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JAG
05-18-2009, 12:14 PM
Finally a truely dignified character will be played. No dealing with your body being twisted by chaos to the delight of some mad god nor flinging rocks at monsters and grubbing in the dirt to pick up fallen ammo. This time enemies will be smited by bolts of raw mana, blasts of fire, plumes of noxious fumes, icy daggers, and even harnessing the power of thunderstorms.

I introduce to you Alfwin the classical dark elf sorceror worshipping Eru Iluvatar.

This character will be exceeding difficult to melee even the simplest creatures, but on the other hand, your powers of magic will be formidable. Everyone will have a decision to make...do you choose to improve your sorcery skill, thus reducing the number of skill points you need to put into each magic school (more info below!) but accept reduced hit points, do you make the difficult decision as to which magic schools you want to focus on and which to give up, or do you take some middle ground? I expect as a result of this choice we should see a good variety of characters emerge. The winner of the competition will be the person with the most completed princess + lost sword quests (explained below).

Previous competitions:
#1 - Roguelike Comp #1-And Chaos Ensued - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=71712)
#2 - Roguelike Comp #2: The Ord of the Ings variant - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=72092)

Since this is a new variant, I'm providing *a lot* of information below, feel free to read none, some, or the whole thing as you wish.


Important differences between ToME and Z+Angband

1. You will not automatically improve in spellcasting power / combat prowess / magic device using / saving throws etc... each level you gain. Instead, every level you will gain 6 skill points which you can apply using the 'G' command. The number will look like this: 1.000 [0.900] The number to the left is your current skill in that ability, the number in []'s indicates how much skill you will gain by putting one skill point in that particular skill. Sorcerors have good skill multipliers for magic skills (unsurprisingly) and poor ones for combat skills. You will not be able to cast spells until your skill level equals the spell level. The maximum skill level you can obtain in any skill is 50. You can't apply skill points if they will put you over 4+current character level. You can also press 'N' to see a list of abilities you can purchase for a cost of skill points if you have the requisit level.

2. On the character screen ('C'), there are some settings you can adjust to take advantage of different situations you may encounter. By using 't' or 'T', you can toggle your tactical setting to allow you to gain some physical fighting ability at a cost of stealth, saving throw, disarming, and AC or (much more wisely), you can lower it to 'coward' to give you a boost to AC, saving throw, etc... at the cost of fighting ability. You can also use 'e' or 'E' to adjust your exploration setting which can allow you to move faster or slower at a cost of or improvement to stealth.

3. You almost never will be forced to travel in the wilderness. You can move to an overland view by pressing '<', which lets you travel quickly through the wilderness area. Pressing '>' will bring you to the town or dungeon in the area. If your light becomes faint or goes out, or if you are weak from hunger, you can't access the quick travel and will be brought to the regular view until you can alleviate your condition. DON'T walk on deep water squares (dark blue using tiles), there's a chance of getting ambushed by creatures and they're usually very tough unless you're high leveled. I don't believe you can get ambushed on another type of wilderness terain.

4. Beware of undead (especially Ringwraiths). You can obtain 'Black Breath' from physical combat with undead which causes you to rapidly lose stats unless you have sustains and even some permanent experience. It can only be cured by one artifact, sprigs of Athleas, or a shop in Gondolin that provides herbal healing for 10k gps.

5. Gods and piety. In this variant, there are a number of differents gods that can be worshipped and provide different benefits to their followers. Sometimes you have to pray ('p') to obtain the benefit. For Eru, as long as you are not praying, resting, or in overland mode, you will gain some piety every 100 game turns (I believe that's every 10 normal speed turns), ranging from 1-10 based on your current wisdom score. You lose piety if you kill a good aligned monster (novice priests, paladins, angels, etc...) or if you destroy Blessed weapons. You also have severe penalties if you wield a non-blessed edged weapon. On the plus side, you gain 1% to your maximum mana for every 10k piety you have (to a max of 35%), for every 100k piety you have you gain 1 wisdom to a max. of +3, some evil monster physical attacks will be blocked if you are praying and if you manage to get over 100k piety and are praying, you have a chance of being resurrected upon death.

6. Leveled monsters: In god quests (see below) and Angband (the hardest dungeon in the game, other than The Void / Nether Regions which we won't have to worry about), you may meet monsters which appear to be similar to those you've seen in other dungeons, but are actually 'leveled' beyond their base level. So for example, you may see a cave orc which usually is base level 8 (or whatever) and it will appear as level 55 instead. When a monster is leveled, it has a chance of gaining bonuses to AC, hps, physical attack strength, and (most dangerously) speed. A group of monsters that can be trivial normally could be exceedingly deadly in god quests and Angband. Keep that in mind in case you do god quests or make it as far as Angband.

7. Special levels: There are some special levels in certain dungeons where there are fixed guaranteed artifacts. You only have one chance to explore the level, if you recall or take the stairs, you never have another chance at it. On these dungeons, you are unable to teleport or use teleport-like abilities with the exception of one artifact that allows some teleport abilities, so you have to be extremely careful.

8. Rods: Unlike in Z, in ToME, you have to assemble rods for them to work. To do this, you need to have the rod tip that casts the effect you want (for example Rod of Trap Location (8 mana)) and a base rod (for example Copper Rod of Nothing (20/20)). Then you 'z'ap the rod tip of trap location and select the base rod to attach it to. Each zapping of the rod will take the mana listed from the tip out of the base rod. So if your tip requires 80 mana to cast and you put it on a rod base with only 50/50 mana, you won't be able to use the rod. Later on you will find more powerful rod tips and bases that contain more starting mana, as well as potentially some ego effects (for example, a 'rod of capacity' contains twice as much base mana).


Less important differences between Z+ and ToME

9. Quests are handled differently. 98 random quests will be provided upon character creation. There are two types of random quests:

a. Princess quests: You must rescue a princess from a number (ranging from 1 (unique monster) to 12+ in total) of out-of-depth monsters. These monsters are always awake, always together in the same general location, and can't be killed by friendly creatures. Upon successful killing of all quest monsters, the stairs to the next level down in the dungeon appear and you will have the option of 3 items that the princess will offer you, guaranteed to be at least exceptional (ego item) in quality and can potentially be an artifact (unfortunately sometimes you can receive a cursed artifact).

b. Lost Sword quests: An adventurer has lost a sword. To retrieve it, you must kill all of the listed type of out-of-depth monsters (usually between 8-20) all spread throughout the level, always awake and can't be killed by friendly creatures. If you successfully kill all the quest monsters, you will have the choice of having the adventurer join you (a terrible option that I would never recommend) or instead he will the option of improving one of four random skills, the equivalent of applying three skill points to that skill.
This can be a way of gaining a skill that is not typically allowed by the current class. In addition to random quests, there are also quests associated with the different towns. When you start out, you don't have a home in any of the towns, you need to complete the first quest at each location to obtain the house at the town.

10. God quests: Occasionally when gaining a level a voice from your god may tell you to find a piece of a relic in a lost temple and give you vague directions on how to get there. These temples are five large arena levels where you have to search every nook and cranny to find 'a piece of a relic', which looks like a couple of crossed sticks. If you find it and pick it up, Eru will grant you 2.5 points in the prayer skill, which will let you cast some special Eru spells (require piety to cast instead of mana) and also give you some skill in the spell schools of mana / divination (you will automatically use whichever is highest of either sorcery, mana, divination, or prayer (one point in prayer being worth 1/2 a level in mana and 2/3 a level in divination). You can get up to 5 of these god quests, the 5th one will give you 5 points in prayer. However if you leave the level the piece of the relic is on without picking it up, you will fail the quest and never receive any further god quests. If you don't plan on using the Eru spells or using prayer to level up mana + divination instead of either sorcery or those individual spell schools,
then you should probably leave the god quests alone since they contain leveled monsters (see above)

11. Mutations are permanent in ToME. Don't drink from potions of corruption or fight monsters with chaotic attacks (usually not a problem until you get fairly deep in the dungeon) unless you're willing to live with whatever you get from it and/or have chaos resistance.

12. Almost all uniques are guaranteed to drop at least good items, some uniques (Smeagol, Wormtongue, Smaug, etc...) are guaranteed to drop at least exceptional items. All Ringwraiths drop rings that drain experience and are heavily cursed, but have some good benefits as well (resists, pluses to stats / speed, etc...).

13. A number of side dungeons may contain market levels, which are like towns found in the middle of dungeons. The difference is that the stores may contain some outstanding equipment (one of the shops possible is a 'speed ring' store) you can't find in the towns other than rarely at the black market.

14. The 'feeling' you get on a level ("You have a good feeling about this level") is only given if you spend at least a certain amount of time on the previous level (unsure exactly how much, I usually rest 200 turns using the 'R' command before I go down if I'm not sure I spent enough time available, unless it's too dangerous to stay of course). If you don't spend that much time, you will get the 'Looks like any other level' message meaning you don't know how difficult the level is.

15. You can access fountains that contain magic liquids with the 'H' command. Don't drink directly from the fountain though as it might contain something you don't want to drink. The best option is to fill empty bottles with them, see if the potion is useful, and if so, drain the fountain using all the empty bottles you have. You can obtain empty bottles by 'eating' pints of fine wine sold in shops on the surface. This can be useful when visiting certain dungeons that contain double or quadruple fountains, especially if you find one with something valuable (32 potions of augmentation anyone?)

(continued next post)

Character link Updated

JAG
05-18-2009, 12:16 PM
Basic skill information

Magic -- Increases maximum mana (dark elves get a bonus to this skill), increases ability to pseudo-ID potions, scrolls, rods, etc... Increasing sorcery, spell-power, magic device, or any of the magic schools listed below give a small boost to your magic skill.

Sorcery -- 1 point of skill in sorcery is equivalent to 1 point in each of air, fire, water, earth, mana, divination, temporal, conveyance, mind, meta, and nature. However, each point of skill in sorcery reduces your maximum hps by 1%.

Spell-Power -- Increases the power of your spells as if you had more levels in each of the primary magic skills (note, this doesn't work for letting you cast a level 35 spell earlier, but when you get to level 35, you'll be able to cast it as if you were higher leveled). Each point increases the spell's ability by 0.4 (so maxed at 50, you would have +20 levels to your spells). Makes your spells last longer, increases their damage output, radius of effect, etc..., however it also makes your spells cost more mana to cast.

Magic Device -- Reduces failure level from using wands / staves / rods, increases the spell power of using effects from wands and staves.

Fire -- Fireflash is a good killer in the mid-late game. As skill increases, so does the radius of effect and eventually it becomes holy fire damage (double damage to evil creatures). Very mana-intensive to cast though.

Mana -- Manathrust is your basic magic missile spell that gets fairly powerful as your skill in mana increases.

Earth -- Dig is a useful spell for weak (strength-wise) classes like sorcerors. Stone Prison is very useful for disrupting line-of-sight (very good against summoners).

Conveyance -- Gotta be able to teleport away from danger. I have a fondness for the probability travel spell in this spell school.

Divination -- Extremely important to know what's coming, to detect traps, and so on. Lousy pseudo-ID means you'll need some sources of ID for equipment too.

Air -- Noxious cloud is a good killer in the early-mid game, casts a cloud that stays in place and does damage to any monster that enters the area of effect for a number of turns.

This is just a smattering of info, you can find much more info on skills and spells at the spoiler links below.


General Hints and Tips

1. In the early game, set your tactics to coward and your exploration to running. Coward gives a lot of benefits and the negatives don't apply so long as you don't use hand-to-hand combat (and you shouldn't). Running will give you horrible stealth and ability to find secret doors, but the +4 speed will let you escape monsters pretty easily if you get in trouble. If you're at a location where you think there's a secret door you can switch tactics to slug-like temporarily. Later on stealth will be more important than the +4 speed.

2. Keep an eye on those book stores. You're only as strong as the books you carry. Later on there are more powerful spellbooks you can find in the dungeon with many spells in them. Beware of fire attacks as they can occasionally cause your books to burn up unless you have fire immunity or permanent + temporary fire resistance (permanent - on equipment, temporary - cast from a spell or from a potion).

3. Some items and artifacts allow you to inscribe a spell on them. Once done, this is permanent and cannot be changed. This can be useful because equipped items can't be stolen by a thief, burnt to a crisp by a fire-breathing dragon, or spread around the dungeon with a 'scatter items' trap. It's generally recommended to only inscribe spells absolutely essential for survival in case one of the above happens to you.

4. The random quests needed for victory are only in the following dungeons: Barrow Downs (lvl 1-10), Mirkwood (lvl 11-33?), Mordor (lvl 34-66?), and Angband (lvl 67-127). You may find it helpful to visit other dungeons however. The Sandworm cave is a very good one for spell casters to find books / stat potions for example. The special level on level 21 in the Orc Cave contains a couple of good artifacts for beginning characters.

5. Mana is life. A spell caster with no mana is close to dead in the water. Don't let yourself get in that situation. Seriously think about running when your mana is lower than half your maximum unless you have wands / staves / rods to help you deal with the situation. Rest to refill your mana when it's safe to do so so you're ready to face your adversaries.

6. In general, be very very careful. This character doesn't have nearly the hps the previous characters have had and due to the reliance on mana, it's easier to find yourself in over your head. Detect frequently so you know what's coming and don't blunder into a trap, be ready and able to teleport out at any time.

7. Flying or treewalking is very useful in Mirkwood (and dangerous if your enemies have it), in some dungeons (Moria, Sacred Land of Mountains), climbing is very useful to have. Watch out for a special dungeon you can access on Mirkwood lvl 25 where the walls move.


Links:

ToME 2.3.5 for windows -- http://www.t-o-m-e.net/dl/win/tome-235-win.zip

ToME Strategy Guide -- http://wiki.t-o-m-e.net/Spoilers/Lord_Dimwit%27s_Advanced_Strategy_Guide (tons of great tips in general regarding roguelikes and ToME in particular, if you visit only one of these links, make it this one)

Map -- http://www.killerbunnies.org/angband/wilderness-labeled-2.2.png (what the entire map looks like, where the different towns and dungeons are)

Game documentation -- http://www.t-o-m-e.net/docs.php?tome_current=0 (or in-game help)

Spell spoilers -- http://www.killerbunnies.org/angband/spell-230.html (detailed information about what each spell does, not very easy to read but comprehensive reference)

Skill spoilers -- http://www.killerbunnies.org/angband/skill-230.html (detailed information about what raising each skill does, not very easy to read but comprehensive reference)

Even more information -- http://wiki.t-o-m-e.net/FrontPage (tons of spoiler information available on the different dungeons, fates, Ringwraiths, etc....)


If you have any questions, feel free to ask. I'm sure I've forgotten something in this giant post.


Character link - [to be posted Memorial Day, will bump thread when it's posted]

Malificent
05-18-2009, 12:41 PM
This is going to be fun!

path12
05-18-2009, 01:47 PM
Nice. Played around with ToME slightly over the weekend. I don't think I've ever played strictly a magic user before.

Sporkimata
05-18-2009, 02:36 PM
Was gonna ask for the player file but finally noticed it up above not ready till weekend. Doh!

Thomkal
05-20-2009, 07:18 AM
I've practiced a bit with a dark elf sorceror in anticipation of the comp. Definitely a different kind of playing style is needed. I mean he doesn't even have a weapon, and playing coward/running is also very different from the norm. Not a complaint, just an observation.

It took me three tries to get a character past the first quest on the first level-had Wormtongue first (got killed by a kobold archer before I got to him), baby green dragons-didn't see them before I got in the LOS-one breath-dead, and finally got by some war bears. But had to do the level several times (and the thieves quest) before I felt like I could take them on. Then had a choice of only weapons from the princess. :( Got a cutlass of slay demon that at least got me a nice chunk of change.

Can I make a suggestion to cut the quests in half or a third? Having to do one every level is a bit much I think, especially get a hard one to begin with.

Do you macro your spells with this guy JAG? Don't normally macro, but all the buttons you have to hit to cast Manathrust is driving me crazy. Tried to macro it using the example in the help files, but didn't work. Suggestions?

