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Started off with the SMC, if only to spawn critters at a low level for dealing with later, found the water proof blanket and located the 
down stairway before scarpering back through the village to descend into the druid's dungeon.

Didn't do much exploring there, just found stairs down and hit the bottom level to generate the dark druid at a relative safe power 
level. Then up and across to the puppy dog cave.

I think the character was about level 8 by now. Found a neutral altar on the first level, which was very nice for a neutral druid, so 
checked status of equipment that I had picked up and switched round a couple of items in the inventory before descending to try and 
find the lost mutt. The non-aggressive nature of animals when confronted with a druid is very nice, and makes the puppy cave a lot 
easier, as long as your hands don't get too tired of going ':s' every few moves. Two levels on the puppy cave had herb gardens in them 
which, combined with the altar was another very nice start. It appears to me that druids encounter larger amounts of herb squares on a 
level which supports them, this means that with selective harvesting it is quite possible to get a lot of good stuff. I looked at my 
alignment, and realised that being a druid I would be neutral, and so didn't have to worry overly much about a hostile stone giant lord 
being generated in the HMV, and so I held off on rescuing the puppy - the alignment bonus wasn't needed as much with a druid as 
other orcs. So I harvested herbs as the non-hostile ants chewed their way through the walls, and then checked their B/U/C status on 
the altar at the top of the cave. I ended up with quite a stock of marelion, morgia, stomafilia and spenceweed.

 I decided to try for a pre-crowning with the stomafilia herbs. Unfortunately I messed up and got crowned neutral at level 9 because I 
failed to notice that I was aligned N=, bang goes the chance of a couple of free artifact gifts. Anyhow, I checked what I had received 
and found it to be "Natures Companion", this, giving +15 speed along with the immunity to fire I had just been granted made me 
smile. I could have probably hung about and got a post-crowning if I had been patient, but I decided to dive down to the bottom of 
the puppy cave and get the corpse. Nothing fancy down there: a vault of gnolls and hyenas.

 I went back to the village and gave the corpse to the girl and then headed down to the outlaw village to see if they had any scrolls of 
identify (which I still hadnb't ID'd) in the shop - no luck there, but I picked up pick-pocketing from the thieves guild and then headed 
for the SMC. Knowing where the down stairway is and having monsters still about that were generated from when I was level 1, 
along with the non-hostile animals made getting down into the UD very easy. Down through the levels picking up a few odds and 
ends here and there, encountering another altar - lawful this time - which I was scared to try and convert in case I fell from grace with 
my god and finding another level with herbs.

 Up into the HMV, and I finally found ID'd a scroll of identity in the shop there. I had several in my inventory, so I blessed them and 
read one, dumped my surplus gear and switched from a standard spear to a swift spear (+6 speed). The bonuses from equipment now 
gave me (+21 speed) which was very nice, and I had built up DX, TO & WI with morgias and marelions. I started the old starving 
and sickness trick to try and push them beyond 25. Left the HMV and headed for the COC.

 At some point before Dwaftown I found worn boots - yay! Blessed them and equipped them. Next chance I got I picked up Long 
Stride talent and started really moving (I was eventually to find 5 pairs of Worn Boots). Hit dwarftown and checked out the shop (in 
dread of mimics which I really do not like due to losing to many promising characters to them when I get over confident and try to 
melee them without taking into account their paralysation ability), nothing fancy there. Got first quest from the elder: kill a hell 
hound. Should be easy enough: headed back to the big room and circulated around the squares of herbs, waiting for one to show. It 
was at the point where I had 300 blessed spenceweeds that I started getting impatient for a hell hound. I decided to check out the 
levels below Dwarftown, no luck there either, but it was an entertaining change ot be confronting some more challenging monsters. 
At this point I messed up and entered the Animated Forest, before being given the second quest - ah well. Still no hell hound. Headed 
back to the big room and tried again for a while, but the generation of non hostile animals had done quite a good job of pacifying it. 
Gave up and decided to try the puppy cave. Found one there pretty easily. Headed back to Dwarftown and got the second quest: kill a 
goblin or something common - I can't quite recall what. Dispatched that one pretty quickly.

 I decided that the time had come to try and get through DH in order to reach the levels below and rack up some experience. 
Equipped my cloak of invisibility and used a blessed crystal of knowledge to discover that the down staircase was in the room next 
door. Headed down, no scrolls of magic mapping, so I zapped a wand of monster detection to get a vague idea of the layout of the 
place and started exploring the safer looking areas. A few tense spots there as I thought I had got trapped in a corridor, but I was able 
to wait it out and made my way through. Explored the levels down to Khelevaster and took out the chaos beasties surrounding him 
with thrown rocks - this was the point that I realised that thrown rocks can actually be a quite effective weapon, as long as you have 
enough speed and space to back away from oncoming critters. Almost killed Khelevaster myself with a rock that I mis-aimed, but 
thankfully not. I didn't have an AoLs or any source of wishes (nor was I ever to get either).

 I decided to complete the rest of the dwarvish quests. A cat was generated in the arena, but thankfully I was able to use Etherel 
Bridge (teleportation) on it and win the fight my default. The ogre cave was a doddle as I had a ring of see invisible. Killed ogres, 
tried starvation adn sickness before eating them to boost strength, but no joy. Took out ogre lord with thrown rocks. Back upstairs and 
I noticed it was time to hit the pyramid as I was just approaching level 16 ( I thought it closed at level 16, not 17). Lost a couple of 
nice pieces of equipment to an acid trap which annoyed me but I kept going. The ancient mummy's inner sanctum again turned out to 
be relatively easy. Bunring Hands took care of the mummy's, thrown rocks took out the jackal demons and there wasn't anything 
ultra-nasty generated up there. Grabbed the artifacts, headed back down, picked up the various tools and then headed off to try my 
luck at the portal quest. Threw an awful lot of rocks at the Wights, Wraiths, Zombies and Skeletons on the top level and then 
descended into the crypt. I tired to take out Bloodaxe with thrown rocks and scurgari, but had to beat a retreat back up a level when 
he caught up with me and started knocking chunks out of my flesh. Read a couple of spellbooks as I waited for PP to regenerate, 
healed myself with spenceweeds and then decided to try beserk tactics whiulst throwing stones at Griff. He went down pretty quickly 
after that. Pushed on through into the open space and a combination of burning hands and dispel undead soon got the necromancer 
and his evil minions whittled down to size. Grabbed the gauntlets in preparation for the ToEF, but decided not to bother with the 
Sword of Nonnak, as I had started to get quite handy with the swift spear and was getting a nice DV bonus from it. Checked 
inventory, realised I had several fireproof blankets and a ring of ice and decided to hit the tower. Headed back to dwaftown, talked to 
the elder, and stashed some stuff in the ogre caves. I dread the ToEF. I really do not like the ACW, and he does not appear to like me 

