The Angband Ladder: Sauron, Dark-Elf Sorceror by <djwid@yahoo.com>

  [ToME 2.3.5 Character Sheet]

 Name  : Sauron                 Age                 84       STR:     30       
 Sex   : Male                   Height              61       INT!     35       
 Race  : Vampire Dark-Elf       Weight             112       WIS:     26       
 Class : Sorceror               Social Class        23       DEX!     28       
 Body  : Player                                              CON!     40       
 God   : Melkor Bauglir                                      CHR!     31       
                                                                               
 + To Melee Hit         -81 Level             40    Hit Points      514/   514 
 + To Melee Damage      -48 Experience   3292987    Spell Points    869/   924 
 + To Ranged Hit        -82 Max Exp      3292987    Sanity          365/   365 
 + To Ranged Damage       0 Exp to Adv.  3500000    Piety               133303 
   AC                 32+71 Gold         1600431    Speed           Fast (+30) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Very Bad     Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Bad          Shots/Round:  1         
 Saving Throw: Heroic       Disarming   : Fair         Mel.dmg/Rnd:  4d4-192   
 Stealth     : Bad          Magic Device: Fair         Infra-Vision: 50 feet   
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Dark Elven Warlock.             
          You have lavender eyes, long bone-white hair, and                    
          night-black skin.  You have a natural aptitude for magic             
          and sorcery and experiment with forbidden lore.                      
//My save is good, I still need to max STR and WIS.  HP is pretty good for
//this point but it will need to go up.

  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Barrow-Downs: Level 10 (500')
        Maze: Level 32 (1600')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        The Land Of Rhun: Level 39 (1950')
        The Sandworm lair: Level 30 (1500')

 Your body is a Player.
 You are currently in the town of Gondolin.
 You have defeated 12548 enemies.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You have completed 27 princess quests.
 You have completed six lost sword quests.
 You found 3 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 54th Yavie of the 2890th year of the third age.
 You have been adventuring for 11 days.

                    adefkmnopsuxz{|@            
        Add Str   : ...............+            
        Add Int   : ..5....3.2.....+            
        Add Wis   : .........2.....+            
        Add Con   : .35.3..........+            
        Add Chr   : ...............+            
        Mul Mana  : +...............            
        Mul SPower: +...............            
        Add Stea. : .......3........            
        Add Sear. : .......3........            
        Add Tun.. : ..............5.            
        Add Speed : ...*.3.3...*....            
        Sust Str  : ................            
        Sust Int  : ....+..+........            
        Sust Wis  : ..+.+...........            
        Sust Dex  : ................            
        Sust Con  : ....+.....+.....            
        Sust Chr  : ................            
        Invisible : ...............+            
        Mul life  : ......+.........            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : .......+..+.....            
        Hold Life : ....+++........+            
        Res Acid  : ........+.......            
        Res Elec  : ........+.......            
        Imm Fire  : ........+......*            
        Imm Cold  : ....+.*.+......+            
        Res Pois  : ..+...+........+            
        Res Fear  : .+..............            
        Res Light : ..+..++...+.....            
        Res Dark  : ....++.........+            
        Res Blind : .........+......            
        Res Conf  : .....+...+......            
        Res Sound : ................            
        Res Shard : ................            
        Res Neth  : ....+..........+            
        Res Nexus : ................            
        Res Chaos : .....+...+......            
        Res Disen : ......+.........            
        Lite      : ....+.....+....+            
        See Invis : .....+.........+            
        Regen     : ....+...........            
        Activate  : .+..++....+.....            
        Orc.ESP   : .....+...+......            
        Troll.ESP : .........+......            
        Evil.ESP  : .........+......            
// missing nexus, sound, shard, reflect, would like fly, immAcid, immElec.

 Corruption list:
Vampiric Teeth:
  Your teeth allow you to drain blood to feed yourself
  However your stomach now only accepts blood.

Vampiric Strength:
  Your body seems somewhat dead
  In this near undead state it has improved strength, constitution and
intelligence
  But reduced dexterity, wisdom and charisma.

Vampire:
  You are a Vampire. As such you resist cold, poison, darkness and nether.
  Your life is sustained, but you cannot stand the light of the sun.