Got my first god quest with this guy, and would like to head off to try it, but not sure how difficult it will be to find with the vague directions and a blackened out world map.

What can I copy spells to? don't want to carry all those spellbooks around if I can help it

Helpful tip: You might want to put a few points into prayer so you can get the Eru-worshipping only spells of See the Music and Listen to the Music for detection and ID help.

JAG
05-20-2009, 09:35 AM
It took me three tries to get a character past the first quest on the first level-had Wormtongue first (got killed by a kobold archer before I got to him), baby green dragons-didn't see them before I got in the LOS-one breath-dead, and finally got by some war bears. But had to do the level several times (and the thieves quest) before I felt like I could take them on. Then had a choice of only weapons from the princess. :( Got a cutlass of slay demon that at least got me a nice chunk of change.

Can I make a suggestion to cut the quests in half or a third? Having to do one every level is a bit much I think, especially get a hard one to begin with.

I'm going to get around that by creating the character file, saving it to another folder, and doing the first couple levels of the Barrow-Downs to make sure there's no ridiculous quest in the first two levels. If the quests are just outrageous (with a different character I ran, I had some invisible monsters that drained dexterity with no see invisible...that's what I would consider ridiculous), I'll make a new character file. Because quest monsters are always out of depth and if it's a princess quest they're in a big pack, it'd be good to level up on other level 1 creatures first (detect monsters is your friend). The hardest part of a sorcerer's life is the first few levels, after you're level 10-20ish, you should be able to kill many things quickly and should be easily able to see anything coming at you before it could be a danger so long as you keep detecting and have see invisible. Also, because quest monsters are out-of-depth, they're usually very good exp for your level and so killing them will level you up quickly and better prepare you for quests on level 2-10...if you don't die of course.

Do you macro your spells with this guy JAG? Don't normally macro, but all the buttons you have to hit to cast Manathrust is driving me crazy. Tried to macro it using the example in the help files, but didn't work. Suggestions?

I haven't run a sorcerer for a while, but when I did, yes, I set up F1 for detect monsters or manathrust (can't recall which), F2 for detect traps, etc... Thanks for bringing that up, I'll set up an example in the above threads because even though you eventually learn to do it quickly, it gets frustrating not using macros because you might pick up a new spellbook or power from the lost sword quests, and then your 'm-a-a-a' becomes 'm-b-a-a' and you lose a round attacking something because you forgot.

Got my first god quest with this guy, and would like to head off to try it, but not sure how difficult it will be to find with the vague directions and a blackened out world map.

The world map isn't dangerous except for deep water squares which you should avoid. The only danger is running out of food or light while you wander around (or walking into an overly tough dungeon). However, unless you have strong kill spells or decent stealth, and very good detection abilities (potions of enlightenment or high level vision will let you scout the entire level and easily see if the relic is on the level you're on), I'd skip it for now. The leveled monsters can be very difficult and if you don't have good detection abilities, you could potentially be exploring every nook and cranny of five full arena levels looking for the relic. You can also get insanely lucky of course. I've been running a dwarf assassin (I know, weird mix) and the first quest I had, the relic was 3 steps from the opening set of stairs.

What can I copy spells to? don't want to carry all those spellbooks around if I can help it

There aren't a lot of items that let you do so, so you're going to have to carry around lots of spellbooks (the early spellbooks other than beginning cantrips only contain 1 spell each, there are also spellbooks that have 3 spells, and the highest level ones contain up to 6 spells...on the other hand, you don't need to tote around tons of rods like warrior classes do). Around dungeon level 10-20ish, you'll start finding rings and amulets of spells that let you inscribe spells to them (if you inscribe high level spells, that's a good source of cash too), there are also mage staves that occasionally let you inscribe spells, and some artifacts also allow you to.

Helpful tip: You might want to put a few points into prayer so you can get the Eru-worshipping only spells of See the Music and Listen to the Music for detection and ID help.

One thing I like about this character (and ToME in general) is there are lots of different ways to go. That's definitely one of them...the Eru spells are pretty good for detection / ID.

EDIT: Also, glad you're having a chance to try them out. I think it takes a bit of practice because it's quite a bit different not using a weapon to kill things at all. Their firepower and flexibility at higher levels is downright deadly though, even though they remain fragile due to lack of hps.

Thomkal
05-20-2009, 02:44 PM
Well went down to 100' for the first time and got another princess quest-kill baby blue dragons. Thought about just going back up a level because I didn't think I'd survive, but figured I'd see just how good my manathrust spell had become. Found the dragons and was able to take them on one at a time and just 2 or 3 at a time. Could rest between the groups. Manathrust rules! One shot did enough so they ran away and didn't breathe, the second killed them. Picked up a couple levels and the princess gave me an armor option at this time-cord armor which turned out to be Elven Cord Armor (6, +7) which gives +2 to stealth and other things when I get an *ID* scroll.

Another helpful tip: Remember that your race gives you a special magic missile ability. It's less reliably cast than manathrust, and does less damage, but its also cost less spell points to use and is good for those mushrooms, molds and other weak mobs you find on the first few levels and don't want to waste a manathrust on.

Another helpful tip-things can and will attack you through the trees that form many of the "walls" in the Barrow-Downs and elsewhere.

dwardzala
05-23-2009, 07:20 PM
I have been playing around ToME quite a bit. A very different experience than Z+angband. I like the skill systems and the quest are kinda cool. There is definitely an abundance of ego items, at level 14 I had some 34K AU just from selling weapons that I got from the princess. I am not sure I like the way the spellbooks are handled (1 spell per book beyond the basic book).

I do have a couple of questions - how far away are the nearest towns to Bree? and is there a "world map"? M doesn't seem to give you a very large view.

Anyhow looking forward to the new character.

JAG
05-24-2009, 08:40 PM
I am not sure I like the way the spellbooks are handled (1 spell per book beyond the basic book).

It gets much better at higher levels with 3-6 spells per book.

I do have a couple of questions - how far away are the nearest towns to Bree? and is there a "world map"? M doesn't seem to give you a very large view.

Type '<' in a town or non-dungeon for much faster overland travel (just be sure to bring lots of food and fuel for your light source). Typing that command will give you a view of the world. There's also a link to the full world map in the list of links I provided above.[/QUOTE]


The character file is ready to go and I will post it fairly early tomrrow. The very first one I created had a pair of very doable quests for level 1+2, I didn't explore further as Alfiwn I had a tragic death when I left my finger on unlocking the door and took a few swings at a Novice Warrior. I believe not only do you need to copy the character file to the folder but also the global.svg file...which may mess up other characters you might be running. It might be best to have a separate ToME folder for the competition purposes to avoid overwriting other characters you might be playing (fortunately it doesn't take up much disk space).

JAG
05-25-2009, 07:36 AM
Alright, character + global.svg files uploaded to the first post. Let me know if it works and good luck to everyone. Feel free to ask questions in this post if anyone has any. The comp will run until June 8th at 11:59pm.

Thomkal
05-25-2009, 09:37 AM
I created a whole new folder seperate from my current TOME folder and put the character file in lib/save. You will have to type the name of the character on the load screen to get the character to load the first time then you will see it on the load screen like normal after that. I did not find a global.svg file to replace in the new folder, where should that file be?

Thomkal
05-25-2009, 09:40 AM
JAG,

don't forget to give an example of the macro to create for manathrust please. :)

Thomkal
05-25-2009, 10:16 AM
I see there a few options like monsters learn from their mistakes set to no, we should all probably set them one way or the other to be fair. Okay to set generate dungeons with aligned rooms to no?

JAG
05-25-2009, 12:30 PM
global.svg should go in the same /save folder as the save file. I didn't copy whatever would've had the options the same for everyone, but I do prefer 'monsters learn from their mistakes' and 'generate dungeons with aligned rooms' to yes personally. I don't think the second one makes a huge difference except maybe slightly lowers the chance for vaults with it set to yes.

JAG
05-25-2009, 12:46 PM
The best way to set up a macro for manathrust would be typing exactly the following keys (except the "'s):

"$[Esc][Esc][Esc]m@Cast a spell[enter]@manathrust[enter]*t$"

then when it asks you for a trigger, use whatever key you want to map it to (but don't map it to something that's used for something else like G for example, I used F1 when I fiddled around with it just now, control+something can work too though there are some control+commands out there). After you save it, your trigger will manathrust the closest monster to you. If you want more control over it, leave out the *t at the end of the above command.

Let me know if that works for you.

Thomkal
05-25-2009, 12:49 PM
Successfully completed the first level quest-had to decide between two of the rewards, leather scale mail and a hard leather cap. Chose the cap because it was lighter and thought the scale mail might be just a resist type. Cap turned out to be a Hard Leather Cap of Regeneration (2, +3) which is pretty nice. Up to Level 4 after that first quest, following the same strategy as with my practice character-pump up prayer for the Eru spells along with sorcery, spell-power, and magic device. Probably going to try the thieves quest next if I can get some healing potions.

Edit: don't know if the rewards will be the same for everyone, so I'll shut up about them till one of you finish the first quest. :)

Thomkal
05-25-2009, 01:06 PM
That's cool on the options JAG, whatever you want since you're running it. Just checked and there is a global.svg file in that folder now but it wasn't there before, so just going to keep it.

tried the macro (using Capital letter S instead of $ for the roguelike keyset users amongst us) it works for me as written, tried to leave out the *t and it didn't look like the spell went anywhere. Thanks!

dwardzala
05-25-2009, 04:10 PM
My first quest reward was a choice between a mace, arrows or bolts. I took the mace. Hopefully, i can get some good cash in town for it.

JAG
05-25-2009, 04:11 PM
Nice reward Thomkal, regen for a sorc is awesome since you gain your SPs back that much faster. I'm pretty sure it's random for everyone, but I guess we'll see. Glad to know the macro worked (forgot about the roguelike keyset, I never learned on that so I don't know it), I still have to look into it to figure out the other way to do macros, but the $ (or S) is pretty easy since it just mimics whatever keys you use. One thing you have to watch for with setting macros is making sure the buffer is cleared when you start with it which is why I suggested putting the three 'Esc's at the start of the command, otherwise your first button might just clear a prompt and end up doing a completely different command. Not sure why it didn't work without *t...again, I'm going to have to look into it. Haven't even had a chance to play today, busy with some chores and have some folks coming over tonight.

Thomkal
05-25-2009, 04:13 PM
well the macro worked and then it didn't, crashed the game at one point, so I'm just gonna stick with the old m-b-a-a for now. :)

dwardzala
05-25-2009, 04:16 PM
Well - I guess I won't find out what that mace is worth since a giant slug did me in.

The first level of BD that I got was the big level with the "buildings" - not a very friendly first level, especially when all you have is a torch.

Thomkal
05-25-2009, 04:18 PM
My first quest reward was a choice between a mace, arrows or bolts. I took the mace. Hopefully, i can get some good cash in town for it.

sucks when you don't get an item you can potentially use. thanks for letting me know what items you had a choice of. first level quest was pretty easy, the second was a bit more challenging, but prevailed-had a choice of a weapon and two armors-took the lighter armor and got a Paper Armor of Resist Cold (4,+5). Did the Thieves Quest too and got the first god quest there-level 8 now and will probably wait till level 10-12 to try that.

Thomkal
05-25-2009, 04:19 PM
Well - I guess I won't find out what that mace is worth since a giant slug did me in.

The first level of BD that I got was the big level with the "buildings" - not a very friendly first level, especially when all you have is a torch.

oof on the death and the first level, better luck next time.

dwardzala
05-25-2009, 05:55 PM
Arwin II is fairing a bit better. Got hard leather armor of resist fire on the first quest, and a choice of weapons on the second - ended up with a sword of some kinda slaying, but got 10K for it so, I now have some spell books (reveal ways and indentify). The thieves quest was cake. Up to level 7 now and going back to BD to get a couple more levels.

Malificent
05-25-2009, 06:52 PM
JAG, do you use the DVG tiles or the in-game ones? if DVG, how so?

JAG
05-26-2009, 09:14 AM
I'm using the in-game tiles, I think called Adam Bolt's tiles but not 100% sure, and using big tiles as well.

I'm off to a glorious start. My rewards in the Barrow Downs included artifact gloves (nothing that special but better than what I had), a mage staff of +40% mana, and the Cloak of Thenogil (sp?) which gives see invisible + free action. I'm going to trek to the Sandworm Caves which is a bit risky (DL 22-30, the worms are mostly easy, but I'm lacking some basic resists and a means of crowd control to handle all the breeders there), but can be highly rewarding with stat potions and higher level spellbooks.

I also decided to forego the sorcery skill as I've never tried that approach and build up the schools individually.

Thomkal
05-26-2009, 01:02 PM
Very interested to see how that turns out for you JAG. I mean the character is a sorceror, aren't they supposed to use sorcery? ;) That's some great stuff you found there so far.

Thomkal
05-26-2009, 02:10 PM
found one of the various parchments that have words from various languages on them-you can engrave the floor with some of the words for various benefits-see the spoiler menu under the help menu then floor inscriptions to see what words you need to use. Don't use the quotes but do type upper case/lower case as they appear on your parchment. I found the dwarven one which has a pretty nice help for us weak sorcerors. :)

Malificent
05-26-2009, 10:14 PM
Heh, died at level 17 - got way too addicted to doing a quest well above my level and the last room caused me pain and death. Take two coming up. :)

JAG
05-27-2009, 06:38 AM
Very interested to see how that turns out for you JAG. I mean the character is a sorceror, aren't they supposed to use sorcery? ;) That's some great stuff you found there so far.

So far so good. I've been raising mana and spell power for killing ability, raised divination to allow vision to fully enlighten levels (not to mention good long range monster and trap detect, plus identify), earth for dig, and temporal for speed. I've found some good spellbooks and stats are slowly rising. I took out the dungeon guardian (I was overprepared...turned out to be a pushover) and picked up Soft Armor of the Sandworm (+5 stealth / strength, some resists). I've also found the good ol Phial (be sure you ID before equipping it, there's a really nasty cursed Phial in this version). My closest calls have been forgetting to detect traps twice and got hit for over 3/4ths my hps (one nexus ball took me from 179 hps to 26 hps...oops).

Probably will play around a little longer with the worms (would like to pick up something that allows flying to better handle Mirkwood) and then move to Mirkwood to polish off the quests there.

Sorry to hear Malificent, good luck with round 2.

Malificent
05-27-2009, 10:37 AM
Sorry to hear Malificent, good luck with round 2.

No worries - I was totally playing with fire. I'm mostly trying to get adjusted to everything and using everything as a learning experience - I've had a steeper learning curve with this interface than I remember from when I first learned Zangband.

Thomkal
05-27-2009, 04:22 PM
Up to Level 16 with my guy, did the first Eru quest-had to go down to the bottom level to find the relic which was a bit of a pain in the ass but did get me several levels. Tried to do as the "experts" suggested and just go back and redo the first level, but after three tries no relic, and those levels are awfully boring. Back in the Barrow-Downs now looking to finish that off soon. Latest Princess quest rewards were a Platinum Rod Tip of Acid Balls-if only I had a rod for it to go on, and Cambeleg-an artifact leather gloves that give +2 to STR and CON plus free action.

Sporkimata
05-27-2009, 07:51 PM
Well made it to 22. Here is the dump. I think I'll have to take a break for the evening.

[ToME 2.3.5 Character Sheet]

Name : Alfwin Age 86 Str: 5 6
Sex : Female Height 43 INT: 26
Race : Dark-Elf Weight 99 WIS: 18
Class : Sorceror Social Class 9 DEX: 19
Body : Player CON: 12
God : Eru Iluvatar CHR: 14

+ To Melee Hit -10 Level 22 Hit Points -19/ 120
+ To Melee Damage -13 Experience 12277 Spell Points 245/ 252
+ To Ranged Hit -10 Max Exp 12277 Sanity 148/ 148
+ To Ranged Damage 0 Exp to Adv. 15120 Piety 19924
AC 8+49 Gold 112048 Speed Slow (-9)

(Miscellaneous Abilities)
Fighting : Very Bad Perception : Very Bad Blows/Round: 1
Bows/Throw : Very Bad Searching : Very Bad Shots/Round: 1
Saving Throw: Excellent Disarming : Fair Mel.dmg/Rnd: nil!
Stealth : Bad Magic Device: Superb Infra-Vision: 50 feet
Tactic: coward
Explor: running
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, curly black hair and a very dark
complexion.