Hit the ToEF and didn't have any maor problems until the top level. The red ragons on the way up suffered terribly from a couple of 
Nether Bolts. I tunneled through to the Temple of Fire and cleared out one of the antechambers with thrown items and frost bolts. I 
thought that I would be fast enough to run in towards the ACW and get right next to him, cast Freezing Fury and retreat before he 
could hit me. I gave it a try. I only had a few castings of Freezing Fury and so hadn't built up the effectivity. I don't think the first one 
penetrated the ACW's defenses. Then he critical hit me and nearly killed me, this on top of a corrupting attack. Not happy. I ran away 
and was brought down in HP even further by the ACW's bolt attacks. I ran back down to the lower level and healed myself with some 
of the 300 blessed spenceweeds I was carrying. I read a couple of spellbooks while I waited for my power points to return to their full 
compliment and decided to give the ACW another try. I went back up and discovered that he had been created with a speed of 120-
something. I cut my losses and considered myself lucky not to have been killed.

I then found myself in that weird position where I had no AoLs to give to the dying sage, and didn't think I was tough enough to take 
out the ACW. I headed for the ID, not to scum it, but just to build up experience. I got down to about level 30 and took out a room 
full of molochs with thrown rocks and scurgari. Two hulking armours had been generated. Nice. I equipped one and started using 
moss of marelion to boost my DX beyond 25. I had to dump the armour before I reached the surface again.

I took out the steel golems in Darkforge with thrown projectiles, which I was starting to get reasonably handy with. There was 
nothing amazing in any of the armouries. I still didn't fancy my chances with the ACW so I decided that I would just go and chat to 
Khelevaster anyhow and see how far I could get before I needed the Fire Orb. 

A quick diversion took me far to the NW and gave me the Ring Of The High Kings without any serious problems. I dumped my 
unequipped items in the winding corridor, then cast Nether Bolt to freeze the pirahna pool, ran across, opened door, ran away, picked 
up stuff and then returned to lay out the Skeletal King cold with rocks and scurgari.

'C'hatted to Khelevaster, got the goodies and worked my way down till my path was blocked by a wall of flames. Went back up and 
took out the Water Temple with stones and scurgari. No real excitement there. A matter of throwing and retreating, throwing and 

Time had come for the assault on the ToEF. Repeated my earlier tactic of running up close to the ACW and casting Freezing Fury. 
This time it actually hurt the critter. Retreated a square, followed by the ACW and cast the spell again. Critically wounded the ACW. 
I got excitied as I now believed Iw as going to be able to get the guy who normally ruins all mt plans. One more casting and he was 
toast (or frozen food, as the case may be). Grabbed the orb and left most of the fire elementals, demons and grues to live out the rest 
of their pathetic little lives without me.

Once I had got the fire orb the game picked up momentum. Except for one return up through the levels at one point, the rest was just 
a matter of taking out the temples, grabbing the orbs and moving on down. 

The worst thing that happened in the Air Temple was when I triggered an acid trap and lost some nice potions and scrolls. The 
demons and elementals were lured away from their companions and pelted with rocks until they dissipated. The Elemental guardian 
met the same fate.

Earth Temple was kind of scary as I had to deal with ghost lords and their aging attacks, which are not kind to orcs, but I just kept 
pelting things with lumps of masonry and they fell down dead. I had to lure a couple of Earth Elementals off the level when I ran out 
of space to carry out fighting retreats, but eventually even the Earth Guardian succumbed to thrown rocks.

I discovered three greater vaults before the mana temple. I zapped wands of monster detection and identified one as full of giants, the 
other full of undead. I took mind of the cautions that have appeared in the newsgroup about Emperor Liches and let the undead play 
with their bones in peace. The thought of artifacts was tempting, but there was nothing I felt I needed at that point. A tougher spear 
than the one I was carrying at the time (swift spear, initially (+0, 1d8), enchanted up to (+7, 1d8+4)) would have been nice, but I 
resisted the temptation. I took out the giants in their greater vault with stones and scurgari and received the Ring of Immunity and 

The Mana Temple was where my heart started beating faster. I threw rocks in and took out most of the magebane eyes, which gave 
my PP a chance to regenerate, and then started retreating whilst throwing rocks at them. This was a slow process, and often I would 
have to retreat about 4 or 5 squares back round the top of the passageway to keep a distance between me and hostiles. Interesting side 
effect of throwing lots of missiles at creatures: lots of the missiles survive and end up lying on the ground. Quite often these attractive 
rocks (0, 1d4) prove fascinating to chaos creatures and they stop to pick them up, this gives you another chance to throw stuff at them 
and retreat while they are otherwise engaged. Nice. Every time I dispatched a nasty I would approach the door to the Mana Temple, 
picking up my ammo as I went, and look into the main body of the Temple. The chaos wizards were my prime targets, so as to 
prevent them gating in more nasties, eventually I whittled them down, and I think only one ever summoned anything. It was time to 
face the master summoner as he had moved into my Farsight boosted field of vision. It would not be exaggerating to say that I was 
starting to sweat with tension at this point. I threw rocks at him. He got hurt and healed himself. I moved away and repeated the 
exercise. Eventually he moved from slightly injured down to the next stage. Yay! I was hurting him just slightly faster than he was 
healing himself. The tricky devil cast darkness as he moved out into the hallway, but I counteracted his powerful and eldritch magics 
by lighting a torch - HA! I kept throwing stuff at him, and he slowly moved down through the levels of hurt as he approached me. 
Finally a pebble went 'plunk!' and he was out cold. I couldn't believe that i had actually go this far. I collected the orb, then took out 
the rest of his minions in a way that you can probably guess by now and picked up any other booty that was lying around. Nice - a 
blessed adamantium spear of devastation (+1, 5d8+15), finally I had found something which would make me foresake the swift spear 
that had seen me from somewhere around the puppy cave.

I got a bit lost after the Mana Temple, but finally found the correct down staircase and made my way to D:47. Time to decide whether 
I wanted to go and get killed on D:50 or rack up some more experience by taking out greater vaults of undead. I was level 30 or 31 at 
this point. After some consideration I decided to get killed on D:50. First I checked my equipment to make sure I had everything I 
wanted and discovered that I had cached the Orb of Water somewhere, so I had to go and get it. I could not remember where I had left 
it, but I knew it was in one of the storerooms I had dug.

My storerooms: when I ended up with too much good stuff to carry I would equip a pickaxe and dig out a two square passage way in 
a wall, then I would walk in, zap a wand of door creation behind me and dump anything I didn't immediately want access to, then I 
would walk out and lock the door. In retrospect I really should have zapped a wand of monster creation on top of my pile of loot, so 
as to create a critter that couldn't pick up anything, and then locked them in with the stuff. This would have avoided any teleporting 
creatures from finding my stuff, but in the end this wasn't a problem.

