The Angband Ladder: Dave, Dark-Elf Ranger by <dzhang@its.caltech.edu>

  [ToME 2.3.1 Character Sheet]

 Name  : Dave                   Age                 76       STR!     40       
 Sex   : Male                   Height              35       INT!     40       
 Race  : Dark-Elf               Weight             108       WIS!     40       
 Class : Ranger                 Social Class        43       DEX:     40       
 Body  : Player                                              CON!     40       
 God   : Manwe Sulimo                                        CHR:     40       
                                                                               
 + To Melee Hit         129 Level             50    Max Hit Points      1758   
 + To Melee Damage       21 Experience  33533075    Cur Hit Points      1712   
 + To Ranged Hit        161 Max Exp     33533075    Max SP (Mana)       1264   
 + To Ranged Damage      21 Exp to Adv.    *****    Cur SP (Mana)       1264   
   AC                52+130 Gold         1244496    Piety              29033   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[37]Perception  : Very Bad     Blows/Round:  4         
 Bows/Throw  : Legendary[80]Searching   : Very Bad     Shots/Round:  4         
 Saving Throw: Poor         Disarming   : Poor         Mel.dmg/Rnd:  4d4+84    
 Stealth     : Bad          Magic Device: Very Good    Infra-Vision: 70 feet   
                                                       Tactic:       furious   
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Dark Elven Noble.  You          
          have black eyes, straight black hair and a very dark                 
          complexion.                                                          
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 101 (5050')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Orc Cave: Level 10 (500')
        The Old Forest: Level 25 (1250')
        Moria: Level 43 (2150')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        A lost temple: Level 20 (1000')

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 9288 enemies.
 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 95 princesses.
 You saved Arda and became a famed King.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 53rd Yavie of the 2890th year of the third age.
 You have been adventuring for 10 days.

                    adefkmnopsuxz{|@            
        Add Str   : .542..........3.            
        Add Int   : 55..21.2..3...3.            
        Add Wis   : .5..21.2......3.            
        Add Dex   : .5.2.........53.            
        Add Con   : .5...........53.            
        Add Chr   : .5.2.1........3.            
        Mul Mana  : +...+.....+.....            
        Mul SPower: +...............            
        Add Stea. : .......2........            
        Add Sear. : ...2............            
        Add Infra : ...2............            
        Add Tun.. : ..............3.            
        Add Speed : .5.2...2...8.5.+            
        Slay Evil : .............+..            
        Sust Str  : ...+............            
        Sust Int  : +...+...........            
        Sust Wis  : ...++.+.+.......            
        Sust Dex  : ................            
        Sust Con  : ..+.............            
        Sust Chr  : ................            
        Invisible : .....+..........            
        Mul life  : ......+........+            
        Sens Fire : ................            
        Reflect   : ........+.......            
        Free Act  : +.........+....+            
        Hold Life : ....+...........            
        Imm Acid  : .......+*.......            
        Imm Elec  : ........*.+.....            
        Imm Fire  : ........*.......            
        Imm Cold  : ......*.*.......            
        Res Pois  : ..........+.....            
        Res Fear  : ........+.......            
        Res Lite  : ......+.........            
        Res Dark  : ..+.......+....+            
        Res Blind : +..+.+..........            
        Res Conf  : +..+....+.......            
        Res Sound : ...+.++.........            
        Res Shard : ..+.............            
        Res Neth  : ...+....+.......            
        Res Nexus : ......+.+.......            
        Res Chaos : ........+.......            
        Res Disen : ...+............            
        Levitate  : ..++......+....+            
        Lite      : .+..+.........+.            
        See Invis : ...............+            
        Digestion : ..+.+...........            
        Regen     : ....+...........            
        Xtra Might: .+..............            
        Xtra Shots: .+..............            
        Activate  : .......+.++.....            
        Blessed   : .............+..            
        Cursed    : .++++...........            
        Hvy Curse : ...++...........            
        Fly       : +..............+            
        Evil.ESP  : ....+...........            
        Good.ESP  : ....+...........            

