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The Angband Ladder: Glieg, RohanKnight Unbeliever by <awilkins-oook@mud.aengvold.com>

  [ToME 2.3.0 Character Sheet]

 Name  : Glieg                  Age                 87       Str!     40     40
 Sex   : Male                   Height              77       Int!     40     40
 Race  : Zombie RohanKnight     Weight              78       Wis!     40     40
 Class : Unbeliever             Social Class         1       Dex!     40     40
 Body  : Player                                              Con:     40     40
 God   : Nobody                                              Chr!     40     40
                                                                               
 + To Melee Hit         110 Level             50    Max Hit Points      1384   
 + To Melee Damage       94 Experience  42051354    Cur Hit Points      1329   
 + To Ranged Hit         90 Max Exp     42051354    Max SP (Mana)        158   
 + To Ranged Damage      28 Exp to Adv.    *****    Cur SP (Mana)        138   
   AC                 34+78 Gold        10023435                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[77]Perception  : Poor         Blows/Round:  26        
 Bows/Throw  : Legendary[65]Searching   : Fair         Shots/Round:  2         
 Saving Throw: Heroic       Disarming   : Bad          Mel.dmg/Rnd:  156d7+2444
 Stealth     : Very Good    Magic Device: Bad          Infra-Vision: 1370 feet 
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Serf.  You have                 
          blue-gray eyes, straight black hair, and a very fair                 
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 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 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 696 (34800')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        The Void: Level 150 (7500')
        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 21 (1050')
        Moria: Level 36 (1800')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.
 You were disguised as a Abomination.
 You have defeated 20432 enemies.
 You destroyed Melkor forever and have been elevated to the status of Vala by
Eru Iluvatar.
 Arda will forever be free.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 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 90 princesses.
 You saved Arda and became a famed King.

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

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Lothlorien.
You can teleport at will.
You can cast magic missiles.
You aggravate monsters.
Your position is very uncertain.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are extremely lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are surrounded with electricity.
You are surrounded by an anti-magic field.
You are surrounded by an anti-magic shell.
You are incorporeal.
You cannot teleport.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are immune to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
The space-time continuum cannot be disrupted near you.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon is branded with the Sign of Chaos.
The impact of your weapon can cause earthquakes.
Your weapon shocks your foes.
Your weapon burns your foes.
Your weapon freezes your foes.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against dragons.

Skills (points left: 0)
 - Combat                                        50.000 [0.800]
          - Weaponmastery                        50.000 [1.050]
                   . Sword-mastery               50.000 [0.400]
                   . Axe-mastery                 00.000 [0.400]
                   . Hafted-mastery              00.000 [0.400]
                   . Polearm-mastery             00.000 [0.400]
          . Archery                              50.000 [0.600]
          . Antimagic                            50.000 [0.650]
 - Sneakiness                                    09.200 [0.900]
          . Stealth                              04.900 [0.500]
          . Disarming                            02.000 [0.900]
 . Spirituality                                  02.500 [0.500]
 - Monster-lore                                  02.000 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            01.000 [0.300]

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


  [Fates]

You may meet a Mangy-looking leper on level 14.
You are fated to meet a Giant crayfish on level 1.
You may find a Catapult Trap Set on level 1.
You may find a Rune [Arrow] on level 1.


  [Character Equipment]