Fig 1: What I did:

Fig 2: What I should have done for added safety:

This meant that although I did not know the exact location of the water orb, I at least knew what to look for. I searched out a hidey 
hole and found it about ten levels up. On the way down I swapped from the swift spear for the spear of devestation as killing minor 
wandering monsters through melee was starting to slow me down. They weren't hurting me, but they were taking too many hits to 

I now stood on D:48. I had four corruptions, but nothing nasty: something like very thin, anntenna, attuned to astral plane, horns. I 
had used two scrolls already to get rid of other corruptions which I didn't like at the time. I decided that to save myself from further 
taint I would use the wands of door creation/monster creation tactic on D:50. I also wasn't confident about taking on balors at my 
lowish level. I charged up wands of door creation, digging and monster creation with blessed potions of booze and started placing 
orbs in the appropriate places. It was here that I encountered a titan. Yuck. I have lost a very promising charcter to a titan before, and 
I wasn't overly confident, but I thought I should at least try and see if I was ready for D:50 by going head to head with the titan. I got 
hurt. I got hurt pretty bad and had to teleport away to apply spenceweeds, but when I returned I was able to cut the titan down to size 
with thrown rocks. 

I placed the orbs in their receptacles and stood at the top of the down staircase. It was at this point that I decided I should have cast 
Earthquake on the level above to give me some nice large piles of identical rocks. I checked through what I had and didn't know if it 
was going to be enough. I dumped the less impressive (+0, 1d4-5) rocks that I had with me and hit the stairwell.

Ice. I threw Sis to propel myself, as I didn't want to waste rocks. Then I zapped a wand of digging to make my destination more 
accessible and remembered to try for a uselessness gift. I received the crown of leadership and equipped it. I picked up the mana 
battery here.

I hit D:50 and read a blessed map of magic mapping. Eeek! Deserted shop alert! Deserted shop alert! I hate mimics. Thankfully they 
were at the far right of the map and so I didn't need to confront them. I made my way up to the top of the map and started to make a 
passageway across to the left with my wand of digging. Oops. Hadn't paid attention to that last corruption - drained it and wrenched a 
final charge from it. If I had been metagaming I would have drained all the less useful wands at this point, but I just read a scroll of 
chaos resistance and cured the problem. I had a couple of other wands of digging and so was able to continue with my plan. Ghost 
Lords started checking me out, but they fell after about three or four rocks each. I breached the top small room and started working on 
the chaos nasties inside. One of them dropped Long Sting, which was nice, seeing as I had pole arms at level 12 and nothing 
worthwhile in any other melee weapons. The chaos nasties would take about 20 or 30 rocks each, but they never got close enough to 
hurt me except for one time when I decided to whack a critically injured one with Long Sting. I switched from spear of devestation 
and shield to use the glaive and see how well it worked. As reward for changing battle plans I suffered a  good deal of damage and 
some corruption. I retreated and threw rocks. I was interrupted by a balor teleporting in behind me and then away - he had been made 
afraid by the unholy aura I had just picked up. Not good. I decided to zap a wand of monster detection and hunt him down before he 
decided to get in behind me when I least wanted him there. He fell to thrown rocks, eventually. I had now cleared out the top room. I 
went over to the lever and zapped a wand of door creation to seal it in, but didn't pull the lever yet. 

I then repeated the actions with the smaller room at the bottom left. This was a lot faster as I had gained a level or two by now and 
had reached level 13 with thrown rocks. At some point here I started exhaling sulphur, looking somewhat apish and healing faster. I 
created doors around the levers, careful not to stand next to the secret door into the central chamber, locked two of them , pulled the 
lever and then zapped a wand of monster creation. A hell hound. That w s good enough. I locked him in and teleported up to the other 
lever. I knew that I had the ability to summon animal companions now and was tempted to try that, knowing that I could tell one of 
them to wait on the lever and then lock it in, but decided to continue with the wand of monster creation. Handled the lever and then 
created a worm. Locked the door and teleported to the upstaircase and left D:50. 

I couldn't believe I had done it, I ascended through the Caverns of Chaos with a nagging doubt that somehow I had failed, that a balor 
had somehow reopened the gate. I hit the surface and decided it was time to lose my corruptions. I went to see Guth'Alak again, 
hoping that he would confirm that i had shut the gate, but instead he just gave me the unicorn speech. I found the glade and then 
dispatched the balck unicorn. Headed back to see the greater white unicorn and was cleansed. 

I left the chain and became king of the orcs. 

No wishes were gained. No pools were drunk. No AoLs were identified.

First victory (not counting a save scummed one when I first discovered the game last summer). First character to make it to the air 
temple. First character to complete the kitty quest.

Lurch         St:33  Le:30  Wi:33  Dx:54  To:44  Ch:36  Ap:13  Ma:17  Pe:30 N=
DV/PV: 56/43   H: 523(523)    P: 266(266)    Exp: 35/7511493    DrCh  Sp: 158
/ Not overly buff, but sufficient to get the job done quietly and efficiently. I think I gained the last level when I completed the unicorn 
quest after shutting the gate. I was level 31 or 32 when I descended to D: 50. DX is 38 without the Ring of The Master Cat. I 
managed to squeeze a few more points than normal out of moss of marelion through use of hulking armour.

                            Background Information

Name: Lurch               Race: male Orc            Class: Druid
Eye color: black          Hair color: black         Complexion: gray
Height: 5'11"             Weight: 198 pounds
Age: 15 (young)
Star sign: Falcon         Birthday: 26/Falcon (day 236 of the year)

        Your parents are travelling adventurers. Both are competent,
 talented and doing very well.
        As a child you had to survive pretty harsh times since your parents
 seemed to have run out of luck. Their wealth was ever-declining and times
 were very hard.
        As a youth you spent a lot of time in the wilds exploring woods and
 generally enjoying your freedom. You had a lot of fun and learned to value
 the treasures of nature.
        As a young adult you spent a lot of time searching for a deeper
 meaning and purpose in your life. You pondered and pondered but nothing
 truly sparked your interest. Finally, after many many hours, you made a
        You decided to become a Druid.

/ Orcish Druid. I like orcs, if only for the find weakness skill and the fact that, unlike trolls they do actually move up through the 
levels. I haven't been able to discover any other victory posts for orcish druids through the google groups search function. Druids 
seem to be generally misliked in this game. Despite the almost completely useless level powers that druids gain as they get 
experience, the non-hostility shown to them by animals which are not generated in tension rooms or summoned is very nice, once you 
get used to using the ":s" command a lot. The amount of spiders and jackals that they need to fight is cut down considerably and so 
the uber-jackal effect is less visible. Having said that I did start to notice that giant spiders were starting to get, not challenging, but 
resilient to attacks after having killed only 69 of them.

