The Angband Ladder: Adwardolin, Ice-Dwarf Mofo loremaster by AmyBSOD

  [ToME 2.3.5 (SX) Character Sheet]

 Name  : Adwardolin             Age                 41       Str:     31     32
 Sex   : Female                 Height              41       INT:     25       
 Race  : Corrupted Ice-Dwarf    Weight             131       Wis!     31     32
 Class : Mofo loremaster        Social Class         3       Dex:     18     20
 Body  : Player                                              Con:     22     25
 God   : Yavanna Kementari                                   CHR!     26       
                                                                               
 + To Melee Hit          30 Level             32    Hit Points      -24/   430 
 + To Melee Damage       38 Experience    335261    Spell Points    171/   191 
 + To Ranged Hit         44 Max Exp       335261    Sanity          373/   373 
 + To Ranged Damage      22 Exp to Adv.   370000    Piety                -4204 
   AC                 23+74 Gold             617    Speed            Fast (+4) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Excellent    Perception  : Bad          Blows/Round:  7         
 Bows/Throw  : Excellent    Searching   : Bad          Shots/Round:  2         
 Saving Throw: Good         Disarming   : Bad          Mel.dmg/Rnd:  7d4+266   
 Stealth     : Bad          Magic Device: Poor         Infra-Vision: 0 feet    
                                                       Tactic:       normal    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of two children of a Dwarven Thief.  You are a           
          credit to the family.  You have dark brown eyes, straight            
          black hair, a one foot beard, and a dark complexion.                 
                                                                               


  [Miscellaneous information]

 Joke monsters:        ON
 Maximize mode:        ON
 Monster levelscaling: 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')
        Cirith Ungol: Level 26 (1300')
        Orc Cave: Level 19 (950')
        The Land Of Rhun: Level 35 (1750')
        The Sandworm lair: Level 29 (1450')

 Your body was a Player.
 You have defeated 5384 enemies.
 You have completed 13 princess quests.
 You have completed 21 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.
 You ended your adventure the 51st Yavie of the 2890th year of the third age.
 Your adventure lasted 8 days.

     Your Attributes:
You are dead, killed by an earthquake on level 35 of The Land Of Rhun.
You can freeze things with a touch.
You can use secret passages.
You aggravate monsters.
You can see invisible creatures.
You levitate just over the ground.
You have free action.
You can sense the presence of thunderlords.
You are lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You cannot teleport.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to disenchantment.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your intelligence is sustained.
Your constitution is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom 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 searching ability is affected by your equipment.
Your digging ability is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon has been blessed by the gods.
Your weapon drains life from your foes.
Your weapon burns your foes.
Your weapon strikes at evil with extra force.
Your weapon is especially deadly against orcs.
Your weapon is a great bane of undeads.


                    adefkmnopsuxz{|@            
        Add Str   : ..........2.....            
        Add Int   : ......5..2......            
        Add Wis   : .........2......            
        Add Dex   : .33.3...........            
        Add Con   : ......5...2.....            
        Add Chr   : ......5.........            
        Add Stea. : .3.........1....            
        Add Sear. : .........2......            
        Add Tun.. : ..............3.            
        Add Blows : 3...............            
        Vampiric  : +...............            
        Slay Evil : +............+..            
        Slay Und. : .............+..            
        Slay Orc  : +............+..            
        Slay Troll: .............+..            
        Slay Drag.: .............+..            
        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  : ......+*........            
        Res Elec  : ......+.........            
        Res 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 : .+..............            
        Aura Fire : ......+.........            
        NoTeleport: .......+........            
        Lite      : .....+..........            
        See Invis : .........+......            
        Xtra Shots: .+..............            
        Activate  : ....+....+......            
        Aggravate : ......+.........            
        Blessed   : +...............            
        Cursed    : ......+.........            
        Hvy Curse : ......+.........            
        Fly       : ...............+            
        TLord.ESP : ......+.........            

