The Angband Ladder: Thaum, Thunderlord Warper by <yzilbergleyt@yahoo.com>

  [ToME 2.3.0 Character Sheet]

 Name  : Thaum                  Age                 15       STR:     38       
 Sex   : Male                   Height             179       INT!     40       
 Race  : Thunderlord Hermit     Weight             282       WIS:     40       
 Class : Warper                 Social Class        73       DEX:     34       
 Body  : Player                                              CON!     40       
 God   : Melkor Bauglir                                      CHR:     40       
                                                                               
 + To Melee Hit           9 Level             36    Max Hit Points       549   
 + To Melee Damage      -63 Experience   2344491    Cur Hit Points       527   
 + To Ranged Hit         37 Max Exp      2344491    Max SP (Mana)       1736   
 + To Ranged Damage      14 Exp to Adv.  2475000    Cur SP (Mana)        494   
   AC                30+103 Gold        12066497    Piety              16050   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Poor         Perception  : Bad          Blows/Round:  4         
 Bows/Throw  : Superb       Searching   : Bad          Shots/Round:  1         
 Saving Throw: Good         Disarming   : Good         Mel.dmg/Rnd:  12d4-252  
 Stealth     : Superb       Magic Device: Bad          Infra-Vision: 40 feet   
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of many Manwe Maia.  Your eagle looks very               
          good.  In the past you dwelt on earth in the form of a wise          
          and ancient counsellor.                                              
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 25 (1250')
        Angband: Level 109 (5450')
        Barrow-Downs: Level 1 (50')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Erebor: Level 72 (3600')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 48 (2400')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.
 You have defeated 1212 enemies.
 You fell under the evil influence of the One Ring and decided to wear it.
 You saved 92 princesses.
 You became a new force of darkness and enslaved all free people.
 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 8th Quelle of the 2890th year of the third age.
 Your adventure lasted 22 days.

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Bree.
You can drive yourself into a berserk frenzy.
You can destroy walls.
You can wreck the world around you.
You can restore lost life forces.
You can use thunderlords powers.
You are in a battle rage.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe underwater.
You levitate just over the ground.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
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 sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
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 strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity 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 infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.

Skills (points left: 0)
 - Combat                                        01.000 [0.200]
          . Weaponmastery                        02.200 [0.400]
          . Archery                              00.500 [0.000]
 - Sneakiness                                    04.000 [0.900]
          . Stealth                              00.000 [0.400]
          . Disarming                            00.600 [0.000]
 - Magic                                         40.762 [0.900]
          . Magic-Device                         01.000 [1.050]
          . Spell-power                          40.900 [0.700]
          . Mana                                 02.400 [0.700]
                   . Fire                        00.000 [0.800]
                   . Water                       00.000 [0.800]
                   . Air                         00.000 [0.800]
                   . Earth                       00.000 [0.800]
          . Meta                                 05.600 [0.800]
          . Conveyance                           40.800 [1.200]
          . Divination                           32.400 [1.200]
          . Temporal                             00.000 [1.200]
          . Mind                                 00.000 [0.700]
          . Nature                               00.000 [0.800]
          . Udun                                 01.200 [0.400]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          40.600 [0.700]
 - Spirituality                                  06.000 [0.550]
          . Prayer                               00.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting


  [Fates]

You are fated to find a Scroll of Detect Invisible on level 1.


  [Character Equipment]

