Zizzo's ToME Stepladder

Zen Master Joe Bob, the Gnome Monk

  [ToME 2.3.9 (ah, git) Character Sheet]

 Name  : Zen Master Joe Bob     Age                 73       STR! 18/130       
 Sex   : Male                   Height              44       INT! 18/140       
 Race  : Gnome                  Weight              86       WIS! 18/150       
 Class : Monk                   Social Class        24       DEX! 18/200       
 Body  : Player                                              CON! 18/140       
 God   : Manwe Sulimo                                        CHR! 18/160       
                                                                               
 + To Melee Hit          39 Level             50    Hit Points      788/   788 
 + To Melee Damage       35 Experience   9892408    Spell Points    202/   202 
 + To Ranged Hit         47 Max Exp      9892408    Sanity          630/   630 
 + To Ranged Damage      12 Exp to Adv.    *****    Piety               174200 
   AC                 0+173 Gold         1015484    Speed           Fast (+22) 
// This is +10 from equipment, +5 from Barehand-combat, and +7 from Manwe
// prayer, which as of about mid-Moria is running full-time.
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[32]Perception  : Very Good    Blows/Round:  8         
 Bows/Throw  : Legendary[7] Searching   : Very Good    Shots/Round:  1         
 Saving Throw: Very Good    Disarming   : Fair         Mel.dmg/Rnd:  296-2200  
 Stealth     : Very Good    Magic Device: Legendary[27]Infra-Vision: 70 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Gnome Warrior, who was          
          disappointed when you took up martial arts instead of the            
          sword.  You have green eyes, straight black hair, and an             
          average complexion.                                                  


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Barrow-Downs: Level 10 (500')
        Illusory Castle: Level 35 (1750')
// Took the wrong stairs for Moria.  How embarrassing... :-}
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
// Swept looking for dungeon towns, and to pick off a few fates.
        Moria: Level 50 (2500')
        Death fate: Level 1 (50')
// Oops... ;)  Gained a fate to find Nimthanc on level 1 and rushed off to
// collect it, forgetting that I had a death fate there.  Wasn't too bad;
// worst denizens were a Drolem and an Ancient gold dragon.
        a lost temple: Level 24 (1200')
// Last of the relic quests.  (And there was much rejoicing.  ["Yaaay...])

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 30425 enemies.
 You saved a young hobbit from an horrible fate.
 You have completed 24 princess quests.
 You have completed eight lost sword quests.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 21st Hrive of the 2890th year of the third age.
 You have been adventuring for 89 days.

                    adefkmnopsuxz{|@            
        Add Str   : ...3............            
        Add Int   : ..4.............            
        Add Wis   : ..4.............            
        Add Dex   : .4..3...........            
        Add Con   : ...3............            
        Add Chr   : ..43............            
        Add Stea. : ....3...........            
        Add Sear. : ..43............            
        Add Infra : ....3...........            
        Add Tun.. : ..............4.            
        Add Speed : .4..33.........+            
        Sust Str  : ................            
        Sust Int  : ................            
        Sust Wis  : ................            
        Sust Dex  : ....+...........            
        Sust Con  : ................            
        Sust Chr  : ................            
        Invisible : ................            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ...............+            
        Hold Life : .....+..........            
        Res Acid  : .+..............            
        Res Elec  : .+..............            
        Imm Fire  : .++*............            
        Res Cold  : .+..............            
        Res Pois  : ....+...........            
        Res Fear  : ................            
        Res Light : .....+..........            
        Res Dark  : .....+..........            
        Res Blind : ..+.............            
        Res Conf  : ..+..+..........            
        Res Sound : ................            
        Res Shard : ................            
        Res Neth  : ................            
        Res Nexus : ....+...........            
        Res Chaos : ..+..+..........            
        Res Disen : ................            
        Levitate  : ...............+            
        See Invis : ..++.+..........            
        Activate  : ...+.+..........            
        Fly       : ...+...........+            
        Orc.ESP   : .....+..........            
        TLord.ESP : ...+............            
// Nether and sound are currently the most annoying resist gaps here.