[Miscellaneous information]

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

Recall Depth:
Barrow-Downs: Level 10 (500')
Orc Cave: Level 14 (700')

Your body was a Player.
You have defeated 1521 enemies.
You have completed ten princess quests.
You haven't completed a single lost sword quest.
You found none of the relic pieces.

You started your adventure the 43rd Yavie of the 2890th year of the third age.
You ended your adventure the 2nd Enderi of the 2890th year of the third age.
Your adventure lasted 13 days.

Your Attributes:
You are dead, killed by a Novice paladin on level 14 of Orc Cave.
You can cast magic missiles.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
Your appetite is small.
You have normal luck.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to blasts of shards.
Your intelligence is sustained.
Your intelligence is affected by your equipment.
Your dexterity is affected by your equipment.
Your stealth is affected by your equipment.
Your digging ability is affected by your equipment.


adefkmnopsuxz{|@
Add Int : ..3.............
Add Wis : ...............+
Add Dex : ..3.............
Mul Mana : ...............+
Add Stea. : ...........2....
Add Tun.. : ..............1.
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 : ..+.............
Cursed : ......+....+....

Skills (points left: 6)
. Archery 01.000 [0.000]
- Sneakiness 01.800 [0.900]
. Stealth 03.000 [0.400]
. Disarming 00.500 [0.000]
- Magic 26.848 [1.200]
. Magic-Device 24.500 [1.000]
. Spell-power 08.400 [0.600]
. Sorcery 12.900 [0.700]
. Mana 18.000 [0.900]
. Fire 00.000 [1.000]
. Water 00.000 [1.000]
. Air 04.000 [1.000]
. Earth 00.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 14.000 [1.000]
. Divination 14.000 [1.000]
. Temporal 06.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Necromancy 00.000 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 11.550 [0.550]
. Prayer 00.000 [0.500]
. Monster-lore 00.000 [0.500]

Abilities
* Perfect casting


[Character Equipment]

a) (nothing)
d) (nothing)
e) The Ring of Caran (+3)
It increases your intelligence and dexterity by 3. It sustains your
intelligence. It provides resistance to fire and light. It slows
your metabolism. It cannot be harmed by acid, cold, lightning or
fire.
You bought it from the Magic shop.
f) (nothing)
k) (nothing)
m) a Brass Lantern (with 986 turns of light)
It provides light (radius 2) when fueled. It cannot be harmed by
fire.
n) a Soft Leather Armour of Resistance [4,+19] {cursed}
It provides resistance to acid, electricity, fire and cold. It is
cursed. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Snotling on level 6 of Barrow-Downs.
o) a Mouse Fur of Protection [1,+12]
It provides resistance to shards. It cannot be harmed by acid, cold,
lightning or fire.
It was given to you as a reward.
p) (nothing)
s) (nothing)
u) (nothing)
x) a Pair of Hard Leather Boots of Stealth [3,+1] (+2 to stealth) {cursed}
It increases your stealth by 2. It is cursed.
It was given to you as a reward.
z) (nothing)
{) (nothing)
|) a Shovel (+1)


[Character Inventory]

a) a Book of Beginner Cantrips

b) a Spellbook of Teleport Away

c) a Spellbook of Noxious Cloud

d) 20 Rations of Food

e) 7 Flasks of oil

f) 13 Potions of Cure Critical Wounds

g) a Scroll of Aggravate Monster
h) 7 Scrolls of Word of Recall

i) 26 Scrolls of Identify

j) a Scroll of *Identify*

k) a Staff of Teleportation[1|20] (4 charges)

l) a Small Metal Shield [3,+0]
m) a Main Gauche (1d5) (+2,+7)
n) a Cutlass (1d7) (+0,+0)
o) a Scimitar (2d5) (+0,+0)
p) a Trident (1d8) (+0,+0)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


[Home Inventory - Bree ]

a) a Rune [Chaos]
b) 2 Rations of Food

c) 2 Flasks of oil

d) a Potion of Salt Water
e) a Potion of Detect Invisible
f) a Potion of Restore Dexterity

g) a Wooden Rod of Nothing (10/10)
h) a Wand of Noxious Cloud[1|26] (0 charges)


[The Mathom-house Inventory - Bree ]

a) a Parchment - Khuzdul - The Hidden Tongue of the Dwarves

JAG
05-27-2009, 10:33 PM
Thomkal, man could I go for those gloves you got.

Sorry Spork, good run getting to lvl 22 though. The biggest thing that stood out to me was "Speed Slow (-9)" You never ever want speed to be that low, that's even more important with a low hp character. There are way too many monsters that can instakill you by getting in 2-4 turns (or even more) for every 1 of your own turns. As a sorcerer you're going to have low strength which means you really have to be discerning with what you have in your inventory since anything over 120% of your capacity starts to slow you down. So instead of carrying rations of food (1lb each) carry scrolls of satisfy hunger (0.5lb each), try to find a spellbook with Identify in it, don't bring too many of each scroll with you, etc... You were carrying some heavy weapons with no bonuses either, no reason for that...ID anything heavy on the ground (in fact I wouldn't even bother IDing stuff you'll never use like weapons an Eru-worshipping sorc can't use, you're going to want a mage staff).

I blew through Mirkwood this evening (the Gondolin house quest dropped a ring of flying, that plus high level divination abilities, manathrust, and spell power made it a breeze. There are a lot of lost sword quests there which are nice for boosting your skills (got three boosts to conveyance, one to divination, two to stealth, and one to spirituality). I found a simply beautiful random artifact armor, immunity to acid + cold, res nether, and +20% to hps. Up to a whopping 300 hps now. I'm tempted to push on with Mordor and see what comes up quest-wise, but I'm going to sleep on that one.

Thomkal
05-28-2009, 05:51 AM
Sorry JAG, the gloves aren't for sale---I'll trade them for a nice mage staff though. ;) Yeah was pretty happy to get them, the + to strength and con are much needed plus the free action. Looks like you are having a great run with your character-keep it up!

To follow up on JAG's advice spork, if you go the Eru-worship route like I do you will get spells amongst others that will eventually ID and then later on ID ALL items on the level. another that will *ID* everything in your pack, and another that will serve a scroll of magic mapping, and eventually cure blindness and see the whole level. There's a fourth spell that's a great protection/anti-summoning spell as well. As for food you should have access to Ent's Potion in your beginner's cantrip book that will take care of your food situation forever plus give you heroism if you need it once you get it to a high enough level.

That noxious cloud spell is pretty neat huh? :)

Malificent
05-28-2009, 06:55 AM
Alfwin VIII is moving along okay - nowhere near JAG and Thomkal though.

Every now and again, I attempt to go looking for that mushrooms quest at the beginning, and I've got no clue where to look - I don't see it in the wilderness where I expect it to be.

Thomkal
05-28-2009, 07:10 AM
Well scratch that about the mage staff-Just found a Mage Staff of Spell (+8, +12) in the Black Market for 2400 gold, which is a bargain. Has two Rune spells attached to it-not exactly sure what they do-one is a Knowledge/Armgeddon rune spell that seems to do some kind of an attack, but for no/little damage, and the other is a Gravity/Self rune spell that looks like a phase door kinda spell.

Thomkal
05-28-2009, 07:14 AM
Alfwin VIII is moving along okay - nowhere near JAG and Thomkal though.

Every now and again, I attempt to go looking for that mushrooms quest at the beginning, and I've got no clue where to look - I don't see it in the wilderness where I expect it to be.

Mali, just head west out of bree until the map changes, you will hear dogs barking and then when you look at the map you will see a field in the middle of it. Hint-you may find it a lot easier to do this quest if you wait to kill Smeagol first.

Thomkal
05-28-2009, 07:15 AM
wait a minute, Alfwin VIII? Having some trouble there Mali? Actually I lost three or four right at the beginning when I tested the char before the comp started. Does take some getting used to it doesn't it?

Malificent
05-28-2009, 08:14 AM
wait a minute, Alfwin VIII? Having some trouble there Mali? Actually I lost three or four right at the beginning when I tested the char before the comp started. Does take some getting used to it doesn't it?

Yeah, I had a couple losses because I attempted to do a quest way out of my range - first I thought I could handle it and died. 2nd time I knew I couldn't handle it, but figured I could jaunt in and out. And I died. The 3rd time, I got in, was planning to get out and realized it was one of those quests where you don't get a staircase out until you finish the quest. Doh!

At least one character death to the 2nd level princess quest (whatshername the Queen) and Alfwin VII died stupidly when I was going to get my princess reward for the 5th or 6th level and had less HP than I realized and died crossing the lava pit.

Alfwin VIII is doing ok - it was just very slow doing the first couple of princess quests because I couldn't find the damn room and would have to go back up and reset the level. I did that 4 freaking times with Alfwin VIII - the perception on this char sucks. :)

The funny part is that despite all these deaths, I still feel that a mage character in this variant is easier than a mage in Z+Angband. I'm just a moron.

Thomkal
05-28-2009, 09:38 AM
Yeah, I had a couple losses because I attempted to do a quest way out of my range - first I thought I could handle it and died. 2nd time I knew I couldn't handle it, but figured I could jaunt in and out. And I died. The 3rd time, I got in, was planning to get out and realized it was one of those quests where you don't get a staircase out until you finish the quest. Doh!

At least one character death to the 2nd level princess quest (whatshername the Queen) and Alfwin VII died stupidly when I was going to get my princess reward for the 5th or 6th level and had less HP than I realized and died crossing the lava pit.

Alfwin VIII is doing ok - it was just very slow doing the first couple of princess quests because I couldn't find the damn room and would have to go back up and reset the level. I did that 4 freaking times with Alfwin VIII - the perception on this char sucks. :)

The funny part is that despite all these deaths, I still feel that a mage character in this variant is easier than a mage in Z+Angband. I'm just a moron.

yeah I had one of those lava pits to cross too. Kept trying to phase door on to the safe tiles with no luck. Was real worried with my low hp's that I couldn't make it across one light and one dark lava tile, but made it losing about half my hp's in the process. And Vort, the Kobold Queen worried me too when I saw her as the quest for that level, but two or three 'thrusts did her in thankfully.

I agree with you that its easier to play a mage in this variant-so many options are available to you spell wise with all the various spell books you can get, plus spells that rapidly improve with damage/duration/distance. But I think it's going to get tougher later on with so many things that can kill with one breath/spell/distance attack if we don't have the right protection up.

dwardzala
05-28-2009, 09:41 AM
Yeah, I had a couple losses because I attempted to do a quest way out of my range - first I thought I could handle it and died. 2nd time I knew I couldn't handle it, but figured I could jaunt in and out. And I died. The 3rd time, I got in, was planning to get out and realized it was one of those quests where you don't get a staircase out until you finish the quest. Doh!

At least one character death to the 2nd level princess quest (whatshername the Queen) and Alfwin VII died stupidly when I was going to get my princess reward for the 5th or 6th level and had less HP than I realized and died crossing the lava pit.

Alfwin VIII is doing ok - it was just very slow doing the first couple of princess quests because I couldn't find the damn room and would have to go back up and reset the level. I did that 4 freaking times with Alfwin VIII - the perception on this char sucks. :)

The funny part is that despite all these deaths, I still feel that a mage character in this variant is easier than a mage in Z+Angband. I'm just a moron.


To fix the perception problem, get the Reveal Ways spell book - reveals secrect doors and stairs. Its a necessity with the terrible perception this character has. And what's with that - I thought Elves were supposed to have great perception?

JAG
05-28-2009, 10:06 AM
As for food you should have access to Ent's Potion in your beginner's cantrip book that will take care of your food situation forever plus give you heroism if you need it once you get it to a high enough level.

Oops, you're right, there was no need to carry food around as it was.

Regarding the lava pits around exits, try and find a spellbook with Elemental Shield which gives temporary resistance to the four basic elements. Along with permanent resistance (which presumably you have), you can walk across with minimal damage plus not risk losing any scrolls / books to fire damage. Even if you can't make it across the lava, I think once the quest is complete you can go up and then back down the stairs and not have to do it again, though you miss out on the reward doing things that way.

To fix the perception problem, get the Reveal Ways spell book - reveals secrect doors and stairs. Its a necessity with the terrible perception this character has. And what's with that - I thought Elves were supposed to have great perception?

It's a result of the skill based system unlike in Z+ where it was tied more to race and class. You can get good perception if you invest in Sneakiness, but of course in my opinion that's a terrible waste of skill points for any character. Your way or else getting a good digger / Dig spell are pretty much the only solutions I can think of.

Re: the town quests...for the most part, I don't find the rewards worth the risks involved for many of them. The Gondolin quests probably give the best rewards, the second one is against a pretty dangerous opponent though so I'm not touching that for a while longer.

Thomkal
05-28-2009, 11:09 AM
hey JAG (and the rest of you),

Take a look at my character here-just finished the Barrow-Downs, where would you go next with him?


[ToME 2.3.5 Character Sheet]
Name : Alfwin Age 86 STR: 8
Sex : Male Height 56 INT: 23
Race : Dark-Elf Weight 99 WIS: 17
Class : Sorceror Social Class 9 DEX: 16
Body : Player CON: 14
God : Eru Iluvatar CHR: 14

+ To Melee Hit 4 Level 19 Hit Points 99/ 99
+ To Melee Damage 7 Experience 7290 Spell Points 180/ 180
+ To Ranged Hit 16 Max Exp 7290 Sanity 119/ 119
+ To Ranged Damage 0 Exp to Adv. 7920 Piety 5477
AC 11+51 Gold 65454 Speed Fast (+4)

(Miscellaneous Abilities)
Fighting : Bad Perception : Very Bad Blows/Round: 1
Bows/Throw : Fair Searching : Very Bad Shots/Round: 2
Saving Throw: Excellent Disarming : Poor Mel.dmg/Rnd: 1d4+7
Stealth : Bad Magic Device: Superb Infra-Vision: 70 feet
Tactic: coward
Explor: running
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, curly black hair and a very dark
complexion.


[Miscellaneous information]
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: ON
Small Levels: ON
Arena Levels: ON
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Barrow-Downs: Level 10 (500')
A lost temple: Level 7 (350')
Your body is a Player.
You are currently in the town of Bree.
You have defeated 1093 enemies.
You have completed ten princess quests.
You haven't completed a single lost sword quest.
You found 1 of the relic pieces.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 53rd Yavie of the 2890th year of the third age.
You have been adventuring for 10 days.
adefkmnopsuxz{|@
Add Str : ..........2.....
Add Con : ..........2.....
Mul Mana : ...............+
Add Sear. : .2..............
Add Infra : .2..............
Add Tun.. : ..............1.
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 : ................
Digestion : ..+.............
Regen : .........+......
Xtra Shots: .+..............
Activate : ++..............
Skills (points left: 0)
. Archery 01.000 [0.000]
- Sneakiness 02.610 [0.900]
. Stealth 05.400 [0.400]
. Disarming 00.500 [0.000]
- Magic 23.536 [1.200]
. Magic-Device 16.500 [1.000]
. Spell-power 16.800 [0.600]
. Sorcery 19.200 [0.700]
. Mana 00.000 [0.900]
. Fire 00.000 [1.000]
. Water 00.000 [1.000]
. Air 00.000 [1.000]
. Earth 00.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 00.000 [1.000]
. Divination 00.000 [1.000]
. Temporal 00.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Necromancy 00.000 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 12.650 [0.550]
. Prayer 17.500 [0.500]
. Monster-lore 00.000 [0.500]
Abilities
* Perfect casting

[Fates]
You may meet an Agent of the black market on level 1.

