The Angband Ladder: Sorc II, Yeek Sorceror by <yzilbergleyt@yahoo.com>

  [ToME 2.3.0 Character Sheet]

 Name  : Sorc II                Age                 75       STR:     40       
 Sex   : Male                   Height              33       INT!     40       
 Race  : Spectre Yeek           Weight              38       WIS:     40       
 Class : Sorceror               Social Class        63       DEX:     40       
 Body  : Player                                              CON:     40       
 God   : Eru Iluvatar                                        CHR:     40       
                                                                               
 + To Melee Hit           2 Level             50    Max Hit Points       645   
 + To Melee Damage      -32 Experience   8867825    Cur Hit Points       621   
 + To Ranged Hit         59 Max Exp      8867825    Max SP (Mana)       1955   
 + To Ranged Damage      19 Exp to Adv.    *****    Cur SP (Mana)       1863   
   AC                37+117 Gold        11054239    Piety              50329   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Bad          Perception  : Good         Blows/Round:  4         
 Bows/Throw  : Heroic       Searching   : Good         Shots/Round:  1         
 Saving Throw: Good         Disarming   : Good         Mel.dmg/Rnd:  4d4-128   
 Stealth     : Fair         Magic Device: Bad          Infra-Vision: 1360 feet 
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of five children of a master Yeek.  You are a            
          well liked child.  You have brown eyes, straight brown               
          hair, and a very dark complexion.                                    
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mordor: Level 65 (3250')
        Angband: Level 102 (5100')
        Barrow-Downs: Level 1 (50')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 43 (2150')
        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 Sandworm lair: Level 27 (1350')

 Your body was a Player.
 You have defeated 1871 enemies.
 You tried to destroy Melkor forever, but died in the attempt.
 Arda will be quiet, but not free from evil.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved Bree from a dreadful Nazgul.
 You saved no princesses.
 You saved Arda and became a famed King.
 You found none of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 15th Quelle of the 2890th year of the third age.
 Your adventure lasted 29 days.

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Lothlorien.
You can cast magic missiles.
You can restore lost life forces.
You feel heroic.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe underwater.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.

Skills (points left: 0)
 - Sneakiness                                    00.500 [0.900]
          . Stealth                              00.000 [0.400]
 - Magic                                         50.000 [1.000]
          . Magic-Device                         00.500 [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]
          . Udun                                 10.000 [0.400]
          . Necromancy                           30.600 [0.900]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          50.000 [0.900]
 - Spirituality                                  06.050 [0.550]
          . Prayer                               00.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting


  [Fates]

You are fated to meet a Pitiful-looking beggar on level 5.
You are fated to find an Essence of Poison on level 1.
You may find a Morphic Oil of 0 on level 1.
You may meet a Snaga on level 1.
You may find a Scroll of Aggravate Monster on level 1.
You are fated to find a Morphic Oil of 0 on level 4.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (-27,-22)(80%) (+4) {@w0!d!k!s!v}
        It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 4.  It increases your mana capacity by 
    80%.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
d) The Long Bow of Bard (x5) (+17,+19) (+2)
    
    It increases your dexterity, constitution and luck by 2.  It provides
    immunity to paralysis.  It provides resistance to fire.  It allows you
    to sense the presence of dragons.  It fires missiles with extra might.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
e) The Ring 'Istaur' (+5) {LtCnfSndChs}
    