Skills (points left: 6)
 - Combat                                        50.000 [0.900]
          . Weaponmastery                       -00.800 [0.300]
          . Archery                              11.900 [0.500]
          . Barehand-combat                      50.000 [0.900]
 - Sneakiness                                    08.080 [0.900]
          . Stealth                              04.000 [0.900]
          . Disarming                            02.000 [0.900]
          . Dodging                              50.000 [0.700]
 - Magic                                         09.816 [0.600]
          . Magic-Device                         50.000 [1.000]
          . Meta                                 00.000 [0.500]
          . Temporal                             00.000 [0.500]
          . Mind                                 00.000 [0.500]
 - Spirituality                                  13.300 [0.900]
          . Prayer                               50.000 [0.500]
          . Music                                00.000 [0.300]
 - Monster-lore                                  01.000 [1.100]
          . Summoning                            01.000 [0.300]
          . Corpse-preservation                  01.000 [0.500]
          . Possession                           00.000 [0.100]
          . Symbiosis                            01.000 [0.300]
// The skill point plan, now complete, is to max Barehand-Combat, Dodging,
// Combat, Magic-Device and Prayer and push Archery just far enough to buy
// Ammo creation.  With a couple judicious FF hits to Combat, I've even got
// some points left over; in an emergency, I could stick a point in
// Possession if I give up on getting my resistance covered the usual way.

Abilities
 * Ammo creation


  [Fates]

You may meet a Murk dweller on level 46.
// Hmm, don't think I'm going to be anywhere near level 46 in the near
// future...
You are fated to find a Lembas on level 3.


  [Character Equipment]

a) (nothing)
d) 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.  
// Found in a chest (!) dropped by Cave ogres on Mkw 32.  The base resists
// are vital, and the speed certainly doesn't hurt, but it limits my
// options for ranged combat.
e) The Ring of Guildir (+4 to searching)
    It increases your intelligence, wisdom, charisma and searching by 4.  
    It provides resistance to fire, blindness and chaos.  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 43 of Moria.
// Covering the all-important resists of blindness and confusion (via
// chaos).
f) 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 in the remains of a Dracolisk on level 60 of Mordor.
// Fire immunity was vital in Mordor, but I had to sacrifice a nice Ring of
// Damage to wear it.  Still debating whether to keep it on...
k) an Amulet of Trickery (+3)
    It increases your dexterity, stealth, infravision and speed by 3.  It
    sustains your dexterity.  It provides resistance to poison and nexus.  
    You bought it from the Jewelry Shop.
// Dungeon town on MoM 36.  Covers vital poison resistance and less vital
// nexus resistance, plus some speed.
m) The Arkenstone of Thrain (+3) {@w6@A6!d!k!v!s!!}
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed
    and luck by 3.  It provides resistance to life draining, light, dark
    and chaos.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 66 of
    Mordor.
// Great Wyrms of Thunder were the quest monster on Mdr 66 (cf. lack of
// resist sound and worries thereabout above...)
n) (nothing)
o) (nothing)
p) (nothing)
s) (nothing)
u) (nothing)
x) (nothing)
z) (nothing)
{) (nothing)
|) a Gnomish Shovel of Digging (+4) {@w7!d!k!v!s;AO:corpse}
    It increases your ability to tunnel by 4.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mdr 44.


  [Character Inventory]

