Introduction
My ongoing attempt to run an Alchemist. I don't bother numbering them, as the result would be embarassing...
I've finally managed to work out how to play early-level Alchemists. I level up (usually via a dragon or so in the wilderness round Angband), but then for a long time I found that I'd die in the Barrow Downs by getting outnumbered by something or other. Hugely embarassing. But I've got the trick now, I think, by carrying lots of wands of Noxious Cloud and Manathrust.
This guy is doing fairly well. I completed the Barrow Downs, Old Forest and Orc Caves. Unfortunately, I lost the Wand of Thrain to some trap or other (Wasting Wands?). Now just coming up to the last level of the Sandworm Lair. After that, it'll probably be back to Mirkwood, which I've omitted so far.
Some seriously good stuff so far. I got a "You are fated to never to die by the hand of a mortal being" fate, which I've never seen before, but has made things like orc pits and the Sandworm Lair a real breeze. I need to be very careful not to assume things are mortal too easily, though. I've had alchemists killed in the Trolls Glade, and the Spiders Quest, and AIUI neither trolls nor araneas are mortal - so I mustn't overconfidently go dashing in assuming I'm safe
I found a very early Ring of Speed, as well, which I got the recipe from, but so far no luck making my own (tried once, and it blew up in my face - I haven't seen enough potions of speed or other sources of Time essences to be quite ready to risk another yet - well, after the last trip where I netted another 10 !oSpeed from a fountain, I might go for it). That makes up for getting kicked out of the Lothlorien BM while trying to steal a Ring of Speed (+10)...
Chatter
I really, really need to start pruning stuff from my houses. Bree is pretty much exclusively essence storage, some of which may be unnecessary, but I'm not entirely sure which, at the moment (yes, I know Teleport & Light could go, that's temporary clutter - it's the permanent clutter I'm less sure of).
At the moment, even having read the spoilers, I'm still not sure what I'm going to be needing/using when I start making my first artifact. I'm stockpiling *ID* scrolls for the magic essences, but I can't quite work out whether I need 50 per ability, or just 50 overall. In one case, I'm massively overstocked, but in the other I'm going to run out of homes soon!!!
Oh, well, some of this I'm just going to have to find out by experimenting. But at 10HP a shot, I don't want to mess up too many artifacts!
Character Sheet
[ToME 2.3.1 Character Sheet]
Name : Basildon Age 33 STR: 14
Sex : Male Height 36 INT: 21
Race : Hobbit Weight 63 WIS: 17
Class : Alchemist Social Class 62 DEX: 21
Body : Player CON: 24
God : Nobody CHR: 14
+ To Melee Hit 39 Level 29 Max Hit Points 229
+ To Melee Damage 41 Experience 93088 Cur Hit Points 229
+ To Ranged Hit 33 Max Exp 93088 Max SP (Mana) 60
+ To Ranged Damage 23 Exp to Adv. 105000 Cur SP (Mana) 60
AC 24+36 Gold 89611
(Miscellaneous Abilities)
Fighting : Legendary[10]Perception : Very Bad Blows/Round: 1
Bows/Throw : Superb Searching : Very Bad Shots/Round: 1
Saving Throw: Bad Disarming : Very Bad Mel.dmg/Rnd: 1d4+41
Stealth : Bad Magic Device: Legendary[12]Infra-Vision: 70 feet
Tactic: berserker
Explor: running
(Character Background)
You are one of several children of a Hobbit Burglar. You
are a credit to the family. You have dark brown eyes,
straight brown hair, and a fair complexion.
[Miscellaneous information]
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: ON
Small Levels: ALWAYS
Arena Levels: ON
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Barrow-Downs: Level 10 (500')
Orc Cave: Level 22 (1100')
The Old Forest: Level 23 (1150')
The Sandworm lair: Level 29 (1450')
You have done something experimental.
Your body is a Player.
You are currently in the town of Bree.
You have defeated 2288 enemies.
You saved 10 princesses.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 8th Quelle of the 2890th year of the third age.