Skills (points left: 0)
          . Archery                              01.000 
 - Sneakiness                                    01.800 
          . Stealth                              03.000 
          . Disarming                            00.500 
 - Magic                                         50.000 
          . Magic-Device                         05.500 
          . Spell-power                          43.800 
          . Sorcery                              43.700 
          . Mana                                 00.000 
                   . Fire                        00.000 
                   . Water                       00.000 
                   . Air                         00.000 
                   . Earth                       00.000 
          . Meta                                 00.000 
          . Conveyance                           00.000 
          . Divination                           00.000 
          . Temporal                             00.000 
          . Mind                                 00.000 
          . Nature                               00.000 
          . Udun                                 01.200 
          . Necromancy                           39.600 
          . Runecraft                            00.000 
          . Thaumaturgy                          00.000 
 - Spirituality                                  41.250 
          . Prayer                               07.500 
 . Monster-lore                                  00.000 

Abilities
 * Perfect casting


  [Fates]

You may meet a Filthy street urchin on level 1.
You may find a Scroll of Reset Recall on level 28.


  [Character Equipment]

a) a Mage Staff of Wizardry [Drain] (1d4) (+1,-11)(80%) (+4) {@m9}
    It can be wielded two-handed.  It has a spell stored inside.  It 
    increases your spell power by 4.  It increases your mana capacity by 
    80%.  
    You found it in the remains of a Dark elven warlock on level 36 of Moria.
// a great find.
d) 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 makes you
    completely fearless.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
// I am capped on +CON.  I should take a look to see whether I can swap this
// out.
e) The Ring of Dangrim (+5) {+con +int rLight}
    It can be used to store a spell.  It increases your intelligence and 
    constitution by 5.  It sustains your wisdom.  It provides resistance 
    to poison and light.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 40 of
    The Land Of Rhun.
// I swapped this in   the hit on speed was minor and I like the rLight +con,
// +int.  It is still a possible swap slot.
f) a Ring of Speed (+10) {!k!d!v}
    It increases your speed by 10.  
    You stole it from the Rare Jewelry Shop.
//I like this ring.
k) The Jewel 'Evenstar' (+3)
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend in the town of Khazad-dum .
//a great neck slot.
m) The Arkenstone of Thrain (+3) {rLight}
    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 in the remains of a Pit Fiend in the town of Khazad-dum .
//the home quest in Khazad-dum was fun ...  luck is now normal with this one.
//this also provides choas resist.
n) The Rusty Chain Mail 'Tholdo' (-75,-18) [14,-1](20%)
    It increases your hit points by 20%.  It provides immunity to cold.  
    It provides resistance to life draining, poison, light and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Death knight on level 39 of The Land Of
    Rhun.
// I will keep this until I find a better +life one.
o) an Elven Cloak of the Magi (-2,-2) [4,+13] (+3)
    It increases your intelligence, stealth, searching, speed and luck by 
    3.  It sustains your intelligence.  It provides immunity to paralysis.
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
//I like the +luck.  A good cloak.
p) a Large Metal Shield of Resistance [5,+9]
    It provides resistance to acid, electricity, fire and cold.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
//still my only source of acid and elec resistance.
s) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and chaos.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
//now that I have chaos resist in the arkenstone, I can swap this out if I
//find a better one.
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.
//swappable now.
x) a Pair of Metal Shod Boots of Speed [6,+9] (+10)
    It increases your speed by 10.  
    You bought it from the Footwear Shop.
z) (nothing)
{) (nothing)
|) a Magical Pick of Digging (+5)
    It grants you the power of stone to mud if it is being worn.  It 
    increases your ability to tunnel by 5.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.


  [Character Inventory]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It decreases your luck by 20.  
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Dark elven warlock on level 39 of Moria.
b) a Fireproof Tome of Magical Energy {!k!d!v @m1}
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
c) a Tome of the Eternal Flame {!k!d!v @m2}
d) 2 Tomes of the Blowing Wind {!k!d!v @m3}
e) a Fireproof Tome of the Impenetrable Earth {!k!d!v @m4}
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You stole it from the Forbidden Library.
f) a Tome of the Everrunning Wave {!k!d!v @m5}
g) a Fireproof Tome of Translocation {!k!d!v @m6}
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
h) a Fireproof Tome of the Tree {@m0}
    It cannot be harmed by fire.  
    You found it in the remains of an Enchantress on level 40 of The Land Of
    Rhun.
i) a Fireproof Tome of Knowledge {!k!d!v @m7}
    It cannot be harmed by fire.  
    You bought it from the Library.
j) 2 Tomes of the Time {!k!d!v @m8}
k) a Fireproof Unholy Tome of the Hellflame
    It cannot be harmed by fire.  
    You found it in the remains of a Lesser black reaver on level 50 of Moria.
l) 13 Potions of Healing {!q!d!v!k}
m) 4 Potions of Restore Mana
n) a Moonstone Rod of the Istari of Nothing (150/150)
o) a Golden Rod of the Istari of Disarming (250/250)
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You bought it from the Black Market.
p) a Golden Rod of Simplicity of Nothing (125/125)
    