a) a Fireproof Tome of the Blowing Wind {!d!k!v!s}
    It cannot be harmed by electricity.  It cannot be harmed by fire.  
    You bought it from the Black Market.
b) a Fireproof Tome of Translocation {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it in the remains of a Lesser black reaver on level 47 of Mordor.
c) a Fireproof Holy Tome of Manwe Sulimo {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it in the remains of a Ghoul on level 44 of Mordor.
// Covers most of what I can cast.  The Air tome was already fireproofed;
// the rest I covered via the Lothlorien Old Mage quest.
d) The Pendulum of Orcus (heal 700 @ 100) {!d!k!v!s!!}
    It can be activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Monastic lich on level 41 of Mordor.
e) Lloth's Ceremonial Dagger (heal 700 @ 100) {@A5!d!k!v!s!!}
    It can be activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Death quasit on level 41 of Moria.
// These are amazingly useful with high Magic-Device skill.  Although I
// should probably start carrying Potions of Healing too...
f) 10 Potions of Speed {!d!k!v!s}
// I only bother with these for particularly fast and tough monsters.
g) 10 Potions of Cure Critical Wounds {!d!k!v!s}
h) 11 Scrolls of Phase Door {@r1!*}
i) 11 Scrolls of Teleportation {!*}
j) 11 Scrolls of Satisfy Hunger {@r3!*}
k) a Copper Rod of Cheapness of Illumination (20/20) {@z6!d!k!v!s!!}
    It can cast spells for a lesser mana cost.  
    You found it lying on the ground on level 60 of Mordor.
// I can use this five times in a row, and a single shot recharges faster
// than the Phial.  Extremely useful at my speed. ;)
l) a Silver Rod of Capacity of Restoration (200/200) {@z4!d!k!v!s!!}
    It can hold more mana.  
    You found it lying on the ground on level 54 of Mordor.
m) a Silver Rod of the Istari of Detection (200/200) {@z7!d!k!v!s!!}
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Demilich on level 54 of Mordor.
// Technically redundant with the Arkenstone's activation, but it recharges
// faster and I can use it a few times in a row if needed.
n) a Silver Rod of Trap Location (100/100) {@z8!d!k!v!s}
o) a Mithril Rod of Cheapness of Recall (160/160) {@z2!z!d!k!v!s!!}
    It can cast spells for a lesser mana cost.  
    You bought it from the Black Market.
p) The Stone of Lore {@w9@A9!d!k!v!s!!}
    It can be activated for perilous identify every turn if it is being
    worn. It provides light (radius 1) forever.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
// Always handy.
q) a Climbing Set {@w7!d!k!v!s}
// Bought in Gondolin late during Mordor.  Was useful therein, but I
// suspect I'm not going to need it much anymore.
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Gem of Knowledge (mass geno @ 1000) {!!}
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Ghoul on level 32 of Moria.
b) Kelek's Wormhole Machine (lite absorb @ 80)
    It can be activated for light absorption every 80 turns.  
    You found it in the remains of a Guardian naga on level 60 of Mordor.
c) a Parchment titled ``Magic for the Layman'' (lite absorb @ 80)
    It can be activated for light absorption every 80 turns.  
    You found it lying on the ground on level 11 of Mirkwood.
d) Olive's Omnipotent Ostrich (geno @ 500)
    It can be activated for genocide every 500 turns.  
    You found it in the remains of a Hezrou on level 61 of Mordor.
e) a Scroll of Genocide
f) a Golden Rod of Capacity of Nothing (250/250)
    It can hold more mana.  
    You found it in the remains of Saruman of Many Colours on level 62 of
    Mordor.
g) an Adamantite Rod of Capacity of Nothing (400/400)
    It can hold more mana.  
    You found it in the remains of Saruman of Many Colours on level 62 of
    Mordor.
h) a Rod Tip of Recall (80 Mana to cast)
i) 2 Rod Tips of Enlightenment (40 Mana to cast)
j) a Rod Tip of Probing (50 Mana to cast)
k) a Rod Tip of Healing (120 Mana to cast)
// Assorted rod bits for possible future use.  The Healing tip in
// particular would be really nice to use, but I'm saving it for a good
// Istari rod.
l) The Wand of Digging of Thrain (17 charges)
m) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity and constitution by 4.  It provides
    resistance to nether.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Cave troll Chieftain on level 43 of Moria.
n) 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.
o) The Short Bow of Sheldolad (x5) (+11,+5) (+3 to speed)
    It provides light (radius 1) forever.  It increases your wisdom, 
    dexterity, constitution and speed by 3.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 48 of Moria.
p) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 40 of Moria.
q) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It increases your strength and constitution by 2.  It provides
    resistance to electricity, fire and cold.  It speeds your regenerative
    powers.  It fires missiles with extra might.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk Archer on level 49 of Moria.
r) 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 Cave troll on level 44 of Moria.
// Originally I was planning to use Archery more heavily, which is the
// point of saving all of these.  First I'd need to find another source of
// base resists so I could swap out Beor, though...