You have been adventuring for 22 days.
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Add Str : 6...............
Add Dex : ......3.........
Add Con : 6........3......
Add Infra : .........3......
Add Tun.. : ..............1.
Add Speed : ..6...3.........
Slay Evil : +...............
Slay Demon: +...............
Slay Troll: +...............
Slay Drag.: +...............
Sust Str : ................
Sust Int : ................
Sust Wis : ................
Sust Dex : .......+.......+
Sust Con : .......+..+.....
Sust Chr : .......+........
Invisible : ................
Mul life : ................
Sens Fire : ................
Reflect : ................
Free Act : +.........++....
Hold Life : ................
Imm Acid : ......+*........
Res Elec : .......+........
Res Fire : .........+......
Res Cold : ........+.......
Res Pois : ................
Res Fear : +....+..........
Res Lite : ..........+.....
Res Dark : +......+........
Res Blind : ................
Res Conf : +...............
Res Sound : ................
Res Shard : ......+.........
Res Neth : ................
Res Nexus : ................
Res Chaos : ................
Res Disen : ......+.........
Lite : +....+....+.....
See Invis : +...............
Activate : ..........+.....
Troll.ESP : .........+......
Dragon.ESP: .........+......
Evil.ESP : +...............
Full ESP : ....+...........
Skills (points left: 56)
- Combat 17.450 [0.700]
. Weaponmastery 34.700 [0.700]
- Archery 02.000 [0.000]
. Sling-mastery 00.000 [0.300]
- Sneakiness 02.200 [0.900]
. Stealth 05.000 [0.400]
. Disarming 01.500 [0.000]
- Magic 04.512 [0.900]
. Magic-Device 40.300 [1.250]
. Fire 00.000 [0.100]
. Water 00.000 [0.100]
. Air 00.000 [0.100]
. Earth 00.000 [0.100]
. Meta 00.000 [0.500]
. Conveyance 00.000 [0.100]
. Divination 00.000 [0.500]
. Temporal 00.000 [0.100]
. Mind 00.000 [0.100]
. Nature 00.000 [0.100]
. Necromancy 00.000 [0.100]
. Runecraft 00.000 [0.700]
. Thaumaturgy 00.000 [0.100]
. Alchemy 33.800 [0.800]
- Spirituality 10.000 [0.800]
. Prayer 00.000 [0.500]
. Mindcraft 01.000 [0.300]
- Monster-lore 01.000 [0.500]
. Corpse-preservation 00.800 [0.800]
Abilities
* Perfect casting
[Fates]
You are fated to never to die by the hand of a mortal being.
You are fated to meet a Sand mite on level 10.
[Character Equipment]
a) a Dagger of Gondolin (1d4) (+17,+16) (+6)
It provides light (radius 1) forever. It increases your strength and
constitution by 6. It is especially deadly against dragons. It is
especially deadly against trolls. It strikes at demons with holy
wrath. It fights against evil with holy fury. It provides immunity
to paralysis. It makes you completely fearless. It provides
resistance to dark and confusion. It allows you to see invisible
monsters. It allows you to sense the presence of evil beings. It
cannot be harmed by acid. It cannot be harmed by fire.
You made it yourself.
d) a Long Bow of Power (x3) (+11,+23)
You found it in the remains of Golfimbul, the Hill Orc Chief on level 21
of Orc Cave.
e) a Ring of Speed (+6)
It increases your speed by 6.
You found it lying on the ground on level 23 of The Sandworm lair.
f) an Indestructible Ring of Slaying (+12,+10)
It
cannot be harmed by acid, cold, lightning or fire.
You bought it from the Black Market.
k) an Amulet of Telepathy
It gives telepathic powers. It
cannot be harmed by acid, cold, lightning or fire.
You bought it from the Black Market.
m) an Everburning Torch of Fearlessness
It provides light (radius 1)
forever. It makes you completely fearless. It cannot be harmed by
fire.
You made it yourself.
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
It increases your dexterity and speed by 3. It
provides resistance to acid, shards and disenchantment. It cannot be
harmed by acid, cold, lightning or fire.