 Corruption list:
Balrog Wings:
  Creates ugly, but working, wings allowing you to fly
  But it reduces charisma by 4 and dexterity by 2


Skills (points left: 16)
 - Combat                                        42.240 [0.710]
          - Weaponmastery                        30.538 [0.730]
                   . Axe-mastery                 00.320 [0.220]
                   . Hafted-mastery              01.000 [0.300]
          - Archery                              28.900 [1.300]
                   . Bow-mastery                 00.832 [0.590]
                   . Boomerang-mastery          -03.000 [0.300]
          . Barehand-combat                     -02.500 [1.500]
 - Sneakiness                                    04.750 [0.760]
          . Stealth                              01.000 [0.700]
          . Disarming                           -05.000 [1.100]
 - Magic                                         25.691 [0.620]
          . Magic-Device                         10.000 [1.000]
          . Spell-power                         -00.100 [0.400]
          . Sorcery                             -02.800 [0.600]
          . Mana                                 01.000 [0.300]
                   . Air                         01.380 [0.320]
          . Conveyance                          -05.400 [0.700]
          . Divination                          -08.000 [0.300]
          . Demonology                          -04.000 [0.000]
          . Thaumaturgy                          02.900 [0.400]
 - Spirituality                                  33.242 [1.533]
          . Prayer                               05.710 [0.610]
          . Mindcraft                            05.600 [0.520]
          . Music                                00.000 [0.300]
          . Druidistic                           01.000 [0.300]
 - Monster-lore                                 -03.000 [1.100]
          . Summoning                           -02.200 [0.950]
          . Corpse-preservation                  01.000 [0.700]
          . Possession                           00.000 [0.500]
          . Symbiosis                            02.500 [0.550]
          . Mimicry                              00.000 [0.500]

Abilities
 * Ammo creation
 * Spread blows


  [Character Equipment]

a) The Dagger of Namen (1d4) (+6,+8) (+3 attacks)
    It increases your attack speed by 3.  It does extra damage from fire.  
    It drains life from your foes.  It is especially deadly against orcs.  
    It is a great bane of undead.  It fights against evil with holy fury.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Squint-eyed Southerner in the town of
    Minas Anor .
d) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides resistance 
    to disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
e) an Aquamarine Ring of Dexterity (+3)
f) a Beryl Ring of Nether Resistance
k) a Copper Amulet of the Serpents [+4] (+3)
m) a Brass Lantern of *Brightness* (with 7356 turns of light)
    It provides light (radius 5) when fueled.  It provides resistance to 
    dark.  It cannot be harmed by fire.  
    You bought it from the General Store.
n) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    blindness, confusion and nexus.  It allows you to sense the presence 
    of thunderlords.  It reflects bolts and arrows.  It produces a fiery
    sheath.  It drains mana.  It aggravates nearby creatures.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it lying in a vault on level 28 of The Sandworm lair.
o) The Fur Cloak 'Eingwar' [3,+5]
    It provides immunity to acid.  It provides immunity to paralysis.  It
    provides resistance to light and shards.  It prevents teleportation.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a White sentai on level 34 of The Land Of
    Rhun.
p) a Small Metal Shield [3,+7]
s) 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 lying on the ground on level 22 of Orc Cave.
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.  
    You found it lying on the ground on level 20 of Orc Cave.
x) a Pair of Soft Leather Boots of Stealth [2,+6] (+1 to stealth)
    It increases your stealth by 1.  
    You bought it from the Armoury.
z) (nothing)
{) 20 Arrows 'Morien' (1d4) (+3,+5) {90% off}
    It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is a great
    bane of demons.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
|) a Mattock (+3)
    It increases your ability to tunnel by 3.  


  [Character Inventory]