Skills (points left: 0)
 - Combat                                        06.992 [0.800]
          . Weaponmastery                        00.500 [0.500]
          - Archery                              31.062 [0.750]
                   . Sling-mastery               00.000 [0.300]
                   . Bow-mastery                 00.000 [0.300]
                   . Crossbow-mastery            32.100 [0.300]
                   . Boomerang-mastery           00.000 [0.300]
 - Sneakiness                                    01.800 [0.950]
          . Stealth                              03.000 [0.400]
          . Disarming                            01.500 [1.600]
 - Magic                                         50.000 [0.900]
          . Magic-Device                         12.400 [1.100]
          . Conveyance                           03.000 [0.500]
          . Divination                           00.000 [0.500]
          . Nature                               26.000 [0.500]
          . Thaumaturgy                          47.200 [0.500]
 - Spirituality                                  11.400 [0.400]
          . Prayer                               20.000 [0.500]
 - Monster-lore                                  00.000 [0.700]
          . Summoning                            01.000 [0.300]
          . Symbiosis                            01.700 [0.500]

Abilities
 * Ammo creation
 * Perfect casting


  [Character Equipment]

a) The Mage Staff called 'Bloodrip' [Manwe's Blessing] (1d4) (+10,+10)(100%)
(+5) 
    It can be wielded
    two-handed.  It has a spell stored inside.  It increases your 
    intelligence and spell power by 5.  It increases your mana capacity by 
    100%.  It sustains your intelligence.  It provides immunity to
    paralysis.  It provides resistance to blindness and confusion.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You made it yourself.
d) The Heavy Crossbow called 'soul shine' (x9) (+21,+21) (+5 to speed) {cursed,
}
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma and speed by 5.  It fires missiles with extra might.  It
    fires missiles excessively fast.  It is cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You made it yourself.
e) The Ring called 'life force' (+22 to accuracy) (+4) {cursed, !k!k}
    It increases your strength and ability to score
    critical hits by 4.  It sustains your constitution.  It provides
    resistance to dark and shards.  It allows you to levitate.  It slows
    your metabolism.  It is cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
f) The Ring called 'Davinity' (+23 to accuracy) (+2) {cursed, !k!k!d!d}
    It increases your strength, dexterity, charisma, 
    searching, infravision, speed and ability to score critical hits by 2.
    It sustains your strength and wisdom.  It provides resistance to 
    blindness, confusion, sound, nether and disenchantment.  It allows you
    to levitate.  It is heavily cursed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
k) The Blue Stone 'Toris Mejistos' [Healing](40%) (+2) {cursed}
    It grants you the power of restore life if it is
    being worn.  It provides light (radius 1) forever.  It has a spell
    stored inside.  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 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 Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) a Dwarven Lantern of the Magi (+1) {!*!*}
    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 1.  It makes you invisible.  It
    provides resistance to blindness and sound.  It cannot be harmed by
    fire.  
    It was given to you as a reward.
n) The Partial Plate Armour called 'shadow wrap' (-5,-9) [22,+10](40%) {!k!k}
    It increases your hit points by 40%.  
    It sustains your wisdom.  It provides immunity to cold.  It provides
    resistance to light, sound and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
o) The Cloak 'Holcolleth' [1,+4] (+2)
    It can be activated for sleep nearby monsters
    every 55 turns if it is being worn. It increases your intelligence, 
    wisdom, stealth and speed by 2.  It provides resistance to acid.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Small Metal Shield called 'stalwart aura' [3,+10] {!k!k}
    It sustains your wisdom.  It provides
    immunity to acid, electricity, fire and cold.  It makes you completely
    fearless.  It provides resistance to fire, cold, nether, nexus and 
    chaos.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
s) 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 a Dracolisk on level 49 of Mordor.
u) The Set of Gauntlets of Eol [Disarm] [3,+15](60%) (+3)
    It
    can be activated for mana bolt (9d8) 7+d7 turns if it is being worn. 
    It has a spell stored inside.  It increases your intelligence and luck
     by 3.  It increases your mana capacity by 60%.  It provides immunity
    to paralysis.  It provides resistance to electricity, poison and dark.
    It allows you to levitate.  It cannot be harmed by acid, cold,
    lightning or fire.  
x) a Pair of Hard Leather Boots of Speed [3,+10] (+8) {!*!*}
    It increases your speed by 8.  
    You stole it from the Footwear Shop.
z) (nothing)
{) 30 Seeker Bolts of Gilionen (4d5) (+12,+13) (+5 to speed) {30}
    It increases your dexterity, 
    constitution and speed by 5.  It fights against evil with holy fury.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
|) The Shovel called 'Excelsior' (+3) {!k!k!d!d}
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma and ability to tunnel by 3.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.