[Character Equipment]
a) a Mage Staff of Spell (1d4) (+8,+12)
It can be wielded two-handed. It can be activated for
runespell(Knowledge, Armageddon, 37) every 185 turns and
runespell(Gravity, Self, 13) every 65 turns if it is being worn. It
cannot be harmed by acid, cold, lightning or fire.
You bought it from the Black Market.
d) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
It can be activated for terrify every 10+d50 turns if it is being
worn. It increases your searching and infravision by 2. It fires
missiles excessively fast. It cannot be harmed by acid, cold,
lightning or fire.
It was given to you as a reward.
e) a Beryl Ring of Slow Digestion
f) an Onyx Ring of Invisibility
It makes you invisible.
You found it in the remains of Smeagol on level 3 of Barrow-Downs.
k) a Glass Amulet of Spell
m) a Brass Lantern (with 7412 turns of light)
n) a Paper Armour of Resist Cold [4,+5]
o) a Cloak [1,+6]
p) (nothing)
s) a Hard Leather Cap of Regeneration [2,+3]
It speeds your regenerative powers.
It was given to you as a reward.
u) 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.
It was given to you as a reward.
x) a Pair of Hard Leather Boots of Jumping [3,+6]
z) (nothing)
{) (nothing)
|) a Shovel (+1)

[Character Inventory]
a) a Book of Beginner Cantrips
b) a Spellbook of Listen to the Music
c) a Fireproof Spellbook of Noxious Cloud
It cannot be harmed by fire.
You bought it from the Book Store.
d) a Spellbook of See the Music
e) 19 Mushrooms of Cure Serious Wounds {100% off}
f) 3 Flasks of oil
g) a Vermilion Potion of Speed
h) 3 Scrolls of Word of Recall {25% off}
i) 5 Scrolls titled "santem therkho" of Identify {75% off}
j) (nothing)
k) (nothing)
l) (nothing)
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) a Spellbook of Lay of Protection
b) The Gem of Ice
It can be activated for teleport (range 100) every 100 turns.
You found it lying on the ground on level 1 of Barrow-Downs.
c) a Potion of Restore Life Levels {90% off}
d) a Wooden Rod of Nothing (10/10)
e) a Wooden Rod of Nothing (10/10)
f) a Wooden Rod of Nothing (10/10)
g) an Iron Rod of Nothing (50/50)
h) an Uridium Rod Tip of Lightning Bolts (30 Mana to cast)
i) a Platinum Rod Tip of Acid Balls (60 Mana to cast)
j) The Hard Leather Cap 'Amirn' [2,+5]
It provides light (radius 2) forever. It sustains your wisdom,
constitution and charisma. It provides resistance to electricity. It
cannot be harmed by acid, cold, lightning or fire.
It was given to you as a reward.
k) an Iron Helm of the Noldor [5,+2] (+1)
It can be activated for detect treasure every 10+d20 turns if it is
being worn. It increases your dexterity by 1. It sustains your
dexterity. It allows you to sense the presence of orcs.
It was given to you as a reward.
l) a Parchment - Adventurer's Guide to Middle-earth
m) a Parchment - Numenorean for Beginners (II)
n) a Parchment - Nandorin for Dummies

[The Mathom-house Inventory - Bree ]
a) a Parchment - Khuzdul - The Hidden Tongue of the Dwarves

Thomkal
05-28-2009, 11:22 AM
Also looking for suggestions for what spell to put into that amulet of spell.

JAG
05-28-2009, 12:17 PM
Gonna throw out some random thoughts...

Ideally I think you'd like to hit the Sandworm caves, but I don't think I would take the risk with your equipment set, reasoning being: 1. Your stealth is fairly low and the entire Cave is filled with breeders that you don't want to wake up if you can help it. 2. You would need to be exceedingly careful due to low hps and your resists that are lacking (esp. poison, blindness, confusion, acid). If you screwed up like I did and forgot to detect traps, one trap could kill you there. Also, when you explore there, you'll want to have Stone to Mud (too weak for a digger) and Disarm so you can take advantage of the vaults you'll find.

So having said that, I'd hit the Orc Caves. You should be able to mop up there using Noxious Cloud and you'll be able to find better equipment to help survive the Sandworm Caves. On the lvl 21 special level you'll find an artifact armor that would be an improvement over what you're currently using.

If you haven't already done the Lothlorien house quest, I would do that as it will be easy. Check there and Bree for some spellbooks that could help you out (Essence of Speed would be tremendous, you'll eventually want disarm / stone to mud for reasons stated above).

JAG
05-28-2009, 12:56 PM
Another thought, if you find an item in a black market or shop that gives flying, you could give Mirkwood a whirl, at least through the first few levels, since flying will give you an easy escape against hounds. Mirkwood becomes overall more dangerous than Orc / Sandworm though. Still, there happen to be a good bit of Lost Sword quests there and with luck you might be able to find some good skills to pick up there (Symbiosis is a beautiful one for a pure sorcerer).

thesloppy
05-28-2009, 01:54 PM
Unfortunately, I got a pinched nerve in my shoulder right when the comps started, and typing absolutely kills it, so I haven't been able to take part....but I'm finally giving this guy a shot. I've been playing T.o.M.E. for years, so adjusting isn't an issue...but I hate to admit I've literally never played a magic-using class, so this is still a rough time for me. Also: this dude can't carry shit.

Malificent
05-28-2009, 03:07 PM
Also: this dude can't carry shit.

Hell yeah. I tend to be the "carry as much loot as I can stagger out with" kind of guy and having to just leave broad swaths of stuff behind is killing me. :)

Thomkal
05-28-2009, 03:31 PM
Thanks JAG for the advice. I too think i'm not ready for Sandworm Lair yet, especially because I've never done it before. I've at least started on orc caves in the past if not finished it. So I'll check out the Lothlorien home quest, and look for the things you suggested and then try the caves.

Thomkal
05-28-2009, 03:35 PM
Unfortunately, I got a pinched nerve in my shoulder right when the comps started, and typing absolutely kills it, so I haven't been able to take part....but I'm finally giving this guy a shot. I've been playing T.o.M.E. for years, so adjusting isn't an issue...but I hate to admit I've literally never played a magic-using class, so this is still a rough time for me. Also: this dude can't carry shit.

Ow on the pinched nerve, hope it gets better quick. Played TOME for years and never tried a magic-using class? wow that's some serious magic hating. ;) yeah I'm like Mali, carry out a ton of stuff to sell at the end of a level. Wait until you find an egg to carry around in hope it hatches. I found a baby black dragon egg that had me at "Slow -38" because it weighed 400 lbs. :eek:

good luck in the comp!

thesloppy
05-28-2009, 03:41 PM
dammit. Killed by a death sword. "Oooh! What's that neato sword over there?" whack. dead.

thesloppy
05-28-2009, 03:43 PM
wow that's some serious magic hating. ;)

Hellz yes. Stupid magic. I almost exclusively play assassins of various races, just cause I like to whack stuff without too much thinking/strategy, and the stealth covers up for some of my recklessness. This magic stuff is tough.

JAG
05-28-2009, 03:45 PM
dammit. Killed by a death sword. "Oooh! What's that neato sword over there?" whack. dead.

Been there done that (except more like 'what's that cool potion / scroll?')...friggen mimics.

Thomkal
05-28-2009, 03:50 PM
dammit. Killed by a death sword. "Oooh! What's that neato sword over there?" whack. dead.

hey I thought you had played TOME a lot? rookie...:D

Thomkal
05-28-2009, 03:52 PM
Oooh just got my new fate-"You are fated to die on Level 1"-I heard these are killer levels, pardon the pun-lots of out of depth stuff. I wonder is what I'll find there based on the dungeon level or my level. I'm not too eager to find out. :)

JAG
05-28-2009, 03:59 PM
Wow, I've never gotten a death fate before, nor a 'you cannot die by the hands of mortals'. My fates are almost always boring.

thesloppy
05-28-2009, 04:27 PM
hey I thought you had played TOME a lot? rookie...:D

Despite my experience, I really am a HORRIBLE player. I basically just go as fast as possible and try to level up as quickly as I can and horde as much crazy junk as possible. My brain is always 5 moves behind my fingers, and I'll usually have whacked something 3 or 4 times before I even know what the hell it is, let alone whether it's particularly dangerous or not.

For example, in this instance I didn't even know what killed me at first, because the death sword whacked and killed me so fast that I was still haplessly mashing keys, zooming right past my 'tombstone' and character record, and closing the application entirely before I entirely registered what had happened.

...as you might imagine, I make a stellar sorcerer.

Thomkal
05-28-2009, 07:51 PM
So having said that, I'd hit the Orc Caves. You should be able to mop up there using Noxious Cloud and you'll be able to find better equipment to help survive the Sandworm Caves. On the lvl 21 special level you'll find an artifact armor that would be an improvement over what you're currently using.

If you haven't already done the Lothlorien house quest, I would do that as it will be easy. Check there and Bree for some spellbooks that could help you out (Essence of Speed would be tremendous, you'll eventually want disarm / stone to mud for reasons stated above).

Boy you aren't kidding about mopping up in the Orc Caves with Noxious Cloud. A lot of orc mobs gather together in a cavern and the cloud takes most or all of them out if placed properly. Vicious spell.

Did the Lothlorien home quest. Was easy other than when I accidently did my Phase Door spell instead of one of my god spells and ended up in a room with two or three of them. Found a spellbook of Dig to help with the Sandworm Caves later.

Malificent
05-28-2009, 08:18 PM
I really wanted to use the Dagger of Life (+20% HP) I just got. That would've been so nice. But the 25% fail rate on spells is just unacceptable. Sigh.

Malificent
05-28-2009, 08:40 PM
So, I just got a fate:

"You are fated to find something special on level 5."

Is that any level 5, so if I were to go back into the barrowdowns, I would find something at level 5?

Thomkal
05-28-2009, 09:08 PM
I think its any level 5 Mali, but don't know for sure. The Barrow-downs should be fine to go to I would think.

Malificent
05-28-2009, 09:16 PM
I am now also fated to meet a novice warrior on level 1 and die on level 1. Plus I have 2 fates that I haven't had a chance to uncover yet. I guess a lot of wandering in the wilderness makes it seem like I'm getting them quickly.

Thomkal
05-28-2009, 09:30 PM
there's a buildings in some of the towns where you can teleport to a specific level. It's expensive though.

Malificent
05-28-2009, 10:16 PM
Heh, I f'd up my God quest. No extra prayer skill points for me. :)

JAG
05-29-2009, 07:46 AM
I've just skipped god quests entirely myself. May not be the best plan because I think getting the prayer points ups your spirituality which ups your saving throw, which is pretty important.

However my Alfwin is just ridiculous now, lvl 37, his kit currently gives resists for everything, immunity to acid, fire, and cold, sustains all but int and cha, stealth is superb, I can add reflection or regen via amulet, and toss in 1100ish SPs and 520 hps. Only real weakness other than hps which will basically always be a weakness is lack of speed, only +5 permanent speed (can up to +15 with spell). My next quest in Mordor is for rotting Q's (like regular Q's but summon undead), my group killing is still pretty weak so I may take a break from there and level up some at Sacred Land of Mountains.

Malificent
05-29-2009, 05:59 PM
Ok, Alfwin VIII died to a 7 headed hydra on level 1. Bring on Alfwin IX!

Thomkal
05-29-2009, 06:41 PM
Uh yeah I'd say you met you death fate Mali. :) Did you at least kill the novice warrior you were supposed to meet on that level first?

Malificent
05-29-2009, 07:14 PM
Uh yeah I'd say you met you death fate Mali. :) Did you at least kill the novice warrior you were supposed to meet on that level first?

Why, in fact, I did. Alfwin VIII completely fulfilled his destiny. Alfwin IX has a lot to live up to.

If I get up to Alfin LCXVIII, stop me, please.

Malificent
05-29-2009, 07:21 PM
Sigh. Hit a summon monster trap and died pretty much instantaneously on level 5. Alfwin X (dark, but no relation to Malcolm) coming up.

Sporkimata
05-29-2009, 08:10 PM
Im on Alfwin the 4th and am up to level 28. The advice you guys have given to me has helped a lot. I need to find some invulnrables to darkness though. gonna finish the orc cave, not sure what to do do next.

Thomkal
05-29-2009, 08:45 PM
Holy crap just found a scroll of acquirement in the orc caves, now do I read it or save it....

Sporkimata
05-29-2009, 09:13 PM
See this is what happens when I play to long. I was out exploring the wilderness and got a little to brave on the water tiles. Got attacked by a greater Kraken that killed me right off the bat. I was level 28. Than In a dumbstruck daze I didn't save the dump. Arrrrrrrrrrrrrrrrrrrrrrrrgh.

JAG
05-29-2009, 09:13 PM
Im on Alfwin the 4th and am up to level 28. The advice you guys have given to me has helped a lot. I need to find some invulnrables to darkness though. gonna finish the orc cave, not sure what to do do next.

Nice work! You should already have intrinsic dark resistance as a dark elf, is there a different resistance that you meant?

Be a little wary on lvl 21 in the Orc Cave, remember that since it's a special level you won't be able to teleport out of danger. As long as you go slowly and carefullly it's not too bad.

path12
05-29-2009, 10:50 PM
Crap. Got to level 13, got careless and ran into a bunch of cave orcs. My armor was cursed so I couldn't teleport and I was stupid enough to put it on without checking because it was my reward from the first princess quest.

Malificent
05-29-2009, 11:11 PM
Damn it, died again at level 18. Can't seem to make it past level 20. Damn it. Damn it, damn it, damn it. Had a elven robe of permanence too. Crapola.

Alfwin XI will be raised up, I guess.

Thomkal
05-30-2009, 06:03 AM
See this is what happens when I play to long. I was out exploring the wilderness and got a little to brave on the water tiles. Got attacked by a greater Kraken that killed me right off the bat. I was level 28. Than In a dumbstruck daze I didn't save the dump. Arrrrrrrrrrrrrrrrrrrrrrrrgh.

Ouch. Yeah when I start feeling sleepy at the computer, its time to quit playing a roguelike. :)

Thomkal
05-30-2009, 06:04 AM
Crap. Got to level 13, got careless and ran into a bunch of cave orcs. My armor was cursed so I couldn't teleport and I was stupid enough to put it on without checking because it was my reward from the first princess quest.

You got a cursed armor from a princess quest? Didn't think that was possible.

Thomkal
05-30-2009, 06:06 AM
Damn it, died again at level 18. Can't seem to make it past level 20. Damn it. Damn it, damn it, damn it. Had a elven robe of permanence too. Crapola.

Alfwin XI will be raised up, I guess.

Well at least you've had plenty of experience at the early levels so you can breeze through them. ;) Good luck with the new guy.

Thomkal
05-30-2009, 06:06 AM
I've decided to wait and try the scroll of acquirement on the last level of the orc caves. Of course I have to live that long...

JAG
05-30-2009, 09:06 AM
You got a cursed armor from a princess quest? Didn't think that was possible.

Prior to the competition, I goofed around with a character and got a Phial as an option for a reward which I gladly accepted and equipped. "Oops, it feels deathly cold." Doh...so yeah, it's rare but it is possible to get a cursed artifact.

Sorry Spork, I didn't see a post later that you died. I don't recommend playing around in the wilderness, especially the water squares (krakens and other serious nasties) and some of the mountain squares with dragons.

If people are having trouble with survivability, maybe try skipping the sorcery skill and bringing up the other magic schools individually. My Alfwin II is up to a ridiculous 940 hps since I didn't have to deal with the hp cut from the sorcery skill (granted I've been lucky with equipment too).

Thomkal
05-30-2009, 09:28 AM
940 hps?...drool. ;)

thesloppy
05-30-2009, 09:35 AM
Prior to the competition, I goofed around with a character and got a Phial as an option for a reward which I gladly accepted and equipped. "Oops, it feels deathly cold." Doh...so yeah, it's rare but it is possible to get a cursed artifact.


I've gotten the ol' Phial of Undeath as a reward before, too. Thanks princess.

thesloppy
05-30-2009, 10:45 AM
I started up an Alfwin II, and his spellbook of manathrust immediately got burnt up by a salamander on lvl 1, turning him into the lamest fighter in existence.

