Xyqj, the DeathMold LostSoul Sorceror
[ToME 2.2.7 Character Dump] Name : Xyqj Age 12 STR! 18/170 Sex : Neuter Height 9 INT! 18/200 Race : DeathMold LostSoul Weight 50 WIS! 18/*** Class : Sorceror Social Class 1 DEX! 18/180 Body : Player CON! 18/*** God : Melkor Bauglir CHR! 18/30 // Finally got around to worshiping Melkor... + To Melee Hit 30 Level 47 Max Hit Points 514 + To Melee Damage 7 Experience 9072624 Cur Hit Points 514 + To Ranged Hit 37 Max Exp 9072624 Max SP (Mana) 603 + To Ranged Damage 14 Exp to Adv. 9800000 Cur SP (Mana) 603 AC 46+88 Gold 861075 Piety 19649 (Miscellaneous Abilities) Fighting : Superb Disarming : Superb Blows/Round: 4 Bows/Throw : Superb Magic Device: Good Shots/Round: 1 Saving Throw: Superb Mel.dmg/Rnd: 4d4+28 Stealth : Legendary[32]Tactic: coward Infra-Vision: 100 feet Perception : Superb Explor: normal Speed: +22 Searching : Superb (Character Background) You were born in dragon droppings, created by rotting flesh. Since then you have given life to two foul offspring, one of whom went on to star in the sci-fi cult classic, "The Fifty-Foot DeathMold who Ate Bree". [Miscellaneous information] Cth monsters: OFF Z-like monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: OFF Small Levels: ON Arena Levels: ON Always unusual rooms: OFF Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Mordor: Level 66 (3300') Barrow-Downs: Level 10 (500') Halls of Mandos: Level 98 (4900') Maze: Level 26 (1300') Dol Guldur: Level 70 (3500') A lost temple: Level 30 (1500') You have done something experimental. Your body is a Player. You are disguised as a Mouse. You are currently in the town of Lothlorien. You have defeated 6778 enemies. You saved a young hobbit from an horrible fate. You saved 66 princesses. You started your adventure the 43rd Yavie of the 2890th year of the third age. It is currently the 53rd Yavie of the 2890th year of the third age. You have been adventuring for 10 days. adefghmnopuz{|@ Add Str : ..3.3.......... Add Int : ....35......... Add Wis : ....3.......... Add Dex : ....3.....1.... Add Con : ..3.3.......... Add Chr : ..3.3.......... Mul SPower: +.............. Add Stea. : .....5......... Add Sear. : ..3..5......... Add Tun.. : .............3. 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 : ...++.+........ Imm Acid : .......*....... Imm Elec : ....*..*....... Imm Fire : .+*..+.+....... Imm 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 : ....+..+....... Levitate : ....++......... See Invis : ..+.+.+........ Digestion : ....+.......... Regen : ....+.......... Activate : .++.+.++....... Fly : ..+....+....... Orc.ESP : ......+........ TLord.ESP : ..+............ // Resist blindness is a persistent and worrying gap in my coverage here. Skills (points left: 43) . Combat 01.700 [0.500] . Sneakiness 01.000 [0.900] - Magic 50.000 [1.000] . Magic-Device 01.000 [1.000] . Spell-power 50.000 [0.600] . Sorcery 50.000 [0.700] . Mana 00.000 [0.600] . Fire 00.000 [0.700] . Water 00.000 [0.700] . Air 00.000 [0.700] . Earth 00.000 [0.700] . Meta 00.000 [0.700] . Conveyance 00.000 [0.700] . Divination 00.000 [0.700] . Temporal 00.000 [0.700] . Mind 00.000 [0.700] . Nature 00.000 [0.700] . Udun 00.000 [0.400] . Necromancy 00.000 [1.100] . Runecraft 00.000 [0.900] . Thaumaturgy 13.500 [0.900] - Spirituality 02.650 [0.550] . Prayer 02.500 [0.500] - Monster-lore 00.850 [0.500] . Symbiosis 06.200 [0.500] . Mimicry 11.700 [0.500] // You don't need much of a skill point plan for a Sorceror --- just pump // Sorcery, Spell-power and Magic, in that order. By my calculations, that // will leave me with 72 skill points to spend elsewhere. So far, Mr. F. // Fingers has given me Spirituality, Magic, Combat (three times), Mimicry // (four times), Thaumaturgy (five times), and Symbiosis (six times). My // final skill goal is to push Mimicry high enough to gain the Arms mimicry // power (to wield both my Mage Staffs at once) and Symbiosis high enough // to use the Heal symbiote power; by my calculations, that will require // seven more skill points, so I'll need three FF hits to Mimicry and/or // Summoning --- four if I decide to spend three points to get Udun above // one so I can cast some Udun spells. Abilities * Perfect casting [Character Equipment] a) a Mage Staff of Power (1d4) (+5,+8) (+11) It can be wielded two-handed. It can be used to store a spell. It increases your spell power by 11. You found it lying in a vault on level 97 of Halls of Mandos. // ;) ;) 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 shards. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Half-troll on level 57 of Dol Guldur. // ;) ;) e) 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 98 of Halls of Mandos. f) a Ring of Nether Resistance It provides resistance to life draining and nether. You found it in the remains of a Chaos drake on level 58 of Dol Guldur. g) The Ring of Power 'Vilya' (+12,+12) (+3) It can be activated for greater healing (900) every 200+d200 turns if it is being worn. It increases your strength, intelligence, wisdom, dexterity, constitution, charisma, speed and luck by 3. It sustains your strength, dexterity and constitution. It provides immunity to electricity. It provides immunity to paralysis. It provides resistance to life draining, poison and disenchantment. It allows you to levitate. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 98 of Halls of Mandos. // ;) ;) ;) h) The Ring of Imran (+5) It increases your intelligence, stealth and searching by 5. It makes you invisible. It sustains your strength. It provides resistance to fire and light. It allows you to levitate. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 98 of Halls of Mandos. 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 97 of Halls of Mandos. n) The Red Dragon Scale Mail 'Niria' (-2 to accuracy) [30,+23] It can be activated for breathe fire (200) every 90+d90 turns if it is being worn. It sustains your strength, wisdom and charisma. It provides immunity to acid, electricity and cold. It provides resistance to electricity, fire, cold, poison, light, dark, confusion, sound, shards, nexus, chaos and disenchantment. It allows you to fly. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Bile Wyrm on level 63 of Mordor. // ;) ;) ;) ;) I actually swapped out Polished Power Dragon Scale Mail of // Immunity for this. The only resist it lacked was resist nether, which // I'm covering with the ring for now. o) a Mouse Fur of Electricity [1,+17] p) The Shield of Deflection called 'Return Postage' [10,+10] It sustains your strength and wisdom. It makes you completely fearless. It provides resistance to cold, poison, dark and confusion. It cannot be harmed by acid, cold, lightning or fire. You made it yourself. // Made with a Scroll of Artifact Creation in Mandos. Kind of // disappointing; I was hoping for free action or resist blindness at the // time. u) a Set of Cesti of Agility [5,+10] (+1) z) a Death mold named My Better Half (1029 hp) // ;) ;) Got this guy from my very first Scroll of Summon Never-Moving Pet; // it just seemed too perfect not to go with it. {) (nothing) |) a Magical Dwarven Pick (+5,+12) (+3) [Character Inventory] a) a Fireproof Tome of Magical Energy {!d!k!v!s} b) a Fireproof Tome of the Eternal Flame {!d!k!v!s} c) a Fireproof Tome of the Blowing Wind {!d!k!v!s} d) a Fireproof Tome of the Impenetrable Earth {!d!k!v!s} e) a Fireproof Tome of the Everrunning Wave {!d!k!v!s} f) a Fireproof Tome of Translocation {!d!k!v!s} g) a Fireproof Tome of the Tree {!d!k!v!s} h) a Fireproof Tome of Knowledge {!d!k!v!s} i) a Fireproof Tome of the Time {!d!k!v!s} j) a Fireproof Tome of Meta Spells {!d!k!v!s} k) a Fireproof Tome of the Mind {!d!k!v!s} // ;) ;) My first time collecting the entire set of Tomes with a Sorceror. // Much easier to achieve in Mandos... ;) l) 8 Potions of Cure Critical Wounds {!d!k!v!s} m) 24 Potions of Healing {!d!k!v!s} n) (nothing) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] // This is mostly junk that I can't use. A lot of it should probably go to // the Mathom-house, but I want to save space for Nazgul rings. a) a Ring of Blindness Resistance // My emergency source of resist blindness in Mandos. b) The Amulet of Carlammas (+2) It can be activated for protect evil (dur level*3 + d25) every 225+d225 turns if it is being worn. It increases your constitution by 2. It provides resistance to fire. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Demilich on level 52 of Mordor. c) The Amulet of Ingwe (+3) It can be activated for dispel evil (level*5) every 300+d300 turns if it is being worn. It increases your intelligence, wisdom, charisma, searching and infravision by 3. It provides immunity to paralysis. It provides resistance to acid, electricity and cold. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Ungoliant, the Unlight on level 65 of Mordor. d) The Elfstone 'Elessar' (+7,+7) [+10] (+4) It can be activated for heal and cure black breath every 200 turns if it is being worn. It provides light (radius 3) forever. It increases your strength, wisdom, charisma and speed by 4. It makes you completely fearless. It provides resistance to fire, poison and disenchantment. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Bile Wyrm on level 63 of Mordor. e) The Phial of Galadriel (+4) It can be activated for light area (dam 2d15) every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 98 of Halls of Mandos. f) 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 lying on the ground on level 98 of Halls of Mandos. g) The Full Plate Armour of Isildur [25,+25] (+1) It increases your constitution by 1. It provides resistance to acid, electricity, fire, cold, confusion, sound and nexus. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Bile Wyrm on level 63 of Mordor. h) The Large Leather Shield of the Haradrim [4,+15] (+2) It can be activated for berserk strength every 50+d50 turns if it is being worn. It increases your strength and constitution by 2. It sustains your strength and constitution. It makes you completely fearless. It provides resistance to poison and blindness. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Master mindcrafter on level 65 of Mordor. i) The Large Leather Shield of Celegorm [4,+20] It provides resistance to acid, electricity, fire, cold, light, dark and nexus. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 60 of Mordor. j) The Iron Crown of Beruthiel [0,+20] (-5) {cursed} It decreases your strength, dexterity and constitution by 5. It provides immunity to paralysis. It allows you to see invisible monsters. It gives telepathic powers. It is cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Bile Demon on level 53 of Mordor. k) 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 Great Bile Wyrm on level 63 of Mordor. l) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed} It decreases your strength and dexterity by 3. It provides immunity to fire and cold. It provides immunity to paralysis. It provides resistance to poison, nether and disenchantment. It drains mana. It induces random teleportation. It aggravates nearby creatures. It is heavily cursed. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Marilith on level 62 of Mordor. m) The Dagger 'Belangil' (2d4) (+6,+9) (+2) It can be activated for frost ball (48) every 5+d5 turns if it is being worn. It increases your dexterity, speed and attack speed by 2. It does extra damage from frost. It poisons your foes. It provides resistance to cold. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of an Ancient white dragon on level 62 of Mordor. n) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) It increases your dexterity and stealth by 3. It provides resistance to acid, electricity, fire and cold. It allows you to levitate. It allows you to see invisible monsters. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. o) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) It provides light (radius 1) forever. It increases your searching by 3. It does extra damage from frost. It is especially deadly against dragons. It is especially deadly against orcs. It fights against evil with holy fury. It provides resistance to cold and dark. It gives telepathic powers. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Smaug the Golden on level 44 of Mordor. p) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed) It increases your strength, dexterity and speed by 2. It is very sharp and can cut your foes. It is very sharp and can make your foes bleed. It fights against evil with holy fury. It provides immunity to paralysis. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Maulotaur on level 59 of Mordor. q) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2) It increases your dexterity, charisma and stealth by 2. It is especially deadly against orcs. It is especially deadly against trolls. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of orcs and trolls. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. r) a Great Scimitar of Gondolin (4d5) (+14,+19) (+3) s) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1) {quest reward} It can be activated for cure serious wounds every 3+d3 turns if it is being worn. It increases your strength and dexterity by 1. It is especially deadly against orcs. It is especially deadly against trolls. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. t) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off} u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15) It does extra damage from acid, electricity, fire and frost. It poisons your foes. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It is a great bane of demons. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of an Archon on level 60 of Mordor. v) The Rounded Pebble 'Travak' (3d6) (+8,+5) It does extra damage from acid, electricity, fire and frost. It poisons your foes. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Cherub on level 44 of Mordor. w) The Harp of Daeron (+1 to speed) It increases your wisdom, charisma, stealth, speed and luck by 1. It provides resistance to acid, electricity, fire, cold and sound. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 62 of Mordor. [Home Inventory - Minas Anor ] a) 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 Dreadmaster on level 60 of Dol Guldur. b) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) It increases your strength, dexterity and speed by 2. It makes you completely fearless. It provides resistance to acid, electricity, fire, cold, confusion and sound. