Zizzo's ToME Stepladder

Zizzo LXXXVIII, the Yeek Hermit Sorceror

  [ToME 2.3.5 Character Sheet]

 Name  : Zizzo LXXXVIII         Age                 11       STR! 18/140       
 Sex   : Male                   Height              39       INT! 18/***       
 Race  : Yeek Hermit            Weight              49       WIS! 18/***       
 Class : Sorceror               Social Class        21       DEX! 18/180       
 Body  : Player                                              CON! 18/***       
 God   : Eru Iluvatar                                        CHR! 18/160       
// You have to understand; for a Yeek Hermit Sorceror, this is near
// godlike... :-} ;)
                                                                               
 + To Melee Hit         -69 Level             50    Hit Points      697/   697 
 + To Melee Damage      -83 Experience  12759527    Spell Points   1621/  1621 
 + To Ranged Hit        -51 Max Exp     12759527    Sanity          930/   930 
 + To Ranged Damage      12 Exp to Adv.    *****    Piety                72928 
   AC                49+150 Gold         1815685    Speed           Fast (+50) 
// This is with Arms Mimicry up, both Mage Staffs wielded, and Essence of
// Speed up.  The hit point total reflects my randart armor, the Maeglin
// quest bonus, and the Greater Ration of Health (!), found in a chest (!!)
// during the Gondolin house quest.
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Very Bad     Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Very Bad     Shots/Round:  1         
 Saving Throw: Excellent    Disarming   : Good         Mel.dmg/Rnd:  12d4-332  
 Stealth     : Bad          Magic Device: Bad          Infra-Vision: 60 feet   
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of five children of a master Yeek.  You are the          
          black sheep of the family.  You have brown eyes, straight            
          auburn hair, and a fair complexion.  You have an annoying            
          habit of making strange "zizz" noises, hence your nickname.          


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 83 (4150')
        Barrow-Downs: Level 10 (500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 32 (1600')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 35 (1750')
// Just far enough to grab Forochel... >;)

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 24161 enemies.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You have completed four princess quests.
 You have completed four lost sword quests.
 You found none of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 5th Hrive of the 2890th year of the third age.
 You have been adventuring for 73 days.

                    abdefkmnopqsuvxz{|@         
        Add Str   : ...1.......3.......         
        Add Int   : 3..1.53.2..........         
        Add Wis   : 3..1.53.2.........+         
        Add Dex   : ..41.......3.......         
        Add Con   : ...14......34......         
        Add Chr   : ...1..3.2..........         
        Mul Mana  : +.................+         
        Mul SPower: ++.................         
        Add Stea. : ...1....2..........         
        Add Sear. : ...1...............         
        Add Infra : 3..................         
        Add Speed : ..4.....2.....7....         
        Sust Str  : .....+.+...+.......         
        Sust Int  : +..................         
        Sust Wis  : +....+.............         
        Sust Dex  : ...........+.......         
        Sust Con  : ...........+++.....         
        Sust Chr  : ...................         
        Invisible : ........+......+...         
        Mul life  : .......+..........+         
        Sens Fire : +..................         
        Reflect   : ..........+........         
        Free Act  : .....+.......+.....         
        Hold Life : ...................         
        Imm Acid  : ..+....*+*.+.......         
        Res Elec  : ..+..+.............         
        Imm Fire  : ..+..+..+*.........         
        Imm Cold  : *.+.....+..++......         
        Res Pois  : ...+...............         
        Res Fear  : ...........+.......         
        Res Light : .........+...+.....         
        Res Dark  : ...+.+.....+.......         
        Res Blind : +..................         
        Res Conf  : .......+++.........         
        Res Sound : .........+.........         
        Res Shard : .......+...........         
        Res Neth  : .........+.........         
        Res Nexus : .......+...+.......         
        Res Chaos : ........++.........         
        Res Disen : .......+.+.........         
        Lite      : .............+.....         
        See Invis : +..+...............         
        Digestion : ...........+.......         
        Regen     : .........+..+......         
        Activate  : ...+....+...++.....         
        Climb     : .................+.         
// Finally got all my resists covered, and three of the four immunities.
// Hold life would be nice, but not essential; lightning immunity is more
// pressing against dragons further down.