I was able to run back to the stairs shrieking like a little girl, run back to town, and without any money wandered into the magic shop, broke, sweatily and shakily whistling to myself, I was reduced to attempting to steal a spellbook of 'Noxious Cloud'...and I got it! But I am not liking Alfwin II's luck so far...

thesloppy
05-30-2009, 11:40 AM
I started up an Alfwin II, and his spellbook of manathrust immediately got burnt up by a salamander on lvl 1, I am not liking Alfwin II's luck so far...

Alfwin II's luck immediately improved, when he received Sumbiosis right off the bat as a reward for clearing lvl 1.

Thomkal
05-30-2009, 12:02 PM
that's just too funny Sloppy. Have thought about trying to steal a couple things from the Black Market with this guy but wasn't sure how this version handled it if you fail.

thesloppy
05-30-2009, 12:21 PM
that's just too funny Sloppy. Have thought about trying to steal a couple things from the Black Market with this guy but wasn't sure how this version handled it if you fail.

If you don't effectively steal the item, the shopkeeper gets pissed and that shop closes (temporarily, but for a long time).

thesloppy
05-30-2009, 12:29 PM
Dahh! Killed by a tiger (or three) on lvl 10. I am the worst sorcerer ever.

thesloppy
05-30-2009, 12:54 PM
Alfwin III got Wormtongue as my quest on lvl 1. Good times. Somehow I squeaked by. And was rewarded with Brodda the Easterling as my quest on lvl 2. I don't wanna go up the stairs anymore.

Malificent
05-30-2009, 07:45 PM
Dahh! Killed by a tiger (or three) on lvl 10. I am the worst sorcerer ever.

Dude. Alfwin XI. Don't you be claiming my worst sorceror ever title...;)

Malificent
05-30-2009, 09:56 PM
Speaking of which...Alfwin XII. Died at char level 20, on level 10 of the Orc Cave...was in a vault and got whacked by the Ultimate Mimic. Grrrrrrrr.

JAG
05-30-2009, 09:57 PM
One of my best characters ever.

[ToME 2.3.5 Character Sheet]

Name : Alfwin Age 86 STR! 32
Sex : Male Height 56 INT! 37
Race : Dark-Elf Weight 99 WIS! 36
Class : Sorceror Social Class 9 DEX! 40
Body : Player CON! 39
God : Eru Iluvatar CHR! 33

+ To Melee Hit -33 Level 48 Hit Points 1052/ 1052
+ To Melee Damage -22 Experience 6511129 Spell Points 1620/ 1620
+ To Ranged Hit 11 Max Exp 6511129 Sanity 725/ 725
+ To Ranged Damage 12 Exp to Adv. 7200000 Piety 34798
AC 23+140 Gold 665860 Speed Fast (+7)

(Miscellaneous Abilities)
Fighting : Very Bad Perception : Bad Blows/Round: 4
Bows/Throw : Poor Searching : Bad Shots/Round: 1
Saving Throw: Superb Disarming : Good Mel.dmg/Rnd: 4d4-88
Stealth : Superb Magic Device: Very Good Infra-Vision: 50 feet
Tactic: coward
Explor: normal
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, curly black hair and a very dark
complexion.



[Miscellaneous information]

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

Recall Depth:
Mirkwood: Level 33 (1650')
Mordor: Level 66 (3300')
Angband: Level 69 (3450')
Barrow-Downs: Level 10 (500')
Maze: Level 37 (1850')
The Sandworm lair: Level 29 (1450')

Your body is a Player.
You are currently in the town of Bree.
You have defeated 5220 enemies.
You saved Bree from a dreadful Nazgul.
You have completed 51 princess quests.
You have completed 51 lost sword quests.
You found none of the relic pieces.

You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 2nd Quelle of the 2890th year of the third age.
You have been adventuring for 16 days.

adefkmnopsuxz{|@
Add Str : ....3...43......
Add Int : .....3..........
Add Wis : .....3.........+
Add Dex : .4.......34.....
Add Con : ..5.3...43......
Add Chr : .....3..........
Mul Mana : ...............+
Add Stea. : .......3...3....
Add Tun.. : ..............7.
Add Speed : .4.....3........
Sust Str : ....+.+..+......
Sust Int : ................
Sust Wis : ................
Sust Dex : .........+......
Sust Con : ....+....+......
Sust Chr : ................
Invisible : ................
Mul life : ......+.........
Sens Fire : ................
Reflect : ................
Free Act : ...++...+.+.....
Hold Life : ...+............
Imm Acid : .+.....+*++.....
Res Elec : .+..............
Imm Fire : .+....*.........
Imm 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 : .......+..+.....
Orc.ESP : ........+.......
Full ESP : ..........+.....

Skills (points left: 68)
. Archery 01.000 [0.000]
- Sneakiness 01.800 [0.900]
. Stealth 04.900 [0.500]
. Disarming 00.500 [0.000]
- Magic 43.600 [1.200]
. Magic-Device 11.500 [1.000]
. Spell-power 34.200 [0.600]
. Sorcery 01.000 [0.700]
. Mana 44.100 [0.900]
. Fire 36.000 [1.000]
. Water 00.000 [1.000]
. Air 00.000 [1.000]
. Earth 12.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 23.000 [1.000]
. Divination 31.000 [1.000]
. Temporal 15.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Necromancy 05.400 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 17.600 [0.550]
. Prayer 00.000 [0.500]
. Monster-lore 00.000 [0.500]

Abilities
* Perfect casting


[Character Equipment]

a) a Mage Staff of Wizardry (1d4) (-24,-2)(100%) (+5)
d) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
It increases your dexterity and speed by 4. It provides resistance to
acid, electricity, fire and cold. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying in a vault on level 29 of The Sandworm lair.
e) an Indestructible Ring of Constitution (+5)
f) a Ring of Lordly Protection [+14]
It provides immunity to paralysis. It provides resistance to life
draining, poison, chaos and disenchantment.
You found it in the remains of an Ancient multi-hued dragon on level 41 of
Mordor.
k) an Amulet of Weaponmastery (+6,+5) [+3] (+3)
It increases your strength and constitution by 3. It sustains your
strength and constitution. It provides immunity to paralysis. It
makes you completely fearless. It provides resistance to
disenchantment.
You bought it from the Rare Jewelry Shop.
m) a Dwarven Lantern of the Magi (+3)
It grants you the power of magic map if it is being worn. It provides
light (radius 2) forever. It can be used to store a spell. It
increases your intelligence, wisdom and charisma by 3. It provides
resistance to chaos. It cannot be harmed by fire.
It was given to you as a reward.
n) The Robe 'Osseren' (-28,-32) [2,+5](20%)
It increases your hit points by 20%. It sustains your strength. It
provides immunity to fire and cold. It provides resistance to nether.
It cannot be harmed by acid, cold, lightning or fire.
It was given to you as a reward.
o) The Cloak 'Colannon' [1,+15] (+3 to speed)
It can be activated for teleport (range 100) every 45 turns if it is
being worn. It increases your stealth and speed by 3. It provides
resistance to acid and nexus. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying in a vault on level 58 of Mordor.
p) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides immunity to paralysis. It provides
resistance to blindness, sound and chaos. It allows you to sense the
presence of orcs. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of an Ancient multi-hued dragon on level 41 of
Mordor.
s) The Steel Helm of Hammerhand [6,+20] (+3)
It grants you the power of berserk if it is being worn. It increases
your strength, dexterity and constitution by 3. It sustains your
strength, dexterity and constitution. It makes you completely
fearless. It provides resistance to acid, cold, dark and nexus. It
slows your metabolism. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of The Minotaur of the Labyrinth on level 37
of Maze.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
It can be activated for arrows (150) every 90+d90 turns if it is being
worn. It grants you the power of magic missile if it is being worn.
It increases your dexterity and luck by 4. It provides immunity to
paralysis. It provides resistance to acid. It gives telepathic
powers. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Swamp Wyrm on level 65 of Mordor.
x) a Pair of Metal Shod Boots of Stealth [6,+7] (+3 to stealth)
z) (nothing)
{) (nothing)
|) a Gnomish Shovel of Digging (+7)
It increases your ability to tunnel by 7. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying on the ground on level 29 of The Sandworm lair.


[Character Inventory]

a) 2 Fireproof Tomes of Magical Energy
b) a Fireproof Tome of the Eternal Flame
c) a Fireproof Tome of the Impenetrable Earth
d) a Fireproof Tome of Translocation
e) 2 Tomes of the Tree {25% off}
f) 3 Fireproof Tomes of Knowledge
g) a Fireproof Tome of the Time
h) 15 Potions of Healing
i) 23 Potions of *Healing*
j) 7 Potions of Restore Mana
k) 10 Scrolls of Teleportation
l) 3 Scrolls of Word of Recall {25% off}
m) a Scroll of *Identify*
n) 9 Scrolls of Satisfy Hunger
o) The Ring of Cirinuri (+2)
It increases your intelligence and wisdom by 2. It sustains your
strength, wisdom and dexterity. It provides resistance to light,
sound and shards. It slows your metabolism. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of a Chaos drake on level 25 of Mirkwood.
p) The Ring of Flare (+3)
It can be activated for dimension door every 100 turns if it is being
worn. It grants you the power of swap position if it is being worn.
It increases your strength, constitution, charisma and searching by 3.
It provides immunity to fire. It allows you to fly. It allows you to
see invisible monsters. It allows you to sense the presence of
thunderlords. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Hell Wyrm on level 68 of Angband.
q) The Amulet of Ingwe (+3)
It can be activated for dispel evil (level*5) every 300+d300 turns if
it is being worn. It increases your intelligence, wisdom, charisma,
searching and infravision by 3. It provides immunity to paralysis.
It provides resistance to acid, electricity and cold. It allows you
to see invisible monsters. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Gelugon on level 67 of Angband.
r) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
s) The Jewel 'Evenstar' (+3)
t) 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 lying in a vault on level 29 of The Sandworm lair.
u) The Metal Scale Mail of Eglian (-2 to accuracy) [13,+10]
v) The Mithril Plate Mail 'Ithil' (+1 to accuracy) [35,+10] {cursed}
w) The Sling of the Thain (x6) (+15,+15) (+4)


[Home Inventory - Bree ]

i) 4 Staffs of Genocide[1|5] (3 charges)
j) The Ring of Power of Uvatha the Horseman (+3 to stealth)
It increases your intelligence, wisdom and stealth by 3. It makes you
invisible. It provides resistance to fire. It allows you to fly. It
drains experience. It cannot be dropped while cursed. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of Uvatha the Horseman in the town of Bree .
k) The Ring of Aingir (+3)
It increases your constitution, charisma, searching and ability to
score critical hits by 3. It provides resistance to acid, poison and
nexus. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Death drake on level 66 of Mordor.
l) The Star of Elendil (+1)
It can be activated for light (dam 2d15) & map area every 50+d50 turns
if it is being worn. It grants you the power of detect curses if it
is being worn. It provides light (radius 4) forever. It increases
your speed by 1. It provides resistance to life draining. It allows
you to see invisible monsters. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the ground on level 29 of The Sandworm lair.
m) 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 lying on the ground on level 29 of The Sandworm lair.
n) The Filthy Rag of the Wight [1,-1] (+6 to searching) {cursed}
It increases your intelligence, searching and spell power by 6. It
provides resistance to blindness and confusion. It renders you
especially vulnerable to fire. It allows you to see invisible
monsters. It is heavily cursed. It cannot be harmed by acid, cold,
lightning or fire.
o) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
It increases your stealth and searching by 4. It provides resistance
to acid, electricity, fire, cold and dark. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying on the ground on level 29 of The Sandworm lair.
p) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
It increases your intelligence, wisdom, dexterity and speed by 1. It
provides resistance to electricity, fire and cold. It slows your
metabolism. 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 a Bile Demon on level 60 of Mordor.
q) a Climbing Set
r) The Mage Staff 'Menorlach' (1d4) (-2,-3) [+1] (+5)
It can be wielded two-handed. It provides light (radius 1) forever.
It can be used to store a spell. It increases your intelligence and
spell power by 5. It provides immunity to paralysis. It provides
resistance to blindness and confusion. It allows you to fly. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of an Archlich on level 63 of Mordor.
s) a Mage Staff of Mana [Essence of Speed] (1d4) (-2,+7)(100%)
It can be wielded two-handed. It has a spell stored inside. It
increases your mana capacity by 100%.
It was given to you as a reward.
t) a Mage Staff of Mana [Identify] (1d4) (-8,+7)(40%)


[Home Inventory - Gondolin ]

c) The Gem of Ghosts
It can be activated for genocide every 500 turns.
You found it in the remains of an Acidic cytoplasm on level 31 of Mirkwood.
g) a Fireproof Staff of Genocide[1|10] (4 charges)
h) a Staff of Genocide[1|10] (3 charges)
j) The Ring of Gindont (+3 to stealth)
It can be used to store a spell. It increases your strength, charisma
and stealth by 3. It provides resistance to cold. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of an Acidic cytoplasm on level 31 of Mirkwood.
o) The Phial of Galadriel (+4)
It can be activated for light area (dam 2d15) every 10+d10 turns if it
is being worn. It provides light (radius 3) forever. It increases
your searching and luck by 4. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying in a vault on level 29 of The Sandworm lair.
p) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It can be activated for destroy doors and traps every 10 turns if it
is being worn. It increases your intelligence, wisdom and constitution
by 3. It provides resistance to acid, poison, confusion and shards.
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Dread on level 56 of Mordor.
q) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
It increases your strength, stealth, infravision and ability to tunnel
by 5. It provides resistance to acid, electricity, fire and poison.
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 The Sandworm Queen on level 30 of The
Sandworm lair.
r) The Cloak of Thorongil [1,+10]
It provides immunity to paralysis. It makes you completely fearless.
It provides resistance to acid. It allows you to see invisible
monsters. It cannot be harmed by acid, cold, lightning or fire.
It was given to you as a reward.
s) an Elven Cloak [4,+8] (+4 to stealth)
t) The Golden Crown 'Eladhel' [0,+14]
It sustains your dexterity. It provides resistance to acid, fire,
poison, dark and chaos. It cannot be harmed by acid, cold, lightning
or fire.
You found it lying in a vault on level 26 of The Sandworm lair.
u) a Pair of Metal Shod Boots of Levitation [6,+8]
v) The Heavy Crossbow 'Hirim' (x6) (+10,+21) (+2)
It provides light (radius 1) forever. It increases your intelligence,
wisdom and charisma by 2. 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 Eldrak in the town of Gondolin .
w) a Small Wooden Boomerang of *Slay Troll* (1d4) (+5,+4) (+1)
It increases your strength by 1. It is especially deadly against
trolls. It sustains your strength. It allows you to sense the
presence of trolls. It speeds your regenerative powers.
You found it in the remains of an Ettin in the town of Gondolin .
x) a Mage Staff of Mana [Essence of Speed] (1d4) (-1,-12)(80%)
It can be wielded two-handed. It has a spell stored inside. It
increases your mana capacity by 80%.
You found it lying in a vault on level 29 of The Sandworm lair.


[Home Inventory - Minas Anor ]

f) Kenault's Cantrip Generator
It can be activated for mass genocide every 1000 turns.
You found it lying on the ground on level 46 of Mordor.
g) The Deck of Wild Magic
It can be activated for cure insanity every 200 turns.
You found it lying on the ground on level 34 of Mordor.
h) Boccob's Unfinished Works
It can be activated for teleport level every 50 turns.
You found it lying on the ground on level 47 of Mordor.
i) Balrilbon's Soulgem
It can be activated for Destruction every 100 turns.
You found it lying on the ground on level 34 of Mordor.
j) Olive's Omnipotent Ostrich
It can be activated for satisfy hunger every 100 turns.
You found it lying on the ground on level 44 of Mordor.
p) a Silver Rod of the Istari of Nothing (200/200)
q) a Silver Rod of the Istari of Nothing (200/200)
r) an Amulet of Telepathy
s) 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.
It was given to you as a reward.
t) The Cloak 'Holcolleth' [1,+4] (+2)
It can be activated for sleep nearby monsters every 55 turns if it is
being worn. It increases your intelligence, wisdom, stealth and speed
by 2. It provides resistance to acid. It cannot be harmed by acid,
cold, lightning or fire.
It was given to you as a reward.
u) The Large Leather Shield of Celegorm [4,+20]
It provides resistance to acid, electricity, fire, cold, light, dark
and shards. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Ghoul on level 31 of Mirkwood.
v) 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 an Ancient red dragon on level 38 of Mordor.