    It increases your strength, intelligence, constitution and charisma by 
    5.  It provides resistance to light, confusion, sound and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
f) The Ring of Power 'Vilya' (+12,+12) (+3)
    It can be activated for greater healing (900) every 200+d200
    turns if it is being worn. It increases your strength, intelligence, 
    wisdom, dexterity, constitution, charisma, speed and luck by 3.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to life draining, poison and disenchantment.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 94 of Mount Doom.
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
    It grants you
    the power of restore life if it is being worn.  It provides light
    (radius 1) forever.  It can be used to store a spell.  It increases 
    your intelligence, wisdom and luck by 2.  It increases your mana
    capacity by 40%.  It sustains your intelligence and wisdom.  It
    provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    good beings.  It slows your metabolism.  It speeds your regenerative
    powers.  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 Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns
     if it is being worn. It provides light (radius 3) forever.  It 
    increases your speed and luck by 3.  It provides resistance to life
    draining, light, dark and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 81 of Angband.
n) The Metal Lamellar Armour 'Tancarn' (-4,-19) [23,+14](40%) {IF,Dsn}
    It increases your 
    hit points by 40%.  It sustains your wisdom and dexterity.  It
    provides immunity to fire.  It provides resistance to disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
o) The Fur Cloak of Norien [3,+7] {IE,IC,DkSnd}
    
    It sustains your constitution.  It provides immunity to electricity
     and cold.  It provides resistance to electricity, dark and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
p) 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 poison, sound 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 25 of The Sandworm lair.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It
    provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 102 of
    Angband.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it
    is being worn. It grants you the power of magic missile if it is being
    worn.  It increases your dexterity and luck by 4.  It provides
    immunity to paralysis.  It provides resistance to life draining and 
    acid.  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.
x) The Pair of Hard Leather Boots of Feanor [3,+20] (+15)
    It can be activated for speed (dur
    20+d20) every 250 turns if it is being worn. It increases your speed
     by 15.  It provides resistance to nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
z) (nothing)
{) The Seeker Arrow of Bard (8d4) (+20,+15) (+0 to speed)
    It decreases 
    your speed by 0.  It does extra damage from acid, electricity, fire
     and frost.  It poisons your foes.  It is a great bane of dragons.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  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 is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
|) The Mattock of Nain (+12,+18) (+6 to searching)
    
    It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your strength, searching, infravision and ability
    to tunnel by 6.  It does extra damage from acid.  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 provides resistance to acid, dark and disenchantment.  It
    allows you to climb mountains.  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 94 of Mount Doom.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {@m1@b1!d!k!s!v}
    It cannot be
    harmed by fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
b) a Fireproof Tome of the Eternal Flame {@m6@b6!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
c) a Fireproof Tome of the Blowing Wind {@m5@b5!d!k!s!v}
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
d) a Fireproof Tome of the Impenetrable Earth {@m0@b0!d!k!s!v}
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
e) a Fireproof Tome of the Everrunning Wave {@m3@b3!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
f) a Fireproof Tome of Translocation {@m9@b9!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
g) a Fireproof Tome of the Tree {@m4@b4!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
h) a Fireproof Tome of Knowledge {@m2@b2!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
i) a Fireproof Tome of the Time {@m8@b8!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
j) a Fireproof Tome of Meta Spells {@m7@b7!d!k!s!v}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
k) a Fireproof Tome of the Mind {!d!k!s!v}
l) a Fireproof Unholy Tome of the Hellflame {!d!k!s!v}
    
    You found it lying in a vault on level 22 of The Sandworm lair.
m) 19 Potions of Healing
    