    You found it in the remains of The Greater hell magic mushroom
    were-quylthulg on level 40 of The Land Of Rhun.
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 in the remains of an Ancient white dragon on level 40 of The
    Land Of Rhun.
r) 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 in the remains of a Lesser Balrog in the town of Khazad-dum .
s) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and luck by 3.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Snaga Shaman on level 49 of Moria.
//now that I have choas resist this might be a good swap in.  I still need
//more +int though and don't want to lose the little bit I have.
t) 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 an Olog on level 44 of Moria.
// I can swap this in and get rElec.  Just need Acid and I can use my reflect
// shield.
u) The Cleaver of Anfalath (2d4) (+3,+21) (+3 attacks)
    It provides light (radius 1) forever.  It increases your dexterity and 
    attack speed by 3.  It produces chaotic effects.  It is very sharp and
    can cut your foes.  It is especially deadly against natural creatures.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 44 of Moria.
v) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5) {cursed}
    It can be wielded two-handed.  It can be activated for destruction
    every 200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It is cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 44 of Moria.
w) (nothing)


  [Home Inventory - Bree ]

a) a Corrupted Tome of Melkor
b) a Spellbook of Genocide
c) 7 Sprigs of Athelas
d) 25 Potions of Cure Critical Insanity
e) 10 Potions of Cure Insanity
f) 21 Potions of Speed
g) 6 Potions of Healing
h) a Potion of *Healing*
i) a Potion of Life
j) 6 Potions of Restore Mana
k) 28 Potions of Enlightenment
l) 4 Potions of Resistance
m) a Scroll of Teleport Level
n) 3 Scrolls of *Destruction*
o) The Crumpled Scroll of Mass Resurrection
p) a Scroll of Genocide {!k!d!v!r}
q) a Golden Rod of Nothing (125/125)
r) The Ring of Power of Uvatha the Horseman (+3)
    It increases your dexterity by 3.  It makes you invisible.  It
    sustains your dexterity.  It provides resistance to fire and poison.  
    It allows you to levitate.  It allows you to see invisible monsters.  
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
s) The Amulet of Huorondi (+3) {rLight +int}
    It increases your intelligence, wisdom, stealth and infravision by 3.  
    It sustains your strength.  It provides resistance to fire, light and 
    blindness.  It cannot be harmed by acid, cold, lightning or fire.  
//this might be better than the star for me right now.
t) 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 on the ground on level 25 of The Old Forest.
u) a Mage Staff (1d4) (+0,+0)


  [Home Inventory - Gondolin ]

a) a Book of Summoning
b) a Potion of Speed
c) 4 Potions of Healing
d) 6 Potions of Restore Mana
e) 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 Ulik the Troll in the town of Gondolin .
    
f) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and charisma by 2.  It provides resistance 
    to acid, electricity, fire, cold, shards, nether and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Young blue dragon in the town of Gondolin
    .


  [Home Inventory - Minas Anor ]

a) Kenault's Cantrip Generator {restore life}
    It can be activated for restore stats and life levels every 200 turns.
    
    You found it in the remains of a Half-orc on level 24 of A lost temple.
    
b) a Potion of Cure Critical Insanity
c) 2 Potions of Enlightenment
d) 9 Potions of Resistance
e) a Scroll of *Identify*


  [Home Inventory - Lothlorien ]

