Zizzo's ToME Stepladder

Xyqj, the DeathMold LostSoul Sorceror

  [ToME 2.2.7 Character Dump]

 Name  : Xyqj                   Age                 12       STR! 18/160       
 Sex   : Neuter                 Height               9       INT! 18/210       
 Race  : DeathMold LostSoul     Weight              50       WIS! 18/***       
 Class : Sorceror               Social Class         1       DEX! 18/180       
 Body  : Player                                              CON! 18/***       
 God   : Nobody                                              CHR!  18/70       
                                                                               
 + To Melee Hit          46 Level             50    Hit Points      635/   635 
 + To Melee Damage        6 Experience  14233178    Spell Points    626/   626 
 + To Ranged Hit         53 Max Exp     14233178    Sanity          930/   930 
 + To Ranged Damage      14 Exp to Adv.    *****                               
   AC                 46+99 Gold         1203764    Speed           Fast (+26) 
// This is with Arms Mimicry and Essence of Speed run out; in normal play,
// my mana is doubled from this, and my speed is +57. ;)
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Heroic       Perception  : Heroic       Blows/Round:  4         
 Bows/Throw  : Heroic       Searching   : Superb       Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Superb       Mel.dmg/Rnd:  4d4+24    
 Stealth     : Legendary[32]Magic Device: Good         Infra-Vision: 100 feet  
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (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 65 (3250')
        Angband: Level 76 (3800')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Halls of Mandos: Level 98 (4900')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 26 (1300')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        A lost temple: Level 30 (1500')
// Only managed to get one Melkor relic quest.  Enh, I wasn't really too
// interested in casting Melkor spells anyway.

 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 8515 enemies.
 You destroyed the One Ring, thus weakening Sauron.
 You saved Gondolin from destruction.
 You saved a young hobbit from an horrible fate.
 You saved 76 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 2nd Enderi of the 2890th year of the third age.
 You have been adventuring for 13 days.

                    adefghmnopuz{|@             
        Add Str   : ..3.3..........             
        Add Int   : ....35.........             
        Add Wis   : ....3....5.....             
        Add Dex   : ....3.....1....             
        Add Con   : ..3.3..........             
        Add Chr   : ..3.3....5.....             
        Mul SPower: +..............             
        Add Stea. : .....5.........             
        Add Sear. : ..3..5...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  : ....++.........             
        Lite      : .........+.....             
        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: 1)
 . Combat                                        01.700 [0.500]
 - Sneakiness                                    01.000 [0.900]
          . Disarming                            01.000 [0.300]
 - 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                                 00.400 [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                                  03.650 [0.500]
          . Symbiosis                            15.200 [0.500]
          . Mimicry                              36.700 [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, Summoning, Combat (three
// times), Mimicry (six times), Thaumaturgy (five times), and Symbiosis
// (eight times) --- enough to achieve my final skill goal of pushing
// Mimicry to 35 for Arms mimicry (to wield both my Mage Staffs at once)
// and Symbiosis to 15 for the Heal Symbiote power.  I even had a spare
// point to put into Udun to get access to some of the lower-level Udun
// spells.

Abilities
 * Perfect casting


  [Character Equipment]

a) a Mage Staff of Power (1d4) (+6,+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.
// I wish I could find some other source of this and free up a ring slot...
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 of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75) every 75+d75 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom, 
    dexterity and charisma.  It provides resistance to acid, electricity, 
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Khamul, the Black Easterling on level 72 of
    Angband.
u) a Set of Cesti of Agility [5,+11] (+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}
l) a Fireproof Unholy Tome of the Hellflame
// ;) ;) My first time collecting the entire set of Tomes with a Sorceror.
// Much easier to achieve in Mandos... ;)
m) 7 Potions of Cure Critical Wounds {!d!k!v!s}
// These are for clearing up blindness without wasting a !oH.
n) 23 Potions of Healing {!d!k!v!s}
o) a Golden Rod of Capacity of Nothing of Mana Store (250/250) {!d!k!v!s}
p) an Adamantite Rod of the Istari of Nothing of Mana Store (400/400) {!d!k!v!s}
// I'm learning to really like the Drain spell... ;)
q) 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.
// Normally I'd be wielding this via Arms Mimicry.
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