Total weight: 9954 stones                Carrying capacity: 15571 stones

He: blessed crown of leadership [+2, +7] {Ch+18}                      [65s]
/ gift from the gods on D: 49 for the potion of uselessness. I decided that the time had come to swap over from the blessed hat (+1, 
+1) [+4, +1] that I had been wearing somewhere around the Water Temple.   
Ne: uncursed necklace of the eye                                       [3s]
/ for extra vision range ofr long-distance rock throwing

Bo: blessed fine leather armor (named) (+2, +0) [+2, +8] (+15 spd)   [120s]
/ crowning gift. Yay! The PV/DV bonuses aren't amazing, but with other speed boosting items and long stride and worn boots I 
tended to avoid standing next to the more threatening evil critters when they were trying to hit me. That old ADOM two step/three 
step thang.

Gi: blessed girdle of carrying [+0, +0]                               [15s]
/ First one I found. Cursed at one point by an Annis hag, which left me overburdened!, but I had the holy water to cure that problem. 
Towards the end of the game I was balancing out strength losses from corruptions with the carrying talents.

Cl: uncursed cloak of protection [+0, +6]                             [20s]
/ Found several of these, three [+0, +6], one [+0, +5], a couple of [+0,+4]. Nice.

RH: uncursed glaive (named) (+4, 7d3) [+4, +0] {Pe+6} (+6 spd)       [100s]
/ random drop on D:50. Switched over to it from the spear of devestation and shield combo, purely for the speed boost. I think I 
actually meleed the critters on D:50 for only a handfull of turns. The rest were taken out with a big pile of rocks, a couple of scurgari 
and some throwing clubs.

LH: -

RR: uncursed ring of teleport control                                  [1s]
/ This is still equipped from before I had my corruptions cured by that jolly nice white chap with the horn. Attunement to the astral 
plane only showed up very late in the game, by which point I had a ring and necklace of teleport control. Never got the intrinsic.

LR: uncursed ring of the master cat [+0, +5] {Dx+16} (+16 spd)         [1s]
/ Yay! Yay! Yay!

Br: blessed bracers of resistance [+0, +0]                            [10s]
/ Picked them up very early in the game - possibly in the puppy cave during initial exploration. The only other interesting bracers I 
found were bracers of toughness, but I was planning on not getting hit, rather than absorbing damage, and i had ludicrous stocks of 
blessed spenceweeds after the puppy cave, so I never felt the need to change them.  

Ga: uncursed white leather gauntlets [+0, +3]                         [10s]
/ I think I must have equipped these in error thinking that they were the (+0, +1) [+3, +3] ones down below.

Bo: blessed seven league boots (+1, +1) [+1, -1]                      [30s]
/ Yay! I forget where I found these, possibly in the ID whilst building up the character for a second attempt on the ToEF. By the end 
of the game I had three or four other pairs stashed in the Caverns of Chaos

MW: -

Mi: heap of 6 uncursed rocks (+0, 1d4+2)                              [30s]
/ I like rocks.  In combination with the earthquake spell you can quite easily end up with several stacks of 60 or so identical rocks. 
This means less tedious reloading during moments of tension. Bizarrely enough I found that some rocks I was carrying about were 
(+0, 1d4-5)

Tl: uncursed pick axe of slaughtering (+1, 2d8+1)                     [75s]


Total weight: 9474 stones   Carrying capacity: 15571 stones

Helmets ('[')
   blessed hat (+1, +1) [+4, +1]                                       [4s]
/That is one pretty good hat. No, that is a damn good hat. Not only does it make it easier for you to hit things both in melee and at a 
distance, it also makes you a considerable amount harder to hit _and_ it protects the head as well as most mithril helmets. These 
milliners certainly know a thing or two about their job. Worn for most of the game after an adamantine helmet was destroyed by an 
acid trap in the pyramid.

Shields ('[')
   uncursed tower adamantium shield (-2) [+14, +2]                   [108s]

Gauntlets ('[')
   uncursed thick gauntlets (-1, -2) [+3, +1]                         [15s]
/ The RNG was practically throwing these at me during this game. I had another pair here which were snipped, and others in caches.
   uncursed gauntlets (+0, +1) [+3, +3]                               [10s]
/ Should have worn these . My mistake. 
Cloaks ('[')
   uncursed hooded cloak [+1, +0]                                     [40s]
/Always changed into this befoe swimming to protect equipped rustables items.
   uncursed cloak of invisibility (-1, +0) [+1, +3]                   [30s]
/ Found two of these during the game. Very nice item to have for reaching the UD and passing through Dwarven Halls. Didn't use it 
for anything else.

Girdles ('[')
   heap of 3 uncursed girdles of carrying [+0, +0]                    [45s]
/spares. I also had other spares salted around the lower levels of the Caverns of Chaos.

Boots ('[')
   uncursed boots of speed [+2, +0] (+8 spd)                          [20s]
/ Possibly these might have been better at certain stages than the seven league boots, but figuring out the calculation for speed and 
movement was not my prime concern. I wasn't suffering too much after ToEF anyhow.
   uncursed eternium boots [+0, +5]                                   [55s]

Necklaces (''')
 -lots of stuff censored here -   
   uncursed amulet of speed (+3 spd)                                   [3s]
/ used every now and again for a bit of extra oomph.

Bracers (',')
-snip. snip. snip.
   blessed bracers of toughness [+0, +0] {To+4}                       [10s]
/ Gift from Guth'Alak for completion of dark druid quest.

One-handed weapons ('(')
- a  couple of things snipped, but nothing fancy-
   blessed swift spear (+7, 1d8+4)                                    [50s]
/Main weapon throughout the game. Initially (+0, 1d8) but judicious use of scrolls made it turn out quite serviceable. Found before I 
reached level ten, used up until the Mana Temple, despite the temptation of switching to the spear of mayhem that I had found.
   heap of 2 uncursed phase daggers (+0, 1d4)                         [10s]
/One dropped in Mana Temple, the other the level below. Never used them.
   uncursed mithril spear of mayhem (+1, 3d8+9)                       [40s]
   blessed adamantium spear of devastation (+1, 5d8+15)               [36s]
/Very nice.I think I found three or four foos of devestation during the game. This was a Mana Temple drop. I switched over to it for 
the last couple of levels of the Caverns of Chaos when I started thinking that the speed boost from the swift spear was being negated 
by the amount of attacks it took to take down a minor wandering monster.

   uncursed mithril spear (+4, 1d8+4)                                 [40s]
   uncursed yellow adamantium warhammer (+0, 2d3+7)                   [43s]
   uncursed scourge (-1, 1d3+3)                                       [25s]

Missile weapons ('}')
-nothing fancy. I gave up on picking them up when I realised that it wasn't worth going back to using weapons I had no skill in just so 
that I could use arrows of dragon slaying or the like.