a) The Dark Sword 'Mormegil' (E:12126247, L:50) (6d7) (+6,+10) [-20] (+4 to
speed)
        It provides light (radius 1) forever.  It generates an antimagic
    field.  It increases your speed and attack speed by 4.  It does extra
    damage from electricity, fire and frost.  It produces chaotic effects.
    It can cause earthquakes.  It is especially deadly against dragons.  
    It strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It makes you
    invisible.  It provides immunity to fire.  It makes you completely
    fearless.  It provides resistance to electricity, fire, cold, chaos
     and disenchantment.  It gives telepathic powers.  It slows your
    metabolism.  It speeds your regenerative powers.  It produces a fiery
    sheath.  It produces an electric sheath.  It drains mana, life and 
    experience.  It induces random teleportation.  It aggravates nearby
    creatures.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 35 of The Helcaraxe.
d) The Heavy Crossbow of Neluina (x9) (+36,+28) (+5 to speed)
    It
    is part of the trinity of the ultimate weapons.  It provides light
    (radius 1) forever.  It increases your strength, intelligence, 
    dexterity, constitution, charisma, stealth, infravision, speed and 
    luck by 5.  It makes you invisible.  It sustains your strength, 
    intelligence, wisdom, dexterity, constitution and charisma.  It
    provides immunity to electricity.  It provides immunity to paralysis.  
    It provides resistance to blindness, confusion, chaos and 
    disenchantment.  It allows you to fly.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs, trolls and 
    evil beings.  It slows your metabolism.  It reflects bolts and arrows.
    It produces an anti-magic shell.  It fires missiles with extra might.  
    It fires missiles excessively fast.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
e) The Ring of Phasing (+15 to speed) {cursed}
    It grants you the power of teleport if it is
    being worn.  It increases your speed and luck by 15.  It provides
    immunity to nether.  It provides resistance to life draining.  It
    renders you incorporeal.  It allows you to breathe without air.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It drains experience.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Tik'srvzllat on level 696 of Nether Realm.
f) The Ring of Turthade (+9) {100% off}
    
    It increases your dexterity, stealth, speed and attack speed by 9.  It
    makes you completely fearless.  It provides resistance to light, 
    blindness, chaos and disenchantment.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Speed Ring Market.
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 Greater titan on level 68 of Erebor.
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 lying on the floor of a special level.
n) The Metal Brigandine Armour 'Aglair' (-3 to accuracy) [19,+16]
    It sustains your 
    intelligence, wisdom and dexterity.  It provides immunity to fire and 
    cold.  It provides resistance to life draining, acid, electricity, 
    fire, poison, light, confusion, sound, shards, nether and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 76 of Angband.
o) The Spider Web of Elendim [1,+12] (+4 to stealth)
    
    It increases your stealth by 4.  It sustains your constitution and 
    charisma.  It provides immunity to electricity and cold.  It provides
    resistance to electricity and disenchantment.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
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 sound, chaos and 
    disenchantment.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 40 of The Land Of Rhun.
s) The Massive Iron Crown of Morgoth [0,+4] (+125) {cursed}
    It
    provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 111 of
    Angband.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it
    is being worn. It grants you the power of magic missile if it is being
    worn.  It increases your dexterity and luck by 4.  It provides
    immunity to paralysis.  It provides resistance to acid.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 74 of Angband.
x) 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 dark.  It allows you to climb
    mountains.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
z) (nothing)
{) The Bolt 'Arinas' (1d5) (+18,+15) (+3 attacks) {100% off}
    It increases your intelligence and 
    attack speed by 3.  It does extra damage from electricity.  It poisons
    your foes.  It is especially deadly against dragons.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
|) The Mattock of Nain (+12,+18) (+6 to searching)
    It can be activated for stone to
    mud every 5 turns if it is being worn. It increases your strength, 
    searching, infravision and ability to tunnel by 6.  It does extra
    damage from acid.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It provides
    resistance to acid, dark and disenchantment.  It allows you to climb
    mountains.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Character Inventory]

a) Tenser's Mechanical Magician {@A0 food}
    It can be activated for satisfy hunger
    every 100 turns.  
    You found it while digging a rubble.
b) Cathal's Corrupting Cymbal
    It can be activated for heal 700
    hit points every 100 turns.  
    You found it in the remains of a Master vampire on level 149 of The Void.
c) 54 Potions of Cure Light Insanity {@q8}
    