  [Character Inventory]

a) a Fireproof Tome of Translocation {!k!k!d!d}
    It cannot be harmed by fire.  
    You found it in the remains of a Nightwalker on level 90 of Angband.
b) The Box of Many Wonders {!* food}
    It
    can be activated for satisfy hunger every 100 turns.  
    You found it in the remains of a Hell knight on level 53 of Mordor.
c) The Eye of Vecna {!* teleport}
    It
    can be activated for teleport (range 100) every 100 turns.  
    You found it lying on the ground on level 4 of Barrow-Downs.
d) Raistlin's Ready Ranger {!* restore}
    It can be
    activated for restore stats and life levels every 200 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
e) Tenser's Top-Heavy Teaspoon {!* heal}
    It can be
    activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Hezrou on level 50 of Mordor.
f) 17 Potions of Cure Insanity {!k!k!d!d}
g) 27 Potions of *Healing* {100% off}
h) a Potion of Life {100% off}
i) 11 Potions of Restore Mana {100% off}
j) 4 Scrolls of *Remove Curse* {!k!k!d!d}
k) a Golden Rod of the Istari of Detection (250/250) {!k!k!d!d@z1}
    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 a Gelugon on level 81 of Angband.
l) a Mithril Rod of the Istari of Nothing (320/320)
    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 a Greater Balrog on level 98 of Mount Doom.
m) an Adamantite Rod of Recall (200/200) {!*!*}
n) a Partial Totem of a Great Wyrm of Thunder {!k!k!d!d}
o) 18 Seeker Bolts of Arnil (4d5) (+15,+10) (+3 to speed) {18}
    
    It increases your constitution and speed by 3.  It drains life from
    your foes.  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 cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Gondolin ]

a) 3 Rod Tips of Healing (120 Mana to cast)
b) an Indestructible Ring of Accuracy (+22)
    It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Mature multi-hued dragon on level 84 of
    Angband.
c) The Ring called 'Heavenly Host' (+20 to accuracy) (+1) {!k!k!d!d}
    It increases your intelligence and infravision by 1.  It
    sustains your strength, dexterity and charisma.  It provides
    resistance to confusion, shards and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.
d) 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 Lesser Balrog in the town of Gondolin .
e) 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 39 of Mordor.
f) The Blue Dragon Scale Mail of Helend (-2 to accuracy) [30,+22]
    
    It can be activated for breathe lightning (100) every 90+d90 turns if
    it is being worn. It sustains your wisdom.  It provides immunity to 
    acid and fire.  It provides resistance to life draining, electricity, 
    confusion and disenchantment.  It allows you to fly.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great crystal drake on level 84 of
    Angband.
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases your strength, dexterity and speed by 2.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, fire, cold, dark, confusion and sound.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 36 of Mordor.
h) 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 40 of Mordor.
i) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
    
    It can be activated for heal 1000 hit points every 888 turns if it is
    being worn. It increases your constitution by 2.  It sustains your 
    constitution.  It makes you completely fearless.  It provides
    resistance to life draining, acid, cold, dark, confusion, nether, 
    nexus and chaos.  It allows you to sense the presence of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 91 of Angband.
j) The Soft Leather Armour of Ellendorn [4,+7]
    It
    sustains your intelligence and dexterity.  It provides immunity to 
    acid and fire.  It provides resistance to fire, poison, nether and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
k) 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.
l) The Thunderlord Coat of Hadaerdal [9,+8]
    It sustains your strength and dexterity.  
    It provides immunity to electricity and cold.  It provides resistance 
    to acid, electricity, fire, cold, poison and sound.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You bought it from the Armoury.
m) 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 Mature multi-hued dragon on level 84 of
    Angband.
n) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and disenchantment.  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 an Archon on level 74 of Angband.
o) an Iron Helm of Seeing [5,+5] (+4 to searching) {!*!*}
    It 
    increases your searching by 4.  It provides resistance to blindness.  
    It allows you to see invisible monsters.  It gives telepathic powers.  
    
