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! 18/160       
 Sex   : Female                 Height              67       INT! 18/***       
 Race  : Maia Hermit            Weight             153       WIS: 18/195       
 Class : Sorceror               Social Class        61       DEX! 18/180       
 Body  : Player                                              CON! 18/***       
 God   : Nobody                                              CHR! 18/***       
                                                                               
 + To Melee Hit           2 Level             43    Hit Points      396/   396 
 + To Melee Damage      -12 Experience   2742372    Spell Points   1059/  1099 
 + To Ranged Hit          5 Max Exp      2742372    Sanity          693/   693 
 + To Ranged Damage       0 Exp to Adv.  3150000                               
   AC                19+108 Gold         1108791    Speed           Fast (+33) 
// This is +4 from equipment, +4 from Explor: running (see below), and +25
// from Essence of Speed, which I'm trying to keep up most of the time now.
// 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    : Bad          Perception  : Very Bad     Blows/Round:  4         
 Bows/Throw  : Bad          Searching   : Very Bad     Shots/Round:  1         
 Saving Throw: Excellent    Disarming   : Good         Mel.dmg/Rnd:  4d4-48    
 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')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 47 (2350')
// Dungeon town with a Forbidden Library; I'll be going back looking for
// Tomes.
        The Sandworm lair: Level 30 (1500')

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 21702 enemies.
 You saved a young hobbit from an horrible fate.
 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 1st Hrive of the 2890th year of the third age.
 You have been adventuring for 69 days.

                    adefkmnopsuxz{|@            
        Add Str   : .3......4......+            
        Add Int   : .........2.....+            
        Add Wis   : .........2.....+            
        Add Dex   : .......3.......+            
        Add Con   : .3.3....4......+            
        Add Chr   : ....5..3.......+            
        Mul Mana  : +...............            
        Add Stea. : ......2.........            
        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 : .....+..........            
        Imm 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   : ......+.++......            
        Troll.ESP : .........+......            
        Evil.ESP  : .........+......            
        Full ESP  : .......+........            

Skills (points left: 82)
          . Archery                             -00.500 [0.000]
 - Sneakiness                                    01.400 [0.900]
          . Stealth                              03.000 [0.400]
          . Disarming                            01.500 [0.300]
 - Magic                                         47.200 [1.000]
          . Magic-Device                         08.000 [1.000]
          . Spell-power                          47.400 [0.600]
          . Sorcery                              47.900 [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                                  07.000 [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


  [Character Equipment]