d) 41 Potions of Cure Serious Insanity {@q8}
    
e) 20 Potions of Cure Insanity {@q8 !q!q!q}
    
f) 53 Potions of Healing {@q0 !k!k!q!q}
    
g) 18 Potions of *Healing* {!q!q!q}
    
h) 9 Potions of Life {!q!q!q!q}
    
i) 40 Potions of Curing {100% off}
    
j) a Potion of Invulnerability {100% off}
    
k) 55 Scrolls of Phase Door {@r3}
    
l) 78 Scrolls of *Identify* {100% off}
    
m) 34 Scrolls of *Remove Curse* {100% off}
    
n) 6 Scrolls of Rune of Protection {100% off}
    
o) 14 Scrolls of *Destruction* {100% off}
    
p) 6 Scrolls of Genocide {100% off}
    
q) 7 Scrolls of Mass Genocide {100% off}
    
r) The Ring of Hathor (+9) {100% off}
    
    It increases your intelligence, constitution, speed and attack speed
     by 9.  It sustains your strength.  It provides resistance to shards.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Speed Ring Market.
s) The Ring Mail 'Astar' (-2 to accuracy) [12,+11]
    It sustains your wisdom and 
    charisma.  It provides immunity to electricity and cold.  It provides
    resistance to electricity, poison, light, shards and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 72 of Erebor.
t) an Entish Bark of Air [1,+14]
    It
    allows you to breathe without air.  
    You found it in the remains of a Nightcrawler on level 93 of Angband.
u) 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 Melkor, Lord of Darkness on level 150 of
    The Void.
v) The Dark Sword of Hanthar (3d7) (+0,+0) {??}
    It generates an antimagic field.  It does extra damage from 
    acid and frost.  It is very sharp and can make your foes bleed.  It is
    especially deadly against trolls.  It strikes at demons with holy
    wrath.  It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Expensive Black Market.
w) The Light Crossbow 'Cubragol' (x3) (+11,+14) (+10)
    It can be activated for 
    fire branding of bolts every 999 turns if it is being worn. It 
    increases your speed by 10.  It provides resistance to fire.  It
    allows you to levitate.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Dracolich on level 56 of Mordor.


  [Home Inventory - Bree ]

a) Lloth's Ceremonial Dagger {@A0 cure insanity}
    It
    can be activated for cure insanity every 200 turns.  
    You bought it from the Magic shop.
b) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    It can be activated for star ball
    (150) every 1000 turns if it is being worn. It provides light (radius
    1) forever.  It provides immunity to electricity.  It provides
    immunity to paralysis.  It provides resistance to fire, cold, poison, 
    light and dark.  It allows you to see invisible monsters.  It allows
    you to sense the presence of dragons.  It aggravates nearby creatures.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
c) The Chain Mail 'Salas' (-2 to accuracy) [14,+14]
    It sustains your 
    wisdom, dexterity and constitution.  It provides immunity to acid and 
    fire.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to life draining, acid, electricity, 
    fire, chaos and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Black ogre on level 52 of Mordor.
d) The Chain Mail of Boredhel (-2 to accuracy) [14,+12]
    It
    sustains your wisdom.  It provides immunity to acid, fire and cold.  
    It provides resistance to electricity, fire, confusion and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Perplexity on level 127 of
    Angband.
e) 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 makes
    you completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, dark and disenchantment.  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.
f) The Robe 'Elweth' [2,+11]
    It sustains your wisdom, dexterity and 
    charisma.  It provides immunity to acid.  It provides resistance to 
    acid and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a White wraith on level 77 of Angband.
g) 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.
h) The Cloak of Bauru [1,+19] {100% off}
    It sustains your strength, intelligence
     and wisdom.  It provides immunity to cold.  It provides resistance to 
    life draining, electricity, fire, light, shards and nether.  It
    produces an electric sheath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You stole it from the Black Market.
i) The Fur Cloak of Mandi [3,+0]
    It provides immunity to electricity
    .  It provides resistance to electricity, fire, confusion, nether and 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
j) The Shadow Cloak of Luthien [6,+20] (+2)
    It
    can be activated for restore life levels every 450 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, stealth, speed and luck by 2.  It
    makes you invisible.  It makes you completely fearless.  It provides
    resistance to acid, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
k) The Cloak of Mist of Soronion [1,+16]
    It sustains your 
    strength and intelligence.  It provides immunity to fire.  It provides
    immunity to paralysis.  It provides resistance to confusion.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
l) The Small Metal Shield of Percarn [3,+16]
    It provides immunity to fire.  It
    makes you completely fearless.  It provides resistance to life draining
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 112 of Angband.
m) The Large Leather Shield of Arainir [4,+10]
    