n) a Potion of *Healing*
o) 5 Potions of Restore Mana
p) a Golden Rod of the Istari of Nothing (250/250)
q) an Adamantite Rod of the Istari of Nothing (400/400)
{!d!d!d!k!k!k!s!s!s!v!v!}
r) a Mage Staff of Power (1d4) (+6,-4) (+10) {@w0!d!k!s!v}
    It can
    be wielded two-handed.  It can be used to store a spell.  It increases 
    your spell power by 10.  
    You found it lying in a vault on level 25 of The Sandworm lair.
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Fireproof Tome of Magical Energy {@m1@b1!d!k!s!v}
b) a Fireproof Tome of the Eternal Flame {@m6@b6!d!k!s!v}
c) a Fireproof Tome of the Blowing Wind {@m5@b5!d!k!s!v}
d) a Fireproof Tome of the Impenetrable Earth {@m0@b0!d!k!s!v}
e) a Fireproof Tome of the Everrunning Wave {@m3@b3!d!k!s!v}
f) a Fireproof Tome of Translocation {@m9@b9!d!k!s!v}
g) a Fireproof Tome of the Tree {@m4@b4!d!k!s!v}
h) a Fireproof Tome of Knowledge {@m2@b2!d!k!s!v}
i) a Fireproof Tome of the Time {@m8@b8!d!k!s!v}
j) a Fireproof Tome of Meta Spells {@m7@b7!d!k!s!v}
k) a Fireproof Tome of the Mind
l) a Fireproof Unholy Tome of the Hellflame
m) a Potion of Restore Mana
n) a Golden Rod of Capacity of Nothing (250/250)
o) The Ring of Power of Uvatha the Horseman (+3)
    It 
    increases your wisdom and charisma by 3.  It makes you invisible.  It
    sustains your dexterity.  It provides immunity to paralysis.  It
    provides resistance to fire 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 Uvatha the Horseman in the town of Bree .
p) The Mithril Chain Mail of Mingrinor (-60,-13) [28,+11](20%) {IEAcdDrkSrdNex}
    
    It increases your hit points by 20%.  It provides immunity to 
    electricity.  It provides resistance to acid, dark, shards and nexus.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
q) a Cloak of Air [1,+9] {!k!k!k}
r) The Hard Leather Cap of Thranduil [2,+10] (+2) {Blnd}
    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 lying in a vault on level 25 of The Sandworm lair.
s) 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 blindness.  It allows
    you to climb mountains.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
t) The Short Bow of Baregori (x4) (+28,+21) (+2 to speed)
    
    It provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and speed by 2
    .  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 Gelugon on level 70 of The Sacred Land Of
    Mountains.
u) 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 lying in a vault on level 25 of The Sandworm lair.
v) a Mage Staff of Wizardry (1d4) (+7,+7)(80%) (+4)


  [Home Inventory - Gondolin ]

a) The Golden Horn of the Thunderlords (4 charges) {100% off}
b) The Ring of Power of Akhorahil the Blind (+2 attacks)
    It 
    increases your constitution, attack speed and ability to score
    critical hits by 2.  It makes you invisible.  It sustains your 
    charisma.  It provides resistance to fire, confusion, sound 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 Akhorahil the Blind on level 52 of Illusory
    Castle.
c) an Indestructible Ring of Speed (+13)
d) The Ring of Flare (+3)
    It can be activated for dimension door every 100 turns if it is
    being worn. It grants you the power of swap position if it is being
    worn.  It increases your strength, constitution, charisma and 
    searching by 3.  It provides immunity to fire.  It allows you to fly.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of thunderlords.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
e) an Amulet of Brilliance (+6)
    
    It provides light (radius 1) forever.  It increases your intelligence
     and wisdom by 6.  
    You bought it from the Jewelry Shop.
f) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
g) 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 in the remains of a Great Hell Wyrm on level 69 of The Sacred
    Land Of Mountains.
h) 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 Great Bile Wyrm on level 69 of The Sacred
    Land Of Mountains.
i) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching)
    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 cannot be harmed
    by acid, cold, lightning or fire.  
j) 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 Itangast the Fire Drake on level 70 of The
    Sacred Land Of Mountains.
k) 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.
l) 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 22 of The Sandworm lair.
m) The Cloak 'Holcolleth' [1,+4] (+2)
    It can
    be activated for sleep nearby monsters every 55 turns if it is being
    worn. It increases your intelligence, wisdom, stealth and speed by 2.  
    It provides resistance to acid.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
n) a Shadow Cloak of the Magi (-1,-4) [6,+19] (+4)
    It 
    increases your intelligence, stealth and speed by 4.  It sustains your 
    intelligence.  It provides immunity to paralysis.  It provides
    resistance to light and dark.  It cannot be harmed by acid.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
o) The Feathers Cloak of Baren [1,+12] {IF,LtSndDsn}
    