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Half-troll Priest on level 60 of Dol Guldur. c) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) It increases your stealth and searching by 4. It provides resistance to acid, electricity, fire, cold and dark. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of an Ancient green dragon on level 56 of Mordor. d) The Dragon Helm of Thrain [8,+10] It sustains your strength, intelligence and wisdom. It provides resistance to cold, dark and sound. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. e) 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 Scatha the Worm on level 59 of Dol Guldur. f) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4) It can be wielded two-handed. It can be activated for detect orcs every 10 turns if it is being worn. It increases your dexterity and searching by 4. It is especially deadly against orcs. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Dracolich on level 57 of Dol Guldur. g) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) It must be wielded two-handed. It increases your strength, constitution and ability to tunnel by 3. It does extra damage from acid and fire. 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 provides immunity to paralysis. It makes you completely fearless. It provides resistance to acid, fire, light, dark and chaos. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Death drake on level 62 of Dol Guldur. h) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2) It must be wielded two-handed. It provides light (radius 1) forever. It increases your strength by 2. It does extra damage from fire. It poisons your foes. It is very sharp and can cut your foes. It is a great bane of dragons. It is especially deadly against trolls. It provides immunity to paralysis. It provides resistance to fire and poison. It allows you to sense the presence of dragons. It slows your metabolism. It speeds your regenerative powers. It drains life. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Smaug the Golden on level 44 of Mordor. i) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) It can be wielded two-handed. It can be activated for word of recall every 200 turns if it is being worn. It increases your dexterity and charisma by 3. It does extra damage from fire and frost. It provides immunity to paralysis. It provides resistance to fire, cold and light. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Ice Wyrm on level 66 of Dol Guldur. j) The Lance of Eorlingas (3d8) (+3,+21) (+2) It must be wielded two-handed. It increases your strength, dexterity and speed by 2. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It makes you completely fearless. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Ice Wyrm on level 66 of Dol Guldur. k) The Whip 'Lasher' (1d6) (+12,+15) (+3) It increases your dexterity and attack speed by 3. It poisons your foes. It is very sharp and can cut your foes. It is especially deadly against orcs. It is especially deadly against natural creatures. It provides immunity to paralysis. It provides resistance to poison. 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 Bile Demon on level 53 of Mordor. l) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4) It must be wielded two-handed. It increases your strength and constitution by 4. It does extra damage from electricity and fire. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against natural creatures. It makes you completely fearless. It provides resistance to electricity, fire and dark. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. m) The Harp of Maglor (+3 to speed) It increases your wisdom, charisma, stealth, speed and luck by 3. It provides resistance to acid, electricity, fire, cold and sound. It allows you to see invisible monsters. It allows you to sense the presence of unique beings. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Grand master mystic on level 60 of Dol Guldur. [Home Inventory - Lothlorien ] a) a Fireproof Unholy Tome of the Hellflame // I brought one of these back with me, in anticipation of converting to // Melkor and getting my first shot at Udun spells. I didn't know then // that doing so doesn't actually give you any Udun skill; it just opens up // the skill, with an anemic multiplier of 0.4... b) a Fireproof Corrupted Tome of Melkor // I brought one of these back too, but it's probably a waste by now; my // current skill plan leaves me no spare skill points to invest in Prayer, // and by now my odds of getting enough relic quests to make it worth it // are minimal. c) The Gem of Rage Against The Machine {!!