    It sustains your strength.  It provides immunity to cold.  It provides
    immunity to paralysis.  It provides resistance to light, sound and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Dracolisk on level 99 of Mount Doom.
n) The Large Leather Shield of Celegorm [4,+20]
    
    It provides resistance to acid, electricity, fire, cold, light, dark
     and sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature bronze dragon on level 87 of
    Angband.
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 sound.  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 Balance drake on level 74 of Angband.
p) The Dragon Shield of Adrilwe [8,+27]
    
    It sustains your intelligence, constitution and charisma.  It provides
    immunity to electricity.  It provides resistance to cold, dark and 
    nether.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Power on level 99 of Mount
    Doom.
q) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75) every 75+d75 turns if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom, charisma, searching and luck by 5.  It sustains your 
    wisdom, dexterity and charisma.  It provides resistance to acid, 
    electricity, dark and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 89 of Angband.
r) The Golden Crown of Gondor [0,+15] (+3)
    
    It can be activated for heal 700 hit points every 250 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, wisdom, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to electricity, fire, 
    cold, light, blindness, confusion, sound and chaos.  It allows you to
    see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 78 of
    Angband.
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 in the remains of a Great Swamp Wyrm on level 89 of Angband.
t) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It carries an ancient foul curse.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 69 of Dol Guldur.
u) 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.
v) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2.  It provides
    immunity to paralysis.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Ettin in the town of Gondolin .
w) The Pair of Metal Shod Boots of the Machine [6,+24] (+3)
    It 
    increases your intelligence, ability to tunnel and speed by 3.  It
    provides resistance to confusion, shards and chaos.  It allows you to
    sense the presence of non-living things.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.


  [Home Inventory - Gondolin ]

a) The Ring 'Gissa' (+8) {100% off}
    It increases your 
    strength, infravision, speed, attack speed and ability to score
    critical hits by 8.  It sustains your strength.  It provides
    resistance to nexus and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You stole it from the Speed Ring Market.
b) 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 Great Storm Wyrm on level 67 of Angband.
c) The Ring of Tulkas (+4)
    
    It can be activated for haste self (75+d75 turns) every 150+d150 turns
     if it is being worn. It increases your strength, dexterity, 
    constitution and speed by 4.  It allows you to sense the presence of 
    evil beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 125 of Angband.
d) The Ring of Power 'Nenya' (+9,+9) (+2)
    
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Pazuzu, Lord of Air on level 99 of Angband.
e) The Ring of Power 'Vilya' (+12,+12) (+3)
    
    It can be activated for greater healing (900) every 200+d200 turns if
    it is being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, speed and luck by 3.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to 
    electricity.  It provides immunity to paralysis.  It provides
    resistance to life draining, poison and disenchantment.  It allows you
    to levitate.  It allows you to see invisible monsters.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 115 of Angband.
f) 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 Fallen angel on level 51 of Mordor.
g) The Ring of Durin (+2)
    It
    grants you the power of midas touch if it is being worn.  It increases 
    your strength, constitution and charisma by 2.  It sustains your 
    strength, constitution and charisma.  It provides resistance to life
    draining, acid, cold, dark, nether and chaos.  It allows you to sense
    the presence of evil beings.  It drains experience.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
h) The Amulet of Carlammas (+2)
    It can be activated for protection from evil (dur
    level*3 + d25) every 225+d225 turns if it is being worn. It increases 
    your constitution by 2.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Demilich on level 52 of Mordor.
i) The Amulet of Ingwe (+3)
    It can
    be activated for dispel evil (level*5) every 300+d300 turns if it is
    being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Bile Demon in the town of Khazad-dum .
j) The Necklace 'Nauglamir' (+3)
    
    It provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 79 of Angband.
k) The Blue Stone 'Toris Mejistos'(40%) (+2)
    
    It grants you the power of restore life if it is being worn.  It
    provides light (radius 1) forever.  It can be used to store a spell.  
    It increases your intelligence, wisdom and luck by 2.  It increases
     your mana capacity by 40%.  It sustains your intelligence and wisdom.
    It provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    good beings.  It slows your metabolism.  It speeds your regenerative
    powers.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
l) The Jewel 'Evenstar' (+3) (charging)
    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 Brown Thunderlord on level 53 of Mordor.
m) an Amulet of Trickery (+4) {100% off}
    
    It increases your dexterity, stealth, infravision and speed by 4.  It
    sustains your dexterity.  It provides resistance to poison and nexus.  
    
