Zizzo's ToME Stepladder

Serulin the Beige, the Maia Hermit Sorceror

  [ToME 2.3.9 (ah, git) Character Sheet]

 Name  : Serulin the Beige      Age                 15       STR:  18/65       
 Sex   : Female                 Height              67       INT: 18/189       
 Race  : Maia Hermit            Weight             153       WIS:  18/20       
 Class : Sorceror               Social Class        61       DEX: 18/159       
 Body  : Player                                              CON: 18/136       
 God   : Nobody                                              CHR: 18/***       
                                                                               
 + To Melee Hit         -21 Level             32    Hit Points      214/   214 
 + To Melee Damage      -32 Experience    287527    Spell Points    787/   787 
 + To Ranged Hit         -6 Max Exp       287527    Sanity          229/   229 
 + To Ranged Damage       0 Exp to Adv.   300000                               
   AC                 17+77 Gold          406525    Speed            Fast (+8) 
// This is +4 from equipment and +4 from Explor: running (see below).
// Those hit points are low enough that I've had a few close calls (tanking
// Medusa, for instance, was probably not the greatest plan...), but I'm
// scraping by.
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Very Bad     Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Very Bad     Shots/Round:  1         
 Saving Throw: Good         Disarming   : Good         Mel.dmg/Rnd:  4d4-128   
 Stealth     : Bad          Magic Device: Fair         Infra-Vision: 10 feet   
                                                       Tactic:       coward    
                                                       Explor:       running   
// Sure, it wrecks my stealth, but I'm a frickin' Maia, what good does
// stealth do me anyway?
                         (Character Background)                                
          You are associated with Varda.  In the past you dwelt on             
          earth in the form of a wise and ancient counselor, during            
          which time you were noted for your notoriously poor fashion          
          sense.                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barrow-Downs: Level 10 (500')
        Orc Cave: Level 22 (1100')
        The Sandworm lair: Level 30 (1500')

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 9263 enemies.
 You have completed 12 princess quests.
 You have completed four lost sword quests.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 33rd Quelle of the 2890th year of the third age.
 You have been adventuring for 47 days.

                    adefkmnopsuxz{|@            
        Add Str   : ...............+            
        Add Int   : ...............+            
        Add Wis   : ...............+            
        Add Dex   : .......3.......+            
        Add Con   : .2.2...........+            
        Add Chr   : ....5..3.......+            
        Mul Mana  : +...............            
        Add Stea. : ......2.........            
        Add Sear. : .........3......            
        Add Tun.. : ..............2.            
        Add Speed : ..3..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 : .+..............            
        Levitate  : ....+...........            
        Lite      : .....+....+.....            
        See Invis : .....+...+......            
        Digestion : ....+...........            
        Activate  : .+...+.+..+.....            
        Drain Exp : ...............+            
        Aggravate : ...............+            
        Orc.ESP   : ......+.........            
        Full ESP  : .......+.+......            

Skills (points left: 61)
          . Archery                             -00.500 [0.000]
 - Sneakiness                                    01.400 [0.900]
          . Stealth                              03.000 [0.400]
          . Disarming                            01.500 [0.300]
 - Magic                                         36.400 [1.000]
          . Magic-Device                         08.000 [1.000]
          . Spell-power                          36.600 [0.600]
          . Sorcery                              36.700 [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                                  03.150 [0.550]
 . Monster-lore                                  00.000 [0.500]
// The skill point plan, Mr. F. Fingers willing, is to max Sorcery,
// Spell-power and Magic, push Mimicry to 35 for Arms Mimicry, and dump the
// rest into Spirituality.  Said willingness, of course, is the question;
// of four FF quests in the Downs and Mirkwood, precisely zero offered
// Mimicry, punting our plan to Morder at the earliest.

Abilities
 * Perfect casting


  [Fates]

You are fated to find The Hard Leather Cap of Thranduil on level 16.
// Hmm, I should probably go get that.
You may meet an Aimless-looking merchant on level 1.
You are fated to meet a Mangy-looking leper on level 9.
You are fated to find a Scroll of Summon Never-Moving Pet on level 13.
// These, on the other hand, are probably not worth going back for.