} It can be activated for cure insanity. You found it in the remains of a Dark elven warlock on level 40 of Mordor. d) The Crystal Ball of Godly Sights It can be activated for mass genocide every 1000 turns. You found it in the remains of a Spirit naga on level 27 of Mirkwood. e) 2 Sprigs of Athelas f) 3 Potions of Cure Light Insanity g) 14 Potions of *Healing* h) 12 Potions of Restore Mana i) 19 Scrolls of Reset Recall j) a Scroll of Mass Genocide k) an Adamantite Rod of Nothing (200/200) l) an Adamantite Rod of the Istari of Nothing (400/400) m) a Staff of Genocide[1|10] (3 charges) n) a Ring of Speed (+10) o) The Ring of Durin (+2) It grants you the power of midas touch if it is being worn. It increases your strength, constitution and charisma by 2. It sustains your strength, constitution and charisma. It provides resistance to life draining, acid, cold, dark, nether and chaos. It allows you to sense the presence of evil beings. It drains experience. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of The Necromancer of Dol Guldur on level 70 of Dol Guldur. // ;) ;) It's tempting to swap this in for the Ring of Nether Resistance // --- I could even handle the exp drain since I'm packing a Recovery // spellbook --- but that aggravation is a deal-breaker. It will come in // handy for monetizing loot, though, since all the weapons stores in this // game suck. p) 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 Lesser titan on level 55 of Mordor. q) 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 Demilich on level 60 of Mordor. r) Polished Power Dragon Scale Mail of Immunity (-3 to accuracy) [40,+10] It can be activated for breathe the elements (300) every 60+d90 turns if it is being worn. It provides immunity to cold. It provides resistance to acid, electricity, fire, cold, poison, light, dark, confusion, sound, shards, nether, nexus, chaos and disenchantment. It allows you to fly. It reflects bolts and arrows. It cannot be harmed by acid, cold, lightning or fire. // Got this from the second charge on a Staff of Wish; the first charge // went for a Fireproof Tome of Knowledge, so I could tell how many charges // I had left. ;) Finally swapped out for the randart RDSM above. s) The Robe of Incanus [2,+20] (+3) It grants you the power of weigh magic if it is being worn. It can be used to store a spell. It increases your intelligence, wisdom and searching by 3. It sustains your intelligence and wisdom. It provides immunity to paralysis. It provides resistance to acid, electricity, fire and cold. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Bile Demon on level 53 of Mordor. t) a Spider Web of Electricity [1,+10] // I'd like the use this instead of the Mouse Fur, but the -5 CON penalty // in Spider form is too annoying. If I can boost my CON enough to still // have 18/*** CON after this penalty, I'll swap this in. u) a Wolf Pelt [1,+5] // This was also tempting for the much larger speed boost, but it has a -3 // INT penalty. v) 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 in the remains of Smaug the Golden on level 44 of Mordor. w) a Mage Staff of Mana (1d4) (+8,+9)(100%) It can be wielded two-handed. It can be used to store a spell. It increases your mana capacity by 100%. You found it lying in a vault on level 97 of Halls of Mandos. // I still haven't decided between this and the Mage Staff of Power... [The Mathom-house Inventory - Bree ] a) The Ring of Power of Hoarmurath of Dir (+3 to speed) It increases your charisma and speed by 3. It makes you invisible. It makes you completely fearless. It provides resistance to electricity and dark. 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 Hoarmurath of Dir on level 58 of Dol Guldur. b) The Ring of Power of Akhorahil the Blind (+3 to infravision) It increases your strength, intelligence and infravision by 3. It makes you invisible. It provides immunity to paralysis. It provides resistance to electricity, poison, dark and nexus. It drains experience. It cannot be dropped while cursed. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Akhorahil the Blind on level 61 of Mordor. c) The Ring of Power of Dwar, Dog Lord of Waw It makes you invisible. It sustains your intelligence. It makes you completely fearless. It provides resistance to acid, light and shards. 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 Dwar, Dog Lord of Waw on level 58 of Dol Guldur. // My slowly growing Nazgul ring collection. ;) I'll probably only keep // one of each, due to space constraints. d) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6) It can be activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It provides light (radius 1) forever. It does extra damage from fire. It provides resistance to fire and poison. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. // I keep getting these with characters who can't use them... :-/ |
Last updated 2005-09-18 7:28am EDT. |