    It was given to you as a reward.
p) The Sabre of Athad (1d7) (+21,+39) (+3)
    It increases your dexterity and 
    constitution by 3.  It does extra damage from electricity and fire.  
    It produces chaotic effects.  It drains life from your foes.  It is
    very sharp and can make your foes bleed.  It is a great bane of
    dragons.  It is especially deadly against orcs.  It is especially
    deadly against giants.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Ancalagon the Black on level 98 of Mount
    Doom.
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.  
    It was given to you as a reward.
r) The Short Bow 'Brenim' (x-3) (+17,+15) (-5) {cursed}
    It decreases your intelligence by 5.  
    It fires missiles with extra might.  It fires missiles excessively
    fast.  It drains experience.  It aggravates nearby creatures.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Many Colours on level 78 of
    Angband.
s) The Light Crossbow 'Cubragol' (x3) (+10,+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 gives telepathic powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Home Inventory - Minas Anor ]

a) 80 Potions of Cure Insanity {!k!k!d!d}
b) 99 Potions of *Healing* {100% off}
c) 30 Potions of Life {100% off}
d) 99 Potions of Restore Mana {100% off}
e) The Golden Horn of the Thunderlords (5 charges) {100% off}
f) 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 Sauron, the Sorcerer on level 99 of Angband.
g) 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 Lesser Balrog in the town of Gondolin .
h) 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 Saruman of Many Colours in the town of
    Gondolin .
i) The Robe of Great Luck [-30,-20] (+60)
    It increases your luck by 60.  It provides immunity to
    paralysis.  It drains mana and life.  It cannot be harmed by acid,
    cold, lightning or fire.  
j) The Dragon Shield called 'stalwart aura' [8,+16] {!k!k}
    It sustains your strength and dexterity.  It
    provides immunity to cold.  It provides resistance to life draining, 
    poison, confusion, sound, nether, nexus and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.
k) 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.  
l) 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 Great Wyrm of Chaos on level 90 of
    Angband.
m) 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 in the remains of a Brown Thunderlord on level 45 of Mordor.
n) 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 Great Swamp Wyrm on level 60 of Mordor.
o) 26 Bolts 'Amelth' (1d5) (+16,+12) (+2) {90% off}
    
    It provides light (radius 1) forever.  It increases your dexterity by 
    2.  It does extra damage from acid.  It drains life from your foes.  
    It is especially deadly against orcs.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
p) 28 Bolts of Naedair (1d5) (+27,+13) (+1 attack) {90% off}
    It increases your attack speed by 1.  It drains
    life from your foes.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You made it yourself.
q) 26 Seeker Bolts of Aryon (4d5) (+12,+19) (+3) {90% off}
    It increases your intelligence, constitution and 
    charisma by 3.  It is a great bane of undead.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.


  [The Mathom-house Inventory - Bree ]

a) The Leather Scale Mail of Baryar (-1 to accuracy) [11,+14]
    It sustains your strength and charisma.  It
    provides resistance to light and dark.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 101 of
    Angband.
b) The Massive Iron Crown of Morgoth [0,+0] (+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 101 of
    Angband.
c) The Flamberge of Duwareth (3d7) (+6,+20) (+1 to speed)
    It must be wielded two-handed.  It increases your intelligence
    , wisdom, dexterity, constitution, speed and attack speed by 1.  It is
    a great bane of dragons.  It is especially deadly against orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 101 of
    Angband.
d) The Flamberge of Teladhor (3d7) (+5,+14)
    It must be wielded two-handed.  It produces chaotic effects.  
    It is very sharp and can make your foes bleed.  It is a great bane of
    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 Morgoth, Lord of Darkness on level 101 of
    Angband.
e) 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.  