    It sustains your dexterity and constitution.  It provides immunity to 
    fire.  It provides resistance to cold, poison, light, sound and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 25 of The Sandworm lair.
p) The Cloak of Mist of Giluchad [1,+4] {FA,AcdFrDrkCnfDsn}
    It
    sustains your strength and intelligence.  It provides immunity to
    paralysis.  It provides resistance to acid, fire, dark, confusion and 
    disenchantment.  It produces a fiery sheath.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
q) The Cloak of Mist 'Lorth' [1,+14] {IE,SrdDsn}
    It
    sustains your charisma.  It provides immunity to electricity.  It
    provides resistance to shards, nether and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
r) a Jewel Encrusted Crown of the Magi [0,+17] (+3) {DsnRgn}
    It 
    increases your intelligence by 3.  It sustains your intelligence.  It
    provides resistance to acid, electricity, fire, cold and 
    disenchantment.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
s) 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 in a vault on level 70 of The Sacred Land Of Mountains.
t) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
u) 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 in a vault on level 22 of The Sandworm lair.
v) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can
    be activated for fire branding of bolts every 999 turns if it is being
    worn. It increases your speed by 10.  It provides resistance to fire
     and sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 69 of The Sacred Land
    Of Mountains.
w) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    It increases your searching, infravision, ability to
    tunnel and luck by 3.  It does extra damage from acid.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It allows you to sense the presence of orcs and trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.


  [Home Inventory - Minas Anor ]

a) The Ring of Egoloron (+9) {FrCnf}
    It increases 
    your wisdom, constitution, charisma, stealth, speed and attack speed
     by 9.  It sustains your constitution.  It provides resistance to fire
     and confusion.  It allows you to levitate.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Jewelry Shop.
b) The Ring of Durin (+2)
    It grants you the power of midas
    touch if it is being worn.  It increases your strength, constitution
     and charisma by 2.  It sustains your strength, constitution and 
    charisma.  It provides resistance to life draining, acid, cold, dark, 
    nether and chaos.  It allows you to sense the presence of evil beings.
    It drains experience.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
c) The Mouse Fur of Nuluil [1,+19] {IAIC}
    It sustains your constitution.  It provides immunity to 
    acid and cold.  It provides resistance to poison and light.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 94 of Mount Doom.
d) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3)
    It grants you
    the power of panic hit if it is being worn.  It increases your 
    intelligence, dexterity, charisma, stealth, searching and speed by 3.  
    It provides immunity to paralysis.  It provides resistance to light
     and dark.  It allows you to levitate.  It allows you to sense the
    presence of good beings and unique beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
e) The Long Bow of Aindol (x3) (+33,+18) (+3)
    
    It provides light (radius 1) forever.  It increases your strength, 
    intelligence, constitution and charisma by 3.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 94 of Mount Doom.
f) a Climbing Set


  [Home Inventory - Lothlorien ]

a) 99 Potions of Water Curing {quest}
b) a Dwarven Lantern of the Magi (+1)
    It grants you
    the power of magic map if it is being worn.  It provides light (radius
    2) forever.  It can be used to store a spell.  It increases your 
    intelligence, wisdom and charisma by 1.  It makes you invisible.  It
    provides resistance to blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
c) The Cloak of Sorme [1,+15] (+2 to stealth) {IAIF}
    It increases your stealth by 2.  It
    provides immunity to acid and fire.  It provides resistance to 
    electricity, fire and nether.  It produces a fiery sheath.  It
    produces an electric sheath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
d) an Ancient multi-hued dragon corpse


  [The Mathom-house Inventory - Bree ]

a) The Crumpled Scroll of Mass Resurrection
    It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
b) The Bolt Trap Set of Ahromarwar (+25,+15) [+30] (+3)
    
    It is well-hidden. It rearms itself.  It fires missiles with extra
    might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
c) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is
    well-hidden. It rearms itself.  It can teleport monsters to you.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
d) 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 69 of The Sacred Land Of Mountains.
e) The Ring of Tulkas (+4)
    