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 in the remains of a Dark elven warlock on level 40 of The
    Land Of Rhun.
b) a Fireproof Tome of Meta Spells
    It cannot be harmed by fire.  
    You bought it from the Black Market.
c) a Fireproof Book of Beginner Cantrips {!k!d!v @m9}
    It cannot be harmed by fire.  
    You bought it from the Book Store.
d) The Tome of Sauron
e) a Spellbook of Drain {!k!d!v @m9}
f) Raal's Black Candle {Destruction}
    It can be activated for Destruction every 100 turns.  
    You found it in the remains of a Half-orc on level 39 of The Land Of Rhun.
g) 3 Potions of Cure Serious Insanity
h) 2 Potions of Cure Insanity
i) 18 Potions of Speed
j) 9 Potions of *Healing*
k) a Potion of Enlightenment
l) a Silver Rod of Nothing (100/100)
m) a Ring of Speed (+8) {!k!d!v}
    It increases your speed by 8.  
    You stole it from the Speed Ring Market.
n) a Dwarven Lantern of the Magi (+3)
    It grants you the power of magic map if it is being worn.  It provides
    light (radius 2) forever.  It increases your intelligence, wisdom and 
    charisma by 3.  It provides resistance to blindness.  It cannot be
    harmed by fire.  
    It was given to you as a reward.
o) The Phial of Undeath (-5)
    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 carries an ancient Morgothian curse.
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+19] (+2 to stealth)
    It can be activated for breathe lightning (100) every 90+d90 turns if
    it is being worn. It increases your stealth by 2.  It provides
    resistance to acid, electricity, fire, cold, poison and shards.  It
    allows you to fly.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) 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.
r) a Small Metal Shield of Reflection [3,+10]
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
s) a Hard Leather Cap of Light [2,+6]
    It provides light (radius 1) forever.  It provides resistance to light
    .  
    It was given to you as a reward.
t) The Pair of Metal Shod Boots of Lothrodon [6,+6]
    It sustains your charisma.  It provides resistance to poison, 
    confusion and disenchantment.  It allows you to levitate.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Footwear Shop.
u) a Mage Staff of Mana (1d4) (-22,-13)(80%)


  [The Mathom-house Inventory - Bree ]

a) 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.
b) 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 The Greater hell magic mushroom
    were-quylthulg on level 40 of The Land Of Rhun.
c) The Filthy Rag of the Wight [1,+1](40%) (+2 to searching)
    It increases your intelligence and searching by 2.  It increases your 
    mana capacity by 40%.  It provides resistance to blindness and 
    confusion.  It renders you especially vulnerable to fire.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
d) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    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 carries an ancient foul curse.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Mature black dragon on level 33 of Moria.
e) The Dark Sword 'Mormegil' (E:67, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    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 carries an ancient foul curse.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 36 of Moria.
f) The Mage Staff of Sinorthor [Drain] (1d4) (-10,-9)(60%) (+3)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It has a spell stored inside.  It increases your spell power by 3.  It
    increases your mana capacity by 60%.  It sustains your intelligence.  
    It provides resistance to blindness and confusion.  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 27 of The Land Of Rhun.



Posted on 23.2.2010 21:36
Last updated on 2.3.2010 19:12

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On 23.2.2010 21:36 djwid@yahoo.com wrote:
An early dump of my Dark-Elf Sorceror with Necromancy. This guy is intended to be a void diver. He has had some very nice early drops. I suspect his luck is high. My goal will be to dump more points into Spiritiuality until I get a perfect save. It should help with sanity blasting and "points at you and curses". I also turned off maximize stats for the first time in over a decade. I have been using that option since it was added to Z and Vanilla.

On 23.2.2010 21:47 djwid@yahoo.com wrote:
My plan for Sauron is as follows:
Max Sorcery
Max Spellpower
Max Magic (only 9 pts)
Max Necromancy
Undead Form
Max Spirituality
Udun already has the points necessary to get all the spells. I will rely on the normal school levels to get Udun pts up.
This dump is right after finishing Barrow-Downs. Next stop is Orc Caves. I want the spell vision before doing the first God Quest.

On 24.2.2010 04:51 djwid@yahoo.com wrote:
Been exploring the Orc Caves. I have been lucky with drops. Quite happy with my progress.

On 24.2.2010 08:40 djwid@yahoo.com wrote:
Wow. I quaffed a potion of self knowledge and it said I had bad luck but that is not been my experience so far. I finished the Orc Caves and started on the Old Forest. I found three market levels in a row in OF. That netted me 2 ROS and a large selection of Tomes. I now have no choice but to macro my spells, I don't know what I have. I need to write down everything so I can make sure not to forget any good toys but I am very lucky to have all of these Tomes before level 30. I also did the Wight quest in Bree. Time to sit back and think before I do any more questing.

On 24.2.2010 20:31 AnonymousHero wrote:
Just a little comment: You actually just need Udun > 0.000 to get access to Genocide (etc.), so you could have just had 0.400 in Udun. It's a bit strange, but that's how it works.