  [Character Equipment]

a) a Mage Staff of Mana [Disarm] (1d4) (-15,-18)(60%)
    It can be wielded two-handed.  It has a spell stored inside.  It
    increases your mana capacity by 60%.  
    It was given to you as a reward.
// Princess quest reward from Mkw 14.
d) a Dragon Horn (+2)
    It can be activated for large acid ball (300) every 100 turns if it is
    being worn. It increases your constitution by 2.  It provides
    resistance to disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Novice mindcrafter on level 25 of
    Mirkwood.
// Wielding this for the CON boost, though the resist doesn't hurt.
e) an Indestructible Ring of Speed (+3)
    It increases your speed by 3.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mkw 12.
f) an Indestructible Ring of Constitution (+2)
    It increases your constitution by 2.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
// Hey, even after SwL scumming, I can use all the help I can get... :-}
k) The Amulet of Essil (+5)
    It increases your charisma by 5.  It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to fire and 
    dark.  It allows you to levitate.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Magic shop.
// !  Bought after the Downs.  Not much, but it beats what I was wearing.
m) 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 in the remains of Mim, Betrayer of Turin on level 33 of
    Mirkwood.
// Mainly for the extra bit of speed.
n) an Elven Thunderlord Coat of Resist Acid [9,+9] (+2 to stealth)
    It increases your stealth by 2.  It provides resistance to acid, 
    electricity, fire, cold, poison and light.  It allows you to sense the
    presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 28 of The Sandworm lair.
o) The Cloak of Thingol [1,+18] (+3)
    It can be activated for recharging every 70 turns if it is being worn. 
    It increases your dexterity and charisma by 3.  It provides immunity
    to paralysis.  It provides resistance to acid, fire and cold.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 28 of The Sandworm lair.
// Does this usually have telepathy?  Not that I'm complaining or
// anything... ;)
p) (nothing)
s) a Metal Cap of Seeing [3,+9] (+3 to searching)
    It increases your searching by 3.  It provides resistance to blindness.
    It allows you to see invisible monsters.  It gives telepathic powers.  
    You found it in the remains of an Ogre on level 13 of Orc Cave.
// A backup source of telepathy in case I find a really good cloak.
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 Free Action [3,+6]
    It provides immunity to paralysis.  
    You found it in the remains of Bullroarer the Hobbit on level 11 of
    Mirkwood.
z) (nothing)
{) (nothing)
|) a Gnomish Shovel (+2)


  [Character Inventory]

a) a Tome of the Eternal Flame {!d!k!v!s}
// Bought in Bree around mid-Orc Cave.
b) a Fireproof Tome of the Blowing Wind {!d!k!v!s}
    It cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying on the ground on level 30 of Mirkwood.
// Fireproofed from the quest reward.  Mainly because I needed Sterilize
// back after that spellbook burned up, but it also let me ditch the
// Noxious Cloud spellbook, and Wings of Winds was actually pretty handy in
// Mirkwood.
c) a Fireproof Tome of the Tree {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Black Market.
// Bought pre-fireproofed in Bree late in Sandworm Lair.  Healing and
// Recovery have been handy, once I remembered to start using them.
d) a Fireproof Book of Beginner Cantrips {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Black Market.
e) a Spellbook of Dig {!d!k!v!s}
f) a Spellbook of Reveal Ways {!d!k!v!s}
g) a Spellbook of Identify {!d!k!v!s}
h) a Spellbook of Vapor {@F1!d!k!v!s}
// Assorted extra spells I need.  Missing Essence of Speed, which got
// burned up and I haven't been able to replace yet.
i) 10 Potions of Cure Critical Wounds {!d!k!v!s}
j) 6 Scrolls of Teleportation {!d!k!v!s}
k) a Silver Rod of Quickness of Recall (100/100) {@z2!*!!}
    It can cast spells faster.  
    It was given to you as a reward.
// The rod is the princess quest reward from Mkw 20; the tip was from SwL
// scumming.  Prob'ly should've held out for a better rod, but the plan is
// to have the Recall spell eventually anyway.
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 Inertia Control
b) a Spellbook of Poison Blood
c) a Spellbook of Disarm
// Assorted spellbooks for possible future use.
d) a Wooden Rod of Door/Stair Location (10/10) {@z7!d!k!v!s!!}
// Packed until I got my STR up high enough to swap it out for the Reveal
// Ways spellbook.  Can probably ditch it now.
e) a Copper Rod of the Istari of Nothing (40/40)
f) a Moonstone Rod of Simplicity of Nothing (75/75)
// Accumulated in the Sandworm Lair, saved for possible future use.
g) a Ring of Invisibility
// Smeagol's.  Haven't decided whether to try the Mushroom quest with it...
h) a Ring of Spell
i) an Amulet of Spell
j) an Amulet of Spell


