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[Tome 4.00 @ www.te4.org Character Dump]
Sex : Male STR: 72
Race : Dwarf DEX: 45
Class : Fighter MAG: 14
Level : 30 WIL: 17
Exp : 35% CUN: 16
Gold : 86.58 CON: 52
Attack(Main Hand): 108 Life : 1194/1194Encumbrance : 74/189
Damage(Main Hand): 188 Stamina : 185/201 Difficulty : Normal
APR (Main Hand): 10
Crit (Main Hand): 11% Positive : 0/117
Speed (Main Hand): 1.00
Fatigue : 46% Spellpower : 19
Armor : 50 Spell Crit : 2.8%
Defense : 60.25 Spell Speed : 1
Ranged Defense : 68.25
Cold damage : 29%
Physical Save : 68.710655235078
Spell Save : 65.460655235078
Mental Save : 15.25
Fire Resist: -20%
Cold Resist: 90%
Nature Resist: 30%
Blind Resistance: 100%
Stun Resistance: 100%
Knockback Resistance: 100%
Number of NPC killed: 2904
Most killed NPC: storm drake hatchling (223)
[Talents Chart]
- Technique / Weapons and shields (mastery 1.40)
Shield Pummel (class) 5/5
Riposte (class) 2/5
Overpower (class) 1/5
Assault (class) 5/5
- Technique / Weapons and shields (mastery 1.40)
Repulsion (class) 1/5
Shield Wall (class) 5/5
Shield Expertise (class) 5/5
Last Stand (class) 0/5
- Technique / Warcries (mastery 1.40)
Shattering Shout (class) 1/5
Second Wind (class) 0/5
Battle Shout (class) 0/5
Battle Cry (class) 0/5
- Technique / Combat techniques (mastery 1.40)
Precise Strikes (class) 0/5
Rush (class) 0/5
Perfect Strike (class) 0/5
Blinding Speed (class) 0/5
- Technique / Combat techniques (mastery 1.40)
Quick Recovery (class) 5/5
Fast Metabolism (class) 5/5
Spell Shield (class) 5/5
Unending Frenzy (class) 0/5
- Technique / Combat training (mastery 1.40)
Heavy Armour Training (generic) 1/5
Massive Armour Training (generic) 2/5
Health (generic) 4/5
Weapon Combat (generic) 10/10
Weapons Mastery (generic) 10/10
Knife Mastery (generic) 0/10
- Cunning / Survival (mastery 1.00)
Trap Detection (generic) 0/5
Heightened Senses (generic) 0/5
Trap Disarm (generic) 0/5
Evasion (generic) 0/5
[Current Effects]
- Chant of Fortitude
- Shield Wall
[Completed Quests]
-- Escort: lost sun paladin (level 2 of Trollshaws)
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollshaws.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
-- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
* 15/15
-- Escort: lone alchemist (level 4 of Old Forest)
You failed to protect the lone alchemist from death by storm drake hatchling.
-- Escort: lone alchemist (level 5 of Trollshaws)
You successfully escorted the lone alchemist to the recall portal on level 5 of Trollshaws.
As a reward you improved Magic by +2.
-- A mysterious staff
Deep in the tower of Tol Falas you fought and destroyed the Master, a powerful vampire.
On your way out of Tol Falas you were ambushed by a band of orcs.
They asked about the staff.
-- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-west of the town of Bree.
The Maze is west of Bree.
The Sandworm Lair is to the far west of Bree, near the sea.
Carn D?m is to the north of Amon S?l.
* You have explored the Old Forest and vanquished the Old Man Willow.
* You have explored the Maze and vanquished the Minotaur.
* You have explored the Sandworm Lair and vanquished their Queen.
* You have explored Carn D?m and vanquished the Dragon.
-- Storming the city
As you came to Bree you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the blue mountains, to the south west.
* You have learned the real threat comes from a rogue archmage, a Tempest: Urkis. The mages of Angolwen are ready to teleport you there.
-- Of trolls and damp caves
Explore the caves below the tower of Amon S?l and the Trollshaws in search of treasure and glory!
* You have explored Amon S?l and vanquished the Shade of Angmar.
* You have explored the Trollshaws and vanquished the Bill the Stone Troll.
-- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
-- The Island of Dread
You have heard that in the bay of Belfalas, far to the south of Bree, lies the ruined tower of Tol Falas.
There are disturbing rumors of greater undeads and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
-- The beast within
You met an half mad lumberjack fleeing a small village, rambling about untold horrors lurking there, slaughtering people.
2 lumberjacks have died.
-- Escort: repented thief (level 4 of Tol Falas)
You failed to protect the repented thief from death by skeleton mage.
-- Escort: injured seer (level 3 of Tol Falas)
You successfully escorted the injured seer to the recall portal on level 3 of Tol Falas.
As a reward you improved Magic by +2.
-- Escort: lost sun paladin (level 4 of Tower of Amon S?l)
You successfully escorted the lost sun paladin to the recall portal on level 4 of Tower of Amon S?l.
As a reward you improved talent Chant of Fortitude (+1 level(s)).
-- Escort: lone alchemist (level 6 of Tol Falas)
You successfully escorted the lone alchemist to the recall portal on level 6 of Tol Falas.
As a reward you improved Magic by +2.
-- Escort: injured seer (level 5 of Tol Falas)
You failed to protect the injured seer from death by lightning blast trap.
[Active Quests]
-- Let's hunt some Orc
The elder in Minas Tirith sent you to the mines of Moria, deep under the misty mountains, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful, even the dwarves did not venture in the old halls for many years.
-- Escort: lost sun paladin (level 1 of Mines of Moria)
Escort the lost sun paladin to the recall portal on level 1 of Mines of Moria.
[Character Equipment]
In main hand
a) Ringil, the glittering sword of Fingolfin (45-63 power, 10 apr)
Type: weapon / longsword
45 Power [Range 1.40] (+100% Strength), 0 Attack, 10 Armor Penetration, Crit 10%
Damage type: physical
When wielded/worn:
Damage on hit(melee): 15 ice.
Increases resistances: 25% cold.
Increases damage type: 20% cold.
Light radius 1
See invisible: 2
It can be used to generate a burst of ice, costing 8 power out of 18/18.
Dropped by Greater Mummy Lord
In off hand
b) Old Man Willow's Barkwood (9 def, 5 armor)
Type: armor / shield
When wielded/worn:
Armor 5, Defense 9, Ranged Defense 0
Fatigue 14%
Increases resistances: -20% fire,20% cold,20% nature.
Dropped by Old Man Willow
On fingers
c) Ring of the War Master
Type: jewelry / ring
When wielded/worn:
Increases stats: 3 Strength,3 Dexterity,3 Constitution.
Increases talent masteries: 0.10 Technique / Two-handed weapons,0.10 Technique / Archery - bows,0.10 Technique / Archery - common,0.10 Technique / Weapons and shields,0.10 Technique / Dual wielding,0.10 Technique / Superiority,0.10 Technique / Warcries,0.10 Technique / Weapons and shields,0.10 Technique / Combat training,0.10 Technique / Combat techniques,0.10 Technique / Two-handed weapons,0.10 Technique / Combat techniques,0.10 Technique / Dual wielding,0.10 Technique / Archery - utility,0.10 Technique / Archery - slings.
d) steel ring of cold resistance (+25%)
Type: jewelry / ring
When wielded/worn:
Increases resistances: 25% cold.
Around neck
e) Choker of Dread
Type: jewelry / amulet
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 5
Increases blindness immunity: 100%.
Spellpower 5, Spell Crit 0%
See invisible: 10
It can be used to summon an elder vampire to your side, costing 60 power out of 60/60.
Dropped by The Master
Light source
f) bright fëanorian lamp of clear sight
Type: lite / lite
When wielded/worn:
Increases blindness immunity: 50%.
Light radius 5
Main armor
g) Behemoth Hide (4 def, 6 armor)
Type: armor / light
When wielded/worn:
Armor 6, Defense 4, Ranged Defense 8
Fatigue 10%
Increases stats: 2 Strength,2 Constitution.
Increases maximum encumberance: 20.
Increases knockback immunity: 10%.
Regenerates 5.00 hitpoints each turn.
Regenerates 5.00 stamina each turn.