  [Home Inventory - Minas Anor ]
// All my potential swap-in rings and amulets have ended up here.

a) The Ring 'Ibunimbor' (+2 to speed)
    It increases your constitution, charisma, infravision and speed by 2.  
    It sustains your strength and wisdom.  It provides resistance to fire
    and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice rogue on level 52 of Mordor.
b) The Ring of Lonwe (+3 to speed)
    It increases your intelligence, stealth and speed by 3.  It sustains 
    your intelligence, wisdom and charisma.  It provides resistance to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Banshee on level 45 of Moria.
c) The Ring of Harog (+3)
    It increases your wisdom, dexterity and speed by 3.  It sustains your 
    charisma.  It provides resistance to poison, light and confusion.  It
    allows you to levitate.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Ancient black dragon on level 45 of
    Moria.
d) The Ring of Sinorn (+11 to accuracy) (+3)
    It increases your strength, stealth, infravision and ability to score
    critical hits by 3.  It provides immunity to paralysis.  It provides
    resistance to fire and confusion.  It allows you to fly.  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 Halfling slinger on level 63 of Mordor.
e) an Indestructible Ring of Damage (+20)
    It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
f) a Ring of Damage (+21)
// Would be nice to be able to swap one of these back in...
g) a Ring of Speed (+8)
    It increases your speed by 8.  
    You found it in the remains of a Great Wyrm of Thunder on level 66 of
    Mordor.
// Same GWoTs from the Princess quest that dropped the Arkenstone.
h) The Ring of Barahir (+1)
    It can be activated for dispel small life every 55+d55 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 63 of Mordor.
i) a Ring of Fear Resistance
j) a Ring of Light and Darkness Resistance
    It provides resistance to light and dark.  
    You found it in the remains of a Greater mummy on level 37 of Moria.
k) The Ring of Eolos (+2)
    It increases your wisdom by 2.  It sustains your strength, dexterity
    and charisma.  It provides resistance to life draining and nether.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Hill troll on level 47 of Moria.
l) a Ring of Nether Resistance
m) a Ring of Shard Resistance
n) a Ring of Disenchantment Resistance
o) a Ring of Extra Attacks (+1 attack)
    It increases your attack speed by 1.  
    You found it in the remains of an Algroth on level 48 of Moria.
p) The Ring of Elenen (+3 to searching)
    It can be used to store a spell.  It increases your intelligence and 
    searching by 3.  It makes you invisible.  It sustains your dexterity.  
    It provides resistance to poison, dark, blindness and confusion.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient bronze dragon on level 66 of
    Mordor.
q) The Amulet 'Wende' (+2)
    It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma and searching by 2.  It sustains your strength
    and charisma.  It provides resistance to fire, light, blindness, 
    sound and disenchantment.  It cannot be dropped while cursed.  It can
    re-curse itself.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
// This is based on an Amulet of Doom, apparently.  It's actually not that
// bad.
r) an Amulet of Brilliance (+2)
    It provides light (radius 1) forever.  It increases your intelligence
    and wisdom by 2.  
    You found it in the remains of a Master mystic on level 56 of Mordor.
s) The Amulet of Carlammas (+2)
    It can be activated for protection from 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 an Elder vampire on level 56 of Mordor.
t) an Amulet of Resistance
    It provides resistance to acid, electricity, fire, cold and poison.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 43 of
    Moria.
u) 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 Great Wyrm of Thunder on level 66 of
    Mordor.
// Again, same GWoTs from the Princess quest that dropped the Arkenstone.
v) The Amulet called 'Decent' (+2 to infravision)
    It increases your infravision by 2.  It sustains your strength and 
    wisdom.  It provides resistance to electricity, sound and nexus.  It
    allows you to see invisible monsters.  It gives telepathic powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Made from an Amulet of Telepathy found on Mdr 60 using an ?oAC bought in
// Lothlorien around mid Mordor.  Telepathy and resist sound would be nice,
// but it would lose me resist poison from my Amulet of Trickery.
w) an Indestructible Amulet of Weaponmastery (+2,+3) [+2] (+2)
    It increases your strength and constitution by 2.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    You found it lying on the ground on level 40 of Mordor.
x) The Amulet of Aragnoreb (+2)
    It can be used to store a spell.  It increases your dexterity by 2.  
    It sustains your wisdom.  It makes you completely fearless.  It
    provides resistance to shards and nether.  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 Mountain ogre on level 37 of Moria.