a) 15 Flasks of oil
b) 20 Tangerine Potions of Healing
c) 26 Scrolls titled "lechu manfor" of Teleportation {50% off}
d) 38 Scrolls titled "petther xel" of Identify {@r2}
e) 20 Scrolls titled "bateep abash" of Satisfy Hunger {25% off}
f) a Wooden Rod of Trap Location (10/10) {@z1}
g) a Silver Rod of Charging of Recall (100/100) {!*}
h) a Golden Rod of Cheapness of Disarming (125/125) {@z4}
i) a Wand of Noxious Cloud[1|25] (8 charges)
j) a Gold Wand of Teleport Away[5|23] (5 charges)
k) a Denise corpse
l) a Kerstin corpse
m) a Sue Lyn corpse
n) 53 Empty Bottles
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Book of Summoning
b) a Book of Summoning
c) The Tome of Elven Household Magic
    It can be activated for gain corruption every 10 turns.  
    You found it lying on the ground on level 10 of Barrow-Downs.
d) 6 Rations of Food
e) a Sprig of Athelas
f) 11 Smoky Potions of Cure Light Insanity
g) 2 Violet Potions of Cure Serious Insanity
h) 8 Misty Potions of Detect Invisible
i) 4 Orange Speckled Potions of Slow Poison
j) 4 Orange Potions of Cure Light Wounds
k) 2 Puce Potions of Cure Serious Wounds
l) 15 Red Potions of Cure Critical Wounds {25% off}
m) a Potion of Restore Life Levels
n) 2 Potions of Restore Intelligence {50% off}
o) a Potion of Restore Dexterity {75% off}
p) 3 Scrolls titled "nelgsno mipet" of Remove Curse {50% off}
q) a Scroll of Reset Recall {25% off}
r) 11 Scrolls of Detect Invisible
s) 2 Wands of Noxious Cloud[1|25] (1 charge)
t) a Sycamore Staff of Identify[2|17] (1 charge)
u) a Staff of Identify[1|15] (1 charge)
v) a Hemlock Staff of Sense Monsters[1|15] (0 charges)
w) an Elven Cord Armour [6,+19] (+3 to stealth)
x) a Cord Armour of Resistance [6,+6]
a) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
b) a Dwarven Iron Helm of Teleportation [5,+12] (+1 to infravision)
    It increases your constitution and infravision by 1.  It provides
    resistance to fire.  It allows you to sense the presence of trolls and 
    dragons.  It induces random teleportation.  
    It was given to you as a reward.
c) 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.
d) 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.  
    It was given to you as a reward.
e) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
f) a Fiery Awl-Pike of Westernesse (1d8) (+7,+5) (+2)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your strength, dexterity and constitution by 2.  It does
    extra damage from fire.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to fire.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs, 
    trolls and giants.  It can resist being shattered by morgul beings.  
    It cannot be harmed by fire.  
    You found it in the remains of Nightshade, Farmer Maggot's cousin in the
    town of Bree .
g) The Trident of Arost (1d8) (+11,+6) (+1)
    It can be wielded two-handed.  It increases your intelligence and 
    charisma by 1.  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 a
    great bane of dragons.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Nightshade, Farmer Maggot's cousin in the
    town of Bree .
h) 31 Arrows (1d4) (+3,+4)
i) 16 Flight Arrows (1d3) (+0,+0)
j) a Small Wooden Boomerang of Power (1d4) (+8,+16)
k) a Small Wooden Boomerang (1d4) (+0,+0)
l) 2 Shards of Pottery
m) a Giant slug corpse
n) a Jeanetta corpse
o) a Sophie corpse
p) 10 Giant slug raw meats
q) 10 Yellow yeek raw meats
r) 10 Yellow yeek raw meats
s) 2 Human Skeletons


  [Home Inventory - Minas Anor ]