Skills (points left: 0)
          . Archery                              00.300 [0.400]
 - Sneakiness                                    03.600 [0.900]
          . Stealth                             -01.600 [0.500]
 - Magic                                         50.000 [1.000]
          . Magic-Device                         01.500 [1.000]
          . Spell-power                          50.000 [0.600]
          . Sorcery                              50.000 [0.700]
          . Mana                                 00.000 [0.900]
                   . Fire                        00.000 [1.000]
                   . Water                       00.000 [1.000]
                   . Air                         00.000 [1.000]
                   . Earth                       00.000 [1.000]
          . Meta                                 00.000 [1.000]
          . Conveyance                           00.000 [1.000]
          . Divination                           00.000 [1.000]
          . Temporal                             00.000 [1.000]
          . Mind                                 00.000 [1.000]
          . Nature                               00.000 [1.000]
          . Necromancy                           00.000 [0.900]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          00.000 [0.900]
 - Spirituality                                  02.300 [0.550]
          . Prayer                               00.000 [0.500]
 - Monster-lore                                  06.050 [0.500]
          . Summoning                            01.300 [0.400]
          . Symbiosis                            30.200 [0.500]
          . Mimicry                              35.200 [0.500]
// The further revised (and now completed) skill point plan, thanks to the
// continuing generosity of Mr. F. Fingers, is to max Sorcery, Spell-power
// and Magic, push Mimicry to 35 for Arms Mimicry, and dump the rest into
// Symbiosis for a hit point buffer.

Abilities
 * Perfect casting


  [Fates]

You may meet a Giant black ant on level 12.
You may find a Scroll of Identify on level 19.
You may find a Shovel on level 5.
// I oughta go back and pick these off, I suppose...
You are fated to die on level 2.
// Except for this one. >;)


  [Character Equipment]