  [Home Inventory - Lothlorien ]

a) The Gem of Ghosts (restore @ 200) {@A4!d!k!v!s!!}
    It can be activated for restore stats and life levels every 200 turns.
    You found it lying on the ground on level 1 of Barrow-Downs.
// Redundant with my Rod of Restoration; I should probably ditch it.
b) Jor's Buckler of Missile Attraction (sanity @ 200) {!!}
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Gnome mage on level 19 of Orc Cave.
c) 15 Sprigs of Athelas
d) 52 Potions of Cure Light Insanity
e) 26 Potions of Speed {!d!k!v!s}
f) 52 Potions of Healing
g) 17 Potions of *Healing*
h) 3 Potions of Life
i) a Potion of Restore Mana
j) 12 Potions of Enlightenment
// Don't need these any more now that I've done the relic quests; should
// probalby ditch thee too.
k) 17 Potions of Resistance
l) 21 Scrolls of Reset Recall
m) a Wooden Rod of Door/Stair Location (10/10) {@z7!d!k!v!s!!}
// Saved in case the Rod of Detection didn't work out.  I think I can rule
// this redundant now too.
n) a Silver Rod of Capacity of Disarming (200/200) {@z3!d!k!v!s!!}
    It can hold more mana.  
    You bought it from the Black Market.
// Carried this until I got the Conveyance tome with the Disarm spell.
// Again, probably redundant.
o) a Wand of Fireflash[8|26] (9 charges)
p) a Wand of Fireflash[1|17] (6 charges)
// I think I was planning on using devices more heavily for damage with my
// high Magic-Device skill.  Never got around to it, and these are probably
// pretty anemic against what I'm up against now anyway.
q) a Wand of Charm[9|28] (8 charges) {!d!k!v!s}
// Was carrying this until I decided that the inventory slot was more
// valuable than the piety I'd lose killing the good monsters.
r) The Phial of Galadriel (+4) {@w6@A6!d!k!v!s!!}
    It can be activated for light area (dam 2d15) every 10+d10 turns if it
    is being worn. It provides light (radius 3) forever.  It increases 
    your searching and luck by 4.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Angamaite of Umbar on level 23 of Mirkwood.
s) The Star of Elendil (+1) (charging)
    It can be activated for light (dam 2d15) & map area every 50+d50 turns
    if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases 
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Greater basilisk on level 49 of Mordor.
t) 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 lying on the ground on level 31 of Mirkwood.
u) 29 Seeker Arrows of Venom (4d4) (+9,+7) {@w1@f1=g!d!k!v!s}
    It poisons your foes.  
    You made it yourself.
// Was packing these for a while, until I found Beor.
v) 12 Elf Skeletons
// Left over from the Lothlorien house quest, for later forging.