a) The Tome of Collected Weird Magic {destruction}
    It can be activated for Destruction every 100 turns.  
    You found it lying in a vault on level 28 of The Land Of Rhun.
b) a Parchment titled ''Famous Last Words''
    It can be activated for cure blindness every 100 turns.  
    You found it lying in a vault on level 28 of The Land Of Rhun.
c) The Toenail of Vecna
    It can be activated for cure confusion every 500 turns.  
    You found it lying in a vault on level 28 of The Land Of Rhun.
d) Olive's Omnipotent Ostrich {summon pet}
    It can be activated for summon pet every 101 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
e) a Brown Mushroom of Paralysis
f) 2 Wrinkled Mushrooms of Weakness
g) 4 Dark Red Mushrooms of Stupidity
h) 3 Light Blue Mushrooms of Naivety
i) 3 Grey Mushrooms of Cure Blindness
j) 4 Violet Mushrooms of Restore Strength
k) 4 Tan Mushrooms of Restore Constitution
l) 3 Sprigs of Athelas
m) 18 Smoky Potions of Cure Light Insanity {25% off}
n) 2 Violet Potions of Cure Serious Insanity
o) 10 Dark Blue Potions of Cure Critical Insanity
p) 19 White Potions of Cure Insanity
q) 10 Blue Potions of Restore Mana
r) 3 Potions of Enlightenment
s) 2 Scrolls of Summon Never-Moving Pet
t) 10 Scrolls titled "turssan cono" of Word of Recall {!*}
u) 3 Scrolls of *Identify*
v) 35 Scrolls titled "sat taaus mic" of Reset Recall {25% off}
w) 11 Scrolls titled "trol ashpet" of *Destruction*
x) 9 Scrolls of Genocide
a) a Silver Rod of Nothing (100/100)
b) a Silver Rod of Nothing (100/100)
c) a Zinc-Plated Rod Tip of Disarming (50 Mana to cast) {@z4}
d) a Silver-Plated Rod Tip of Polymorph (25 Mana to cast)
e) a Wand of Noxious Cloud[2|25] (3 charges)
f) an Uridium Wand of Charm[3|22] (10 charges)
g) a Copper Wand of Demon Blade[8|20] (9 charges)
h) a Hemlock Staff of Remove Curses[1|16] (8 charges)
i) a Runed Staff of Recovery[1|12] (12 charges)
j) a Sycamore Staff of Identify[8|16] (10 charges)
k) a Bone Ring of Constitution (+3)
l) a Glass Ring of Nexus Resistance
m) a Black Opal Ring of Shard Resistance
n) an Emerald Ring of Invisibility
o) an Adamantite Ring of Flying
p) The Azure Amulet of Thlon (+1 to stealth) {cursed}
    It increases your wisdom and stealth by 1.  It sustains your 
    intelligence and constitution.  It provides resistance to light.  It
    induces random teleportation.  It is cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Uruk on level 19 of Orc Cave.
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 in a vault on level 28 of The Sandworm lair.
r) a Gold Dragon Scale Mail (-2 to accuracy) [30,+10]
    It can be activated for breathe sound (130) every 90+d90 turns if it
    is being worn. It provides resistance to sound.  It allows you to fly.
    It cannot be harmed by acid, cold, lightning or fire.  
s) 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
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
t) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) 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 Sailor Moon on level 9 of Barrow-Downs.
v) 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 Sailor Moon on level 30 of The Land Of Rhun.
w) 29 Arrows of Slay Demon (1d4) (+2,+7) {90% off}
    It strikes at demons with holy wrath.  
    You made it yourself.
x) 24 Arrows of Wounding (1d4) (+12,+7) {90% off}
    You made it yourself.
a) 34 Rounded Pebbles 'Travak' (3d6) (+8,+5)
b) a Shard of Pottery
c) a Broken Stick
d) Yumi Saotome's corpse
e) a Rhea corpse
f) a Broken Skull
g) 2 Broken Bones
h) 15 Elf Skeletons


  [Home Inventory - Lothlorien ]

a) Raal's Tome of Unconventional Warfare
    It can be activated for heal 700 hit points every 100 turns.  
    You found it lying in a vault on level 23 of The Sandworm lair.
b) 4 Smoky Potions of Cure Light Insanity
c) a Violet Potion of Cure Serious Insanity
d) 3 Scrolls of *Identify*
e) 3 Scrolls titled "nelgsno mipet" of Remove Curse {50% off}
f) a Platinum Rod Tip of Trap Location (8 Mana to cast)
g) a Small Sword (1d6) (+5,+3)
h) a Venomous Khopesh of Westernesse (2d4) (+16,+8) (+2)
i) a Gnome Skeleton
j) 3 Elf Skeletons



Posted on 19.2.2016 08:35
Last updated on 20.2.2016 20:28

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10921. on the Ladder (of 19090)
1911. on the ToME Ladder (of 3155)
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On 19.2.2016 08:35 AmyBSOD wrote:
Let's see if I have better luck in this version, which incorporated roles and races from several ToME modules. The GDSM was found just lying on the floor in Barrowdowns, and somehow the level feeling was only "strangely lucky", I'd say such a powerful OOD item deserves at least an excellent if not superb feeling...

Also, I have a few questions about corruptions. First, they seem to be temporary? Most of them disappeared after a while, and I only get new ones by leveling up, does this mean that once I hit level 50 and wait out all the corruptions this character will play normally again? Second, anti-teleportation mentions that the space-time continuum is stabilized, does this mean I have time resistance, and will be protected from "you feel life has clocked back" and "you're not as strong as you used to be"? And third, I thought corruptions were completely impossible to remove once you have them???