    You stole it from the Rare Jewelry Shop.
n) The Wooden Torch of Delen (with 4999 turns of light) (+3 to infravision)
    It provides light (radius 4)
    when fueled.  It increases your infravision by 3.  It provides
    resistance to light and dark.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
o) a Dwarven Lantern of the Magi (+3)
    It grants you the power of magic map if it is being worn.
    It provides light (radius 2) forever.  It increases your intelligence, 
    wisdom and charisma by 3.  It makes you invisible.  It provides
    resistance to blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
p) 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.  
    It was given to you as a reward.
q) The Star of Elendil (+1) {@A1 !!}
    It can be activated for light (dam
    2d15) & map area every 50+d50 turns if it is being worn. It grants you
    the power of detect curses if it is being worn.  It provides light
    (radius 4) forever.  It increases your speed by 1.  It provides
    resistance to life draining.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser black reaver on level 44 of Mordor.
r) The Palantir of Orthanc (+2)
    
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 80 of
    Angband.
s) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the
    space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Lesser black reaver on level 44 of Mordor.
t) 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.


  [Home Inventory - Minas Anor ]

a) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It increases your 
    dexterity, stealth and searching by 4.  It does extra damage from acid
    .  It poisons your foes.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  It sustains your dexterity.  It provides immunity to paralysis.
    It provides resistance to 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 Great Swamp Wyrm on level 74 of Angband.
b) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    
    It can be activated for frost ball (48) every 5+d5 turns if it is
    being worn. It increases your dexterity, speed and attack speed by 2.  
    It does extra damage from frost.  It poisons your foes.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
c) The Dagger 'Dethanc' (E:1333820, L:36) (1d4) (+29,+18)
    It can be activated for lightning bolt
    (4d8) every 6+d6 turns if it is being worn. It provides light (radius
    1) forever.  It does extra damage from electricity.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It sustains your charisma.  It
    makes you completely fearless.  It provides resistance to electricity, 
    fire, cold and poison.  It allows you to sense the presence of giants.
    It produces an electric sheath.  It drains experience.  It induces
    random teleportation.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Sky Drake on level 72 of Angband.
d) 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 chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dreadmaster on level 66 of Paths of the
    Dead.
e) The Dagger of Hanari (1d4) (+16,+17) (+4) {100% off}
    It increases your constitution and charisma by 4.  It does extra
    damage from acid and electricity.  It produces chaotic effects.  It is
    especially deadly against giants.  It strikes at undead with holy
    wrath.  It is especially deadly against natural creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You stole it from the Expensive Black Market.
f) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your 
    intelligence, dexterity and speed by 3.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It provides
    immunity to paralysis.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
g) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your 
    attack speed by 2.  It is especially deadly against natural creatures.
    It provides resistance to disenchantment.  It allows you to see
    invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Balance drake on level 99 of Mount Doom.
h) The Sabre 'Careth Asdriag' (2d7) (+10,+10) (+2 to speed) {@w0}
    