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.
// Princess quest reward from Mdr 41.
r) a Great Scimitar of Gondolin (4d5) (+14,+19) (+3)
// Why on *earth* haven't I sold this yet?
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.
// Princess quest reward from Mdr 35.
t) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
    It can be wielded two-handed.  It increases your intelligence by 3.  
    It does extra damage from fire.  It is especially deadly against
    natural creatures.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Spectral Stone giant on level 75 of
    Angband.
u) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
v) 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.
w) 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.
x) 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 - Gondolin ]

a) 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 makes you invisible.  It provides resistance to 
    blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
// From the Eol quest.
b) a Dragon Shield of Preservation (-4,-10) [8,+30]
    It sustains your strength, dexterity and constitution.  It makes you
    completely fearless.  It provides resistance to life draining, acid, 
    cold, poison and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
c) 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 and shards.  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.
d) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It increases your strength, constitution and speed by 2.  It does
    extra damage from electricity.  It is very sharp and can cut your
    foes.  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
    provides immunity to paralysis.  It provides resistance to electricity,
    light and dark.  It allows you to see invisible monsters.  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 Mature blue dragon in the town of
    Gondolin .
// From the Gondolin house quest.
e) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It does extra damage from fire and frost.  It poisons your foes.  It
    produces chaotic effects.  It is very sharp and can cut your foes.  It
    is a great bane of dragons.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  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.
f) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
g) 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 in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.


  [Home Inventory - Minas Anor ]

a) 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.
b) 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.
c) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated for destroy doors and traps every 10 turns if it
    is being worn. It increases your intelligence, wisdom and constitution
    by 3.  It provides resistance to acid, poison and confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 76 of Angband.
d) 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.
e) 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.
f) 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.
g) The Hard Leather Armour of Himring [6,+15]
    It can be activated for protect evil (dur level*3 + d25) every
    225+d225 turns if it is being worn. It provides resistance to poison, 
    nether and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Ice Wyrm on level 76 of Angband.
h) 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.
i) 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.
j) 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.
k) 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.
l) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your dexterity, constitution, speed and attack speed by 2.
    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 especially deadly against
    natural creatures.  It allows you to sense the presence of animals.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snotling on level 74 of Angband.
m) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    It increases your strength, dexterity and constitution by 4.  It does
    extra damage from frost.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to life draining
    , cold, nether and chaos.  It allows you to see invisible monsters.  
    It slows your metabolism.  It speeds your regenerative powers.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 76 of Angband.
n) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    It increases your intelligence, wisdom and attack speed by 2.  It is
    especially deadly against dragons.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It provides resistance to nexus, chaos and disenchantment.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 73 of Angband.
o) 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.
p) 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.
q) 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.
r) 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.
s) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It can be activated for identify spell every 10 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
    and wisdom by 4.  It fights against evil with holy fury.  It provides
    resistance to light.  It allows you to see invisible monsters.  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 Great Ice Wyrm on level 76 of Angband.
t) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
    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 cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 76 of Angband.
u) 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.
// Princess quest reward from Mdr 66.
v) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides resistance 
    to disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 73 of Angband.
w) 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.
x) 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 Corrupted Tome of Melkor
// I brought one of these with me out of Mandos too, but it's pretty much a
// waste by now; my current skill plan leaves me no spare skill points to
// invest in Prayer, and I only ever netted one relic quest.
b) 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.
c) 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.
// I might ought to ditch this, now that I have Genocide as a spell...
d) 6 Sprigs of Athelas
e) 3 Potions of Cure Light Insanity
f) 16 Potions of *Healing*
g) 2 Potions of Life
h) 12 Potions of Restore Mana
i) 19 Scrolls of Reset Recall
j) a Scroll of Genocide
k) a Scroll of Mass Genocide
l) an Adamantite Rod of Nothing (200/200)
m) a Staff of Genocide[1|10] (3 charges)
n) a Ring of Speed (+10)
o) The Ring of Power 'Nenya' (+9,+9) (+2)
    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 in the remains of Sauron, the Sorcerer on level 99 of Mount
    Doom.
// It is *amazingly* tempting to swap this in instead of the Ring of Nether
// Resistance; it would cover resist blindness and give me all kinds of
// useful stuff.  I just don't like the idea of leaving resist nether
// opon...
p) 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.
// This is also 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 has come in
// handy a couple times for monetizing loot, though, since all the weapons
// stores in this game suck.
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.
// [slaps forehead] Forgot to take this with me to Mount Doom to keep the
// Sauron from teleporting away.  I'll have to remember it for Morgoth.
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) a Spider Web of Electricity [1,+10]
// I'd like to 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.
t) a Wolf Pelt [1,+5]
// This was also tempting for the much larger speed boost, but it has a -3
// INT penalty.
u) 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.  Finally swapped it out for Gil-Galad.
v) Climbing Set
// Hmm, why am I not packing this?
w) a Mage Staff of Wizardry (1d4) (-22,+12)(80%) (+4)
    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 in the remains of Sauron, the Sorcerer on level 99 of Mount
    Doom.
// An emergency backup in case the unthinkable happens and I lose my Mage
// Staff of Mana to an ill-timed Arms Mimicry timeout.