a) The Mage Staff of Forochel (3d4) (-12,-8)(60%) (+3 to infravision)
    It can
    be wielded two-handed.  It increases your intelligence, wisdom, 
    infravision and spell power by 3.  It increases your mana capacity by 
    60%.  It sustains your intelligence and wisdom.  It provides immunity 
    to cold.  It provides resistance to blindness.  It renders you
    especially vulnerable to fire.  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.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can be activated
    for fire branding of bolts every 999 turns if it is being worn. It 
    increases your speed by 10.  It provides resistance to fire and chaos.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.
e) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed}
    It can
    be activated for powerful things if it is being worn. It grants you
    the power of change the world if it is being worn.  It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma, 
    speed and spell power by 5.  It increases your mana capacity by 100%.  
    It makes you invisible.  It sustains your strength, intelligence, 
    wisdom, dexterity, constitution and charisma.  It provides immunity to 
    acid, electricity, fire and cold.  It provides immunity to paralysis.  
    It provides resistance to poison, blindness, nether and disenchantment
    .  It allows you to see invisible monsters.  It gives telepathic
    powers.  It speeds your regenerative powers.  It drains mana, life and 
    experience.  It is permanently cursed.  It cannot be dropped while
    cursed.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
f) an Indestructible Ring of Speed (+14)
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
    It grants you the power of restore life if it is
    being worn.  It provides light (radius 1) forever.  It can be used to
    store a spell.  It increases your intelligence, wisdom and luck by 2.  
    It increases your mana capacity by 40%.  It sustains your intelligence
     and wisdom.  It provides resistance to life draining.  It allows you
    to breathe underwater.  It allows you to sense the presence of evil
    beings and good beings.  It slows your metabolism.  It speeds your
    regenerative powers.  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 Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns
     if it is being worn. It provides light (radius 3) forever.  It 
    increases your speed and luck by 3.  It provides resistance to life
    draining, light, dark and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.
n) The Double Ring Mail 'Rhunendil' (-28,-66) [15,+10](20%) {IA, LtDrkCnf}
    It
    increases your hit points by 20%.  It sustains your wisdom.  It
    provides immunity to acid.  It provides resistance to fire, cold, 
    light, dark and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.
o) The Cloak 'Holcolleth' [1,+4] (+2)
    It can
    be activated for sleep nearby monsters every 55 turns if it is being
    worn. It increases your intelligence, wisdom, stealth and speed by 2.  
    It provides resistance to acid.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It 
    increases your strength and constitution by 4.  It provides immunity 
    to acid.  It provides immunity to paralysis.  It provides resistance 
    to sound, shards and chaos.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.
s) The Steel Helm of Hammerhand [6,+20] (+3) {DrkNex}
    It
    grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if
    it is being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It 
    increases your constitution, stealth and speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
z) (nothing)
{) The Bolt of Finuin (1d5) (+6,+5) (+4) {Wis}
    It 
    increases your wisdom by 4.  It does extra damage from acid.  It 
    poisons your foes.  It produces chaotic effects.  It is a great bane
    of dragons.  It is especially deadly against trolls.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
|) a Magical Dwarven Pick of Digging (+7)
    It
    grants you the power of stone to mud if it is being worn.  It 
    increases your ability to tunnel by 7.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.


  [Character Inventory]

a) 3 Fireproof Tomes of Translocation {@m9@b9!d!k!s!v}
b) 3 Fireproof Tomes of Knowledge {@m2@b2!d!d!k!k!s!s!v!v}
c) 3 Fireproof Tomes of Meta Spells {!d!d!k!k!s!s!v!v}
d) 3 Fireproof Unholy Tomes of the Hellflame {!d!d!k!k!s!s!v!v}
e) a Book of Beginner Cantrips {@m1@b1!d!k!s!v}
    
f) 14 Potions of Cure Insanity
    
g) 3 Potions of Speed {25% off}
    
h) 14 Potions of Healing
    
i) 2 Potions of *Healing*
    
j) 12 Potions of Restore Mana
    
k) 3 Potions of Resistance
l) 3 Potions of Curing
    
m) 19 Scrolls of Teleportation
    
n) 5 Scrolls of *Identify*
    
o) 24 Scrolls of Satisfy Hunger {@r5}
    
p) a Silver Rod of Simplicity of Home Summoning (100/100) {@z8!d!d!k!k!s!s!v!v}
    
    You found it lying in a vault on level 22 of The Sandworm lair.
q) a Mithril Rod of the Istari of Perception (320/320) {@z1!d!d!k!k!s!s!v!v}
    It can
    hold more mana.  It can cast spells for a lesser mana cost.  It can
    cast spells faster.  It regenerates its mana faster.  
    You found it lying in a vault on level 22 of The Sandworm lair.
r) a Mithril Rod of the Istari of Nothing (320/320)
s) The Ring of Flare (+3)
    It can
    be activated for dimension door every 100 turns if it is being worn. 
    It grants you the power of swap position if it is being worn.  It 
    increases your strength, constitution, charisma and searching by 3.  
    It provides immunity to fire.  It allows you to fly.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 48 of The Sacred Land Of Mountains.
t) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    
    It provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 109 of
    Angband.
u) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be activated for alter
    reality every 100 turns if it is being worn. It can cause earthquakes.
    It is a great bane of dragons.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It is a great bane of demons.
    It is a great bane of undead.  It fights against evil with holy fury.  
    It is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Scroll of Genocide
    