  [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 35 of Mordor.
b) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
// Fate find on MoM 36.
c) The Demonhorn of Gothmog [2,+13] (-5)
    It provides light (radius 2) forever.  It decreases your charisma by 5.
    It allows you to see invisible monsters.  It allows you to sense
    the presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Snaga on level 35 of Moria.
// Collect the whole set... ;)
d) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ice skeleton on level 23 of Mirkwood.
// !
e) a True Totem of The Minotaur of the Labyrinth
// Picked up Summoning from a stray FF quest, so I decided to fall back on
// my hobby of collecting souvenirs. >;)
f) The Ring of Power of Akhorahil the Blind (+2 attacks)
    It increases your strength and attack speed by 2.  It makes you
    invisible.  It provides resistance to blindness, nether 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 49 of Mordor.
// Start of my Nazgul ring collection.
g) The Phial of Undeath (-5) {cursed}
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It is cursed.  It carries an ancient
    Morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dark elven warlock on level 32 of
    Mirkwood.
h) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 62 of
    Mordor.
i) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and charisma by 2.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    shards and nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
// Princess quest reward from Mkw 26.
j) 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, sound and disenchantment.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of an Ice troll on level 58 of Mordor.
k) 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 an Ice troll Priest on level 32 of Moria.
l) 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 lying on the ground on level 31 of Mirkwood.
m) The Hard Leather Armour of Himring [6,+15]
    It can be activated for protection from 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 an Ancient bronze dragon on level 61 of
    Mordor.
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid, blindness and shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
o) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated for teleport (range 100) every 45 turns if it is
    being worn. It increases your stealth and speed by 3.  It provides
    resistance to acid and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 61 of Mordor.
p) 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 Half-orc Captain on level 40 of Moria.
q) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light and 
    dark.  It cannot be harmed by acid, cold, lightning or fire.  
// Fate find on Orc 20.
r) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated for heal 700 hit points every 250 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, wisdom, constitution and speed by 3.  It provides resistance 
    to electricity, fire, cold, light, blindness, confusion, sound and 
    chaos.  It allows you to see invisible monsters.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 40 of Moria.
s) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness.  It allows you to sense the presence of orcs, 
    trolls and evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Snaga on level 60 of Mordor.
t) 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 an Elite uruk on level 33 of Moria.
u) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave ogre on level 58 of Mordor.
v) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It 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 Half-orc on level 35 of Moria.
w) The Steel Helm of Hammerhand [6,+20] (+3)
    It grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
x) 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.
a) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hezrou on level 61 of Mordor.
b) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to fire.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk on level 32 of Moria.
c) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt (5d8) every 5+d5 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to acid.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snaga on level 35 of Moria.
d) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It increases your constitution, stealth and speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 35 of Mordor.
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 a Novice mindcrafter on level 32 of
    Mirkwood.
f) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    It can be wielded two-handed.  It increases your constitution by 3.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It fights against
    evil with holy fury.  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 Shadow drake on level 48 of Moria.
g) 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 an Ethereal drake on level 34 of Moria.
h) The Dagger 'Dethanc' (E:15, 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 disenchantment.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 37 of
    Moria.
i) The Dagger 'Narthanc' (E:15, 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 confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice mindcrafter on level 13 of Orc
    Cave.
j) The Dagger 'Nimthanc' (E:15, L:1) (1d4) (+4,+6)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It does extra damage from frost.  It provides resistance 
    to cold.  It cannot be harmed by acid, cold, lightning or fire.  
// Collect the whole set... ;)  Fate find on level 1, as noted above.
k) 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 provides resistance to 
    blindness.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It is especially deadly against
    natural creatures.  It provides resistance to cold and light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mkw 28.
m) 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 Ghoul on level 49 of Mordor.
n) 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.  
    You found it in the remains of an Eldrak on level 42 of Moria.
o) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it while digging a rubble.
// ! Someone probably buried it there to shut it up... ;)  Found on MoM 48.
p) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    It decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient Morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 61 of Mordor.
q) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Olog on level 41 of Moria.
r) The Dark Sword 'Mormegil' (E:67, L:3) (6d7) (+0,+0) [-20] (+2 to speed) {curs}
    It generates an antimagic field.  It increases your speed and attack
    speed by 2.  It does extra damage from fire.  It is especially deadly
    against dragons.  It provides immunity to fire.  It makes you
    completely fearless.  It provides resistance to chaos and 
    disenchantment.  It drains mana, life and experience.  It aggravates
    nearby creatures.  It 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 Dreadmaster on level 44 of Mordor.
s) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
    It can be activated for ball of lightning (100) every 500 turns if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom and dexterity by 4.  It does extra damage from electricity
    and frost.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It is especially deadly against giants.  It is
    a great bane of undead.  It provides immunity to paralysis.  It
    provides resistance to electricity, cold and light.  It slows your
    metabolism.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mdr 44.
t) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
    It increases your stealth, infravision and speed by 3.  It does extra
    damage from frost.  It strikes at undead with holy wrath.  It provides
    resistance to cold and dark.  It allows you to see invisible monsters.
    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 Cave orc on level 52 of Mordor.
u) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    It can be wielded two-handed.  It increases your intelligence by 2.  
    It does extra damage from fire and frost.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It strikes
    at demons with holy wrath.  It sustains your intelligence.  It
    provides resistance to fire and cold.  It allows you to sense the
    presence of giants.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Cave ogre on level 60 of Mordor.
v) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It must be wielded two-handed.  It can be activated for berserker and
    +10 to speed (50) every 100+d200 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength and 
    constitution by 3.  It does extra damage from acid.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is a
    great bane of demons.  It provides resistance to acid.  It drains mana.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon on level 50 of
    Moria.
w) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can be wielded two-handed.  It increases your charisma by 3.  It
    does extra damage from fire.  It is especially deadly against giants.  
    It strikes at undead with holy wrath.  It provides resistance to fire
    and sound.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 31 of Mirkwood.
x) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be wielded two-handed.  It increases your strength, 
    constitution and stealth by 3.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It strikes at demons with
    holy wrath.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and blindness.  It allows
    you to levitate.  It allows you to see invisible monsters.  It allows
    you to sense the presence of non-living things.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Half-ogre on level 32 of Moria.
a) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    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.  
// Found in a chest (1) in a troll pit on Mdr 54.
b) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    It can be activated for fire ball (300) every 200+d200 turns if it is
    being worn. It decreases your charisma by 4.  It does extra damage 
    from fire.  It provides immunity to fire.  It is 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 Water troll Chieftain on level 50 of
    Mordor.
c) 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 Half-orc on level 35 of Moria.
d) 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 Storm giant on level 60 of Mordor.
e) The Mace 'Taratol' (3d4) (+12,+12)
    It can be wielded two-handed.  It can be activated for speed (dur
    20+d20) every 250 turns if it is being worn. It does extra damage from 
    electricity.  It is a great bane of dragons.  It provides immunity to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 66 of
    Mordor.
f) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    It can be wielded two-handed.  It can be activated for drain life (90)
    every 70 turns if it is being worn. It increases your wisdom and 
    infravision by 4.  It does extra damage from frost.  It is especially
    deadly against orcs.  It provides resistance to cold, light and chaos.
    It allows you to sense the presence of orcs, trolls and giants.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Hill troll on level 44 of Moria.
g) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
    It can be wielded two-handed.  It can be activated for confuse monster
    every 15 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your stealth by 2.  It does extra damage from 
    fire.  It fights against evil with holy fury.  It provides resistance 
    to fire and confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Black orc on level 45 of Moria.
h) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5) {cursed}
    It can be wielded two-handed.  It can be activated for destruction
    every 200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It is cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 40 of Moria.