a) The Mage Staff of Forochel (3d4) (-6,-4)(60%) (+3 to infravision)
    It can be wielded two-handed.  It increases your intelligence, wisdom, 
    infravision and spell power by 3.  It increases your mana capacity by 
    60%.  It sustains your intelligence and wisdom.  It provides immunity 
    to cold.  It provides resistance to blindness.  It renders you
    especially vulnerable to fire.  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.
// ;) ;) This is embarrassingly easy to get ahold of when you have
// high-level Recall and Vision spells... >;)  And now that I have a source
// of fire immunity, I can safely wield it.
b) a Mage Staff of Power (1d4) (-2,-2) (+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 in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
// Arms Mimicry is fun... ;)
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.  
    It was given to you as a reward.
// Princess quest reward from Mkw 24.  Don't suppose I really need it for
// the base resists any more, but the speed is handy.
e) 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 50 of Moria.
// To cover poison resistance.  Not that I'm gonna turn down any of the
// stat boosts... ;)
f) an Indestructible Ring of Constitution (+4)
    It increases your constitution by 4.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You bought it from the Black Market.
// As a Yeek Hermit Sorceror, even with maximize mode off, I need all the
// CON boosts I can get...
k) The Amulet 'Undirth' (+5)
    It increases your intelligence and wisdom by 5.  It sustains your 
    strength and wisdom.  It provides immunity to paralysis.  It provides
    resistance to electricity, fire and dark.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
// ...and all the INT boosts, too.
m) 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 cannot be harmed by fire.  
    It was given to you as a reward.
// See above. ;)  From the Eol quest.
n) The Metal Brigandine Armour of Nogrion (-51,-48) [19,+17](40%)
    It increases your hit points by 40%.  It sustains your strength.  It
    provides immunity to acid.  It provides resistance to confusion, 
    shards, nexus and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
// Awfully heavy (it even costs me a bit of mana, in fact), but it's the
// only hit-point-boosting armor I've found with any immunities, and as a
// Yeek Hermit Sorceror, I don't think I have the luxury of *not* wearing
// it...
o) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be activated for restore life levels every 450 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, stealth, speed and luck by 2.  It
    makes you invisible.  It provides resistance to acid, fire, cold and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
// Also fairly easy to fetch out of the Crypt with Recall and Vision.
p) The Demonshield 'Belendri' [5,+12]
    It provides immunity to acid and fire.  It provides resistance to 
    light, sound, nether, chaos and disenchantment.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
// ;) ;) A comparatively recent acquisition, bought near the end of LoM.
// Took a bit of equipment juggling to get Thorin's CON boost back, but I
// managed.  It didn't occur to me at the time that I could just stick
// Thorin in my second shield slot from Arms Mimicry...
q) a Large Leather Shield of Reflection [4,+16]
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 63 of Mordor.
// ...so for now I put this there instead. ;)  I'm looking out for another
// randart shield with lightning immunity to cover that gap.
s) 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.
// And speaking of CON boosts... ;)
u) The Set of Gauntlets 'Paurnimmen' [Identify] [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It has a spell stored inside.  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 lying in a vault on level 28 of The Sandworm lair.
// And speaking of speaking of CON boosts... ;)  It occurred to me right
// after I copied Identify onto it that I should have put Recall there
// instead, since that's the one I could less afford to lose.
v) 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.
// Just for the extra bit of light radius.
x) a Pair of Metal Shod Boots of Speed [6,+12] (+7)
    It increases your speed by 7.  
    You bought it from the Footwear Shop.
// ;) ;) ;) Dungeon town on MoM 32.
z) a Greater rotting quylthulg (1500 hp)
// This is the best symbiote I've found so far just from random encounters.
// I should probably take a stack of Scrolls of Summon Never-Moving Pet
// down with me next time and try to fish up a Master Q (or at my speed, I
// may even be able to score a unique before it goes hostile).
{) (nothing)
|) a Climbing Set
// From a vault on Mdr 49.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
b) a Fireproof Tome of the Eternal Flame {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it in the remains of a Dracolich on level 54 of Mordor.
c) a Fireproof Tome of the Blowing Wind {!d!k!v!s}
    It cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
d) a Fireproof Tome of the Impenetrable Earth {!d!k!v!s}
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying in a vault on level 28 of The Sandworm lair.
e) a Fireproof Tome of the Everrunning Wave {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
f) a Fireproof Tome of Translocation {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Library.
g) a Fireproof Tome of the Tree {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Black Market.
h) a Fireproof Tome of Knowledge {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Library.
i) a Fireproof Tome of the Time {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
j) a Fireproof Tome of Meta Spells {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Black Market.
k) a Fireproof Tome of the Mind {!d!k!v!s}
    It cannot be harmed by fire.  
    You bought it from the Library.
// Finally a full set of fireproof Tomes, after much revisiting of the
// Libraries on LoR 32.  No Eru Tome, since I never bothered doing any of
// the quests or spent any skill points in Prayer.
l) 9 Potions of Cure Critical Wounds {!d!k!v!s}
// These are mainly for cuts, for which I don't want to waste a !oH.
m) 18 Potions of Healing {!d!k!v!s}
n) 6 Potions of Restore Mana
o) a Scroll of *Acquirement*
// Bought in Minas Anor after coming back from Ang 83; I plan to read it
// next time I head down.
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
// Apart from all the books, Sorcery really lets you travel light.


