Zizzo's ToME Stepladder

Klutzina, the Zombie RohanKnight Assassin

  [ToME 2.3.9 (ah, git) Character Sheet]

 Name  : Klutzina               Age                 85       STR! 18/180       
 Sex   : Female                 Height              51       INT!  18/60       
 Race  : Zombie RohanKnight     Weight              68       WIS!  18/50       
 Class : Assassin               Social Class         9       DEX: 18/165       
 Body  : Player                                              CON! 18/190       
 God   : Nobody                                              CHR!  18/60       
                                                                               
 + To Melee Hit          62 Level             40    Hit Points      821/   821 
 + To Melee Damage       85 Experience   3526401    Spell Points     31/    31 
 + To Ranged Hit         38 Max Exp      3526401    Sanity          305/   305 
 + To Ranged Damage      10 Exp to Adv.  3625000                               
   AC                  0+11 Gold         1100458    Speed           Fast (+14) 
// I see why RohanKnights are so popular... ;)  In fact, only +3 of this is
// from equipment.
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[35]Perception  : Fair         Blows/Round:  9         
 Bows/Throw  : Heroic       Searching   : Fair         Shots/Round:  1         
 Saving Throw: Bad          Disarming   : Poor         Mel.dmg/Rnd:  18d5+765  
 Stealth     : Legendary[15]Magic Device: Fair         Infra-Vision: 10 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the first child of a Devoted Mercenary.  You have            
          red eyes, long blond hair, and a pale complexion.  You died          
          by tripping and falling on your own dagger (hence your               
          nickname); only sheer stubbornness keeps you ambulatory.             
// ;)


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barrow-Downs: Level 10 (500')
        Orc Cave: Level 22 (1100')
        Moria: Level 30 (1500')
// The usual reset-recall trick from Khazad-Dum.

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 19299 enemies.
 You have completed 13 princess quests.
 You have completed three lost sword quests.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 19th Quelle of the 2890th year of the third age.
 You have been adventuring for 33 days.

                    adefkmnopsuxz{|@            
        Add Int   : 3...............            
        Add Dex   : 3...............            
        Add Sear. : .....4..........            
        Add Tun.. : ..............4.            
        Add Speed : 3..............+            
        Slay Und. : .+..............            
        Slay Troll: +...............            
        Slay Giant: +...............            
        Slay Drag.: .+..............            
        Poison Brd: .+..............            
        Acid Brand: .+..............            
        Fire Brand: .+..............            
        Sust Str  : ................            
        Sust Int  : ................            
        Sust Wis  : ................            
        Sust Dex  : ................            
        Sust Con  : ................            
        Sust Chr  : ................            
        Invisible : ................            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : +...............            
        Hold Life : ...............+            
        Res Acid  : ....+...........            
        Res Elec  : ....+...........            
        Res Fire  : ....+...........            
        Res Cold  : ....+..........+            
        Res Pois  : ...............+            
        Res Fear  : ................            
        Res Light : ................            
        Res Dark  : ................            
        Res Blind : ................            
        Res Conf  : ................            
        Res Sound : ................            
        Res Shard : +...............            
        Res Neth  : ................            
        Res Nexus : ................            
        Res Chaos : ................            
        Res Disen : ................            
        See Invis : +..............+            
        Digestion : ...............+            
        Activate  : .....+..........            
// Base resists are covered, but I'm missing some of the utility resists
// like blindness and confusion.  The perils of Dodging...

Skills (points left: 0)
 - Combat                                        41.640 [0.800]
          - Weaponmastery                        37.600 [1.000]
                   - Sword-mastery               26.590 [0.600]
                            . Critical-hits      44.400 [0.800]
          - Archery                              00.500 [0.000]
                   . Boomerang-mastery           01.000 [0.300]
 - Sneakiness                                    14.200 [2.000]
          . Stealth                              44.000 [2.000]
          . Disarming                            01.800 [1.000]
          . Backstab                             43.000 [2.000]
          . Stealing                             01.000 [0.200]
          . Dodging                              43.000 [2.000]
 - Magic                                         01.042 [0.200]
          . Magic-Device                         08.050 [0.750]
          . Conveyance                           00.000 [0.100]
          . Divination                           00.000 [0.100]
          . Temporal                             00.000 [0.200]
 - Spirituality                                  04.000 [0.700]
          . Prayer                               00.000 [0.500]
 . Monster-lore                                  00.000 [0.500]
// The skill point plan is to max Combat (almost), Weaponmastery,
// Sword-mastery, Critical-hits, Stealth, Backstab and Dodging and buy
// Spread blows and Extra Max Blow(2).  Boomerang-mastery was tempting, but
// at the low multiplier, it was just too expensive for too little effect
// (of course, Critical-hits might not be much better...).  Next time I may
// punt Dodging in favor of Magic-Device; I've been directing every FF hit
// I can in that direction, in a desperate attempt to make my rods usable.