[Home Inventory - Lothlorien ]

a) The Demonhorn of Gothmog [2,+13] (-5)
It provides light (radius 2) forever. It decreases your charisma by 5
. It allows you to see invisible monsters. It allows you to sense
the presence of demons. It slows your metabolism. It speeds your
regenerative powers. It can re-curse itself. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying in a vault on level 26 of The Sandworm lair.
h) The Mirror of Alternate Dimensions
It can be activated for Destruction every 100 turns.
You found it lying in a vault on level 28 of The Sandworm lair.
i) a Parchment titled ''Immortality For Dummies''
It can be activated for cure insanity every 200 turns.
You found it lying in a vault on level 29 of The Sandworm lair.
j) Mordenkainen's Mysterious Mind-Masher
It can be activated for heal 700 hit points every 100 turns.
You found it lying on the ground on level 26 of The Sandworm lair.

JAG
05-30-2009, 10:08 PM
I polished off Mordor except the last level (a quest to kill greater draconic Q's ended with me recalling from a level with 100+ great wyrms summoned) and a few levels of Angband which were very tough. I had a quest to kill 5 sky drakes which was a pain and required killing a ton of wyrms they summoned, but the rewards were worth it with me hauling back *7* artifacts (and leaving some others lesser ones on the level).

Malificent
05-30-2009, 11:30 PM
Heh, I'm pretty sure you're going to win this one. :)

Thomkal
05-31-2009, 05:46 AM
yeah somehow I don't think I'm gonna catch you. ;) don't know how you manage to get so far in the game. I'm playing a lot and nowhere close. Great job though.

JAG
05-31-2009, 07:29 AM
Once you get past a certain point, the exp starts rolling in like gangbusters.

The comp runner can't win their own comp (at least I think that's fair and wise, to give more people a chance to come up with ideas), so keep diving.

path12
05-31-2009, 12:03 PM
The comp runner can't win their own comp (at least I think that's fair and wise, to give more people a chance to come up with ideas), so keep diving.

I call BS. :) If you end up with the best character, you should win. And that is a hell of a character.

Malificent
05-31-2009, 06:26 PM
I just found the Vorpal Sword. Now I really wish I were a melee character so I could use it. :)

dwardzala
06-01-2009, 07:38 PM
Two questions - when is the comp over? and is BD only a level 10 dungeon (I've gotten 3 consecutive levels with no down stairs)? If so, what is the next best place to go - I have gotten to lvl 20 with only a few resists? (I guess that's three questions).

thesloppy
06-01-2009, 07:56 PM
is BD only a level 10 dungeon (I've gotten 3 consecutive levels with no down stairs)? If so, what is the next best place to go - I have gotten to lvl 20 with only a few resists? (I guess that's three questions).

Yes BD only reaches to lvl 10, after that, I usually choose between the Mirkwood Forest and the Orc Caves, both of which are a couple wilderness tiles to the NW of town (if memory serves).

Thomkal
06-01-2009, 08:45 PM
Two questions - when is the comp over? and is BD only a level 10 dungeon (I've gotten 3 consecutive levels with no down stairs)? If so, what is the next best place to go - I have gotten to lvl 20 with only a few resists? (I guess that's three questions).

Comp is over a week from tonight. Yep BD only goes down to level 10. There actually should be a downstair on the bottom level that takes you back to the surface I think. Check the help menu out for where to go next. Go to the spoilers menu, and then the dungeons option. It breaks down the various dungeons-gives a brief description and then what levels it covers. You have a few choices after BD depending on your level and equipment. Old Forest is right next to Bree. I'm close to finishing the Orc Caves right now, its a bit to the north of Bree. Have some method of area effect attacks before going there (Noxious Cloud spell works great, Fireflash seems to be good too from what I've read about it). Or if you want to continue on with the "main" adventure where you will keep getting Princess/Lost Sword quests, you can try Mirkwood. Probably best if you have some method of flight/tree walking I think from what JAG has said about that place.

thesloppy
06-01-2009, 08:55 PM
There actually should be a downstair on the bottom level that takes you back to the surface I think.

I think you only get the stairs to town if you get a princess quest on lvl 10. If you get the mysterious stranger quest, or come back to lvl 10 after you've solved the quest, you won't get any stairs down.

Thomkal
06-01-2009, 09:31 PM
I think you only get the stairs to town if you get a princess quest on lvl 10. If you get the mysterious stranger quest, or come back to lvl 10 after you've solved the quest, you won't get any stairs down.

ah didn't know that-I did have a princess quest there

path12
06-01-2009, 10:35 PM
AAAAAARRRRGGGGGGGHHHHHH!!!!!!!

Thomkal
06-02-2009, 06:52 AM
Ummmm...I take it you died Path? :)

Thomkal
06-02-2009, 07:11 AM
Well at level 20 of the Orc Caves now about to go look for the Deathwatch special level. Thought it'd be a good time to use that Acquirement spell for any useful boost I might get before trying that level. Here goes nothing....A Awl Pike of *Slay Animal* (+4, +9]....crap was really hoping for some kinda armor. It's not a bad weapon really-has detect animal, +2 to Stealth and INT and slow digestion in addition to the extra damage to animals, but not what I was looking for at all sadly.

path12
06-02-2009, 09:57 AM
Finish the princess quest on level 7 of Barrowdowns. Lava pit surrounds but it looks like I can get through one square and then get my reward. I didn't realize that the Death Sword next to that square could actually hit me -- so, step on lava square and take that damage and then the $&#&%(#&!!! sword hits and I'm dead.

This game is so frustrating.

Thomkal
06-02-2009, 10:02 AM
ooof. That's about all I can say about that death. :)

JAG
06-02-2009, 10:59 AM
ooof. That's about all I can say about that death. :)

Throw in "I hate mimics" too. :)

Alwin survived the special levels 70 and 85 in Angband (85 is especially difficult, tons of Q's of all sorts, also had to polish off Gothmog (unique lvl 95 Balrog) and a unique angel of fire in the same room, Gothmog summoned a huge amount of greater demons because I was stupid with how I tried to take care of a breeding black dragon worm, but otherwise made it through with few problems). Since I last posted I found unique armor that adds +40% to hps and has immunity to electricity + cold, so with some equipment shuffling, Alwin is up to a robust 1400-1500 hps, immune to the four cardinal elements, and base speed of +22 (thanks to a ring of speed +11). I'd like to swap in an amulet that adds another 40% mana, but I don't quite have the right equipment to pull it off (or don't feel like spending the time sorting through things). Next major step is heading to Angband level 99 and lower to ask Sauron about a certain ring.

Some suggestions if your characters are reaching the middle levels and are still alive...

Keep an eye out for The Anchor of Space-Time. This is very handy for monsters that teleport you or themselves since it prevents them from escaping (very useful vs. Q's, liches, and thunderlords in particular, but also irritants like phase spiders and blink dogs). Also keep an eye out for The Ring of Flare, a very very nice ring that gives you +3 con, immunity to fire, flying, and ability to swap positions with another monster. This power is particularly useful because it is the only teleportation-like effect that works on special levels.

I just remembered that I believe after you finish off a lost sword quest that a princess quest gets added on that level the next time you visit it. I'm not 100% sure that's true, but I may go whip through Mirkwood / Mordor again just to be sure I didn't leave any behind although they'll probably be trivial to complete at this point.

Thomkal
06-02-2009, 02:58 PM
Just finished the Deathwatch level of the Orc Caves-was pretty easy thanks to Noxious Cloud. Levelled up while there and that enabled me to get my Eru spells up to Level 30 which means I can fully ID everything on the ground on the entire level and when I get back home *ID* everything with another spell.

Now I get to run around the level now that I've killed off everything and "shop" including the three guaranteed artifacts. Fun stuff. :)

JAG
06-03-2009, 10:30 AM
My last run to the dungeon had some decent rewards after killing about 30 great wyrms, Ancalagon the Black (unique Wyrm), a ringwraith, The Tarrasque, and some other nasties. Cubregol (a crossbow that gives +10 speed) and a scroll of artifact creation which, as the name suggests, turns an average or good piece of equipment into an artifact. I'm leaning towards a digger though I've got nothing decent for footware at this point either.

Thomkal
06-03-2009, 12:17 PM
Having fun in the sandworm Lair so far, relatively small levels, most with some kind of vault in them and lots of stats potions. my INT is at 30 at the moment.

path12
06-03-2009, 01:53 PM
Just as an offhand observation (since I'm not restarting another Alfwin), I really like ToME. It's the first variant from vanilla Angband that really grabbed me. If I could only get a macro to not break after using it a few times.......

JAG
06-03-2009, 03:07 PM
That's weird about the macro breaking thing. On some rare occasions when I manathrust with F1 I end up on the ~ screen or it just says 'target selected' without firing the spell (not even sure how that happens, but probably if I put a few more Esc's in there it wouldn't), but that's the only problem I've had with the six spells I have macroed.

Thomkal, if you find a really nice greater vault in your travels, be careful around blood sprouts. They're always awake lvl 50 breeders, they hit decently hard, and most dangerously they move exceedingly fast. I lost my first good sorcerer against one a long while back. They're very fragile though, if they're behind a wall, shoot a noxious cloud before you dig through. You won't see the effects until you dig through, then they lemming themselves into your cloud. Other than those, you probably won't have a problem with anything you face except you might not be able to handle wall monsters if you don't have sterilize on the books since they breed quickly and are immune to noxious cloud. Anyway, now that you're there I expect you'll find some good mage staves and spellbooks for Mirkwood and beyond.

JAG
06-03-2009, 03:09 PM
Just as an offhand observation (since I'm not restarting another Alfwin), I really like ToME. It's the first variant from vanilla Angband that really grabbed me. If I could only get a macro to not break after using it a few times.......

Besides that I've got a pretty fun character going, I'd agree with the ToME observation. I really like the skill system and just prefer the experience to playing Z+ which I found frustrating in some ways.

Thomkal
06-03-2009, 03:20 PM
I have to say I prefer Z+ (and some other variants) more than TOME. I'm a traditionalist I guess and prefer something close to the orignal level gaining system. I'm not even using most of the skills for this character which probably has something to do with it too. I like Z+'s wilderness and random towns better. I'm not disliking TOME, just not enjoying it as much.

Thomkal
06-03-2009, 03:28 PM
That's weird about the macro breaking thing. On some rare occasions when I manathrust with F1 I end up on the ~ screen or it just says 'target selected' without firing the spell (not even sure how that happens, but probably if I put a few more Esc's in there it wouldn't), but that's the only problem I've had with the six spells I have macroed.

Thomkal, if you find a really nice greater vault in your travels, be careful around blood sprouts. They're always awake lvl 50 breeders, they hit decently hard, and most dangerously they move exceedingly fast. I lost my first good sorcerer against one a long while back. They're very fragile though, if they're behind a wall, shoot a noxious cloud before you dig through. You won't see the effects until you dig through, then they lemming themselves into your cloud. Other than those, you probably won't have a problem with anything you face except you might not be able to handle wall monsters if you don't have sterilize on the books since they breed quickly and are immune to noxious cloud. Anyway, now that you're there I expect you'll find some good mage staves and spellbooks for Mirkwood and beyond.

Thanks for the tips about blood sprouts-they sound really nasty. Never thought of using Noxious Cloud that way. Haven't seen any wall monsters in the pit yet, now I'm not looking forward to seeing any if they are immune to noxious cloud. :( Picked up Fireflash and put it in my mage staff to handle mobs like that though. Found a couple spellbooks in the pit so far, a summoning one I've found a few times, and an "all-meta" spells one which I don't have any use for really. Only one mage staff, which was a normal one. Latest vault had five "Junk-artifacts" in it, a couple of nice rods if I could find some nice rod tips now, and 2 or 3 stat potions. Haven't found any nasty monsters in them yet-wereworms being the only thing I have to watch out for cause they take two manathrusts to kill.

Malificent
06-03-2009, 03:33 PM
I like ToME - don't know if I necessarily prefer it over Zangband. Although it has gotten me hankering to run a melee type in ToME to see how it goes. I miss the 32x32 tiles, I will say :)

JAG
06-03-2009, 03:44 PM
...an "all-meta" spells one which I don't have any use for really...

If your sorcery skill is 20+, the spellbinder spell in meta is fantastic. You can set it to have 2-4 spells (depending on sorcery + spell power) go off automatically when your hps get below a certain level (like healing, teleport, fireflash, etc...). Make sure you cast it in a safe place though as it takes 32 (!) turns to cast.

Malificent
06-03-2009, 08:20 PM
Ok, I think I'm stopping with Alfwin XVI. I may just not be well suited for a magic using class.

thesloppy
06-03-2009, 08:42 PM
For anybody who wants to dink around with a T.o.M.E. melee class, the assassin class (under thief/rogue) is pretty much all I play....mainly because it's a lot more forgiving than the other classes that take some actual thought. You get good combat/sword skills, and good stealth, letting you wander around undisturbed, so you can pound on sleeping creatures...my kind of action.

JAG
06-03-2009, 11:11 PM
Ok, I think I'm stopping with Alfwin XVI. I may just not be well suited for a magic using class.

16 tries is quite a few.

In the end, the artifact creation scroll created a gnome shovel that gave +1 to int/wis/con/dex/cha. Meh. Although it's still better than what I was getting from that slot before.

Thomkal
06-04-2009, 07:09 AM
Thanks for the tips about blood sprouts-they sound really nasty. Never thought of using Noxious Cloud that way. Haven't seen any wall monsters in the pit yet, now I'm not looking forward to seeing any if they are immune to noxious cloud. :( Picked up Fireflash and put it in my mage staff to handle mobs like that though. Found a couple spellbooks in the pit so far, a summoning one I've found a few times, and an "all-meta" spells one which I don't have any use for really. Only one mage staff, which was a normal one. Latest vault had five "Junk-artifacts" in it, a couple of nice rods if I could find some nice rod tips now, and 2 or 3 stat potions. Haven't found any nasty monsters in them yet-wereworms being the only thing I have to watch out for cause they take two manathrusts to kill.

Of course right after I say that, I found 4 mage staffs on the next level. Two normal ones, one a Mage Staff of Spell, and one a Mage Staff of Wizardry (-23, -2) (60%) (+3 to spell power) that I can store a spell in. It raised my spell points from 362 to 582. Guess which staff I'm using now. :)

JAG
06-04-2009, 08:59 AM
Nice staff Thomkal. I'm still using a staff of wizardry I found in the Sandworm Caves myself.

To show how nearly indestructible this character has become, I pulled off a beautifully stupid sequence. Traveling around a deep level of Angband, I accidentally probability traveled right in the middle of a leveled greater demon pit. I survived the first round and cast teleport to get the hell (no pun intended) out of there. "The space-time continuum cannot be ..." Oops, I was wearing the Anchor of Space-Time. Another free turn of demon attacks. Spend another turn swapping out the Anchor and so another round of demon attacks take me down to 540ish / 1450 hps. Quaff potion of *healing* and finally teleport out of there the next round. Technically I should've used an artifact of mass genocide I'm carrying but I didn't think of it.

With 23 SPs left, I think I finally figured out what to do with them, which doesn't follow what I had originally planned (frankly I've got plenty of kill power as it is). Since I commented to Thomkal above regarding Spellbinder, I'm going to level meta to 20 so I can have the spell myself, a point in divination for Greater Identify (just a luxury really, so I don't have to tote *ID* scrolls around), and the last couple points in magic device.

Killed Sauron twice but no Ring yet, so the hunt continues.