  [Home Inventory - Bree ]

a) The Potion of Learning
// 8-O 8-O 8-O Only my Alchemist has ever found this before, and she found
// it on Ang 99.  Found it in a chest (!) on SwL 29.  Figures I'd get this
// with a character that has more skill points than he really needs...
b) The Ring 'Elandiri' (+2)
    It increases your charisma by 2.  It sustains your strength and 
    dexterity.  It provides resistance to poison 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 44 of Moria.
c) a Ring of Free Action
    It provides immunity to paralysis.  
    You bought it from the Black Market.
d) The Ring of Ilinde (+3)
    It increases your dexterity and constitution by 3.  It makes you
    invisible.  It provides immunity to paralysis.  It provides resistance 
    to electricity, fire, chaos and disenchantment.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
// Found this during the Lothlorien Old Mage quest.  I don't think it would
// actually give me anything I don't already have; I suppose I should sell
// it...
e) The Ring of Earith (+3 attacks)
    It increases your charisma and attack speed by 3.  It provides
    resistance to confusion and sound.  It allows you to levitate.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 50 of Moria.
// Now that I think about it, in fact, all four of these rings could
// probably go.
f) 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 Dracolich on level 54 of Mordor.
// This would cover hold life, but I can't afford to lose the INT boost
// from my randart amulet.
g) a Feanorian Lamp of Brightness
// Found this fairly early in my SwL scumming.  Packed it until I found the
// Phial.
h) The Stone of Lore
    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.
i) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) {cursed}
    It increases your intelligence and searching by 2.  It increases your 
    mana capacity by 40%.  It provides resistance to blindness and 
    confusion.  It renders you especially vulnerable to fire.  It allows
    you to see invisible monsters.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
// Too bad I need the hit point boost from my randart armor, or I could
// swap this in now that I have fire immunity.
j) 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 Emperor wight in the town of Bree .
// Also from the Wight Grave quest.
k) a Cloak of Air [1,+13]
// *blink* ...Wait a minute, I *do* have one of these?  [checks notes] And
// I've had it since *SwL 29*?! [sound F/X: commits ritual seppuku] Oh
// well, I guess it's straight to Numenor next time out... :-}
l) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2.  It provides
    immunity to paralysis.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
m) 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 lying in a vault on level 28 of The Sandworm lair.
n) 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 Hill giant on level 35 of Moria.
o) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to electricity.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Mimic on level 33 of Moria.
p) The Pair of Metal Shod Boots of Taramo [6,+9]
    It sustains your strength.  It provides resistance to light, dark, 
    nether and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser Mimic on level 33 of Moria.
// I should really ditch these...
q) 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.
r) 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 Ice troll on level 50 of Moria.
s) 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 Forest troll on level 35 of Moria.
// And I oughta Mathom these.
t) a Dragon Horn (+3)
    It can be activated for large acid ball (300) every 100 turns if it is
    being worn. It increases your constitution by 3.  It makes you
    completely fearless.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.


  [Home Inventory - Gondolin ]

a) 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 29 of The Sandworm lair.
// Packed this until I did the Eol quest.
b) The Splint Mail of Finolloth (-24,-56) [19,+9](40%)
    It increases your hit points by 40%.  It sustains your wisdom.  It
    makes you completely fearless.  It provides resistance to cold, nether
    and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient gold dragon on level 41 of Moria.
// Hmm, no immunities, and same hit point boost as what I'm wearing; I
// should ditch this.
c) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map if it is being worn.  It 
    increases your searching, infravision and ability to tunnel by 4.  It
    allows you to climb mountains.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mdr 46.
d) The Sling 'Ninen' (x3) (+16,+7) (+1)
    It increases your intelligence, wisdom and charisma by 1.  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 29 of The Sandworm lair.
// Another possible source of CON boost if I need it badly enough to lose
// Beor's +4 speed.