Missiles ('*')
- lots and lots and lots of rocks of various shapes and colour snipped out of this list-
   uncursed drakish scurgar of death (+12, 6d8+6)                     [10s]
   uncursed drakish scurgar of death (+15, 6d8+6)                     [10s]
/ nice, but not as nice as:
   bundle of 6 uncursed drakish scurgari of returning (+2, 2d6+4)     [60s]
/Yay! Reasonable damage and they cut down on a lot of the tedious reloading that used to put me off missiles. These took me up to 
level 11 in Scurgari and boomerangs.
- Had quite a fine collection of arrows and quarrels stashed all over the place but didn't use any of them after the first ten experience 

Tools (']')
- nothing you haven't seen before. A surfeit of climbing sets appeared in this game.

Rings ('=')
-lots of standard rings snipped out of here-
   heap of 3 blessed rings of ice                                      [3s]
   uncursed ring of ice                                                [1s]
/ I got excited when I found one of these in the early levels of the Caverns of Chaos, and then realised that I had already found one 
without noticing.
 blessed ring of slaying (+6 melee damage, +6 missile damage)        [1s]
/ Yay!
uncursed ring of slaying (+9 melee damage, +6 missile damage)       [1s]
/ Yay! An even better one.
   uncursed ring of minor elemental mastery [+0, +0]                   [1s]
/ Gift from Guth'Alak for completion of dark druid quest.
   uncursed ring of immunity                                           [1s]
/ Greater vault of giants on D: 39. Nice but never used.
   heap of 3 uncursed rings of searching                               [3s]
/ normally these are about the first ring I find, this or a ring of fire resistance. I found the first one in this game down about the Air 
   uncursed ring of speed [+0, +3] (+5 spd)                            [1s]
/ Sometimes used for that extra little edge.

Wands ('\')
- 80 wands. There is nothing to see here. Move along. Accidently drained one of the wands of digging that I had charged up in 
preparation for D: 50 when I forgot that I had just picked up the mana battery corruption. 

Potions ('!')
-much snippage of a standard crop of potions. Planty of boost foo potions, which I never seem to get around to using in any game. I 
think I may have had about 5 or 6 PoGA through the whole game.
   uncursed potion of youth                                            [4s]
   uncursed potion of longevity                                        [4s]
/ Very nice having these before they are needed. I drank another potion of youth during the mid-to-end of the game to deal with 6 
years of unnatural aging which had left me middle-aged at the ripe old vintage of 21. (This is four years before that listed in the 
   heap of 3 potions of unholy water                                  [12s]
/ Kept unholy on purpose. Just in case.

Scrolls ('?')
-much snippage of the standard load out-
   uncursed scroll of familiar summoning                               [2s]
   blessed scroll of familiar summoning                                [2s]
/ I was vaguely tempted to try using these down on D: 50, but was kind of worried in case I just called up something I couldn't put 
down. Do they work normally down there?
   heap of 2 uncursed scrolls of danger                                [4s]
/ I am willing to sell these to anyone attempting an ultra-ending. Payment details are at the bottom of the post. I even encountered a 
friendly giant boar in the wilderness at one point. Is the delivery of a giant boar skull still inside a giant boar satsifactory to the 
   heap of 10 uncursed scrolls of identify                            [20s]
   heap of 8 blessed scrolls of identify                              [16s]
 / Fairly nice stock of these left over.

Books ('"')
-nothing exciting-
/ Found one ball spell book the whole game: freezing fury. Found one Lordly Might spellbook. I really wanted more of these ones. I 
got very excited when I sat down to read an unID'd mangled tome and almost starved to death. Investigaton of the lengths one must 
go to to cast Divine Intervention soon calmed me down. Dumped it in one of my caches.

Food ('%')
- some generic food and a goodly stock of herbs and spices (about 30-100 of each herb in each B/U/C status): someone please explain 
to me what use burb roots have...
   heap of 190 uncursed spenseweeds                                  [380s]
/ Nice.
  heap of 227 blessed spenseweeds                                   [454s]
/ Nicer. Was up beyond 300 before I reached Dwarftown.
   heap of 3 uncursed lumps of bee wax                                [15s]
/ I was worried when I realised I had reached the Banshee level without any bees wax. There was the guaranteed bee hive a level or so 
up, but as a druid they were non-hostile. I was worried that my alignment would be adversely affected if I had to either anger and then 
fight or backstab each one individually. In the end I attacked one bee and the rest turned hostile without changing my alignment. 
   heap of 3 uncursed herb seeds                                       [6s]
/ I had another handful of these that got destroyed. Saving them up for a rainy day which never came.
   heap of 18 blessed stomafillia herbs                               [36s]
/ I never really exploited the gardening skill and food shortage was always a bit of a problem. Never faced with starvation as a direct 
threat, but I harvested very few of these compared to morgia, marelion and spenceweeds. Uncursed ones are better as they don't bloat 
you so much, but these are fantastic for gaining divine favour.

                                Weapon Skills
/everything else snipped as the only experience marks I had in them came from training with the retired gladiator.

Melee weapon           Lvl   Hit   Dam   DV   Level          Required marks
---------------------  ---   ---   ---   --   -------------  --------------
Unarmed fighting         3    +2    +1   +0   basic                97
/ These came when a spear that I was wielding was destroyed without my noticing. I did start thinking that all the monsters had 
suddenly got tough, but it took me a while before I caught on. Happened early in the game.
Pole arms               12   +14    +8  +16   Mastery              1192
/ Swift spear for most of the game, then spear of devestation for passage from Mana Temple to D:50, then the artifact glaive on D:50 
and in the Unicorn glade.
Staves                   4    +4    +1   +5   skilled              157

Missile weapon         Lvl   Hit   Dam   Ra   Level          Required marks
---------------------  ---   ---   ---   --   -------------  --------------
Bows                     5   +10    +7   +1   skilled              112
/ Used in the very early part of the game, probably stopped using them about level 10.
Thrown daggers           1    +2    +1   +0   basic                15
/ A couple of these ended up in the inventory and got equipped by mistake
Thrown rocks & clubs    13   +26   +19   +4   Mastery              1383
/ Damn. I should have stuck around just that little bit longer - gone and chucked pebbles at gremlins to get to Grandmastery. Rocks 
Thrown spears            0    +0    +0   +0   unskilled            10
Boomerangs & scurgari   11   +22   +16   +3   Mastery              847
/ Mostly from the scurgari of returning.