b) an Amulet of Telepathy
    It gives telepathic powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
c) The Ring Mail of Dingorith (-2 to accuracy) [12,+11] {IC HlLtSndNx}
    It
    provides immunity to cold.  It provides resistance to life draining, 
    light, sound and nexus.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
d) The Chain Mail of Arvedui (-2) [14,+15] (+2) {Fear}
    It 
    increases your strength and charisma by 2.  It provides resistance to 
    acid, electricity, fire, cold, dark, shards and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
e) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {CnfSndChs}
    It 
    increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion, sound and chaos.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
f) The Mouse Fur of Gwiladh [1,+9] {PoiCnf}
    It
    sustains your strength, wisdom and charisma.  It provides resistance 
    to fire, cold, poison and confusion.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.
g) a Feathers Cloak of Air [1,+8]
h) an Iron Crown of Seeing [0,+12] (+3 to searching) {ESP}
    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 lying in a vault on level 25 of The Sandworm lair.
i) The Iron Crown 'Anyava' [0,+7] {HLLtSrd}
    It
    sustains your strength, intelligence and wisdom.  It provides
    resistance to life draining, light and shards.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.
j) an Iron Crown of Might [0,+10] (+1) {poi}
    It 
    increases your strength, dexterity and constitution by 1.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to poison.  
    You found it lying in a vault on level 29 of The Sandworm lair.
k) an Iron Crown of Might [0,+12] (+1) {Srd}
    It 
    increases your strength, dexterity and constitution by 1.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to shards.  
    You found it lying in a vault on level 22 of The Sandworm lair.
l) The Iron Crown of Morimlan [0,+8] {HlNtr}
    It
    sustains your strength and constitution.  It provides resistance to 
    life draining and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
m) a Golden Crown of Might [0,+9] (+2) {Snd}
    It 
    increases your strength, dexterity and constitution by 2.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to sound.  It cannot be harmed by
    acid.  
    You found it lying in a vault on level 23 of The Sandworm lair.
n) a Golden Crown of Might [0,+8] (+1) {Fear}
    It 
    increases your strength, dexterity and constitution by 1.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It makes you completely fearless.  It cannot be harmed by
    acid.  
    You found it lying in a vault on level 22 of The Sandworm lair.
o) a Jewel Encrusted Crown of Regeneration [0,+10]
p) a Pair of Soft Leather Boots of Free Action [2,+13]
    It
    provides immunity to paralysis.  
    You found it lying in a vault on level 25 of The Sandworm lair.
q) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It 
    increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
r) a Small Wooden Boomerang of *Slay Troll* (1d4) (+14,+9) (+2) {StrRgn}
    It 
    increases your strength by 2.  It is especially deadly against trolls.
    It sustains your strength.  It allows you to sense the presence of 
    trolls.  It speeds your regenerative powers.  
    You found it lying in a vault on level 25 of The Sandworm lair.
s) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It 
    increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
t) a Climbing Set
    It
    allows you to climb mountains.  
u) a Mage Staff of Power (1d4) (-15,-20) (+11)
v) The Mage Staff of Sulantath (1d4) (+0,+8) [+7] (+5) {Blnd}
    It can be wielded two-handed.  It
    provides light (radius 1) forever.  It can be used to store a spell.  
    It increases your spell power by 5.  It sustains your intelligence and 
    wisdom.  It provides immunity to paralysis.  It provides resistance to 
    blindness.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
w) a Mage Staff of Wizardry (1d4) (+3,-22)(80%) (+4)


  [Home Inventory - Gondolin ]

a) an Indestructible Amulet of Weaponmastery (+5,+5) [+3] (+2)
    It 
    increases your strength and constitution by 2.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 70 of Angband.
b) The Large Leather Shield of Celegorm [4,+20]
    It provides
    resistance to acid, electricity, fire, cold, light, dark and shards.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Angband.
c) 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 in a vault on level 70 of Angband.