On 25.2.2010 19:34 djwid@yahoo.com wrote:
I wasn't sure if it was >0.0 or >= 1.0 so I spent the extra 2 skill points on it. I now have every tome I want except the one for Udun. I fireproofed three of them, magical energy came that way, the fire book is already fireproof inherently, so I have 5 fireproofed tomes.
School: Mana
School: Fire
School: Knowledge
School: Conveyance
School: Air
I will need to fireproofed:
* Water
* Time

I am not carrying:
*Nature
*Meta
at this time, I can go back to my dungeon library for them later.
At some point I will want to carry Nature, but I don't see the need for Meta if I have both drain and recovery from other sources. If I find a strong desire for tracker and disperse magic I will consider carrying it.

My current dilemma is that I haven't played in years and need to fuddle with macros now. I may make a debug character to fuddle with wizard mode and save files so as not to make mistakes on this character. Considering the large number of tomes I have I am also considering one macro per tome and then select the final spell by hand. If I add a * to the end of the macros I should be able to have the list of spells come up to make it easy to detect problems and choose the spells. I think I talked myself into this method.

On 26.2.2010 17:55 djwid@yahoo.com wrote:
Well no more dumps for a while I have finished over 10 princess quests and less than 10 FF quests. So dumps are broken in my build ( http://wiki.t-o-m-e.net/BugReport915 ). I may fix this on one of my linux boxes but I am not concerned atm. I am working my way through Mirkwood. I finished OF, the Orc Caves and did my level 25 ish quests. I have done two god quests. Luckily I am immune Fire due to my melkor piety getting high enough too. So my use of fireflash has increased since I can great lava tiles with impunity now. I got some nice Elven Dragon Mail from the poisoned water quest. Drain makes that quest so easy. I didn't have to retreat more than once as I was able to keep casting and killing. Not allowing MMs or any of the breeder mold-likes to proliferate really makes that much simpler. I still don't have Undead Form, the -int from high melkor piety has been causing me problems here. Oh and Barney the Dino dropped a selection of Mage Staffs for me. I am currently using a +80% mana version.

On 26.2.2010 18:18 djwid@yahoo.com wrote:
I applied the bugfix on my linux box and created a dump. Looking at the code it is a pretty annoying bug and will be a problem anytime you have more princess quests than sword quests. I guess I won't be creating dumps on my windows box as I don't have the ability to build on windows. I will just transfer the savefiles to my linux boxen to make dumps. I am currently saving skillpoints for Undead Form. That will be my next skill point dump, if it shows up on the skill tool.


On 26.2.2010 18:41 djwid@yahoo.com wrote:
I don't know what is up with the skills section. At least it has the points I put into each one properly.

I have taken to carrying empty potion bottles to fill from fountains. I used to just ignore fountains but now I realize that it is the best way to get stock of good potions, including stat potions. I am tempted to go get the filthy rag of the wight from my Bree home, if I switch out my shield I cover the missing resists and gain more mana from the rag. The only loss would be fly and reflect. But I will wait until I finish mirkwood, fly is nice to have. I can't say how much I love Imm Fire at level 31 though. Sweet.

On 27.2.2010 01:25 djwid@yahoo.com wrote:
cleaned up the dump by hand.

On 1.3.2010 18:40 djwid@yahoo.com wrote:
A lot of progress. I am deep in Moria now and have done all the town quests that opened up for me. Looking at the dump I need to shuffle some gear around. I think swapping out one of my rings of speed is a good idea and switching to the phial of glad is good for my luck. I would like flight but am not willing to give up my imm cold and +20% life at this time. A +life item is a strong goal of mine. This is a void diver plan. I have been thinking about my god plans. I will destroy the ring and switch to Eru, it will hurt my con but help my mana. Not a problem overall. I have really discovered how much I love stone prisoning myself and then resting in Moria. A great move. I am finally using the basic winner techniques, ha, even the old can learn. I am looking for a new digger, a new shooter and new hands.

On 2.3.2010 19:12 djwid@yahoo.com wrote:
Finished Moria. I also did the home quest in Khazad-dum. With a bit of stone prison and some careful void gates it wasn't bad. The drops were well worth it. Khazad-dum looks quite depleted from my memory of the town in Tome 2.1.x. I sold a few things and exited using probability travel. I got distracted as I reascended Moria and cleaned a vault or two. Now I have more crap to sell/mathom.

I want to work on my +int and see how close to the cap I am on +con. I know I am over the cap and can swap some +con out without losing HP. Gear maximizing is a bit tedious but necessary now.

The goals are:
+40% or better LIFE armor (+60% is ideal)
4 immunities.
40 int.
40 con
Flight
All resists.
Positive Luck
Reflection
30 speed or so.
Free action (though this is easy)
I will head to mordor next though I am condsidering sacred land of the mountains as well.


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