You found it lying on the floor of a special level.
o) The Cloak of Glonascar [1,+6]
It sustains your
dexterity, constitution and charisma. It provides immunity to acid.
It provides resistance to acid, electricity and dark. It cannot be
harmed by acid, cold, lightning or fire.
It was given to you as a reward.
p) a Small Metal Shield of Resist Cold [3,+4]
s) a Dwarven Hard Leather Cap [2,+8] (+3 to infravision)
It increases your constitution and
infravision by 3. It provides resistance to fire. It allows you to
sense the presence of trolls and dragons.
You made it yourself.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
It can be activated for magic missile (2d6) every
2 turns if it is being worn. It provides light (radius 1) forever. It
sustains your constitution. It provides immunity to paralysis. It
provides resistance to light. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the floor of a special level.
x) a Pair of Metal Shod Boots of Free Action [6,+6]
It provides
immunity to paralysis.
You bought it from the Footwear Shop.
z) (nothing)
{) 39 Arrows (1d4) (+4,+5)
|) a Shovel (+1)
[Character Inventory]
a) 7 Potions of Cure Critical Wounds
b) a Potion of *Healing*
c) 5 Scrolls of Phase Door
d) 10 Scrolls of Teleportation
e) 6 Scrolls of Word of Recall
f) 2 Scrolls of *Identify*
g) a Wooden Rod of Charging of Trap Location (10/10)
It regenerates its mana faster.
You bought it from the Black Market.
h) an Iron Rod of Simplicity of Enlightenment (50/50)
You bought it from the Expensive Black Market.
i) an Iron Rod of Disarming (50/50)
j) a Mithril Rod of Cheapness of Perception (160/160)
It can cast spells for a
lesser mana cost.
You bought it from the Black Market.
k) a Rod Tip of Door/Stair Location (10 Mana to cast)
l) a Wand of Manathrust[3|21] (27 charges)
m) a Wand of Fireflash[3|18] (6 charges)
n) a Wand of Noxious Cloud[1|25] (7 charges)
o) a Wand of Dig[1|1] (17 charges)
p) a Wand of Teleport Away[4|23] (6 charges)
q) a Staff of Wings of Winds[4|23] (11 charges)
r) The Amulet of Falebran (+3)
It can be used to store a spell.
It increases your dexterity and constitution by 3. It sustains your
wisdom. It provides resistance to fire, poison, dark, shards and
chaos. It allows you to levitate. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the ground on level 28 of The Sandworm lair.
s) a Shocking Rapier of Gondolin (1d6) (+20,+23) (+3)
It
provides light (radius 1) forever. It increases your strength and
constitution by 3. It does extra damage from electricity. It is
especially deadly against dragons. It is especially deadly against
trolls. It strikes at demons with holy wrath. It fights against evil
with holy fury. It provides immunity to paralysis. It makes you
completely fearless. It provides resistance to electricity and dark.
It allows you to see invisible monsters. It allows you to sense the
presence of evil beings. It cannot be harmed by acid. It cannot be
harmed by electricity. It cannot be harmed by fire.
You made it yourself.
t) an Empty Bottle
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory - Bree ]
a) 18 Potions of Cure Light Insanity
b) 10 Potions of Cure Insanity
c) 10 Potions of Corruption
d) 17 Potions of Detonations
e) 41 Potions of Speed
f) a Potion of Restore Mana
g) 99 Scrolls of *Identify*
h) a Wand of Firewall[3|13] (5 charges)
i) a Wand of Tidal Wave[7|27] (15 charges)
j) a Wand of Poison Blood[5|42] (19 charges)
k) a Ring of Invisibility
l) 5 Filthy Rags [1,-1]
m) 97 Essences of Poison
n) 2 Essences of Teleport
o) 18 Essences of Cold
p) 16 Essences of Fire
q) 9 Essences of Acid
r) 20 Essences of Confusion
s) 5 Essences of Light
t) 39 Essences of Darkness
u) 27 Essences of Knowledge
v) 37 Essences of Force
w) 32 Essences of Lightning
x) 12 Essences of Mana
[Home Inventory - Lothlorien ]
a) The Gem of Hate {Cure Insanity}
It can be activated for cure insanity every 200
turns.