a) a Mage Staff of Mana [Disarm] (1d4) (-2,-2)(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.  Been hitting it with all the
// enchant-weapon scrolls I find, just for giggles.
d) The Horn of Boromir (+3)
    It can be activated for mass human summoning every 1000 turns if it is
    being worn. It increases your strength and constitution by 3.  It
    makes you completely fearless.  It provides resistance to fire.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 24 of The Old Forest.
// This is probably my only character that could use this... ;)
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 (+3)
    It increases your constitution by 3.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 35 of Moria.
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) 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 makes you
    completely fearless.  It provides resistance to 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 Ogre on level 35 of Moria.
// Always nice.
s) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness.  It allows you to sense the presence of orcs, 
    trolls and evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
// Fate find on OFr 16.
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,+8]
    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}
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.
c) a Fireproof Tome of the Impenetrable Earth {!d!k!v!s}
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of a Lesser black reaver on level 44 of Moria.
d) a Fireproof Tome of Translocation {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it in the remains of an Enchantress on level 41 of Moria.
e) a Fireproof Tome of the Tree {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Black Market.
f) a Fireproof Tome of Knowledge {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it in the remains of an Iron lich on level 44 of Moria.
// Partial collection of Tomes.  Used up all my fireproofing from the Old
// Mage quest, so I'll have to find them fireproofed from now on.
g) a Fireproof Book of Beginner Cantrips {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Black Market.
h) a Spellbook of Essence of Speed {!d!k!v!s}
i) a Spellbook of Vapor {!d!k!v!s}
j) a Spellbook of Geyser {!d!k!v!s}
// Assorted extra spells I need.  Geyser is mainly for the beam effect.
k) 13 Potions of Cure Critical Wounds {!d!k!v!s}
l) 11 Scrolls of Teleportation {!d!k!v!s}
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.  Actually, I don't really
// need most of them anymore...
d) Cathal's Corrupting Cymbal (mass geno @ 1000) {!!}
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Water demon on level 44 of Moria.
e) 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.  Really ought to dicth it now.
f) a Copper Rod of the Istari of Nothing (40/40)
g) a Moonstone Rod of Simplicity of Nothing (75/75)
// Accumulated in the Sandworm Lair, saved for possible future use.
h) a Ring of Invisibility
// Smeagol's.  Haven't decided whether to try the Mushroom quest with it...
i) a Ring of Flying
// Hmm, I suppose I don't really need this with the Wings of Winds spell...
j) a Ring of Spell
k) a Ring of Spell
l) The Amulet of Mingri (+6)
    It increases your intelligence, stealth, searching and infravision by 
    6.  It provides resistance to confusion and nether.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Halfling slinger on level 46 of Moria.
m) an Amulet of Anti-Teleportation
// Mkw 32 or thereabouts.  Saved for late-game use.
n) an Amulet of Spell
o) an Amulet of Spell
p) an Amulet of Spell
q) 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 on the ground on level 28 of The Sandworm lair.
// Wielded until I found the Star.
r) The Stone of Lore
    It can be activated for perilous identify every turn if it is being
    worn. It provides light (radius 1) forever.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
s) 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 and confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 33 of Moria.
t) The Hard Studded Leather of Teldire (-48,-36) [7,+8](40%)
    It increases your hit points by 40%.  It provides resistance to poison,
    sound, shards and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Water troll on level 39 of Moria.
// Resists aren't great, but that +40% HP is nothing to sneeze at...
u) 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.
v) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt (5d8) every 5+d5 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to acid.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Uruk Shaman on level 33 of Moria.
w) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to electricity.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Half-ogre on level 41 of Moria.
x) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) {cursed}
    It increases your dexterity and speed by 3.  It poisons your foes.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    acid, electricity, fire, cold and sound.  It speeds your regenerative
    powers.  It prevents teleportation.  It is cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
// Found in a chest (!) dropped by a MMHD on MoM 40.


  [Home Inventory - Gondolin ]

a) an Amulet of Telepathy
    It gives telepathic powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Itangast the Fire Drake on level 50 of
    Moria.
// Backup source of telepathy, in case I ever want to swap out the cloak.
b) The Amulet of Queth (+2)
    It increases your strength, dexterity and charisma by 2.  It sustains 
    your charisma.  It provides resistance to electricity, nexus and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Young red dragon on level 49 of Moria.
c) 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.
d) a Steel Helm of Seeing [6,+7] (+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 Olog on level 49 of Moria.
// As above.


  [Home Inventory - Minas Anor ]

a) a Silver Rod of Quickness of Recall (100/100)
    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.  Packed until I got the Recall spell.
b) a Rod Tip of Recall (80 Mana to cast)
c) a Rod Tip of Healing (120 Mana to cast)
d) 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.
// Don't suppose I need this anymore...
e) a Ring of Nether Resistance
f) 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.
g) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon on level 41 of
    Moria.
h) The Drum of the Sky (+2 to speed)
    It increases your wisdom, charisma, stealth, speed and luck by 2.  It
    provides resistance to acid, electricity, fire, cold and sound.  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 Cave ogre on level 45 of Moria.


  [Home Inventory - Lothlorien ]