  [Home Inventory - Minas Anor ]

a) The Gem of Venom
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Master lich on level 53 of Mordor.
b) 5 Scrolls of Genocide
c) a Scroll of Mass Genocide
d) a Staff of Genocide[1|9] (3 charges)
e) The Ring of Marwe (+2 attacks)
    It increases your strength, attack speed and ability to score critical
    hits by 2.  It sustains your charisma.  It provides resistance to fire,
    light, blindness and chaos.  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 an Ancient gold dragon on level 61 of
    Mordor.
f) The Ring of Belin (+2 to infravision)
    It increases your strength, intelligence, constitution and infravision
    by 2.  It sustains your wisdom.  It provides resistance to cold, light
    and chaos.  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 Law drake on level 65 of Mordor.
g) The Ring of Ibilin (+2)
    It increases your strength, intelligence and wisdom by 2.  It sustains 
    your strength and intelligence.  It provides immunity to paralysis.  
    It provides resistance to poison.  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 59 of
    Mordor.
// Should prob'ly sell all of these rings...
h) 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 Gabriel, the Messenger on level 69 of The
    Sacred Land Of Mountains.
i) 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 a Great Bile Wyrm on level 60 of Mordor.
j) 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 60 of Mordor.
// Tempting, but I can't spare the INT boost from my randart amulet.
k) an Amulet of Telepathy
// I've already got temporary ESP from Sense Monsters; I suppose I don't
// really need this.
l) The Chain Mail of Elegon (-2 to accuracy) [14,+11]
    It provides immunity to electricity.  It provides resistance to life
    draining, fire, dark, confusion and nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Water troll on level 41 of Moria.
// This would cover my last open immunity, but I can't spare the hit point
// boost from my current armor.
m) 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 and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master vampire on level 44 of Moria.
n) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to stealth)
    It can be activated for heal (777), curing and heroism every 300 turns
    if it is being worn. It increases your intelligence, wisdom and 
    stealth by 4.  It makes you completely fearless.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison and 
    dark.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
o) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid, shards and nether.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
p) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, stealth and speed by 4.  
    It provides immunity to fire.  It provides resistance to acid, 
    electricity, cold and nexus.  It allows you to fly.  It allows you to
    sense the presence of thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
q) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    blindness, confusion and nexus.  It allows you to sense the presence 
    of thunderlords.  It reflects bolts and arrows.  It produces a fiery
    sheath.  It drains mana.  It aggravates nearby creatures.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
// Uh... I'm never gonna wear this; why haven't I Mathomed it?
r) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It increases your strength, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to chaos.  It allows you
    to climb mountains.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
// Princess quest reward from Mdr 62.  Something of a theme here...
s) 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 in the remains of a Great Bile Wyrm on level 60 of Mordor.


  [Home Inventory - Lothlorien ]