Thomkal
06-04-2009, 09:42 AM
Found another scroll of acquirement-in one of the vaults in the sandworm lair-this one yielded a Chain Mail of Resistance [14, +15] which will probably be too heavy to wear. I also found another mage staff-this is a Mage Staff of Mana (-12, -18] [100%] which will bring my spell points to a whopping 735 if i use it over the wizardry one

Thomkal
06-04-2009, 09:43 AM
I'm getting to dislike giant slugs because they crush things when they walk over them-causing me to lose at least two mage staffs in that last vault. :(

JAG
06-04-2009, 10:40 AM
I'm getting to dislike giant slugs because they crush things when they walk over them-causing me to lose at least two mage staffs in that last vault. :(

Yep, they and the acid / fire / cold breathing worms are very irritating in those huge wide open vaults.

dwardzala
06-04-2009, 11:35 AM
What does a ring or amulet of "spell" do? I've picked up one of each but I am not sure what to do with them?

Hopefully I'll get some more time to game this weekend, but I have no hope of getting to JAGs insanely high level at this point. I am just hoping to survive.

JAG
06-04-2009, 12:37 PM
What does a ring or amulet of "spell" do? I've picked up one of each but I am not sure what to do with them?

You can copy a spell to them and then cast from the item as if it were a spellbook. Good for two things:

1. Making money (can sell them with high level spells for good cash)
2. Books can be burnt to a crisp by fire, items you're wearing can't be, so you can use it as a backup to prevent losing a spell vital to your survival while you're in the dungeon.

Thomkal
06-04-2009, 12:41 PM
or 3. Put a spell you don't want to carry (as a spellbook) around in it, so frees up one more inventory spot. I've put Fireflash in my mage staffs, disarm in an amulet of spell, and for the sandworm lair here, sterilize in a ring of spell.

dwardzala
06-04-2009, 07:33 PM
When someone mentioned putting a spell in a mage staff the light kinda went on. Thanks for confirming.

Is there a limit to how many times or how often you can use the spell in the item?

JAG
06-04-2009, 07:42 PM
Nope, once you choose a spell to put in an object you can't change it however.

JAG
06-05-2009, 09:58 AM
Had to kill Sauron 3 times to get The Ring. Mt. Doom was pretty anticlimactic, dropped The One Ring in the fire, found Sauron up there and killed him for good (conveniently there was a Ringwraith right behind him, so one of those is permanently down as well). Morgoth is all that's left to be a winner and then gotta go back and finish up whatever princess quests are hanging around.

Oh, putting points in Meta was pretty suboptimal after all. At the spellpower I have, I could only stick one spell in it and I don't have access to a healing spell because I have no points in Nature (oops). So Meta was only useful for the recharge spell (available at level 5 Meta) which I used to add charges to a staff of mana, which replenishes a % of SPs.

Thomkal
06-05-2009, 10:40 AM
great job there JAG. Hope you get the big guy now. I've just made it out of the sandworm lair with her nice shiny armor and looking to do a couple quests in Lothlorien and one in Bree perhaps before heading to Mirkwood.

JAG
06-06-2009, 06:47 AM
2nd ever winner. I had a close call before I even found Morgoth when I accidentally probability traveled or teleported in the middle of a pack of water hounds. I got smacked around by irresistible water attacks and lost 1k hps in a turn. There were about 30+ and even if I fully healed if more used their water attack it could've been the end, so I rolled the dice and teleported away from them, fortunately landing in a safe enough place to heal up. Morgoth was challenging but the only really tense time was when he shot a rocket as shards was the only resistance I was missing, but fortunately it 'only' did about 1k hps of damage.

Anyway, pretty fun character and it felt good to actually get a win.

[ToME 2.3.5 Character Sheet]

Name : Alfwin Age 86 STR! 36
Sex : Male Height 56 INT! 40
Race : Dark-Elf Weight 99 WIS! 40
Class : Sorceror Social Class 9 DEX! 35
Body : Player CON! 39
God : Eru Iluvatar CHR! 40

+ To Melee Hit -46 Level 50 Hit Points 1422/ 1478
+ To Melee Damage -6 Experience 24363561 Spell Points 747/ 1935
+ To Ranged Hit -41 Max Exp 24363561 Sanity 930/ 930
+ To Ranged Damage 14 Exp to Adv. ***** Piety 45609
AC 51+147 Gold 1584137 Speed Fast (+36)

(Miscellaneous Abilities)
Fighting : Very Bad Perception : Poor Blows/Round: 4
Bows/Throw : Very Bad Searching : Poor Shots/Round: 1
Saving Throw: Superb Disarming : Good Mel.dmg/Rnd: 4d4-24
Stealth : Superb Magic Device: Legendary[20]Infra-Vision: 50 feet
Tactic: coward
Explor: normal
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, curly black hair and a very dark
complexion.



[Miscellaneous information]

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

Recall Depth:
Mirkwood: Level 33 (1650')
Mordor: Level 65 (3250')
Angband: Level 104 (5200')
Barrow-Downs: Level 10 (500')
Mount Doom: Level 99 (4950')
Submerged Ruins: Level 50 (2500')
Cirith Ungol: Level 50 (2500')
Paths of the Dead: Level 70 (3500')
Maze: Level 37 (1850')
Erebor: Level 72 (3600')
Moria: Level 40 (2000')
Dol Guldur: Level 70 (3500')
The Small Water Cave: Level 34 (1700')
The Sandworm lair: Level 29 (1450')
The Helcaraxe: Level 40 (2000')

Your body is a Player.
You are currently on level 104 of Angband.
You have defeated 8925 enemies.
You destroyed the One Ring, thus weakening Sauron.
You established a permanent void jumpgates liaison between Minas Anor and Gondolin,
thus allowing the last alliance to exist.
You saved Gondolin from destruction.
You saved the beautiful Mallorns of Lothlorien.
You saved Bree from a dreadful Nazgul.
You have completed 67 princess quests.
You have completed 67 lost sword quests.
You saved Arda and became a famed King.
You found none of the relic pieces.

You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 13th Quelle of the 2890th year of the third age.
You have been adventuring for 27 days.

adefkmnopsuxz{|@
Add Str : ..3.4...43......
Add Int : .....3.2......1.
Add Wis : ....43.2......1+
Add Dex : .........3....1.
Add Con : ..3.....434...1.
Add Chr : ..3.43.2......1.
Mul Mana : +..............+
Mul SPower: +...............
Add Stea. : .......2...3....
Add Sear. : ..3.............
Add Tun.. : ..............1.
Add Speed : .*.*4..2........
Fire Brand: .............+..
Sust Str : .........+......
Sust Int : ......+.........
Sust Wis : ................
Sust Dex : .........+......
Sust Con : .........++.....
Sust Chr : ................
Invisible : .......+........
Mul life : ......+........+
Sens Fire : ................
Reflect : ................
Free Act : ........+.......
Hold Life : ......+.........
Imm Acid : .......+*+......
Imm Elec : ......*.........
Imm Fire : .+*.+..+........
Imm Cold : ......*+.++.....
Res Pois : ....+..+........
Res Fear : ....+....+......
Res Light : ......+.........
Res Dark : .........+.....+
Res Blind : ........+.......
Res Conf : .....+..+.......
Res Sound : .+......+.......
Res Shard : ................
Res Neth : ......+.........
Res Nexus : .........+......
Res Chaos : .....+..+.......
Res Disen : ....+...........
Lite : .............++.
See Invis : ..+............+
Digestion : .........+......
Regen : ..........+.....
Activate : .++.+..+..+.....
Fly : ..+.............
Orc.ESP : ........+.......
Demon.ESP : .............+..
Undead.ESP: .............+..
TLord.ESP : ..+.............

Skills (points left: 0)
. Archery 01.000 [0.000]
- Sneakiness 01.800 [0.900]
. Stealth 09.400 [0.500]
. Disarming 00.500 [0.000]
- Magic 50.000 [1.200]
. Magic-Device 45.500 [1.000]
. Spell-power 34.200 [0.600]
. Sorcery 01.000 [0.700]
. Mana 49.500 [0.900]
. Fire 40.000 [1.000]
. Water 00.000 [1.000]
. Air 00.000 [1.000]
. Earth 27.000 [1.000]
. Meta 20.000 [1.000]
. Conveyance 35.000 [1.000]
. Divination 35.000 [1.000]
. Temporal 15.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Necromancy 08.100 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 19.250 [0.550]
. Prayer 00.000 [0.500]
- Monster-lore 00.000 [0.500]
. Symbiosis 01.000 [0.300]

Abilities
* Perfect casting


[Fates]

You may meet a Soldier ant on level 11.
You may meet an Agent of the black market on level 1.
You are fated to meet a Kobold on level 1.
You may meet a Giant white ant on level 1.


[Character Equipment]

a) a Mage Staff of Wizardry (1d4) (+10,+11)(100%) (+5)
It can be wielded two-handed. It can be used to store a spell. It
increases your spell power by 5. It increases your mana capacity by
100%.
You found it in the remains of an Archlich on level 63 of Mordor.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It can be activated for fire branding of bolts every 999 turns if it
is being worn. It increases your speed by 10. It provides resistance
to fire and sound. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of a Great Storm Wyrm on level 87 of Angband.
e) The Ring of Flare (+3)
It can be activated for dimension door every 100 turns if it is being
worn. It grants you the power of swap position if it is being worn.
It increases your strength, constitution, charisma and searching by 3.
It provides immunity to fire. It allows you to fly. It allows you to
see invisible monsters. It allows you to sense the presence of
thunderlords. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Hell Wyrm on level 68 of Angband.
f) a Ring of Speed (+11)
It increases your speed by 11.
You found it in the remains of a Great Ice Wyrm on level 85 of Angband.

k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
It can be activated for heal and cure black breath every 200 turns if
it is being worn. It provides light (radius 3) forever. It increases
your strength, wisdom, charisma and speed by 4. It makes you
completely fearless. It provides resistance to fire, poison and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.

You found it in the remains of a Great Swamp Wyrm on level 68 of Angband.
m) a Dwarven Lantern of the Magi (+3)
It grants you the power of magic map if it is being worn. It provides
light (radius 2) forever. It can be used to store a spell. It
increases your intelligence, wisdom and charisma by 3. It provides
resistance to chaos. It cannot be harmed by fire.
It was given to you as a reward.
n) The Ribbed Plate Armour of Aerad (-73,-21) [28,+10](40%)
It increases your hit points by 40%. It sustains your intelligence.
It provides immunity to electricity and cold. It provides resistance
to life draining, light and nether. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Great Ice Wyrm on level 72 of Erebor.
o) The Shadow Cloak of Luthien [6,+20] (+2)
It can be activated for restore life levels every 450 turns if it is
being worn. It can be used to store a spell. It increases your
intelligence, wisdom, charisma, stealth, speed and luck by 2. It
makes you invisible. It provides resistance to acid, fire, cold and
poison. It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the floor of a special level.
p) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides immunity to paralysis. It provides
resistance to blindness, sound and chaos. It allows you to sense the
presence of orcs. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of an Ancient multi-hued dragon on level 41 of
Mordor.
s) The Steel Helm of Hammerhand [6,+20] (+3)
It grants you the power of berserk if it is being worn. It increases
your strength, dexterity and constitution by 3. It sustains your
strength, dexterity and constitution. It makes you completely
fearless. It provides resistance to acid, cold, dark and nexus. It
slows your metabolism. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of The Minotaur of the Labyrinth on level 37
of Maze.
u) 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 Khamul, the Black Easterling on level 70 of
Angband.
x) a Pair of Metal Shod Boots of Stealth [6,+10] (+3 to stealth)
It increases your stealth by 3.
You found it in the remains of a Dreadmaster on level 56 of Mordor.
z) (nothing)
{) The Silver Bolt 'Balefire' (6d5) (+20,+15)
It provides light (radius 1) forever. It does extra damage from fire.
It is a great bane of demons. It is a great bane of undead. It
allows you to sense the presence of demons and undead. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of a Sky Drake on level 93 of Angband.
|) The Gnomish Shovel called 'Pathetic' (+1)
It provides light (radius 1) forever. It increases your intelligence,
wisdom, dexterity, constitution, charisma and ability to tunnel by 1.
It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.


[Character Inventory]

a) 3 Fireproof Tomes of Magical Energy
It cannot be harmed by fire.
You found it lying in a vault on level 30 of The Sandworm lair.
b) 2 Fireproof Tomes of the Eternal Flame
It cannot be harmed by fire.
You found it in the remains of a Nycadaemon on level 47 of Mordor.
c) 4 Fireproof Tomes of the Impenetrable Earth
It cannot be harmed by acid. It cannot be harmed by fire.
You found it in the remains of an Archlich on level 63 of Mordor.
d) 6 Fireproof Tomes of Translocation
It cannot be harmed by fire.
You found it in the remains of an Archlich on level 63 of Mordor.
e) 2 Fireproof Tomes of Knowledge
It cannot be harmed by fire.
You found it in the remains of an Archlich on level 63 of Mordor.
f) 4 Fireproof Tomes of the Time
It cannot be harmed by fire.
You found it in the remains of a Demilich on level 46 of Mordor.
g) 2 Tomes of Meta Spells
h) Kenault's Cantrip Generator
It can be activated for mass genocide every 1000 turns.
You found it lying on the ground on level 46 of Mordor.
i) The Gem of Ghosts
It can be activated for genocide every 500 turns.
You found it in the remains of an Acidic cytoplasm on level 31 of Mirkwood.
j) Mordenkainen's Mysterious Mind-Masher
It can be activated for heal 700 hit points every 100 turns.
You found it lying on the ground on level 26 of The Sandworm lair.
k) Olive's Omnipotent Ostrich
It can be activated for satisfy hunger every 100 turns.
You found it lying on the ground on level 44 of Mordor.
l) 22 Potions of Cure Insanity
m) 21 Potions of *Healing*
n) 8 Potions of Restore Mana
o) a Silver Rod of the Istari of Healing (178/200)
It can hold more mana. It can cast spells for a lesser mana cost. It
can cast spells faster. It regenerates its mana faster.
You found it in the remains of an Old Sorcerer on level 67 of Dol Guldur.
p) a Silver Rod of the Istari of Restoration (132/200)
It can hold more mana. It can cast spells for a lesser mana cost. It
can cast spells faster. It regenerates its mana faster.
You found it in the remains of a Demilich on level 46 of Mordor.
q) a Golden Rod of the Istari of Healing (180/250)
It can hold more mana. It can cast spells for a lesser mana cost. It
can cast spells faster. It regenerates its mana faster.
You found it in the remains of a Dracolich on level 95 of Angband.
r) a Fireproof Staff of Mana[4|28] (0 charges)
It cannot be harmed by fire.
You found it in the remains of a Hell knight on level 88 of Angband.
s) The Anchor of Space-Time
It provides light (radius 1) forever. It prevents the space-time
continuum from being disrupted. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying in a vault on level 29 of The Sandworm lair.
t) The Dragon Shield of Gaele [8,+31]
It sustains your dexterity and charisma. It provides immunity to acid
and fire. It provides immunity to paralysis. It provides resistance
to life draining, electricity, poison, light, sound, shards, nexus and
chaos. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Morgoth, Lord of Darkness on level 104 of
Angband.
u) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
It provides light (radius 1) forever. It increases your strength,
intelligence, wisdom, dexterity, constitution, charisma and
infravision by 125. It provides resistance to acid, electricity, fire
, cold, poison, light, dark, confusion, nether and nexus. It allows
you to see invisible monsters. It gives telepathic powers. It is
permanently cursed. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Morgoth, Lord of Darkness on level 104 of
Angband.
v) The Dagger 'Nimthanc' (E:15, L:1) (1d4) (+4,+6)
It can be activated for frost bolt (6d8) every 7+d7 turns if it is
being worn. It does extra damage from frost. It provides resistance
to cold and blindness. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Morgoth, Lord of Darkness on level 104 of
Angband.
w) The Mighty Hammer 'Grond' (E:37, L:2) (9d9) (+25,+25) [+10]
It must be wielded two-handed. It can be activated for alter reality
every 100 turns if it is being worn. It can cause earthquakes. It is
a great bane of dragons. It is especially deadly against orcs. It is
especially deadly against trolls. It is a great bane of demons. It
is a great bane of undead. It fights against evil with holy fury. It
is especially deadly against natural creatures. It provides
resistance to acid, electricity, fire and cold. It allows you to see
invisible monsters. It gives telepathic powers. It produces an
anti-magic shell. It aggravates nearby creatures. It cannot be
harmed by acid, cold, lightning or fire.