a) a Fireproof Tome of the Mind
    It cannot be harmed by fire.  
    You bought it from the Black Market.
// Bought in Minas Anor early during Moria, just for completeness; doesn't
// have any spells I anticipate needing in the short term.
b) a Spellbook of Vision
// Hmm, don't need this anymore...
c) 11 Sprigs of Athelas
d) 28 Potions of Cure Light Insanity
e) 36 Potions of Healing
f) 2 Potions of *Healing*
g) 2 Potions of Life
h) 15 Potions of Restore Mana
i) 4 Potions of Resistance
j) 19 Scrolls of Reset Recall
k) 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 33 of Moria.
// For late-game use.
l) 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.
m) 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...
n) 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.
// I got telepathy sources coming out my proverbials here... :-}
o) a Dragon Helm of Water Breathing [8,+28]
    It makes you completely fearless.  It allows you to breathe
    underwater.  It cannot be harmed by acid, cold, lightning or fire.  
// Got this somewhere early in Moria.
p) 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 on the ground on level 40 of Moria.
// Tempting, but CON is more useful than speed right now.
q) 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.
// Was packing this until I found my current horn.
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.
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 Catapult Trap Set of Ahromarwar (+25,+15) [+30] (+3)
    It is well-hidden. It rearms itself.  It fires missiles with extra
    might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice ranger on level 38 of Moria.
// 8-O 8-O
f) The Ring of Power of Akhorahil the Blind (+2 to searching)
    It increases your strength, charisma and searching by 2.  It makes you
    invisible.  It sustains your dexterity.  It provides resistance to 
    confusion.  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 Akhorahil the Blind on level 43 of Moria.
g) The Ring of Power of Adunaphel the Quiet (+2)
    It increases your intelligence by 2.  It makes you invisible.  It
    sustains your charisma.  It provides resistance to dark, shards and 
    chaos.  It allows you to see invisible monsters.  It speeds your
    regenerative powers.  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 Adunaphel the Quiet on level 49 of Moria.
// Humble start to my Nazgul ring collection.
h) 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.
i) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master lich on level 50 of Moria.
j) 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...
k) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Stone troll on level 38 of Moria.
l) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can be activated for detect orcs
    every 10 turns if it is being worn. It increases your dexterity and 
    searching by 4.  It is especially deadly against orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill troll on level 38 of Moria.
m) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It can be activated for frost ball (48) every 5+d5 turns if it is
    being worn. It increases your dexterity, speed and attack speed by 2.  
    It does extra damage from frost.  It poisons your foes.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ettin on level 43 of Moria.
n) 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.
o) 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.
p) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It is especially deadly against
    natural creatures.  It provides resistance to cold and light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Algroth on level 39 of Moria.
q) 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.
r) 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.
s) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Water troll on level 46 of Moria.
t) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
u) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must be wielded two-handed.  It poisons your foes.  It is very
    sharp and can cut your foes.  It is very sharp and can make your foes
    bleed.  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 strikes at undead with holy
    wrath.  It fights against evil with holy fury.  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 40 of Moria.
v) The Dark Sword 'Mormegil' (E:67, L:3) (6d7) (+0,+0) [-20] (+2 to speed) {curs}
    It generates an antimagic field.  It increases your speed and attack
    speed by 2.  It does extra damage from fire.  It is especially deadly
    against dragons.  It provides immunity to fire.  It makes you
    completely fearless.  It provides resistance to chaos and 
    disenchantment.  It drains mana, life and experience.  It aggravates
    nearby creatures.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill troll Chieftain on level 47 of Moria.
w) The Spear of Orome (4d6) (+15,+15) (+4)
    It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your intelligence, wisdom, searching, infravision, 
    ability to tunnel and speed by 4.  It does extra damage from fire.  It
    is especially deadly against dragons.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to life draining, fire
    and light.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Master lich on level 44 of Moria.
x) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
    It can be activated for ball of lightning (100) every 500 turns if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom and dexterity by 4.  It does extra damage from electricity
    and frost.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It is especially deadly against giants.  It is
    a great bane of undead.  It provides immunity to paralysis.  It
    provides resistance to electricity, cold and light.  It slows your
    metabolism.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Forest troll on level 37 of Moria.
a) 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.
b) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be wielded two-handed.  It increases your strength, 
    constitution and stealth by 3.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It strikes at demons with
    holy wrath.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and blindness.  It allows
    you to levitate.  It allows you to see invisible monsters.  It allows
    you to sense the presence of non-living things.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient blue dragon on level 43 of Moria.
c) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
    It increases your attack speed by 2.  It is a great bane of dragons.  
    It provides resistance to acid, electricity, fire, cold and poison.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 42 of
    Moria.
d) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    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.
e) The Mace 'Taratol' (3d4) (+12,+12)
    It can be wielded two-handed.  It can be activated for speed (dur
    20+d20) every 250 turns if it is being worn. It does extra damage from 
    electricity.  It is a great bane of dragons.  It provides immunity to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 43 of Moria.
f) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Cave ogre on level 32 of Moria.
g) 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 2015-12-13 4:43pm EST


Comments

2010-11-18 11:33pm 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.

2010-12-14 8:42pm 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 6:39pm 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.

2011-11-06 10:20pm 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…

2015-04-19 9:08pm 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 4:43pm 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.

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