a) 16 Sprigs of Athelas
b) 59 Potions of Cure Light Insanity
c) 52 Potions of Healing {!d!k!v!s}
d) 17 Potions of *Healing*
e) 5 Potions of Life
f) 29 Potions of Restore Mana
g) a Scroll of Craftsmanship
// 8-O Don't think I've ever even seen one of these before.  Found in a
// chest (!) dropped by an Ancient white dragon on Mdr 41.  No idea what I
// could use it on...
h) 47 Scrolls of Reset Recall
i) a Rod Tip of Healing (120 Mana to cast)
j) The Great Rod Tip of Home Summoning (75 Mana to cast)
    It cannot be harmed by acid, cold, lightning or fire.  
// 8-O 8-O I *know* I've never found this before.  And it was in the same
// chest as the Scroll of Craftsmanship above.  Holding out for a *really*
// good rod to stick it on.
k) The Ring 'Uturumnar' (+5)
    It increases your intelligence and dexterity by 5.  It sustains your 
    dexterity.  It provides immunity to paralysis.  It provides resistance 
    to acid.  It allows you to levitate.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 52 of
    The Sacred Land Of Mountains.
l) an Indestructible Ring of Speed (+8)
// Would be nice, but I don't think I can spare either of my current rings.
m) 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 Nightwing on level 61 of Dol Guldur.
// I don't think this even buys me anything, sadly; I can swap position
// with Recall, I already have fire immunity, and I've got better CON
// boosts on my other rings.
n) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area every 50+d50 turns
    if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases 
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolich on level 54 of Mordor.
o) 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 Black orc Shaman on level 46 of Moria.
p) The Cloak of Thorongil [1,+10]
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to acid.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
// Princess quest reward from Mdr 60.  Way past its sell-by date...
q) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and constitution by 4.  It provides
    immunity to acid.  It provides immunity to paralysis.  It provides
    resistance to sound, nether and chaos.  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 34 of Moria.
// ;) ;)  Was wearing this until I bought my current shield.
r) 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.  
    You found it in the remains of a Cyclops on level 50 of Moria.
s) a Jewel Encrusted Crown of Telepathy [0,+9]
    It gives telepathic powers.  It cannot be harmed by acid.  
    You found it lying in a vault on level 28 of The Sandworm lair.
// Was wearing this until I found Holhenneth.
t) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to poison and 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 Cyclops on level 50 of Moria.
u) 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 Kavlax the Many-Headed on level 41 of Moria.
v) 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 Lokkak, the Ogre Chieftain on level 28 of
    Mirkwood.
// ...and wore this until a later equipment juggling swapped in Hammerhand
// for the CON boost.
w) a Mage Staff of Power (1d4) (-2,-1) (+10)
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 10.  
    You found it in the remains of a Demilich on level 62 of Dol Guldur.
x) a Mage Staff of Mana (1d4) (+5,+3)(100%)
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity by 100%.  
    You bought it from the Black Market.
// Emergency backups in case Arms Mimicry runs out at a bad time.


  [The Mathom-house Inventory - Bree ]

a) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire lord on level 45 of Moria.
b) 97 Potions of Water Curing {quest}
// Tried to sell these, but no one would take `em.  What else was I gonna
// do with `em? ;)
c) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hezrou on level 45 of The Sacred Land Of
    Mountains.
d) The Wand of Digging of Thrain (17 charges)
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
e) The Bolt Trap Set 'Merlion Karc's Demonbane' (+17,+27) [+37] (+2)
    It is well-hidden. It can only be set off by demons.  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 28 of The Sandworm lair.
f) The Ring of Power of Ji Indur Dawndeath (+2 to speed)
    It increases your intelligence, charisma and speed by 2.  It makes you
    invisible.  It sustains your strength.  It provides resistance to 
    electricity, fire and chaos.  It allows you to fly.  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 Ji Indur Dawndeath on level 62 of Dol
    Guldur.
g) The Ring of Power of Adunaphel the Quiet (+3% of critical hits)
    It increases your strength, dexterity and ability to score critical
    hits by 3.  It makes you invisible.  It sustains your constitution and 
    charisma.  It provides immunity to paralysis.  It provides resistance 
    to acid, fire and nether.  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 Adunaphel the Quiet on level 66 of Dol
    Guldur.
h) The Ring of Power of Uvatha the Horseman (+3 to infravision)
    It increases your wisdom and infravision by 3.  It makes you
    invisible.  It makes you completely fearless.  It provides resistance 
    to cold, dark, sound and nether.  It allows you to levitate.  It
    allows you to see invisible monsters.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
i) The Ring of Power of Dwar, Dog Lord of Waw (+2 to stealth)
    It increases your wisdom and stealth by 2.  It makes you invisible.  
    It provides resistance to sound and disenchantment.  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 Dwar, Dog Lord of Waw on level 64 of Dol
    Guldur.
j) The Ring of Power of Hoarmurath of Dir (+2)
    It increases your intelligence by 2.  It makes you invisible.  It
    sustains your dexterity.  It provides immunity to paralysis.  It
    provides resistance to cold and chaos.  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 64 of Dol Guldur.
k) The Ring of Power of Adunaphel the Quiet (+2 to infravision)
    It increases your infravision by 2.  It makes you invisible.  It
    sustains your charisma.  It provides immunity to paralysis.  It
    provides resistance to acid and poison.  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 Adunaphel the Quiet on level 57 of Dol
    Guldur.
// My slowly growing Nazgul ring collection:  two Adunaphels, a Ji Indur,
// an Uvatha, a Hoarmurath and a Dwar.
l) The Ring of Durin (+2) {cursed}
    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 is heavily cursed.  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.
m) 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 Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
n) 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 80 of
    Angband.
// Well, of course.  Who else would have it? ;)
o) 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 Glaurung, Father of the Dragons on level 72
    of Erebor.
p) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
    It decreases your strength, dexterity and constitution by 5.  It
    provides immunity to paralysis.  It provides resistance to life
    draining.  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 Great Bile Wyrm on level 60 of Mordor.
q) 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.  
// Scroll of Acquirement on LoM 50. You can imagine how thrilled I was...
r) The Dragon Helm of Thrain [8,+10]
    It sustains your intelligence and wisdom.  It makes you completely
    fearless.  It provides resistance to poison, blindness and shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
// Not terribly impressive; kept it for the sentimental value.
s) 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 an Ancient blue dragon on level 44 of Moria.
t) 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 lying in a vault on level 28 of The Sandworm lair.
u) 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 Marilith on level 48 of Moria.
v) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It increases your dexterity, stealth and searching by 4.  It does
    extra damage from acid.  It poisons your foes.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    fights against evil with holy fury.  It sustains your dexterity.  It
    provides immunity to paralysis.  It provides resistance to dark.  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 68 of The Sacred Land Of
    Mountains.
w) 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 Eldrak in the town of Gondolin .
x) 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 shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Forest troll on level 40 of Moria.
a) 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 and poison.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 50 of Moria.
b) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and speed by 3.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It allows you to see
    invisible monsters.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
c) The Small Sword 'Sting' (E:15, L:1) (1d6) (+7,+8) (+2 to speed)
    It provides light (radius 1) forever.  It increases your strength, 
    dexterity, constitution, speed and attack speed by 2.  It is
    especially deadly against orcs.  It strikes at undead with holy wrath.
    It fights against evil with holy fury.  It is especially deadly
    against natural creatures.  It provides immunity to paralysis.  It
    provides resistance to light and blindness.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs, 
    spiders and undead.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Stone troll on level 44 of Moria.
// 8-O 8-O 8-O Why can't I find this with any of my fighting characters?
d) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your attack speed by 2.  It is especially deadly against
    natural creatures.  It provides resistance to disenchantment.  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 Half-ogre Priest on level 61 of Dol
    Guldur.
e) 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 an Archon on level 57 of The Sacred Land Of
    Mountains.
f) 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.  
    You found it in the remains of an Ancient multi-hued dragon on level 52 of
    The Sacred Land Of Mountains.
g) 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, poison and dark.
    It allows you to sense the presence of orcs and dragons.  It slows
    your metabolism.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient blue dragon on level 40 of Moria.
h) 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 Glaurung, Father of the Dragons on level 72
    of Erebor.
i) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    It can be activated for ball of fire (72) every 400 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, dexterity and luck by 4.  It does extra damage from fire.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It fights against evil with holy fury.  It sustains your 
    dexterity.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to fire and 
    disenchantment.  It allows you to see invisible monsters.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
// Found Narsil on Mkw 28.
j) 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 Mkw 30.
k) 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 in the remains of a Half-troll on level 40 of Moria.
l) 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 levitate.  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 Water troll on level 44 of Mordor.
m) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
    It can be wielded two-handed.  It increases your dexterity, ability to
    tunnel and speed by 5.  It sustains your dexterity.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Olog Priest on level 58 of Mordor.
n) 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 Durin's Bane on level 50 of Moria.
o) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must be wielded two-handed.  It poisons your foes.  It is very
    sharp and can cut your foes.  It is very sharp and can make your foes
    bleed.  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 strikes at undead with holy
    wrath.  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 Half-ogre on level 54 of Mordor.
p) 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.
q) 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 Half-troll Chieftain on level 46 of Moria.
r) The Spear of Orome (4d6) (+15,+15) (+4)
    It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your intelligence, wisdom, searching, infravision, 
    ability to tunnel and speed by 4.  It does extra damage from fire.  It
    is especially deadly against dragons.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to life draining, fire
    and light.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of giants.  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 Snotling on level 63 of Dol Guldur.
s) The Trident of Wrath (3d8) (+16,+18) (+2)
    It can be wielded two-handed.  It increases your strength and 
    dexterity by 2.  It produces chaotic effects.  It is a great bane of
    undead.  It fights against evil with holy fury.  It provides
    resistance to light and dark.  It allows you to see invisible
    monsters.  It drains mana.  It has been blessed by the gods.  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 .
t) 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 Smaug the Golden on level 62 of The Sacred
    Land Of Mountains.
u) 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 lying in a vault on level 50 of Moria.
v) 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 an Elite uruk on level 43 of Moria.
w) 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 a Dracolich on level 54 of Mordor.
x) The Horn of Rohan (+2)
    It can be activated for heroism, berserker, and haste every 250 turns
    if it is being worn. It increases your wisdom and charisma by 2.  It
    allows you to sense the presence of dragons.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 49 of Mordor.