  [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 lying on the ground on level 75 of Angband.
b) 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.
c) The Ring of Power of Hoarmurath of Dir (+4 to searching)
    It increases your strength, dexterity and searching by 4.  It makes
    you invisible.  It sustains your charisma.  It provides resistance to 
    cold, dark and nether.  It slows your metabolism.  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 70 of Angband.
d) 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.
e) The Ring of Power of Khamul, the Black Easterling (+3 to searching)
    It increases your intelligence and searching by 3.  It makes you
    invisible.  It sustains your dexterity.  It provides resistance to 
    shards, nexus and chaos.  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 Khamul, the Black Easterling on level 72 of
    Angband.
f) 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 (well, except I already slipped up
// with Hoarmurath... :-} ).
g) 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.
// Princess quest reward on Mkw 21.  For all the good it did me...
h) The Long Sword of the Dawn (E:25, L:2) (3d5) (+20,+20) (+3 to infravision)
    It can be activated for summon the Legion of the Dawn every 500+d500
    turns if it is being worn. It provides light (radius 1) forever.  It 
    increases your charisma and infravision by 3.  It does extra damage 
    from fire.  It is very sharp and can cut your foes.  It is especially
    deadly against dragons.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It sustains your charisma.  It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to fire, 
    light and blindness.  It speeds your regenerative powers.  It can
    clone monsters.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Great Storm Wyrm on level 76 of Angband.
// 8-O 8-O  This only the second time I've *ever* found this, and the first
// was with an Alchemist.



Last updated 2006-06-11 8:18pm EDT.

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    Comments

    2004-12-21 12:06am EST
    The thrill is back... ;) My first time taking 98 quests, to maximize FF possibilities, and possibly my first Melkor-worshipping character. The semi-random DeathMold movement thing is mildly annoying (especially going cross-country); I'm hoping to pick up Mimicry to mitigate that. And man, is it a relief not to have the ironman-rooms option on...

    2005-01-01 1:05am EST
    Swept the Downs and Mirkwood picking off quests. Finally got Mimicry near the bottom of Mirkwood, which will hopefully make cross-country travel less nightmarish. Can't decide whether to do Mordor next or some side dungeons.

    2005-02-05 2:20am EST
    Done Mordor. I spend most of my time in mimic form now, unless I particularly need a DeathMold power. Now I have to decide whether to go straight to Dol Guldur or level up in some side dungeons. Oh, and there's always the Maeglin quest...

    2005-09-18 7:28am EDT
    The Necromancer is dead. It's tempting to go searching around in side dungeons for trinkets, but I need some more FF hits for my skill point plan to work, and there's only one place left to get those now...

    2005-12-24 6:18am EST
    Only my fourth character ever to reach level 50. Got exactly the FF hits I needed to complete my skill point plan; maybe I will go looking for trinkets now… ;)

    2005-12-24 4:16pm EST
    <SPAN VOICE="Bullwinkle">This time for sure!</SPAN> Forgot to save before shutting down the computer. So here we are for level 50, take 2. And this time I saved immediately… :-}

    2006-06-11 8:18pm EDT
    And the last of my 2005 holdovers updated. Got lucky with alternate Ring-droppers (Shelob scored); the Ring is destroyed, and Sauron is dead. Might hit some of the side dungeons looking for a better source of resist nether, but there's only one thing left to do now…

    2007-01-21 1:10am EST
    …and I just did it. ;) Man, this is a deadly combination; Sorcery is powerful enough as it is, plus Mimicry for the double Mage Staff, and DeathMold powers to loot vaults. I don't think I'm going to the Void for this one; I want to get a couple more "ordinary" wins under my belt first.

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