Maximum life 50
Maximum stamina 50
Dropped by bandit
Cloak
h) plush linen cloak of the Shire (1 def, 6 armor)
Type: armor / cloak
When wielded/worn:
Armor 6, Defense 1, Ranged Defense 0
Increases stats: 2 Dexterity,2 Cunning.
On head
i) Steel Helm of Hammerhand (0 def, 4 armor)
Type: armor / head
When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical save: 7.
Increases spell save: 7.
Increases mental save: 7.
Dropped by Minotaur of the Labyrinth
Around waist
j) slotted hardened leather belt of resilience
Type: armor / belt
When wielded/worn:
Maximum life 45
In your belt
k) 19 potion of speed
Type: potion / potion
It can be used to increase your speed for a while.
l) 49 scroll of phase door
Type: scroll / scroll
It can be used to teleport you randomly over a short distance.
m) 36 scroll of teleportation
Type: scroll / scroll
It can be used to teleport you anywhere on the level, randomly.
n) 34 potion of healing
Type: potion / potion
It can be used to heal a good part of your life.
On hands
o) polar iron gauntlets of dexterity (+3) (0 def, 1 armor)
Type: armor / hands
When wielded/worn:
Armor 1, Defense 0, Ranged Defense 0
Increases stats: 3 Dexterity.
Increases damage type: 4% cold.
On feet
p) Frost Treads (1 def, 2 armor)
Type: armor / feet
When wielded/worn:
Armor 2, Defense 1, Ranged Defense 0
Fatigue 14%
Increases stats: 4 Strength,4 Dexterity,4 Cunning.
Increases resistances: 20% cold,10% nature.
Increases damage type: 5% cold.
Light radius 1
Dropped by Rantha the Worm
Tool
q) dwarven-steel pickaxe of the badger (dig speed 15 turns)
Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Quiver
[Player Achievements]
'A dangerous secret' was achieved for Found the mysterious staff and told Minas Tirith about it. At 2010-11-12 00:26:32
'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2010-11-11 11:16:56
'Exterminator' was achieved for Killed 1000 creatures At 2010-11-11 10:42:06
'Eye of the storm' was achieved for Freed Bree from the onslaught of the mad Tempest, Urkis. At 2010-11-11 13:29:38
'Level 10' was achieved for Got a character to level 10. At 2010-11-09 15:20:03
'Level 20' was achieved for Got a character to level 20. At 2010-11-11 11:51:27
'Level 30' was achieved for Got a character to level 30. At 2010-11-12 01:03:29
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2010-11-09 15:49:30
'The secret city' was achieved for Discovered the truth about mages. At 2010-11-11 09:49:57
'Vampire crusher' was achieved for Destroyed the Master in its lair of Tol Falas. At 2010-11-11 23:12:14
[Character Inventory]
a) 3 acid-proof potion of cure disease
Type: potion / potion
It can be used to cure poison.
Dropped by yellow ooze
b) 2 acid-proof potion of cure poison
Type: potion / potion
It can be used to cure poison.
c) acid-proof potion of greater healing
Type: potion / potion
It can be used to heal a lot.
Dropped by Greater Mummy Lord
d) 7 acid-proof potion of healing
Type: potion / potion
It can be used to heal a good part of your life.
e) 3 acid-proof potion of invisibility
Type: potion / potion
It can be used to become invisible for a while.
f) 2 acid-proof potion of see invisible
Type: potion / potion
It can be used to sense invisible for a while.
g) 3 acid-proof potion of speed
Type: potion / potion
It can be used to increase your speed for a while.
h) giant dragon's blood
Type: potion / potion
It can be used to brings out the dragon in you.
i) potion of cure disease
Type: potion / potion
It can be used to cure poison.
j) 4 potion of cure poison
Type: potion / potion
It can be used to cure poison.
k) potion of see invisible
Type: potion / potion
It can be used to sense invisible for a while.
l) 9 fire-proof scroll of enemies detection
Type: scroll / scroll
It can be used to detect enemies within a certain range.
m) 9 fire-proof scroll of phase door
Type: scroll / scroll
It can be used to teleport you randomly over a short distance.
n) fire-proof scroll of shielding
Type: scroll / scroll
It can be used to create a temporary shield that absorbs damage.
o) 2 fire-proof scroll of teleportation
Type: scroll / scroll
It can be used to teleport you anywhere on the level, randomly.
p) 10 scroll of identify
Type: scroll / scroll
It can be used to identify one object (or all with high magic stat).
q) 20 scroll of magic mapping
Type: scroll / scroll
It can be used to map the area directly around you.
r) 3 scroll of shielding
Type: scroll / scroll
It can be used to create a temporary shield that absorbs damage.
s) mithril amulet of teleportation
Type: jewelry / amulet
When wielded/worn:
It can be used to teleport you anywhere on the level, randomly, costing 60 power out of 120/120.