With this character I also want to try a new Yavanna strategy that I invented, but it's not working out so far thanks to the RNG. Basically, the plan is to do FF quests for a while and always picking prayer if it comes up until the multiplier is something like 0.8, then put as many points into it as possible. From then on I'd keep doing FF quests and on every levelup I'd spend as many points into prayer as possible. The goal is to reach about 50 points in prayer quickly and then do the temple quests to increase it even more, where once again the RNG's helping hand is needed because it means postponing the temple quests for a long time and then actively level-draining myself so I can still get them. Specifically, the RNG needs to hand me a junkart of high experience loss. But alas, it seems that I'll fail gloriously since not a single time did Prayer skill get offered as a reward yet. :(

On 19.2.2016 13:30 debo wrote:
mofo loremaster

On 19.2.2016 15:54 Estie wrote:
Does level draining re-enable getting temple quests ? I seem to dimly remember that that got changed. Of course, I only know vanilla ToME2.

I dont know much about corruptions; afaik, in vanilla ToME they are permanent.

If temple quests increase prayer beyond 50, it shouldnt be by much ?
Iirc, you get 15 points from quests, so at best youd be at 65 prayer skill; is that worth all the hassle ? It would be 30% more damage on water bite, if thats what your mostly going for, but water bite is a bit mediocre to begin with.

On 19.2.2016 22:06 AmyBSOD wrote:
Alright, orc caves mostly done (2 dungeon towns including a potion shop, scroll shop, footwear shop and expensive black market! Yay!), nice artifacts retrieved, still lacking poison resistance but most other important intrinsics are covered for now. Decided to do the sandworm lair next, and it's more difficult than expected. The proliferation of breeder monsters means that every level can suddenly become very dangerous if the first monster to start breeding is a nasty one...

In vanilla ToME, level draining does not allow the player to get more god quests so if the RNG decides to not grant all of them until XL50 you're SOL, which I decided to change. Also, temple quests are based on the prayer skill modifier; in standard ToME it can't be increased if it's already 0.5 or higher, but in ToME-SX it can. In fact, now the RNG was nice enough to grant me a few boosts, but still not nearly enough to actually start pouring points into prayer. Need to conserve my skill points so I can learn the combat, weaponmastery, archery and spirituality skills!

Water bite, and in general Yavanna prayers, seem like a huge waste of time to me since gaining piety is so difficult. Might try to use the Mind school's Charm spell, if that works. Having to spend piety for Yavanna's own charm spell is unworkable especially since overworld swamps don't spawn only melee monsters in SX; venturing there as an XL3 character and spending even a single turn can lead to "It casts a water bolt. --more-- You die." Nope, I'm after the Earth, Nature and Water skills that Yavanna grants; with 100 points of prayer, all of those spell schools are effectively at 50. That said, I'll also need to eventually improve my magic skill so I'll actually have enough mana to cast them. Also I probably won't be needing Earth skill since Thaumaturgy has a nice Area - Wall Creation (a.k.a. Timeout :D) that costs very little mana and gives all the LOS disruption I'll ever need. :-)

On 20.2.2016 17:38 Estie wrote:
Hmm maxing Yavanna piety shouldnt be hard regardless of swamp changes - you need 3-4 grouped animals of sufficient level, voila.
Water bite isnt horrible - I have played druid that way, get combat/weapon mastery, wield a mage staff of power and other + spellpower/mana items like a mage, and cast waterbite before the fight. The damage output is less than a swordmaster, but then you have the utility advantage of all that +spellpower.
What disappointed me about the setup was that AoE effect of water bite is too minuscle to do relevant damage. It only serves to wake up everything around and make sure that they hit you if they are close. I would want to turn it off if I could.

On 20.2.2016 20:28 AmyBSOD wrote:
There goes another run. Great equipment, but it didn't save me in the end; it happened so fast that I didn't even see which monster earthquaked me there. However I was having trouble with Rhun's open areas anyway and had to rely on timeout more often than not, plus there were entirely too many hounds on this level. I'll check the message log with my next character unless I forget, so I can see what killed me. Ah well, better luck next time. The thunderlord coat and randart cloak were just too good to pass up despite the disadvantages. :D

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