Last updated 2015-11-14 8:39pm EST


Comments

2008-07-10 11:08pm EDT
Okay, I'm going to have to give serious thought to how to cover my resistances this time out. Done the Downs and the first relic quest so far.

2010-11-09 8:20pm EST
Hmm. Apparently I've had this character sheet lying around for some time, and just never got around to putting it up. We Apologize for the Delay.™ This is through Orc Cave and the next two relic quests.

2010-11-13 9:49pm EST
Done Mirkwood. Got my base resist covered just in time for Moria (where his two most recent predecessors died for lack of same), though it limits my ranged damage options. But hey, maybe I'll actually survive Moria this time… :-}

2011-07-10 12:32am EDT
Well, so far so good… Midpoint of Moria; done the fourth relic quest and got the fifth pending. Those base resist have saved my proverbial more times than I can count, but now I'm pining for some of the utility resists like blindness and confusion (and until recently nexus). Not quite the damage dealer I'd like, but holding his own.

2012-06-06 10:54pm EDT
*whew* And that's Moria. Some resistance improvements, notably blindness and confusion, which covers my complaint from last time. And he seems to be turning into quite the impressive damage dealer. Also done the fifth relic quest, and a death fate by accident… ^^; Can't use Trone's coat from SLoM, so Mordor is probably next.

2015-11-14 8:39pm EST
Going back to a high-speed character was a bit of a relief after my poor Axemaster;) Done Mordor. Pretty much piledrove through most of it, but was starting to get worryingly outmatched near the end. With luck, I should still be able to manage the Necromancer, who's next.

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