    It can be activated for haste self (75+d75 turns) every 150+d150 turns
     if it is being worn. It increases your strength, dexterity, 
    constitution and speed by 4.  It allows you to sense the presence of 
    evil beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
f) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
g) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
h) The Necklace 'Nauglamir' (+3)
    
    It provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  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 70 of The Sacred Land Of Mountains.
i) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
j) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    
    It can be activated for star ball (150) every 1000 turns if it is
    being worn. It provides light (radius 1) forever.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to fire, cold, poison, light and dark.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    dragons.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) 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, sound, shards and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
l) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can
    be activated for destroy doors and traps every 10 turns if it is being
    worn. It increases your intelligence, wisdom and constitution by 3.  
    It provides resistance to acid, poison, confusion and shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
m) 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 chaos.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 70 of The
    Sacred Land Of Mountains.
n) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
o) 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 a Green Thunderlord in a plain of grass.
p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    
    It can be activated for genocide every 500 turns if it is being worn. 
    It increases your strength and charisma by 4.  It provides resistance 
    to acid, electricity, fire, cold, poison, dark and disenchantment.  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 Ice Wyrm on level 70 of The Sacred
    Land Of Mountains.
q) 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 in a vault on level 22 of The Sandworm lair.
r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It 
    increases your dexterity and speed by 3.  It provides resistance to 
    acid, poison and shards.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
s) The Thunderlord Coat of Marda [9,+25] (+5)
    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, cold, 
    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 cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
t) The Cloak 'Colluin' [1,+20]
    
    It can be activated for resistance (20+d20 turns) every 111 turns if
    it is being worn. It provides resistance to acid, electricity, fire, 
    cold and poison.  It allows you to sense the presence of good beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
u) The Cloak of Thingol [1,+18] (+3)
    It can
    be activated for recharging every 70 turns if it is being worn. It 
    increases your dexterity and charisma by 3.  It provides immunity to
    paralysis.  It provides resistance to acid, fire and cold.  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 22 of The Sandworm lair.
v) 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.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
w) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
x) The Large Leather Shield of Celegorm [4,+20]
    
    It provides resistance to acid, electricity, fire, cold, light, dark
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 44 of Moria.
a) The Large Metal Shield of Anarion [5,+20]
    It sustains your 
    strength, intelligence, wisdom, dexterity, constitution and charisma.  
    It provides resistance to acid, electricity, fire, cold and confusion.
    It allows you to sense the presence of evil beings.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
b) The Shield of Deflection of Gil-galad [10,+20] (+5)
    
    It can be activated for starlight (75) every 75+d75 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom, 
    dexterity and charisma.  It provides resistance to acid, electricity, 
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Ice Wyrm on level 70 of The Sacred
    Land Of Mountains.
c) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
    It decreases your strength, dexterity and 
    constitution by 5.  It provides immunity to paralysis.  It allows you
    to see invisible monsters.  It gives telepathic powers.  It is cursed.
    It can re-curse itself.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
d) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    
    It can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
e) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    
    It can be activated for temporary ESP (dur 20+d20) every 20+d50 turns
     if it is being worn. It increases your intelligence, dexterity, 
    charisma, searching and spell power by 3.  It provides resistance to 
    acid, fire, shards and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 91 of Mount Doom.
f) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
g) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
h) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
i) The Steel Helm 'Lebohaum' [20,+80]
    