Shields                Lvl   DV               Level          Required marks
---------------------  ---   ---              -------------  --------------
Shields                  8   +16              excellent            583

Damage caused with your melee weapons:
Right hand: +72 bonus to hit, 7d3+20 damage

Damage caused with your missile weapons:
Ammunition: 6, base range: 12, +72 bonus to hit, 1d4+51 damage
/considerably better when beserk with tactics skill at 100. I spent most of the late game combats throwing rocks whilst beserk.


  Backstabbing .............100    (superb)       [+3d4]
/ Never used.
  Climbing .................100    (superb)       [+1d5]
  Concentration ............100    (superb)       [+1d3]
  Courage ..................100    (superb)       [+1d3]
  Find weakness ............100    (superb)       [+1d3]
/ Possibly the finest achievement of the orcish civilization. Once it gets to high levels even a rock (+0, 1d4-5) can be a fearsome 
weapon to strike terror into the hearts of the enemy. 
 First aid ................ 87    (great)        [+1d3]
/ Never used. I had ample supplies of blessed spenceweeds after the puppy cave, and it seemed to make more sense to use it.
  Gardening ................ 95    (superb)       [+1d5]
/ Never used. I had a small pile of herb seeds that I was saving up for a rainy day, but they got wiped out in and acid trap. I suspect 
that either high gardening skill, or just being a druid, generates more herb squares on a level than might otherwise exist. (That isn't 
very clear: my other characters might find 8 or 12 squares of herbs on entering a level where they are present, whereas this character 
would discover about twice that many - often in large clusters which needed to be tended to quickly before they all died out.)
  Haggling ................. 51    (good)         [+1d3]
/ Never used.
  Healing ..................100    (superb)       [+1d5]
  Herbalism ................100    (superb)       [+2d4]
  Listening ................100    (superb)       [+1d5]
  Literacy .................100    (superb)       [+1d5]
  Metallurgy ............... 57    (good)         [+1d5]
/ Never used. 
  Mining ...................100    (superb)       [+1d3]
  Pick pockets ............. 41    (fair)         [+1d3]
/ Used about four or five times, never with any success. To scared of the alignment effects once one gets intoxicated with its use adn 
carried away.
  Smithing ................. 42    (fair)         [+1d3]
  Survival ................. 92    (superb)       [+2d4]
  Swimming .................100    (superb)       [+1d5]
/ Bought in Dwarftown for 20000 or thereabouts after I had found an anvil (and carried it all the way through the ToEF for some  
unknown reason). Never used. 
  Tactics ..................100    (superb)       [+1]
  Two weapon combat ........ 63    (good)         [+1]
/ Never double-weilded. By the time I found the 2 phase daggers I had formulated the plan that I would use thrown rocks wherever 
  Woodcraft ................  9    (poor)         [+4d5]


/ Burning Hands is not here because I burnt up all my castings while hunting for Griff Bloodaxe, and then never found another copy 
of the spellbook. As everyone knows mummys (even greater ones and Rehetep) react to it like slugs do to salt.
   Bless                    :   892,   8pp     (Effectivity: +3)
   Cure Disease             :   467,   8pp     (Effectivity: +1)
   Cure Light Wounds        :   881,   5pp     (Effectivity: +3)
   Cure Serious Wounds      :   894,  10pp     (Effectivity: +0)
   Darkness                 :   143,   4pp     (Effectivity: +1)
   Disarm Trap              :   756,  10pp     (Effectivity: +0)
   Dispel Undead            :   114,   8pp     (Effectivity: +3)
   Divine Digger            :   423, 100pp     (Effectivity: +0)
   Divine Key               :   454,  12pp     (Effectivity: +0)
   Divine Wrath             :   264,  11pp     (Effectivity: +9)
   Earthquake               :   644,  80pp     (Effectivity: +2)
/ Very good for collapsing a whole level and then sorting out all the rocks into satisfactory stacks of 60 or 70 identical pebbles. This 
cuts down on reloading time and means more time to run backwards while throwing things at approaching denizens.
   Ethereal Bridge          :   318,  21pp     (Effectivity: +7)
   Farsight                 :   656,  16pp     (Effectivity: +7)
   Freezing Fury            :    70,  32pp     (Effectivity: +2)
/ Found one spellbook of this in the early game, read it to destruction and ended up with about 100 castings. I saved these up for the 
   Greater Divine Touch     :   152, 100pp     (Effectivity: +1)
   Heal                     :   116,  40pp     (Effectivity: +1)
   Heavenly Fury            :    10,  57pp     (Effectivity: +0)
/Potion of  Wonder.
   Hellish Flames           :   919,   9pp     (Effectivity: +5)
   Knowledge of the Ancients:     5,  78pp     (Effectivity: +0)
/Potion of Wonder
   Lesser Divine Touch      :   141,   8pp     (Effectivity: +4)
   Light                    :   493,   2pp     (Effectivity: +8)
/Had Lordly Might and used it all up.
   Minor Punishment         :   330,   8pp     (Effectivity: +0)
   Nether Bolt              :   967,   9pp     (Effectivity: +15)
/ Used quite a lot. Seemed to have satisfactory effects on some of the chaos servants on D:50. 
   Neutralize Poison        :   144,  10pp     (Effectivity: +2)
   Petrification            :   162, 120pp     (Effectivity: +1)
/ Tried once on one of the Orb guardians, but I can't remember which one. They resisted it anyhow.
   Remove Curse             :   504,  50pp     (Effectivity: +2)
   Revelation               :    18,  60pp     (Effectivity: +1)
   Seal of the Spheres      :   217,   8pp     (Effectivity: +0)
   Slow Monster             :   280,   7pp     (Effectivity: +1)
   Slow Poison              :   122,   6pp     (Effectivity: +0)

                              His further life:

After he leaves the Drakalor Chain he is welcomed by his people with great
honors. They acknowledge his noble deeds, his valor, his cunning and his
great skills that helped to prevent the complete destruction of the world he
knows. He returns to his lands victorious and is hailed as a great leader.
Eventually he becomes king and settle the many differences among your
people, allowing his people to prosper and grow.

