?

On 25.5.2004 14:33 Elliott946@aol.com wrote:
Regarding NickLeYeek, the original plan was to make a bard/thaumaturge who built both music and thaumaturgy up to 50 and relied on a combo of holding pattern and view intertia spells to rapidly slow monsters. When I found out holding pattern doesn't work on uniques, I punted on music and went for barehand instead, resulting a character who was a bard in name only.

Looking back on him, I wish I had stuck with the original music+thaumaturgy strategy as it would have been a more interesting combo. However, I really don't regret the decision to build up thaumaturgy. The original plan was to go after Melkor and at the time I didn't think it was doable without either Thaumaturgy or Summoning (of some sort).

After playing Monotone (my melee yeek bard), I'm even more convinced that the Void and Nether realms simply aren't do-able for a yeek melee character. Monotone had to be on Berserk, with both Divine Aim AND Heroic Ballad active to hit a level 100 Dreadlord more than half the time. I shudder to think how feeble his offense would be against a level 150 Dreadlord.

Ditto to Dimwit's comments on your progress. I've also never seen a +5 musical instrument before. Pity there aren't level 5 spells.

On 25.5.2004 20:04 lorddimwit@hotmail.com wrote:
In order to hit a level 150 monster pretty reliably, your hitroll should be around 200 or so, and you'll need a heck of a lot of Weaponmastery and Combat skill as well.

A Yeek Warrior might be able to do it if he had a great weapon and some very nice Rings of Slaying and such, but a Yeek in the Loremaster class... I don't know. I hesitate to say it's entirely impossible, but it would require either some pretty cheesy tactics or more preparation than anyone would ever want to devote to it.

On 25.5.2004 21:22 Elliott946@aol.com wrote:
Ok, fair enough. Its probably not literally impossible, but would require tactics that make NickLeYeek look pure as the driven snow.

With a frightening amount of stair scumming you could probably get to Tikki and back without ever having to fight another monster. For offense, just bring 15 junkarts of light absorption, which should be more than enough to blast Tikki, then 5 of mass geno to handle summons. Plus a rod of illuminate to bring the light back after each light absorb shot.

Then just fight Melkor on a level containing a vault with unbreakable walls. Use Mass Geno to clear it, blast Melkor with the light absorb junkarts, and then run around the vault staying out of his LOS until they recharge. Repeat until he's dead. Its probably doable with a 10th level character, but would be awesomely boring and require superhuman patience..

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