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
j) 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.
k) 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 69 of The Sacred Land Of Mountains.
l) 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 Akhorahil the Blind on level 52 of Illusory
    Castle.
m) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    It can be activated for remove fear and cure poison every 5
    turns if it is being worn. It increases your dexterity and charisma by 
    5.  It sustains your constitution and charisma.  It provides immunity
    to paralysis.  It provides resistance to confusion, nether and chaos.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
n) The Pair of Metal Shod Boots of the Machine [6,+24] (+3)
    It 
    increases your intelligence, ability to tunnel and speed by 3.  It
    provides resistance to confusion, shards and chaos.  It allows you to
    sense the presence of non-living things.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
o) 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.  
    You found it lying in a vault on level 92 of Mount Doom.
p) 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 Lorgan, Chief of the Easterlings on level
    44 of Moria.
q) 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 lying in a vault on level 25 of The Sandworm lair.
r) 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 lying in a vault on level 22 of The Sandworm lair.
s) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2)
    It can
    be activated for mass genocide every 1000 turns if it is being worn. 
    It increases your strength, intelligence, wisdom, dexterity, 
    constitution and charisma by 2.  It does extra damage from frost.  It
    is especially deadly against orcs.  It is a great bane of demons.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to cold.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It allows you to
    sense the presence of non-living things.  It has been blessed by the
    gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Vecna, the Emperor Lich on level 87 of
    Mount Doom.
t) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
    It must be wielded two-handed.  It increases your strength, 
    constitution and ability to tunnel by 3.  It does extra damage from 
    acid and fire.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is a great bane of demons.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to acid, fire, light, dark and chaos.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 44 of Moria.
u) 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 in a vault on level 70 of The Sacred Land Of Mountains.
v) The Dagger of Rilia (2d4) (+4,+3)
    
    It can be activated for stinking cloud (12), rad. 3, every 4+d4 turns
     if it is being worn. It poisons your foes.  It is especially deadly
    against orcs.  It provides resistance to poison and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
w) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    
    It increases your intelligence, dexterity and speed by 3.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It provides resistance to 
    sound.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
x) The Main Gauche of Azaghal (2d5) (+12,+14)
    It is a great bane
    of dragons.  It provides immunity to fire.  It makes you completely
    fearless.  It allows you to sense the presence of dragons.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 70 of The Sacred
    Land Of Mountains.
a) The Small Sword 'Sting' (E:10, 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
b) 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 Lorgan, Chief of the Easterlings on level
    44 of Moria.
c) 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 lying in a vault on level 22 of The Sandworm lair.
d) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+4)
    It
    provides light (radius 1) forever.  It increases your searching by 4.  
    It does extra damage from electricity.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It makes you completely fearless.  
    It provides resistance to electricity, fire and blindness.  It allows
    you to sense the presence of orcs, trolls and giants.  It slows your
    metabolism.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
e) 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, dark and chaos.  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 lying in a vault on level 92 of Mount Doom.
f) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be
    activated for ball of cold (100) every 300 turns if it is being worn. 
    It provides light (radius 1) forever.  It increases your speed by 10.  
    It does extra damage from frost.  It is especially deadly against
    trolls.  It is a great bane of demons.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to cold and light.  It allows you to see invisible
    monsters.  It slows your metabolism.  It speeds your regenerative
    powers.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
g) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
h) 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
i) 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 Shadow drake on level 69 of The Sacred
    Land Of Mountains.
j) 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 sound, nexus, chaos 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.  
    You found it lying in a vault on level 22 of The Sandworm lair.
k) 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.
l) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    It
    must be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your strength by 2.  It does extra damage from fire.  It 
    poisons your foes.  It is very sharp and can cut your foes.  It is a
    great bane of dragons.  It is especially deadly against trolls.  It
    provides immunity to paralysis.  It provides resistance to fire and 
    poison.  It allows you to sense the presence of dragons.  It slows
    your metabolism.  It speeds your regenerative powers.  It drains life.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
m) 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.
n) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    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 fire, 
    chaos and disenchantment.  It drains mana, life and experience.  It
    aggravates nearby creatures.  It carries an ancient foul curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
o) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
p) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
q) 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 lying in a vault on level 44 of Moria.
r) 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 22 of The Sandworm lair.
s) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
    It can
    be activated for drain life (120) every 400 turns if it is being worn. 
    It increases your wisdom and constitution by 3.  It is especially
    deadly against dragons.  It allows you to sense the presence of undead
     and evil beings.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 44 of Moria.
t) The Glaive of Pain (E:45, L:3) (9d6) (+0,+30)
    It can be wielded
    two-handed.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
u) 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 in a vault on level 44 of Moria.
v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be wielded
    two-handed.  It can be activated for word of recall every 200 turns if
    it is being worn. It increases your dexterity and charisma by 3.  It
    does extra damage from fire and frost.  It provides immunity to
    paralysis.  It provides resistance to fire, cold and light.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
w) The Lance of Eorlingas (3d8) (+3,+21) (+2)
    