    It increases your dexterity, constitution, speed and attack speed by 2
    .  It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  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 a Mature gold dragon on level 50 of
    Illusory Castle.
i) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
    It provides light (radius 1) forever.  It increases 
    your searching by 3.  It does extra damage from frost.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It fights against evil with holy fury.  It provides resistance 
    to cold, dark and shards.  It allows you to sense the presence of orcs
     and dragons.  It slows your metabolism.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Cave ogre on level 26 of Maze.
j) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
    It
    provides light (radius 1) forever.  It increases your searching by 1.  
    It does extra damage from fire.  It is especially deadly against orcs.
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to fire and light.  It allows you
    to sense the presence of orcs.  It slows your metabolism.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
k) The Bastard Sword of Haenoros (3d4) (+17,+12) (+2 to speed)
    It can be wielded two-handed.  It increases your speed by 2.  
    It does extra damage from acid and frost.  It poisons your foes.  It
    is very sharp and can make your foes bleed.  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 Lesser titan on level 47 of Mordor.
l) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
    It
    must be wielded two-handed.  It increases your strength, charisma and 
    infravision by 4.  It does extra damage from fire.  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 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 provides immunity to paralysis.  It provides resistance 
    to fire and chaos.  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 lying on the ground on level 70 of Paths of the Dead.
m) The Two-Handed Sword of Tundungor (3d6) (+23,+35) (+3 to speed)
    It
    must be wielded two-handed.  It increases your speed by 3.  It does
    extra damage from acid, electricity and frost.  It poisons your foes.  
    It produces chaotic effects.  It is a great bane of demons.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Horned Reaper on level 127 of Angband.
n) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    
    It must be wielded two-handed.  It increases your strength by 2.  It
    does extra damage from fire.  It poisons your foes.  It is very sharp
    and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It provides immunity to paralysis.  
    It provides resistance to fire, poison and disenchantment.  It allows
    you to sense the presence of dragons.  It slows your metabolism.  It
    speeds your regenerative powers.  It drains life.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of The Cat Lord on level 86 of Mount Doom.
o) The Flamberge of Mothil (3d7) (+18,+18) (+1)
    
    It must be wielded two-handed.  It increases your intelligence by 1.  
    It does extra damage from frost.  It is very sharp and can cut your
    foes.  It is especially deadly against dragons.  It is especially
    deadly against trolls.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
p) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    
    It must be wielded two-handed.  It poisons your foes.  It is very
    sharp and can cut your foes.  It is very sharp and can make your foes
    bleed.  It is especially deadly against dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  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 47 of Moria.
q) 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.
r) a Dark Sword of Slay Undead (3d7) (+7,+7) {??}
s) The Glaive of Pain (E:45, L:3) (9d6) (+0,+30)
    It can be wielded two-handed.  It drains mana.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 89 of Angband.
t) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    
    It must be wielded two-handed.  It can be activated for alter reality
    every 100 turns if it is being worn. It can cause earthquakes.  It is
    a great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
u) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity
     and constitution by 4.  It provides resistance to nether.  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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
v) The Short Bow 'Gelevath' (x5) (+12,+12) (+3)
    It increases your strength, intelligence, 
    wisdom, constitution and charisma by 3.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
w) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity and 
    luck by 2.  It provides immunity to paralysis.  It allows you to sense
    the presence of dragons.  It fires missiles with extra might.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 114 of Angband.


  [Home Inventory - Lothlorien ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It
    provides light (radius 1) forever.  It decreases your luck by 20.  It
    does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Ghoul on level 68 of Paths of the Dead.
b) Heward's Excellent Experimental Earmuffs (charging) {@A0 restoring}
    
    It can be activated for restore stats and life levels every 200 turns.
    
    You found it in the remains of a Dread on level 115 of Angband.
c) Pytar's Portable Pandemonium {genocide}
    It can
    be activated for genocide every 500 turns.  
    You found it in the remains of a Dreadlord on level 68 of Paths of the
    Dead.
d) 3 Potions of New Life {100% off}
    
e) 3 Scrolls of Word of Recall {@r2}
    
f) 99 Scrolls of Identify {@r1}
    
g) The Crumpled Scroll of Mass Resurrection
h) The Great Rod Tip of Home Summoning (75 Mana to cast)
i) The Long Sword 'Camantana' (2d5) (+13,+20)
    It does extra damage from electricity.  It drains life from your
    foes.  It is especially deadly against orcs.  It is especially deadly
    against giants.  It strikes at undead with holy wrath.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.



Posted on 1.1.2005 10:32
Last updated on 4.1.2005 12:32

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On 1.1.2005 10:32 awilkins-oook@mud.aengvold.com wrote:
Just destroyed the One Ring and now I'm looking for advice.