  [Home Inventory - Lothlorien ]

a) a Spellbook of Vision
// Very handy during the Sandworm Lair
b) 3 Sprigs of Athelas
c) 26 Potions of Cure Light Insanity
d) 20 Potions of Healing
e) 11 Potions of Restore Mana
f) 3 Potions of Resistance
g) 14 Scrolls of Reset Recall
h) an Indestructible Ring of Intelligence (+5)
    It increases your intelligence by 5.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You bought it from the Black Market.
// For possible future use.
i) a Ring of Nether Resistance
j) a Ring of Flying
// Hmm, I suppose I don't really need this with the Wings of Winds spell...
k) an Amulet of Anti-Teleportation
// Mkw 32 or thereabouts.  Saved for late-game use.
l) The Phial of Galadriel (+4) {To Bree}
    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 on the ground on level 28 of The Sandworm lair.
// Wielded until I found the Star.  Will go to Bree next time I go town-
// hopping.
m) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid, confusion and shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
// Tempting, but my current Elven armor is my only source of resist poison.
n) a Cloak of Air [1,+9]
    It allows you to breathe without air.  
    You found it lying on the ground on level 28 of The Sandworm lair.
// 8-O Here's hoping I survive to do Numenor...
o) The Large Leather Shield of Celegorm [4,+20]
    It makes you completely fearless.  It provides resistance to acid, 
    electricity, fire, cold, light and dark.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Novice paladin on level 30 of Mirkwood.
// Might wear this at some point.
p) 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 lying on the ground on level 25 of Mirkwood.
// This I probably won't, but just in case...
q) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) {Mathom Me}
    It can be activated for identify spell every 10 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
     and wisdom by 4.  It fights against evil with holy fury.  It provides
    resistance to light.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mkw 32.  Will go to the Mathom House
// eventually.
r) a Mage Staff of Power [Disarm] (1d4) (-10,-19) (+9)
    It can be wielded two-handed.  It has a spell stored inside.  It 
    increases your spell power by 9.  
    You found it lying on the ground on level 30 of The Sandworm lair.
// Wielded this until I got my current staff.  Saving in hopes of double-
// wielding with Arms Mimicry.


  [The Mathom-house Inventory - Bree ]

a) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
b) 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 on the ground on level 27 of The Sandworm lair.
// Man, why can't my Demonologist have this kind of luck?
c) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
// 8-O
d) The Wand of Digging of Thrain (17 charges)
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
e) The Phial of Undeath (-5) {cursed}
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It is cursed.  It carries an ancient
    Morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 28 of The Sandworm lair.
f) 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.
// Might should've kept this out and worn it...
g) The Dagger of Rilia (2d4) (+4,+3)
    It can be activated for stinking cloud (12), rad. 3, every 4+d4 turns
    if it is being worn. It poisons your foes.  It is especially deadly
    against orcs.  It provides resistance to poison and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
// Fate find on Orc 16.
h) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and speed by 3.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
i) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your dexterity, constitution, speed and attack speed by 2.
    It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  It allows you to sense the presence of animals.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mkw 16.
j) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth by 2.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs and trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snaga on level 23 of Mirkwood.
k) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It must be wielded two-handed.  It can be activated for berserker and
    +10 to speed (50) every 100+d200 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength and 
    constitution by 3.  It does extra damage from acid.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is a
    great bane of demons.  It provides resistance to acid.  It drains mana.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black orc on level 21 of Orc Cave.
l) The Drum of the Druedain (+4 to stealth)
    It can be activated for detection every 99 turns if it is being worn. 
    It increases your stealth, searching and infravision by 4.  It
    provides resistance to poison and dark.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Snotling on level 15 of Orc Cave.
// 8-O Would've wielded this if it had any stat boosts.  In fact, I might
// should've weilded it anyway...



Last updated 2011-11-07 3:20am EST.

  • Latest version of this character
  • Latest version of Serulin the Beige
  • Download this character sheet
  • Lineage of Serulin the Beige
  • All current characters

    Comments

    2010-11-19 4:33am EST
    If insanity is doing the same thing over and over again expecting a different result, perhaps "chaosity" is doing something slightly different in hopes of a substantially different outcome. Clearly this poor lady is gonna need some of the Zizzo treatment; as a start, I've set the center-screen-on-player option that I previously only used with him, in hopes of spotting breathers like the Green Thunderlord from last time a bit earlier. This is through the Downs.

    2010-12-15 1:42am EST
    Next step in the Zizzo-fication of this character is to scum the Sandworm Lair to get her CON up. Yes, the Sandworm Lair. Yes, with a Maia. I cast Sterilize so often you could probably eat off the floor down there. But it can be done, if you follow the hard-learned Zizzo rules (repeated here for your edification):

    1. No more than two levels in a sitting, counting the one you just recalled back to.
    2. The correct answer to the question, "How recently have I cast Sense Hidden and Sense Monsters?" is, "Not recently enough, if you have to ask."
    3. If you see a Sandworm, abandon the level immediately.
    4. Addendum for Maiar: keep Sterilize up constantly.

    [Actually, my experience suggests that (3) may be forgoable with sufficiently diligent application of (4), and (1) is forgoable once you get the Vision spell up to wizard-lite levels.] I think I've bulked this poor lady up enough now that she stands at least a decent chance of surviving the Orc Cave next time.

    2011-06-26 10:39pm EDT
    Now, that's more like it; with all those buffs from the Sandworm Lair, Orc Cave was a cakewalk (well, a very careful cakewalk…). I'm definitely gonna have to remember this strategy for other fragile characters. Mirkwood shouldn't be much of a problem after this.

    2011-11-07 3:20am EST
    Swept Mirkwood. As predicted, not much difficulties, apart from a few close calls; the most annoying part was the few levels when I'd lost my all-important Sterilize spellbook. Well, second most annoying, after not getting any Mimicry FF hits. Moria, on the other hand, has me slightly worried…

    2015-04-20 1:08am EDT
    Meh, Moria's not so bad so far. Having an industrial-strength Noxious Cloud helps, I suppose. ;) This is through the midpoint. I'm tempted to take a side trip to somewhere with dungeon towns, in hopes of finding a Library with some Tomes I don't have.

    2015-12-13 9:43pm EST
    Well, finishing up Moria went a lot faster than I was expecting (and leveled me up five levels in the process…). Still feeling kind of fragile, but I've got some more Tomes and thus some more survival tricks. Now to decide whether to hit Mordor next in search of Mimicry from our itinerant Mr. F. Fingers or Land of Mountains for Trone's coat.

All contents of this site are copyright © 2003-2016 Scott Bigham, unless otherwise indicated.

Powered by The ToME Stepladder Project.

Zizzo's ToME Stepladder and The ToME Stepladder Project are in no way associated with The Angband Ladder, beyond shamelessly cribbing drawing inspiration from their page layouts.