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


  [Fates]

You may meet a Vampire bat on level 56.
// Well, at least this is on my way in Mordor...


  [Character Equipment]

a) 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 provides resistance to 
    shards.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
// Not quite as worried about Traps of Curse Weapon now.  Still some, but
// not quite as much... :-}
d) The Small Wooden Boomerang of Falath (1d4) (+14,+10)
    It does extra damage from acid and fire.  It poisons your foes.  It is
    especially deadly against dragons.  It strikes at undead with holy
    wrath.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 14 of Mirkwood.
// ! ;) Well, at least I don't have to worry about boomerangs breaking on
// me.  Not much of a damage dealer, obviously, but with no access to
// Archery skill and Magic-Device limited to FF scraps, I don't really see
// any other viable options.  Holding out for Beor here, of course... ;)
e) a Ring of Damage (+17)
    You bought it from the Black Market.
f) a Ring of Damage (+18)
    You found it in the remains of a Mature gold dragon on level 33 of Moria.
k) an Indestructible Amulet of Resistance
    It provides resistance to acid, electricity, fire and cold.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
// Bought in Bree late in Mirkwood.  Covers my base resists.
m) The Phial of Galadriel (+4) {@w6@A6!d!k!v!s!!}
    It can be activated for light area (dam 2d15) every 10+d10 turns if it
    is being worn. It provides light (radius 3) forever.  It increases 
    your searching and luck by 4.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mature gold dragon on level 32 of
    Mirkwood.
// Always nice.
n) (nothing)
o) (nothing)
p) (nothing)
s) (nothing)
u) (nothing)
x) (nothing)
z) (nothing)
{) (nothing)
|) a Magical Orcish Pick of Digging (+4)


  [Character Inventory]

a) Tenser's Mechanical Magician and Master Chef {@A3!d!k!v!s!!}
    It can be activated for satisfy hunger every 100 turns.  
    You found it in the remains of a Half-orc on level 35 of Moria.
b) 12 Potions of Heroism {!d!k!v!s}
// Started packing these after my first or second pack of Ghouls...
c) 12 Potions of Cure Critical Wounds {!d!k!v!s}
d) 10 Scrolls of Phase Door {@r1!*}
e) 10 Scrolls of Teleportation {!d!k!v!s}
f) 3 Scrolls of Remove Curse
// Started packing these after the second or third time not being able to
// identify anything because the Phial was cursed...
g) a Wooden Rod of Door/Stair Location (10/10) {@z7!d!k!v!s!!}
h) a Wooden Rod of Trap Location (10/10) {@z8!d!k!v!s!!}
i) an Iron Rod of Simplicity of Disarming (50/50) {@z3!d!k!v!s}
    You found it in the remains of a Phantom on level 40 of Moria.
j) a Moonstone Rod of the Istari of Disarming (150/150) {@z3!d!k!v!s!!}
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You bought it from the Black Market.
// The Istari rod is from early in Moria.  Basically I'm double-teaming
// these; the Simplicity rod gets used first, and the other is backup if I
// need to disarm something before the first one recharges.
k) a Silver Rod of Capacity of Recall (200/200) {@z2!*!!}
    It can hold more mana.  
    You found it in the remains of an Enchantress on level 43 of Moria.
// Mildly annoying to activate, but it beats keeping ?oWoR's.
l) The Stone of Lore {@w9@A9!d!k!v!s!!}
    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.
// A lifesaver, as always.
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Clay Tablets of Antiquity (geno @ 500)
    It can be activated for genocide every 500 turns.  
    You found it in the remains of a Dark elven warlock on level 36 of Moria.
b) Tenser's Torch of Spontaneous Combustion (mass geno @ 1000)
    It can be activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 38 of Moria.
c) 2 Scrolls of Genocide
// For possible future use.
d) a Rod Tip of Door/Stair Location (10 Mana to cast)
e) a Rod Tip of Illumination (8 Mana to cast)
f) a Rod Tip of Trap Location (8 Mana to cast)
// Was saving these for Rods of Simplicity; I think I've got enough Magic-
// Device now that I can ditch them.
g) The Wand of Digging of Thrain (16 charges)
h) a Ring of Free Action
i) The Ring of Gelin (+2)
    It increases your strength, intelligence and searching by 2.  It
    sustains your charisma.  It provides resistance to acid, shards and 
    chaos.  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) a Ring of Fear Resistance
k) a Ring of Light and Darkness Resistance
l) a Ring of Nether Resistance
m) a Ring of Sound Resistance
n) a Ring of Confusion Resistance
o) a Ring of Disenchantment Resistance
p) a Ring of Blindness Resistance
// Possible future swap-ins, depending on what I need covered.
q) The Dagger of Rilia (2d4) (+4,+3)
    It can be activated for stinking cloud (12), rad. 3, every 4+d4 turns
    if it is being worn. It poisons your foes.  It is especially deadly
    against orcs.  It provides resistance to poison and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Water troll Priest on level 48 of Moria.
r) The Dagger 'Egoth' (1d4) (+3,+2)
    It provides light (radius 1) forever.  It does extra damage from acid.
    It poisons your foes.  It produces chaotic effects.  It is a great
    bane of undead.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Forest troll Priest on level 44 of Moria.
s) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It is especially deadly against
    natural creatures.  It provides resistance to cold and light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon on level 43 of
    Moria.
// Emergency fallback weapons if I break my current one.
t) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}