The Good: Scummed a speed ring store, so now I have massive numbers of blows. Mormegil also has the poor man's drain life, but I'm still hoping for the real thing. If I were to swap in Gorlim's helmet, I'd average 3500 damage a round before slays. I've also got more speed than I could possibly want (I'm at +41, even while in normal mode, meaning I can swap out Cubragol if I'd like to).

Bad: No dungeon potion shops means getting enough healing is going to be a pain. I also didn't get Narya due to a stupid mistake with recall.

Ugly: Mormegil causes earthquakes, which can be a real relief at times, but means that the dungeon is never pretty.

Things I'm contemplating doing: swapping in the Palantir and the boots of the Machine and accepting aggravation, maybe swapping the big ring of damage for the smaller ring of extra attacks if it results in more damage in the end. I had also hoped to find a dark sword of nothingness with which to practice archery, but no luck so far. If it shows up, I've got the skill points for it, though.

On 2.1.2005 01:34 awilkins-oook@mud.aengvold.com wrote:
Updated--Sauron and Morgoth are now dead, and the gate to the void is open. I also returned to the speed ring store and scummed some better rings; I average 5445 damage a round versus evil now (when wearing Gorlim/Mormegil).

Things to do before challenging Tiki:

1) Level Mormagil to 50
2) Grab some more healing and cure insanity potions.
3) Decide whether to wear Morgoth's crown--I lose 825 damage/round, but gain wonderful stats.
4) Swap equipment around to max wisdom (if I don't wear Morgoth's crown), so I have greater santiy. This will probably involve changing my light source at least; not sure what else.

On 2.1.2005 05:28 Elliott946@aol.com wrote:
I'd focus on those potions and wear the crown. Your challenge is going to navigating the Void and Nether Realm, not killing the end guys. Having Moremegil get the Earthquake flag is the best thing that could have happened to you since that rock blocks LOS until monsters get close, ie. within your anti-magic range.

Your damage output should be sufficient to hammer Melkor and Tiki into the ground. Losing the 800 damage/round hurts, but Melkor can do quite a bit of SAN damage, so raising your WIS would help. Plus, the Crown gives telepathy, which is invaluable.

On 4.1.2005 07:51 awilkins-oook@mud.aengvold.com wrote:
Here's my final kit heading into the Void. My understanding is that I willl need to be able to breathe without air, so I had to swap some stuff around. This leaves me without imm_fire except for Mormegil, which aggravates. I've tried to bring all the insanity healing I could; hopefully it will be enough. If anyone has any more advice, I'm going to wait about an hour and then proceed to victory or death.

On 4.1.2005 11:56 awilkins-oook@mud.aengvold.com wrote:
Killed Tiki; also found a bug that causes you to exit the Void before Melkor is destroyed. The trip back up and the other things on the level were much worse than Tiki himself.

On 4.1.2005 12:32 awilkins-oook@mud.aengvold.com wrote:
Melkor is dead! The things that helped the most in the final battle were:

Chaotic effects can teleport Melkor away, giving you time to clear out all the enemies so can face him alone.

Runes of protection are wonderful for slowing down the sanity drain.

Anyway, this is my first Angband winner of any type, so I'm exceedingly happy right now.

On 4.1.2005 17:26 Elliott946@aol.com wrote:
Hey, congradulations! Winning with a melee character is no small feat!

Nice stockpile of scrolls and potions! Holy cow. I'd say you were adequately prepared.

In theory, Tiki should be this whirlwind of summoning, but it just never works out that way because once you factor in the leveling-up bonuses, she's considerably slower and weaker than a level 150 dreadlord. Compared with a pit of leveled greater demons or undead, she's virtually a vacation.

Melkor, on the other hand, can be a handful. Part of the problem is whatever else happens to be on level 150. If he's got a greater demon pit or a few mobs of undead or greater dragons down there with him, it gets trickier.

I've never tried using a chaotic weapon on Melkor, but with Morgoth it was more harm than good, because the path back to me always seemed to run through a graveyard or something, so he always had reinforcements with him when he returned. Bleh.

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