You found it lying on the ground on level 27 of The Sandworm lair.
b) The Ebon Cube of Darkness {Cure Fear}
It
can be activated for cure fear every 100 turns.
You found it lying on the ground on level 2 of Barrow-Downs.
c) a Parchment titled ``Planar Travel Made Easy'' {Teleport}
It can be
activated for teleport (range 100) every 100 turns.
You found it lying on the ground on level 1 of Barrow-Downs.
d) Mordenkainen's Mysterious Mind-Masher {Mass Genocide}
It can be
activated for mass genocide every 1000 turns.
You found it in the remains of a Dark elven mage on level 7 of
Barrow-Downs.
e) a Morphic Oil of Spider
f) a Potion of Cure Serious Insanity
g) 4 Potions of Healing
h) 2 Potions of Resistance
i) 27 Scrolls of *Identify*
j) a Scroll of Reset Recall
k) The Crumpled Scroll of Mass Resurrection
It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 25 of The Sandworm lair.
l) a Copper Rod of Nothing (20/20)
m) a Moonstone Rod of Quickness of Nothing (75/75)
It
can cast spells faster.
You found it lying in a vault on level 25 of The Sandworm lair.
n) a Staff of Remove Curses[3|16] (8 charges)
o) a Ring of Ice [+7]
It can
be activated for ball of cold and resist cold every 50+d50 turns if it
is being worn. It provides resistance to cold. It cannot be harmed by
cold.
You found it in the remains of a Mature gold dragon in The Pits of Angband.
p) The Ring of Mithmog (+9 to damage) (+5)
It increases your wisdom and dexterity by 5. It sustains your
charisma. It makes you completely fearless. It provides resistance
to acid, sound and disenchantment. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the ground on level 24 of The Sandworm lair.
q) a Ring of Lordly Protection [+15]
It
provides immunity to paralysis. It provides resistance to life
draining, poison, nexus and disenchantment.
You found it in the remains of a Novice mage on level 11 of Orc Cave.
r) an Amulet of Reflection
It reflects bolts and arrows. It cannot be harmed by acid, cold,
lightning or fire.
You bought it from the Black Market.
s) The Cloak 'Ibingbarn' [1,+10]
It sustains your dexterity. It
provides immunity to fire. It provides resistance to acid, fire,
sound and nether. It produces a fiery sheath. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying on the ground on level 28 of The Sandworm lair.
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 Golfimbul, the Hill Orc Chief on level 21
of Orc Cave.
u) The Dagger of Rilia (2d4) (+4,+3)
It can be activated for stinking cloud (12), rad. 3, every
4+d4 turns if it is being worn. It poisons your foes. It is
especially deadly against orcs. It provides resistance to poison and
disenchantment. It cannot be harmed by acid, cold, lightning or fire.
v) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
being worn. It does extra damage from electricity. It provides
resistance to electricity. It cannot be harmed by acid, cold,
lightning or fire.
w) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
It increases your intelligence, dexterity and
speed by 3. It is especially deadly against trolls. It is especially
deadly against giants. It provides immunity to paralysis. It allows
you to levitate. 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.
x) The Quarterstaff of Morotharm (1d9) (+14,+2) (+1)
It can be wielded
two-handed. It increases your intelligence by 1. It does extra
damage from acid and fire. It produces chaotic effects. It is a
great bane of demons. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Old Man Willow on level 25 of The Old
Forest.
[The Mathom-house Inventory - Bree ]
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 Novice mage on level 22 of Orc Cave.
b) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
It can be activated for terrify every 10+d50 turns if it is being
worn. It increases your searching and infravision by 2. It fires
missiles excessively fast. It cannot be harmed by acid, cold,
lightning or fire.
It was given to you as a reward.
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