  [Home Inventory - Lothlorien ]

a) 9 Sprigs of Athelas
b) 12 Potions of Cure Light Insanity
c) 7 Potions of Speed
d) 25 Potions of Healing
e) 9 Potions of *Healing*
f) 16 Potions of Resistance
g) 14 Scrolls of Reset Recall
h) a Copper Rod of the Istari of Nothing (40/40)
    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 lying in a vault on level 19 of Mirkwood.
i) an Iron Rod of Simplicity of Nothing (50/50)
    You found it in the remains of a Black wraith on level 47 of Moria.
j) a Moonstone Rod of Illumination (75/75) {@z6!d!k!v!s!!}
k) a Moonstone Rod of Simplicity of Nothing (75/75)
    You found it in the remains of a Hezrou on level 48 of Moria.
l) a Moonstone Rod of Simplicity of Nothing (75/75)
    You bought it from the Black Market.
m) a Silver Rod of Nothing (100/100)
n) a Rod Tip of Perception (20 Mana to cast)
o) a Rod Tip of Detection (80 Mana to cast)
p) 2 Rod Tips of Disarming (50 Mana to cast)
// Assorted rod stuff that I may use at some point.  Mainly I'm saving up
// Rods of Simplicity. :-}
q) a Ring of Speed (+5)
    It increases your speed by 5.  
    You found it in the remains of a Banshee on level 39 of Moria.
// Will probably sell this eventually.
r) 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 Durin's Bane on level 50 of Moria.
// I'm actually seriously considering swapping this in for one of my Rings
// of Damage; fire immunity would be really handy.
s) an Amulet of Charisma (+5)
    It increases your charisma by 5.  
    You bought it from the Magic shop.
// Y'know, I can't remember the last time I used this...
t) an Amulet of Anti-Magic
u) an Indestructible Amulet of Anti-Teleportation
v) 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 Rogrog the Black Troll on level 41 of Moria.
// I don't suppose I really need both of these...
w) a Dagger (Defender) (1d4) (+10,+9) [+8] (+3 to stealth)
    It increases your stealth by 3.  It sustains your wisdom.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and disenchantment.  It allows you to levitate.  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 Hill orc Shaman on level 42 of Moria.
// Possible secondary source of base resists, if I find a *really* good
// amulet.