/ Yay! Hands up if you are king of the orcs! Saved the Unicorn quest till after I had closed the gate because It gives a much better 
retirement for the character if they leave the Chain untainted by chaos.
              His achievements during his adventures:

Lurch, the orcish druid, saved the world with his brave efforts and became a
great ruler while saving himself 27 times.
He scored 11503444 points and advanced to level 35.
He survived for 0 years, 66 days, 9 hours, 7 minutes and 59 seconds (154909
/ I think it was about day 43 when I de-wyrmed the ToEF. After that it was pretty much straight down the Caverns of Chaos, with one 
or two brief side-excursions to when I went looking for a forge in a non-corrupting area. Didn't find one after passing through all the 
levels I had already explored and gave up.
Lurch visited 111 places.
His strength score was modified by +12 during his career.
His learning score was modified by +24 during his career.
His willpower score was modified by +23 during his career.
His dexterity score was modified by +25 during his career.
His toughness score was modified by +25 during his career.
His charisma score was modified by +8 during his career.
His appearance score was modified by +6 during his career.
His mana score was modified by +8 during his career.
His perception score was modified by +13 during his career.
He was the champion of the arena.
He adhered to the principles of the Cat Lord and thus rose to great fame.
/ In retrospect this was fairly easy as a druid. The only hostile cats encountered were one in the arena (teleported it out) and then a 
handful in mixed tension rooms. When they showed up in tension rooms I was very careful about where I targetted missiles and in 
what direction I cast Nether Bolt. Casting earthquake a couple of times without using a wand of detect monsters first was kind of 
dumb, as I could have killed one then, but thankfully no kittens were hurt in the making of this game.
He left the Drakalor Chain after completing his quest and became a great
leader and famous hero.
/ Didn't complete many of the side quests. Once I had defeated the ACW I just kind of picked up a downwards momentum and kept 
7218 monsters perished under his attacks.
The following 26 artifacts were generated during his adventure:
  the si
  the scythe of corruption "Moon Sickle"
  the ring of the master cat
  the golden gladius "Death's Sting"
  the Chaos Orb of Elemental Water
  the Chaos Orb of Elemental Air
  the Chaos Orb of Elemental Fire
  the Chaos Orb of Elemental Earth
  the elemental gauntlets
  the ring of the High Kings
  the phial of Caladriel
  the crown of science
  the ancient mummy wrapping
  the ankh
  the black torc
  the rune-covered club "Skullcrusher"
/ Didn't see it, probably in one of the Greater Undead Vaults which I identifed with a wand of  monster detection. Reports on the 
newsgroup of the abilities of Emperor Liches and the aging attacks of ghostkin (orcs suffer from old age even worse than trolls) 
persuaded me that I needn't go too close to these vaults. I considered them as potential experience banks that I could raid in an 
emergency if I started getting seriously outclassed on the levels below.
  the glaive "Long Sting"
/ Drop on D:50. Used for speed bonus.
  the Chaos Orb of Elemental Mana
  the fine leather armor "Nature's Companion"
/ Crowning gift at level 9 or thereabouts.
  the staff of the archmagi
/ Didn't see it so it was probaly in a Greater Undead Vault.
  the ring of immunity
/ Greater Vault of Giants on D: 39 
  the rune-covered heavy mace "Purifier"
/ I think this was in the Giantsí vault. I believe I sacced it.
  the crown of leadership
/ Gift from the gods on D:49. Unequipped the rather fetching blessed hat (+1, +1) [+4, +1] that I had been wearing at a rakish angle 
for most of the game and tried it on instead. Liked the feel of wearing a crown so much I decided to become king of the orcs when I 
went home.  
  the black tome of Alsophocus
/ Didn't see it. Greater Undead Vault?
  the emerald dagger "Serpent's Bite"
/ Didn't see it. Greater Undead Vault?
  the rune-covered halberd "Wyrmlance"
/ Didn't see it. Greater Undead Vault?
He possessed the following intrinsics:
  He was fire resistant (enhanced through an item).
  He was poison resistant (gained through an item).
  He was cold resistant (enhanced through an item).
  He was lucky.
  Fate smiled upon him (enhanced through an item).
  He was sleep resistant (gained through an item).
  He was able to control teleportation (gained through an item).
  He was paralyzation resistant (gained through an item).
  He was resistant to death rays (gained through an item).
  He was shock resistant (gained through an item).
  He was able to see invisible things (enhanced through items).
/ Encountered an invisible stalker while wearing a ring of see invisible. Killed and ate it. 'C'hatting to invisble stalkers with this 
intrinsic gives a message like: "Here, you shouldn't be able to see me," which made me smile.
  He was immune to shock attacks (gained through an item).
  He was immune to fire attacks.
/ Crowning.
  He was able to resist confusion attacks (gained through an item).
/ As you see this is a character sorely lacking in intrinsics when stripped of equipment. I never drank from pools in this game - I never 
really felt the temptation. The fire, poison and cold resistances came from dragon corpses and spider corpses.
He had the following talents: Alert, Beast of Burden, Good Shot, Greased
Lightning, Long-Lived, Long Stride, Master Packager, Miser, Porter, Quick,
Strong Thrower, Treasure Hunter, Very Quick.
/ I took the Long-lived and Alert talents at character creation. Then worked up to Treasure hunter. Picked Good thrower after 
deciding that thrown rocks were the way forward. Then got all the speed talents. When the corruptions started eating inot my strength 
I took the carrying talents as I always seemed to be just on the wrong side of burdened or strained and I didn't like being slowed 
down. Strong Thrower was the last talent I took. 
He had a final speed score of 158 (final base speed: 121).
/ Yay! Nothing amazing compared to some of the YAVPs I have seen but I liked it. I was not happy when the ACW was generated 
with a speed of 120+. 
He was a messiah of The One Who Kills.
He asked for 3 divine interventions.
/ Two healings in the early game, IIRc, and once for satiation when I went down to "starving!" while surrounded by unpleasent 
meleeing creatures.
He was a holy champion of Balance.