Dropped by red ooze
t) copper ring of lightning resistance (+21%)
Type: jewelry / ring
When wielded/worn:
Increases resistances: 21% lightning.
u) steel ring of cold resistance (+22%)
Type: jewelry / ring
When wielded/worn:
Increases resistances: 22% cold.
v) Leather Armour of Eowen Nazgul-bane (6 def, 7 armor)
Type: armor / light
When wielded/worn:
Armor 7, Defense 6, Ranged Defense 0
Fatigue 7%
Increases stats: 5 Willpower,4 Constitution.
Increases resistances: 35% blight.
Increases stun immunity: 70%.
Increases knockback immunity: 70%.
Dropped by thief
w) 2 ruby
Type: gem / red
When used to imbue an object:
Increases stats: 4 Strength,4 Dexterity,4 Magic,4 Willpower,4 Cunning,4 Constitution.
x) Rod of Recall (0/1)
Type: wand / wand
It can be used to recall the user to the worldmap, costing 1000 power out of 680/1000.
Dropped by Urkis, the High Tempest
[Last Messages]
Saving done.
Saving game...
Saving done.
Ran for 16 turns (stop reason: interesting terrain).
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Farent Falthen wears:
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Saving game...
Today is the 6th Quellë of the 122th year of the Fourth Age of Middle-earth.
Today is the 7th Quellë of the 122th year of the Fourth Age of Middle-earth.
Today is the 8th Quellë of the 122th year of the Fourth Age of Middle-earth.
Today is the 9th Quellë of the 122th year of the Fourth Age of Middle-earth.
Today is the 10th Quellë of the 122th year of the Fourth Age of Middle-earth.
Saving done.
Saving game...
Saving done.
Farent Falthen uses Assault.
Farent Falthen hits stone troll for
Farent Falthen hits stone troll for
Farent Falthen performs a critical stike!
Farent Falthen hits stone troll for
Farent Falthen killed stone troll!
Farent Falthen performs a critical stike!
Anyway, on to his story. . .
The order of dungeons is probably a bit unique, it went Maze, Amon Sul, Old Forest, Carn Dum, Trollshaws, Sandworm Lair, Tol Falas, Elven Ruins, and now Moria. I did the merchant quest between the Maze and Amon Sul, Apprentice Mage after Amon Sul, the Cursed quest after Carn Dum and Tempest quest after Trollshaws,
He started out in The Maze for a variety of reasons, a major one being that there are no escort quests there, and they give good experience. Finishing The Maze at lvl 11 as the first dungeon opens up a lot more reliable chances of escorts not dying so easily. Looking at my track record here though, it doesn't look too good. The Tol Falas Rogue was an imminent death as we started in a large open room with two skeleton mages, a Dread and a Banshee, along with some skeleton fighters, all of which were pretty evenly spread about the room, and in every direction. There was no way for me to save the petty thief. The Tol Falas Seer apparently died due to a blast trap, but I don't remember it as that. I remember it as 2 Storm Wyrms breathing simultaneously while Storm Drakes summoned hatchlings.
Those of you that really pay attention to equipment in dumps will probably see this:
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Main armor
g) Behemoth Hide (4 def, 6 armor)
Type: armor / light
When wielded/worn:
Armor 6, Defense 4, Ranged Defense 8
Fatigue 10%
Increases stats: 2 Strength,2 Constitution.
Increases maximum encumberance: 20.
Increases knockback immunity: 10%.
Regenerates 5.00 hitpoints each turn.
Regenerates 5.00 stamina each turn.