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It decreases your luck by 20.  
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dark elven warlock on level 36 of Moria.
b) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Monastic lich on level 34 of Moria.
c) The Phial of Undeath (-5) {cursed}
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It is cursed.  It carries an ancient
    Morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Lokkak, the Ogre Chieftain on level 31 of
    Moria.
d) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and charisma by 2.  It provides resistance 
    to acid, electricity, fire, cold, sound, shards and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 37 of Moria.
e) 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, confusion, sound and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Mature black dragon on level 36 of Moria.
f) 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 an Elite uruk on level 40 of Moria.
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid, shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
h) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It can be activated for berserk strength every 50+d50 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    sustains your strength and constitution.  It makes you completely
    fearless.  It provides resistance to poison and blindness.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Forest troll on level 31 of Moria.
i) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light, dark
    and blindness.  It cannot be harmed by acid, cold, lightning or fire.
    You found it lying on the ground on level 36 of Moria.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and nether.  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 a Mature blue dragon on level 41 of Moria.
k) 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 Hill giant on level 25 of Mirkwood.
l) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll Priest on level 48 of Moria.
m) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    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 is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ice troll on level 31 of Moria.
n) 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 a Half-troll on level 48 of Moria.
o) The Set of Leather Gloves 'Cammithrim' [1,+10]
    It can be activated for magic missile (2d6) every 2 turns if it is
    being worn. It provides light (radius 1) forever.  It sustains your 
    constitution.  It provides immunity to paralysis.  It provides
    resistance to light.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
p) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon on level 47 of
    Moria.
q) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to fire.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll Priest on level 27 of Mirkwood.
r) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt (5d8) every 5+d5 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to acid.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Young multi-hued dragon on level 33 of
    Moria.
s) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to electricity.  It cannot be harmed by acid, cold, lightning or fire.
    You found it lying on the ground on level 36 of Moria.
t) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave troll on level 43 of Moria.
u) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can be activated for detect orcs
    every 10 turns if it is being worn. It increases your dexterity and 
    searching by 4.  It is especially deadly against orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Uruk on level 20 of Orc Cave.
v) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    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 an Ice troll Priest on level 46 of Moria.
w) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth by 2.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs and trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Algroth on level 50 of Moria.
x) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk on level 27 of Mirkwood.
a) 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 Durin's Bane on level 50 of Moria.
b) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can be wielded two-handed.  It increases your charisma by 3.  It
    does extra damage from fire.  It is especially deadly against giants.  
    It strikes at undead with holy wrath.  It provides resistance to fire
     and sound.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Oriental vampire on level 45 of Moria.
c) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    It can be wielded two-handed.  It can be activated for drain life (90)
    every 70 turns if it is being worn. It increases your wisdom and 
    infravision by 4.  It does extra damage from frost.  It is especially
    deadly against orcs.  It provides resistance to cold, light and shards.
    It allows you to sense the presence of orcs, trolls and giants.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mountain ogre on level 31 of Moria.
d) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
    It can be wielded two-handed.  It can be activated for confuse monster
    every 15 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your stealth by 2.  It does extra damage from 
    fire.  It fights against evil with holy fury.  It provides resistance 
    to fire and confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Hezrou on level 45 of Moria.
e) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5) {cursed}
    It can be wielded two-handed.  It can be activated for destruction
    every 200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It is cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vrock on level 48 of Moria.
f) 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 an Ancient multi-hued dragon on level 46 of
    Moria.
// Hmm, if I Mathom'd this, I should probably Mathom Maggot's sling too.
g) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Elite uruk on level 22 of Orc Cave.
// Or I could have kept these two out and used them together?


Last updated 2015-06-20 12:21am EDT


Comments

2008-12-21 1:59pm EST
Okay, maybe this time I can avoid Traps of Curse Weapon and keep Maedhros intact… :-} Done the Downs; nothing of note.

2010-11-09 9:42pm EST
Man, Orc Cave is pretty easy when almost nothing sees you coming. It got to the point that I actually worried I was doing something wrong when I encountered monsters that were actually coming to me… ;) And I can already tell I'm gonna have to direct every possible FF hit to Magic-Device.

2011-07-01 9:58pm EDT
Swept a mostly sleeping Mirkwood. ;) Fun fact: quest monsters and monster pit denizens are apparently always generated awake. Small improvements (and an annoying Nexus hound-induced stat swap). I wonder what Moria will be like with this much stealth…

2011-11-26 9:59pm EST
Well, that was certainly non-sloggy, as Moria runs generally go. This is through the midpoint. It's getting somewhat less rare to run into awake monsters, but walking into the middle of packs of sleeping Araneas and Dark elven warlocks and casually assassinating them is just way too much fun… >;)

2015-06-20 12:21am EDT
Well, that was fairly non-sloggy as Moria goes… Still finding a fair fraction of monsters still asleep (though for orcs and trolls that may not be so impressive); dark arena levels with hounds on them, on the other hand, are really annoying. Can't use Trone's coat with Dodging, so Mordor is probably next.

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