  [Home Inventory - Lothlorien ]

a) a Mithril Rod of Capacity of Nothing (320/320)
b) The Ring of Valagnion {PoiCnfSndNex}
    It sustains your 
    dexterity.  It provides immunity to paralysis.  It provides resistance 
    to acid, poison, confusion, sound and nexus.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
c) a Ring of Intelligence (+3)
d) an Indestructible Ring of Speed (+7)
e) The Ring of Tulkas (+4)
    It can be activated for haste self (75+d75 turns) every
    150+d150 turns if it is being worn. It increases your strength, 
    dexterity, constitution and speed by 4.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.
f) The Ring of Power 'Nenya' (+9,+9) (+2) {BlndEsp}
    It can
    be activated for healing (800) every 100+d200 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma, stealth, speed and luck by 2.  It sustains 
    your intelligence, wisdom and charisma.  It provides immunity to cold.
    It provides immunity to paralysis.  It provides resistance to life
    draining and blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.
g) an Indestructible Ring of Blindness Resistance
    It
    provides resistance to blindness.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
h) an Amulet of the Magi (-4,-4) (+3 to searching)
    It can be used to store a spell.  
    It increases your intelligence and searching by 3.  It sustains your 
    intelligence.  It provides immunity to paralysis.  It provides
    resistance to blindness and confusion.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You bought it from the Black Market.
i) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3)
    forever.  It increases your strength, dexterity, constitution, 
    infravision and speed by 3.  It provides immunity to paralysis.  It
    makes you completely fearless.  It allows you to see invisible
    monsters.  It speeds your regenerative powers.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
j) an Indestructible Amulet of Trickery (+3)
    It increases your dexterity, stealth, infravision
     and speed by 3.  It sustains your dexterity.  It provides resistance 
    to poison and nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.
k) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It 
    increases your intelligence, constitution, stealth and speed by 4.  It
    provides immunity to fire.  It provides resistance to acid, 
    electricity, cold and nexus.  It allows you to fly.  It allows you to
    sense the presence of thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
l) The Cloak 'Lairion' [1,+10] {IE}
    It sustains your strength.  It provides
    immunity to electricity.  It provides resistance to electricity, fire, 
    poison and light.  It produces a fiery sheath.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
m) a Cloak of Mist of Aman [1,+24] (+3 to stealth) {Chs}
    It increases your stealth by 3.  
    It provides resistance to chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
n) a Wolf Pelt of Aman [1,+12] (+3 to stealth) {Poi}
    It 
    increases your stealth by 3.  It provides resistance to poison.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
o) a Jewel Encrusted Crown of the Magi [0,+6] (+2) {HlSrd}
    It can
    be used to store a spell.  It increases your intelligence by 2.  It
    sustains your intelligence.  It provides resistance to life draining, 
    acid, electricity, fire, cold and shards.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.
p) a Jewel Encrusted Crown of Might [0,+8] (+3) {nether}
    It 
    increases your strength, dexterity and constitution by 3.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to nether.  It cannot be harmed by
    acid.  
    You found it lying in a vault on level 45 of The Sacred Land Of Mountains.
q) The Hard Leather Cap of Thranduil [2,+10] (+2)
    
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and nether.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 48 of The Sacred Land Of Mountains.
r) 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 in a vault on level 27 of The Sandworm lair.
s) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It
    grants you the power of magic map if it is being worn.  It increases 
    your searching, infravision and ability to tunnel by 4.  It allows you
    to climb mountains.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.
t) The Long Bow of Bard (x5) (+17,+19) (+2)
    It 
    increases your dexterity and luck by 2.  It provides immunity to
    paralysis.  It allows you to sense the presence of dragons.  It fires
    missiles with extra might.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 45 of The Sacred Land Of Mountains.
u) a Dragon Horn (+3)
    