The following monsters were vanquished:
- much snippage of much stuff. Less animals killed than would normally be the case. I've left in some of the uniques and a couple of 
things where I have something to say:
      1 Ancient Chaos Wyrm
     13 ancient red dragons
/ Tension room of then down in the depths of the Caverns of Chaos. 
      1 Ancient Stone Beast
/ Hit with rocks. Oh sweet irony.
     11 ancient white dragons
/ tension room of 9 of them somewhere deep in the Caverns of Chaos. 
      5 animated armors
/ This seems like quite a few.
      1 balor
/ The rest either stayed sitting on their hands around the chaos gate or teleported around without locating me. 330,000 xp or 
      1 banshee
      1 battle bunny
/ Hereby hangs a tale. I reached the battle bunny level and teleported down to where Bugs would be. I dispatched him fairly easily 
and then slaughtered the battle bunny standing next to him. I thought I had cleared them all out, but no, I was coming back up 
through the level to fetch the Orb of Water which I had cached somewhere and discovered a non-hostile battle bunny being attacked 
by a goblin. I had recently killed a white unicorn and dropped to N-, so I was wanting to get back to N=. For kicks I killed the goblin 
and then cast cure light wounds several times on the battle bunny, which remained non-hostile. It then generated another non-hostile 
battle bunny. At this point I thought to myself, what am I doing, healing battle bunnies? In fear of being surrounded and destroyed I 
teleported away and left them to their own devices. I cannot report if battle bunnies are always non-hostile to druids. The healing of 
the battle bunny had no visible effect on my alignment and I eventually just sacrificed all my gold on a coaligned altar to get back to 
      1 berserker emperor
      1 black druid
      1 black unicorn
/didn't notice any immediate effect on alignment for sending this critter to the glue factory.
      1 bulette
      1 bunny master
     43 cave fishers
/generally non-hostile to druids
      2 chaos knights
/until looking at this here I hadn't realised that chaos knight existed apart from the dwarven ones.
      1 chaos spider
/ I met a lot more of these than this, but most were non-hostile. Whether this was chance or due to being a druid, i do not know.
     22 chaos warriors
/ Kind of nasty, in that they took a lot of rocks to take down. 
      1 claw bug
/ Generated in a mixed tension room and therefore hostile.
      1 crime lord
/I let the half-orc bouncers live. There are not many in the world. They should be protected.
      3 death oozes
/ nasty. They take a lot of rocks to (ahem) pacify.
      1 doppleganger king
/ I honestly can't recall how I killed him. He may have been hit by a dragon's breath weapon aimed at me which critically wounded 
him and then finished off with Nether Bolt, but I can't quite remember.
      1 frost giant jarl
/ Greater Vault of giants and giantkin on D:39
    103 ghosts
     15 ghost bats
     39 ghost lords
/not friends of the generally short lived orcish race.
      1 giant bee queen
     21 giant bee warriors
     33 giant bee workers
/ all hives encountered were non-hostile, but I needed to get some wax from somewhere, so I stirred up this one. Once again, being a 
druid meant that no uber-bees were generated.
      4 giant rust monsters
/ That seems like a surprising number.
     69 giant spiders
/  This is where being a Druid comes into its own: randomly generated ones outside of tension rooms are non-hostile, so you only 
have to deal with those called up by dark elven nobility and any in mixed tension rooms. This avoids the extremes of the uber-jackal 
      4 gorgons
 / Thankfully I had found an amulet of petrification resistance before encountering the first of these. I didn't let any of them get close 
to me though, just took them out from a couple of squares away
      1 greater black unicorn
/ Thrown rocks. Didn't get closer than 2 squares away from me after I had 'C'hatted to it and turned down its offer
      2 greater daemons
      1 greater mimic
/ I really do not like mimics. I have lost too many good characters to over-confidence brought crashing down by their paralysis attack.
    166 jackals
/ Only those generated in mixed tension rooms and summoned by jackalweres were hostile, so I din't have to kill too many. Playing a 
druid cuts down somewhat on the uber-jackal and uber-spider problem.
     1 karmic dragon
/threw rocks at it. it died. End of story.
     1 living wall
      1 master lich
/ Yikes! Ahh, she wasn't so tough actually. Kept mumbling and casting spells, but they didn't seem to do anything to me and the ball 
attacks didn't hurt most of the time either. Just kept backing away from her and throwing gravel in her general direction.
      2 master mimics
      1 master necromancer
      1 Master Summoner
      1 mimic hivemind
/ Yuck. I was very glad that I was getting handy with missiles by the time I encountered this one.
     17 molochs
/ A tension room of 16 of these somewhere around ID: 30. A moment of tension indeed, until I girded the proverbial loins and 
decided to try and take one out. Throw stone. Throw stone. Throw stone. Throw stone. The moloch moves one step closer. Throw 
stone. Throw stone. Throw Stone. The moloch moves one step closer. Move back a step. Then another. Repeat process until moloch 
is no more. I think it was the find weakness skill that made the rocks hurt. Most wouldn't penetrate, and then one would get lucky. 
Two hulking armours were dropped from that tension room. This left me with a dilemma - I had about five or six castings of Lordly 
Might left - should I try and get one of the armours out of the ID? The main desire for a hulking armour was to reduce my DX so that 
I could train it beyond 25 with my sizeable cache of marelion. In the end I cast Lordly Might a few times to get a good duration, but 
kept one casting in reserve, put on the hulking armour and used the moss. I then sslllloooowwwlllly started making my way back up 
to the top of the ID. Eventually my DX improved a point, and then I reapplied the moss and eventually DX went up another point, I 
tried once more, but before another improvement came I felt my strength waning. I cast my last Lordly Might and ditched the moloch 
armour immediately - I had seen how long it had taken to put on when I first experimented with it, and I didn't want to be caught out 
and crushed by it and the rest of my paraphenalia. I left it there in the ID and it ceased to exist when I climbed the ups taircase. That 
my friends is the tale of Lurch and the hulking armour.  
      1 mummy lord
      4 ogre kings
    113 orcs
/ First kill. Took a while to finish the Old Barbarians quest. Eventually I was cursing every large orc, orc butcher, hill orc, hill orc 
sargeant, orc chieftain, orc scorcher and any other assorted and miscellaneous non run-of-the-mill orc I found. All I wanted was 20 
vanilla orcs, was that too much to ask of the RNG (blessed be her name)? 
      2 quicklings
/ One of these left a corpse. Fast food...
      4 quickling lords
      3 quickling queens
/ Two of these went down to the first or second rock I threw at them. The third was an annoying old harridan that kept poisoning me  
and then dodging my projectiles. The fact that some other nasty was trying to stick a claw through me on my other side didn't help 
either. Thank you nature for the wonder of alurania antidote and copious amounts of blessed spenceweeds.
      1 shadow wyrm
/ Instilled fear in me as I had a character that was heavly stat draied by one of these a while ago. It did not stand up long to my mighty 
shower of small pebbles. A very satisfactory kill.
      1 skeletal king
/ Stones.
      1 Snake from Beyond
/ Stones & Scurgari.
     32 steel golems
/ Stones.
     63 stone giants
      4 stone giant lords
/ Stones - very satisfying. These big guys decide to cast boulders at a puny little orc that never did them any harm and end up getting 
a taste of their own medicine.
     35 stone golems
/ Stones. Irony?
     26 stone grues
/ Stones. Irony?
      1 stone ooze
/ Stones. Irony?
     13 stone snakes
/ Stones. Irony?
      8 stone statues
/ Stones. Irony?
     13 swamp hydras
/ Tension room full of them on D:48
     74 tarantulas
/Once again, generally non-hostile to druids.
      1 titan
/ D:48. Nasty critter with some pretty sharp quarrels. Running backwards while throwing things at him proved to be a valid tactic, but 
I did need to teleport away at one point to apply spenceweeds.
      5 troll kings
      1 undead chaos dwarven berserker
      1 werewolf king
/ Thankfully he went down after only being able to summon a handful or common or garden wolves. I was very glad when he died 
without gating in werewolf lords. I have been caught out by that cascade effect before, and it is not nice.
      1 white unicorn
/ Nasty bash to the alignment for taking this one out.
      8 will o'wisps
/tension room and a couple of wandering monsters