Posted on 19.6.2005 14:33
Last updated on 21.6.2005 01:30

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791. on the Ladder (of 18942)
345. on the ToME Ladder (of 3146)
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On 19.6.2005 14:33 dzhang@its.caltech.edu wrote:
After losing yet another character at lvl 50 in NPPband in a Hound Stronghold, I decided I need to re-establish confidence.. hence ToME ^^

The idea for this build was that ToME gives Rangers access to Nature, which allows for Healing. Healing spell always heals a percentage of max HP. With enough max HP and enough INT, one could reliably heal for more than double a !oHealing. (Currently I heal for about 540HP at 0% fail) Since Magic is already high, picking up Thaum by FF would lead to easy sources of 0% fail Destruction, and also good close-range damage due to Area spells. And from far away, there's always the XBow..

This character started out kinda funny. The first thing he did after starting was head to Black Market, and stole a Broken Dagger (Defender), with RBase, RPois, and RDisenchant. Walk into BD Lvl 1, and quest is.. Fumblefingers for Disenchanter Molds ^^ While clearing it out, I found a junkart. After using one of my 2 ID scrolls on it, I activated it at non-max HP, and it did nothing. So I thought, hm, it's either:
1. Something useless, like Cure Cuts, Cure Poison, Cure Hallucination, Something Weird, etc, or
2. Something extremely useful, like Restore Life, Cure Insanity, etc.

After completing a random Princess Quest in BD 2, I got a Frozen Sickle as a reward, which didn't sell for that much. I figured my DEX was pretty good at 22, and Gondolin wasn't too far away even if I did get caught, so I stole a ?o*ID*, and it turned out to be Restore Life O_o. And since it was found on dlvl 1, even a Ranger could activate it fairly easily.

Anyway, early levels are easy because of the Defender, mid levels were a bit tricky until I got the third FF reward of Thaum. Mid-late game got really tricky, as I didn't find a good source of RChaos until Mordor 63 (at which point I got a Princess Quest for 10 GWoChaos, so I figured a detour was in order).

Princess Quests in general yielded very terrible rewards (I think the best were Cambeleg and Hollcoleth) >_< And since monsters didn't seem cooperative in their drops, I decided I was going to have to make my own gear.

Stole scum a bit and got a bunch of ?oAcquirement, and headed to Angband 80ish and read them all off, and got the Robe of Great Luck! That was very fortuitous... the effects on scumming for ?oArtifactCreation was very noticeable.

Spent about the past 3 hours of this game scumming for ?oArtifactCreation and reading them off--finally finished my set with the Ring "life force," plugging up SusCon and RShard.

Sauron and Morgoth and better watch out. ^^

On 21.6.2005 01:30 dzhang@its.caltech.edu wrote:
As expected, the battle against Morgoth was boringly easy. Even the greater demon pit that he happened to be next to didn't really make much of a difference. Shot a couple arrows when I had a clear shot, and then Area Magic Missiled as he closed in. No potions were needed, and I only needed to cast Healing three times (total of 90 SP :-P).

Morgoth dropped a record number of artifacts on me.. too bad they all suck, and thus have been Mathomed.

On 21.6.2005 01:34 dzhang@its.caltech.edu wrote:
Oh, and the low piety is because I cleared an Angel pit in Mt Doom 98.. That killing good monsters upsets your God thing always gets me.. ^^

On 21.6.2005 14:44 Elliott946@aol.com wrote:
That is one nice crossbow. artifact creation+craftsmanship scrolls?

On 21.6.2005 14:48 Elliott946@aol.com wrote:
Yeah, killing Morgoth with high level Thaumaturgist Area spells is kinda like shooting fish in a barrel. Being able to do substantial damage to out-of-LOS opponents makes Morgoth a piece of cake.

The ultimate in Morgoth ownage (even more so than a melee user with Curse) is a high level Inertia Area attack. Not only is it unresistable (except by inertia hounds), but every single ball has a chance of slowing Morgoth, and they all stack! He makes his save a lot, but if you get lucky and he fails a few times, you can get him to -20 speed before he's even in LOS.