    It can be activated for large acid ball (300) every 100 turns if it is
    being worn. It increases your constitution by 3.  It provides
    resistance to nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
v) a Mage Staff of Power (1d4) (-6,-15) (+11)
w) a Mage Staff of Wizardry (1d4) (-19,+3)(80%) (+4) {!d!d!k!k!s!s!v!v}
    It can be wielded two-handed.  It
    can be used to store a spell.  It increases your spell power by 4.  It
    increases your mana capacity by 80%.  
    You found it lying in a vault on level 23 of The Sandworm lair.
x) The Mage Staff 'Dreglion' (1d4) (+7,+9) (+4)
    It can
    be wielded two-handed.  It can be used to store a spell.  It increases 
    your intelligence by 4.  It sustains your wisdom.  It provides
    resistance to confusion.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.



Posted on 28.12.2004 07:40
Last updated on 29.12.2004 06:38

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On 28.12.2004 17:44 Elliott946@aol.com wrote:
Looks like you're well on your way, though I would have recommened using the time from levels 30-34 making as much progress down through Angband as you could, since it tends to be exp intensive. You're set to zero princess quests, right?

I'd highly recommend scouting the top of Mt Doom before going after Sauron.

On 29.12.2004 06:37 yzilbergleyt@yahoo.com wrote:
Ok done!
Actually instead of just setting 0 quests I chose Unusual Rooms. It really becomaes a thaumatic warper's paradice. Go to the Sandworm layer, and clean out checkerboard vaults with area spells. Only thing there that gives you any real XP are Wall monsters. That's how I got most of my equipment.

Afterwards Vision + Recall + some PTravel for good measure let you bypass most monsters in Angband. I even only had to use a Destruction blast spell once - tough monsters were usually stuck behind permanent walls, which is another advantage of Unusual Rooms.

Actually, I think I *might* have been able to do this in 35 levels with just a bit more luck and planning. Luck being if I'd gotten the One from the Watcher. As things stood, not a single guardian dropped the One, but I got the XP from all of them *AND* was forced to kill Sauron twice. Planning would have been making sure that when I use area attack spells against the Necromancer, Guardians, Sauron and Morgoth, I get them alone so I don't collect the XP for any Great Wyrms and Greater Demons that are unlucky enough to be nearby.

This does show that Thaumaturgy needs some serious balancing - particularly the area spells. And the Ball spells need to be fixed so they're not useless!

On 29.12.2004 06:40 yzilbergleyt@yahoo.com wrote:
Um, why does it say I saved 92 princesses when I played with Unusual Rooms and therefore 0 quests?

On 29.12.2004 14:25 Elliott946@aol.com wrote:
Congradulations! Very well done, indeed.

Yeah, the combination of area spells and vaults with unbreakable walls creates the potential for some really easy late game battles.

Everyone always thinks the ball spells are useless, but as of 2.2.7, they were actually fine. The quick spell listing that gives their damage is broken.

When it says the ball spell does 24d1 or whatever, it is transposing the 'sides' of the dice for the 'number' of dice, and then erroneously making the 'sides' equal 1, but only in the description. Its really doing 4d24, or whatever. Browse the spells, look at the detail for the individual ball spell and it will tell you the correct damage.

On 29.12.2004 15:44 yzilbergleyt@yahoo.com wrote:
Thanks!

With Ball spells it's the detail description that's giving the wrong damage, not the quick listing. 24d1 is what's actually being caused. I checked it by throwing balls at monsters that don't resist the damage type and looking at their HP with the Identify spell. A J-Level 100d1 Ball spell costing 100 mana will deal 100 damage instead of 10d100.

Another way the Ball spells are broken is that unlike every non-thaumaturgy ball spell these do not travel over the heads of your enemies. It might not seem like it matters with the large areas, but the damage is greater at the center so...

On 30.12.2004 04:10 Elliott946@aol.com wrote:
OOOOOH. Huh. I bow to your more recent testing. I was pretty sure that the ball spells worked, but, then again, when playing Thaumaturgists, I pretty much only cast area, inertia, and force beam spells, so I could be wrong.

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