Maximum life 50
Maximum stamina 50
Dropped by bandit
I ended up buying the Warmaster Ring after doing the Old Forest, and I was just 100 gold shy of also buying Ulmo in the same s hopping trip. Other than that, the other artifacts are boss drops. I've also picked up and sold the Staff of Destruction, Silent Blade, Star, and something else that I can't remember. I've also picked up FIVE [5] 1-handed mithril weapons, and not a SINGLE one has any egos. I actually hauled away from the Old Forest a mithril longsword, and carried it on me until I believe level 19 when I could actually wear it. I have also, a first time drop, have a feanorian lamp, and it's a solid double ego'd lamp too! With it, Ringil, and Frost Treads I have a light radius of 7! Screw Illuminate, as long as I'm not in ridiculous magical darkness, I can see way farther than most threats are real threats [speaking rooms/enclosed areas only]. Does Heightened Senses go out that far?
I've gotten close to 1.000 gold a couple of times, but I always end up buying a complete crap load of acid/fire proof stuff, along with loads of healing/phase door/teleportation/identify/speed/magic mapping scrolls/potions; usually resulting in upwards of 350+ gold purchases. If you are looking for money and can't take on dragons yet, hit The Maze. With all the thieves there dropping double gold drops and ego'd daggers/leathers, you'll EASILY walk out with near 200 gold after shopping. If you can take on dragons add infinite, then Carn Dum is where you want to go (or Tempests Peak, depending on the resists you have). Dig a nice little area out if you need to, and let the drakes/wyrms summon like mad, and you kill off the hatchlings. I ended up [non-purposely] killing 211 storm drake hatchlings, 5 storm drakes, and 3 storm wyrms at Tempest Peak, and on two separate tiles picked up over 100 gold each. I believe I walked out with 800 gold after completing the storming city quest...
Now, onto level ups. I focused on raising Shield Pummel after dumping the initial points in the various talents as they opened, with Shield Wall taking priority one until it was tlvl4, then having Shield Expertise get all the points, followed by Spell Shield. After finishing off Spell Shield/Expertise, I added the final point into SW, then Shield Pummel. From there, I maxed out Fast Metabolism (with the armor above, and a maxed Metabolism, I'm recovering a nice amount of hp a turn; even without the armor, the new values are worth it now). Most of my combat involves going Assault, Pummel, Overpower, then doing normal assaults waiting for the talents to recover. Even with only 1 talent in Reposte (I believe it was 9%) it seemed to trigger often, but now with 2 it's at 20% and triggering way more often than that it seems. I love Reposte. With being a Dwarf, having Shield Wall up all the time (which I think is granting 25 armor/def now), and maxed out Shield Expertise and Spell Shield, along with both high strength and constitution, my saves and armor/def are naturally very high. When I trigger up the racial talent, nothing other than OOD [SOME] and bosses are able to deal more than about 30 damage a turn on me, unless it's a big spell. I do wish that it was a bit more apparent that the saves did stuff though, because with stun/knockback/blindness immunity, I'm auto saved against most status effects, but I'm always burning from flame, and poisoned from vine whip traps. I'm also always diseased from Dollegs (I think those are the deamons that disease). If the saves need to be in the hundreds to really have an effect, then I think the requirement should be dropped a bit more, as even at level 30 I'm not really that close to those kinds of numbers. Before Ringil and using a vanilla mithril mace I was dealing about 130 a normal blow, and 180 on a crit, unless it was from Assault, in which case the numbers were more like 180 and 250-390. Now, with Ringil, a normal blow is 220 or so, with crits being 380 and Assault crits being almost 500.
I'm still looking for a good set of gloves, though there's not many artifactual ones, nor are any of the egos for gloves particularly strong/interesting, so I'll probably be stuck with what I have now. The same applies to the cloak. Though I believe there are more cloak artifacts than gloves, I don't know of any that would be particularly interesting for this character. So, I believe probably something like a plush elvin-silk robe of Lonely Mountain would be best. I was tempted to purchase mithril boots of speed (20%) in place of the frosty threads, but I think I would really miss the cold res ('ello vor! :evil: ), and the 1 light radius. Do you think an extra 20% movement only speed increase would be far superior?
This is my 3rd fighter in Moria, and 6th character there overall. This one is looking very very promising, what with having no real issues except for storm dragons at tempests peek and the ambush . Wish me luck!
FM