Thomkal
06-06-2009, 10:01 AM
Congrats JAG!

Malificent
06-06-2009, 06:50 PM
Absolutely amazing.

Thomkal
06-07-2009, 01:57 PM
well my character finally met his end just shy of level 30. Tried to post a dump here but the dump is mostly all symbols and garbage (anyone know how to fix that?). Deserved the death really, saw a jelly pit with a bunch of stuff in it in Mirkwood, didn't really pay attention to what was in the pit. Got hit by some Greater and Lesser Mimics the first round, but not too badly, Should have moved or ported and reassessed, but just went ahead and cast noxious cloud in the middle of the room rather than try to take out the mimics. Several things attacked me the next round and killed me off. :( Happy though that I made it all the way on my original character, which I wouldn't have thought possible coming into the challenge

Was an interesting experiment though playing a character who didn't use a weapon other than for resistances and stat plusses. Really happy with the decision to go with the Eru spells and concentrating on sorcery and spell power. Noxious Cloud spell was a flat out game changer for me, let me take out multiple mobs and even uniques with little fear of them getting through it.

Not sure I would play the character again, but was certainly fun to try it. Congrats again JAG!

thesloppy
06-07-2009, 02:03 PM
Late congrats to JAG's Alfwin! I've been playing T.o.M.E. (retardedly) for years, and I've never even been close to winning, so color me impressed.

JAG
06-08-2009, 11:00 AM
well my character finally met his end just shy of level 30. Tried to post a dump here but the dump is mostly all symbols and garbage (anyone know how to fix that?).

Damn man. :( That's odd regarding the char dump. When you died and it asked if you wanted to dump the char file, did you agree? If so, I have no idea why it was messed up. I've had some problems with creating char. files at times (sometimes I get a crash to desktop, I think it might have to do if I try doing it while in a house or other odd game situation), but in my case it would just make an empty file.

Deserved the death really, saw a jelly pit with a bunch of stuff in it in Mirkwood, didn't really pay attention to what was in the pit. Got hit by some Greater and Lesser Mimics the first round, but not too badly, Should have moved or ported and reassessed, but just went ahead and cast noxious cloud in the middle of the room rather than try to take out the mimics. Several things attacked me the next round and killed me off. :( Happy though that I made it all the way on my original character, which I wouldn't have thought possible coming into the challenge

Ugh. My rule of engagement with jelly pits: Don't. Stay far far away from them. I've died by mimics in them too many times and there's usually not a reward in xp or treasure worth bothering with them. Let's put it this way, I'm far more likely to take on a pit of greater demons or undead than a jelly pit. Great job lasting almost the whole way through with a single character though, especially one so fragile.

Last day of the competition. Even if you didn't make it all too far, post a character dump. They're fun to look at and others here might have some suggestions to help your future play.

Sporkimata
06-08-2009, 11:48 AM
This was the best I could do. Congrats Jag on making it all the way, that is one hell of a feat to do.

[ToME 2.3.5 Character Sheet]

Name : Alfwin Age 86 STR: 7
Sex : Male Height 56 INT: 24
Race : Dark-Elf Weight 99 WIS: 18
Class : Sorceror Social Class 9 DEX: 17
Body : Player CON: 13
God : Eru Iluvatar CHR: 18

+ To Melee Hit -21 Level 27 Hit Points -8/ 106
+ To Melee Damage -21 Experience 51962 Spell Points 235/ 274
+ To Ranged Hit -11 Max Exp 53080 Sanity 174/ 180
+ To Ranged Damage 12 Exp to Adv. 63000 Piety 11546
AC 24+55 Gold 188974 Speed Fast (+4)

(Miscellaneous Abilities)
Fighting : Very Bad Perception : Very Bad Blows/Round: 1
Bows/Throw : Very Bad Searching : Very Bad Shots/Round: 1
Saving Throw: Excellent Disarming : Poor Mel.dmg/Rnd: 1d4-21
Stealth : Bad Magic Device: Superb Infra-Vision: 50 feet
Tactic: coward
Explor: running
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, curly black hair and a very dark
complexion.



[Miscellaneous information]

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

Recall Depth:
Barrow-Downs: Level 10 (500')
Orc Cave: Level 22 (1100')
The Old Forest: Level 21 (1050')

Your body was a Player.
You have defeated 2826 enemies.
You have completed ten princess quests.
You haven't completed a single lost sword quest.
You found none of the relic pieces.

You started your adventure the 43rd Yavie of the 2890th year of the third age.
You ended your adventure the 52nd Yavie of the 2890th year of the third age.
Your adventure lasted 9 days.

Your Attributes:
You are dead, killed by Plasma Ball Trap on level 21 of The Old Forest.
You can cast magic missiles.
You are stunned.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You levitate just over the ground.
You have free action.
You have ESP.
You have normal luck.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to nexus attacks.
You are resistant to nether forces.
Your eyes are resistant to blindness.
Your constitution is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your speed is affected by your equipment.


adefkmnopsuxz{|@
Add Str : .1..............
Add Int : .1..............
Add Wis : ...............+
Add Dex : .1..............
Add Con : .1..............
Add Chr : .1.......3......
Mul Mana : ...............+
Add Stea. : ......13........
Add Speed : .......3........
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 : ................
Levitate : ...........+....
Lite : .+........+.....
See Invis : ...............+
Xtra Might: .+..............
Activate : .......+..+.....
Orc.ESP : ......+.........

Skills (points left: 0)
. Archery 01.000 [0.000]
- Sneakiness 01.800 [0.900]
. Stealth 03.000 [0.400]
. Disarming 00.500 [0.000]
- Magic 36.076 [1.200]
. Magic-Device 21.500 [1.000]
. Spell-power 31.800 [0.600]
. Sorcery 31.800 [0.700]
. Mana 00.000 [0.900]
. Fire 00.000 [1.000]
. Water 01.000 [1.000]
. Air 00.000 [1.000]
. Earth 00.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 01.000 [1.000]
. Divination 01.000 [1.000]
. Temporal 00.000 [1.000]
. Mind 00.000 [1.000]
. Nature 01.000 [1.000]
. Necromancy 00.000 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 12.705 [0.550]
. Prayer 15.500 [0.500]
. Monster-lore 00.000 [0.500]

Abilities
* Perfect casting


[Fates]

You may find a Whip on level 3.
You may find a Wand of Teleport Away on level 10.
You are fated to meet a Ranger on level 1.


[Character Equipment]

a) a Mage Staff (1d4) (+0,+0)
It can be wielded two-handed.
d) The Sling of Helume (x3) (+10,+12) (+1)
It provides light (radius 1) forever. It increases your strength,
intelligence, dexterity, constitution and charisma by 1. It fires
missiles with extra might. It cannot be harmed by acid, cold,
lightning or fire.
You bought it from the Black Market.
e) a Ring of Blindness Resistance
f) (nothing)
k) (nothing)
m) (nothing)
n) an Elven Double Chain Mail (-2 to accuracy) [16,+7] (+1 to stealth)
It increases your stealth by 1. It provides resistance to acid,
electricity, fire, cold and poison. It allows you to sense the
presence of orcs. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
Orc Cave.
o) The Cloak 'Colannon' [1,+15] (+3 to speed)
It can be activated for teleport (range 100) every 45 turns if it is
being worn. It increases your stealth and speed by 3. It provides
resistance to acid and nexus. It cannot be harmed by acid, cold,
lightning or fire.
It was given to you as a reward.
p) (nothing)
s) a Metal Cap of Beauty [3,+5] (+3)
u) 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.
x) a Pair of Hard Leather Boots of Levitation [3,+2]
z) (nothing)
{) (nothing)
|) (nothing)


[Character Inventory]

a) a Book of Beginner Cantrips

b) a Book of Teleportation

c) a Spellbook of Fireflash

d) a Spellbook of Recharge

e) a Spellbook of Noxious Cloud

f) a Mushroom of Restore Constitution
g) 6 Potions of Cure Critical Wounds

h) 3 Scrolls of Word of Recall

i) a Scroll of *Identify*

j) an Iron Rod of Nothing (50/50)
k) The Wand of Digging of Thrain (5 charges)

You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
Orc Cave.
l) a Staff of Identify[1|15] (14 charges)

m) a Staff of Identify[1|15] (11 charges)

n) a Ring of Protection [+13]
o) a Metal Boomerang of Power (4d5) (+5,+13)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


[Home Inventory - Bree ]

a) a Spellbook of Greater Identify

b) a Spellbook of Recall

c) a Spellbook of Know the Music {50% off}

d) a Spellbook of See the Music

e) Baalzebub's All-seeing Servant
It can be activated for decreasing Wisdom.
You found it lying on the ground on level 2 of Barrow-Downs.
f) a Ring of Invisibility
g) a Brass Lantern (with 2040 turns of light)

dwardzala
06-08-2009, 07:05 PM
Here is Alfwin II (Alfwin I died because I wasn't paying attention when trying to leave lvl 1 of BD).

I think this guy has the makings of a winner. The first three levels of the orc caves were a breeze. Noxious Cloud kicks a$$ (and manathrust is a one hit killer).

Anyway, congrats to JAG on a fantastic character. I'm still a little torn between ToME and Z+. ToME is definitely more forgiving, but I like the randomness of the Z+ world.


[ToME 2.3.5 Character Sheet]

Name : Alfwin Age 86 STR: 8
Sex : Male Height 56 INT: 26
Race : Dark-Elf Weight 99 WIS: 21
Class : Sorceror Social Class 9 DEX: 16
Body : Player CON: 14
God : Eru Iluvatar CHR: 14

+ To Melee Hit 7 Level 22 Hit Points 120/ 120
+ To Melee Damage -17 Experience 12693 Spell Points 329/ 329
+ To Ranged Hit 1 Max Exp 12693 Sanity 159/ 159
+ To Ranged Damage 6 Exp to Adv. 15120 Piety 15942
AC 18+65 Gold 49329 Speed Fast (+2)

(Miscellaneous Abilities)
Fighting : Bad Perception : Very Bad Blows/Round: 1
Bows/Throw : Bad Searching : Very Bad Shots/Round: 1
Saving Throw: Excellent Disarming : Fair Mel.dmg/Rnd: 1d4-17
Stealth : Bad Magic Device: Very Good Infra-Vision: 50 feet
Tactic: coward
Explor: running
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have black eyes, curly black hair and a very dark
complexion.



[Miscellaneous information]

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

Recall Depth:
Barrow-Downs: Level 10 (500')
Orc Cave: Level 12 (600')

Your body is a Player.
You are currently in the town of Bree.
You have defeated 1470 enemies.
You have completed ten princess quests.
You haven't completed a single lost sword quest.
You found none of the relic pieces.

You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 52nd Yavie of the 2890th year of the third age.
You have been adventuring for 9 days.

adefkmnopsuxz{|@
Add Str : ..........2.....
Add Int : ....3...........
Add Wis : ....3..........+
Add Con : ..........2.....
Mul Mana : +..............+
Add Stea. : ......11........
Add Sear. : .......1........
Add Tun.. : ..............1.
Slay Und. : .+..............
Slay Orc : .+..............
Slay Troll: .+..............
Kill Drag.: .+..............
Cold 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 : ................
Lite : ....+...........
See Invis : ..+............+
Regen : .........+......
Cursed : .....+..........

Skills (points left: 0)
. Archery 01.000 [0.000]
- Sneakiness 01.935 [0.900]
. Stealth 03.400 [0.400]
. Disarming 00.500 [0.000]
- Magic 21.316 [1.200]
. Magic-Device 11.500 [1.000]
. Spell-power 11.400 [0.600]
. Sorcery 12.900 [0.700]
. Mana 00.000 [0.900]
. Fire 14.000 [1.000]
. Water 14.000 [1.000]
. Air 14.000 [1.000]
. Earth 00.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 09.000 [1.000]
. Divination 12.000 [1.000]
. Temporal 00.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Necromancy 00.000 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 15.290 [0.550]
. Prayer 04.000 [0.500]
. Monster-lore 00.000 [0.500]

Abilities
* Perfect casting


[Character Equipment]

a) a Mage Staff of Mana (1d4) (+11,-13)(60%)
It can be wielded two-handed. It can be used to store a spell. It
increases your mana capacity by 60%.
You bought it from the Black Market.
d) The Small Wooden Boomerang of Apaningon (1d4) (+5,+6)
It does extra damage from frost. It is a great bane of dragons. It
is especially deadly against orcs. It is especially deadly against
trolls. It strikes at undead with holy wrath. It cannot be harmed by
acid, cold, lightning or fire.
It was given to you as a reward.
e) a Ring of See Invisible
It allows you to see invisible monsters.
You bought it from the Black Market.
f) a Ring of Spell [Noxious Cloud]
k) an Amulet of Brilliance (+3)
It provides light (radius 1) forever. It increases your intelligence
and wisdom by 3.
You bought it from the Black Market.
m) a Brass Lantern (with 6379 turns of light) {cursed}
n) an Elven Hard Leather Armour of Resist Fire (-1 to accuracy) [6,+13] (+1 to ste
o) an Elven Cloak [4,+8] (+1 to stealth)
p) (nothing)
s) an Iron Helm of Regeneration [5,+1]
It speeds your regenerative powers.
It was given to you as a reward.
u) 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.
It was given to you as a reward.
x) The Pair of Soft Leather Boots of Nenialar [2,+12]
It provides resistance to poison, shards and nexus. It cannot be
harmed by acid, cold, lightning or fire.
It was given to you as a reward.
z) (nothing)
{) (nothing)
|) a Shovel (+1)


[Character Inventory]

a) a Book of Beginner Cantrips
b) a Spellbook of Reveal Ways
c) a Spellbook of Identify
d) a Spellbook of Vapor
e) 15 Mushrooms of Cure Serious Wounds {100% off}
f) 8 Flasks of oil
g) 2 Potions of Cure Light Insanity
h) 3 Potions of Neutralise Poison
i) 3 Potions of Speed
j) a Potion of Heroism
k) 2 Potions of Cure Serious Wounds
l) a Fireproof Scroll of Word of Recall
m) 5 Scrolls of Word of Recall
n) 4 Scrolls of *Identify*
o) a Scroll of Treasure Detection
p) a Parchment - Monstrous Compendium 4
q) a Parchment - Map of Lothlorien
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


[Home Inventory - Bree ]

a) a Book of Teleportation
b) a Spellbook of Noxious Cloud
c) 3 Potions of Cure Light Insanity
d) a Potion of Blindness
e) a Potion of Detect Invisible
f) 2 Potions of Boldness
g) a Potion of Resist Heat
h) a Potion of Heroism
i) 2 Potions of Berserk Strength
j) a Scroll of Reset Recall
k) a Wooden Rod of Nothing (10/10)
l) a Wooden Rod of Nothing (10/10)
m) 3 Rod Tips of Trap Location (8 Mana to cast)
n) a Ring of Levitation
It allows you to levitate.
You bought it from the Magic shop.
o) a Ring of Cold Resistance
p) a Ring of Invisibility
q) an Amulet of Acid Resistance
r) an Amulet of Spell
s) an Amulet of Lightning Resistance
t) a Soft Leather Armour of Resist Acid [4,+8]
It provides resistance to acid. It cannot be harmed by acid.
It was given to you as a reward.
u) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
It can be activated for terrify every 10+d50 turns if it is being
worn. It increases your searching and infravision by 2. It fires
missiles excessively fast. It cannot be harmed by acid, cold,
lightning or fire.
It was given to you as a reward.
v) a Parchment - Monstrous Compendium 1
w) a Parchment - Adventurer's Guide to Middle-earth
x) a Parchment - Map of Bree

Thomkal
06-13-2009, 06:28 AM
Congrats again JAG, so what's next for us?