Last updated 2008-06-15 6:52pm EDT


Comments

2006-09-29 7:48pm EDT
I was bound and determined that I was going to scum the Sandworm Lair for stat potions for this poor guy. As you can tell by the name index, it took several disastrous iterations before I finally nailed down the necessary ground rules (no more than two levels in a sitting, counting the one you just recalled back to; if you didn't cast Sense Hidden or Sense Monsters within recent memory, cast them now; abandon the level immediately the minute you see a Sandworm) that enabled me to survive long enough to get Vision up to wizard-lite levels, which made things a bit easier. I still want to get my STR and CON up some more, but I've found enough cool stuff that I figured I should put up a character sheet.

2006-10-07 3:13pm EDT
After topping off my CON in the Sandworm Lair, swept Orc Cave and Mirkwood, plus a couple side dungeons searching [successfully… ;)] for dungeon towns. This is now officially the farthest I've ever gotten this guy. I'll have to remember this strategy for future passes.

2006-11-18 4:44pm EST
Swept Moria (well, to the extent that one can "sweep" the churn-fest that is the Mines of Moria…); also did most of the remaining side quests, and did a hit-n-run into Helcaraxe to get Forochel. This is actually a surprisingly deadly combination, now that he's actually survived the early stages. Prob'ly hit SLoM next to get fire immunity covered.

2007-02-02 8:52pm EST
About halfway through the Sacred Land of Mountains, it occurred to me that I wouldn't be able to use Trone's coat as a source of fire immunity, because I can't afford to lose the hit point boost from my current randart armor. :-} Fortunately, I found another source… ;) Done LoM; Mordor is next.

2007-06-10 10:51pm EDT
Swept Mordor. Picked up Symbiosis from Mr. F. Fingers, which is probably where the rest of my skill points will go, once I top off the multiplier.

2007-12-22 8:59pm EST
Swept Dol Guldur. No events of note. (Gotta be careful not to get too complacent with this guy… :-}). Ring-hunting now.

2008-06-15 6:52pm EDT
I haven't been having much luck with the alternate Ring-bearers recently. (I haven't checked all of them yet, though; still looking for a source of underwater breathing). Power-diving through Angband, then. And reminded afresh that this guy is a weird combination of amazingly deadly and nerve-wrackingly fragile… ;)

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