On 21.6.2005 20:57 dzhang@its.caltech.edu wrote:
Yep, though I didn't need very many of the latter. It started out at +3 pval, and somehow I only needed 5 ?oCraftmanship to get it up to +5. Getting the initial item took a good thirty or so tries (to get XtraMight, XtraShot, and high +toDam. I got one with +29 to Damage, but it didn't have XtraMight, so I had to ditch that). The bolts in the quiver were actually +5 to begin with though ^^

Oh, it looks like ?oCraftsmanship no longer works on Diggers.

And finally, notice the artifact Shortbow 'Brenim' in my Gondolin home. It's multiplier is (x-3)! Hm, I wonder if it would be powerful with arrows of Backbiting (-10, -80).. the +19 todam on it kinda hurts though.

Didn't know about the Inertia Effect.. but yeah, Thaum really needs to be tweaked. Right now (unless you're very unlucky) Thaum does more damage than any of the School Spells.

I've dove into the Void! Without any source of Breath Air! Fortunately my SP regenerates much faster than I need in order to heal back up periodically (as expected). I'll be upset if the suffocation causes death during a close fight though... *cross fingers*

On 21.6.2005 20:59 dzhang@its.caltech.edu wrote:
Oh, and I forgot to mention... I didn't even *Destruct* when I saw Morgoth approaching me, because I was busy clearing the Demon Pit. So he actually got in without any free attacks from me (and actually I think he hit me with a rather big Mana Storm). But healing 540HP for 30SP is just too efficient when total SP pool is 1200+.

On 22.6.2005 22:15 Elliott946@aol.com wrote:
Didn't look through your various houses before... you've got some interesting stuff in there. Those are some nifty arrows, and that sabre might have the best +dam bonus I've ever seen.

Void diving without air is a tricky business. I tried it once with a demonologist/symbiote user, but he didn't really have enough mana to make the share-life/heal-symbiote combo work, so he eventually switched to the Phial, which was as crummy as expected. Good luck!

Did you ever actually try shooting anything with that short bow? It might be different in 2.3.1, but think about it this way: its a negative multiplier, right? How would the system interpret that? Remember a trick you pulled with a ring of extra attacks, long, long ago (yes, some of us have long memories)...

On 22.6.2005 22:35 dzhang@its.caltech.edu wrote:
Yeah, that's the best Sabre I've ever seen as well (with Sharp and Vampiric as well..). I've seen higher +todam (think Glaive of Pain), but not on non-sentient weapons. So of course I get it on a character that doesn't use melee.

Hm, Void doesn't seem bad so far, even if it's very very boring having to wander square by square through Destructed terrain to look for stairs. Healing 527 HP costs 30 SP, and I recover 21 SP for every 66 HP loss--so it doesn't seem like a problem to me.. and there's always the Potions in the case of an emergency.

Eek! Someone still remembers me from my Alchemist days! Lol, this is like a non-experimental Achemist character anyway, with the massive ?oArtifactCreation abuse. But no, I don't think that works, because I think damage is a signed value. Consider that you don't insta-kill monsters with weapons of Morgul, or Arrows of Backbiting. Can't test this until I get back after killing Melkor though..

Though right now I'm predicting that I'll grow bored of door searching before I even get to Nether Realms, and will start up some other character.

On 23.6.2005 17:23 Elliott946@aol.com wrote:
Ultimately that's what killed my Void diving Demonologist - stairscumming boredom which led to stupidity. I've had numerous characters enter the Void, but the only ones who have actually gotten to Melkor were either Warpers or might as well have been. Enlightenment doesn't work properly in the Void or Nether Realms, of course, but it does boost your LoS out to about 20 squares, which let me find the stairs fast enough to save me from doing somehting stupid.

As for that bow, the other examples you mention are all weapons with negative +dam modfiers, not negative multipliers (and I don't think you're actually allowed to melee with a weapon of Morgul, are you? Definitely not with weapons of Nothingness). If you hit someone with that bow, its either going to heal them (by doing negative damage) or... totally insta-kill everything. Again, I haven't seen a bow like that in 2.3.1, but from the way I'm describing this, you can probably guess which option is right.

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