    It must be wielded two-handed.  It increases your strength, dexterity
     and speed by 2.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  It makes you completely fearless.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
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 lying in a vault on level 70 of The Sacred Land Of Mountains.
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.  
    You found it lying in a vault on level 92 of Mount Doom.
b) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    It can be
    wielded two-handed.  It increases your searching, infravision and 
    ability to tunnel by 10.  It is especially deadly against giants.  It
    fights against evil with holy fury.  It makes you completely fearless.
    It provides resistance to acid, electricity, fire and cold.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
c) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
    
    It increases your attack speed by 2.  It is a great bane of dragons.  
    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 a Great Bile Wyrm on level 69 of The Sacred
    Land Of Mountains.
d) 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 lying in a vault on level 69 of The Sacred Land Of Mountains.
e) The Whip of Gothmog (3d6) (+15,+16) (-2)
    
    It provides light (radius 1) forever.  It decreases your intelligence, 
    dexterity and infravision by 2.  It does extra damage from fire.  It
    is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It strikes at demons with holy wrath.  It is
    especially deadly against natural creatures.  It provides resistance 
    to fire and light.  It allows you to sense the presence of spiders and 
    demons.  It speeds your regenerative powers.  It drains life.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
f) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
g) 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 lying in a vault on level 22 of The Sandworm lair.
h) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It can
    be activated for identify spell every 10 turns if it is being worn. It
    can be used to store a spell.  It increases your intelligence and 
    wisdom by 4.  It fights against evil with holy fury.  It provides
    resistance to light.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 44 of Moria.
i) 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 an Ancient multi-hued dragon on level 70 of
    The Sacred Land Of Mountains.
j) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
    It can be wielded two-handed.  It can be
    activated for dispel evil (x4) every 100+d100 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your 
    strength, wisdom and speed by 4.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It provides resistance 
    to life draining, electricity, fire, nether and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
k) 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 sound.  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 lying in a vault on level 92 of Mount Doom.
l) 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 lying in a vault on level 25 of The Sandworm lair.
m) 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 92 of Mount Doom.
n) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be
    wielded two-handed.  It can be activated for alter reality every 100
    turns if it is being worn. It can cause earthquakes.  It is a great
    bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
o) 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 69 of The Sacred Land Of Mountains.
p) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    
    It increases your dexterity and stealth by 3.  It provides resistance 
    to disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 50 of Cirith Ungol.
q) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It can be
    activated for magic arrow (10d10) every 20+d20 turns if it is being
    worn. It increases your strength and constitution by 2.  It provides
    resistance to electricity, light, dark and blindness.  It fires
    missiles with extra might.  It aggravates nearby creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
r) The Silver Bolt 'Balefire' (6d5) (+20,+15)
    
    It provides light (radius 1) forever.  It does extra damage from fire.
    It is a great bane of demons.  It is a great bane of undead.  It
    allows you to sense the presence of demons and undead.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 102 of
    Angband.
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 an Ancient gold dragon on level 69 of The
    Sacred Land Of Mountains.
t) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It increases your dexterity and speed by 4.  
    It provides resistance to acid, electricity, fire and cold.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of The Sacred Land Of Mountains.
u) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) {cursed}
    
    It increases your dexterity and speed by 3.  It poisons your foes.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    acid, electricity, fire, cold and sound.  It speeds your regenerative
    powers.  It prevents teleportation.  It is 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.



Posted on 20.12.2004 07:40
Last updated on 21.12.2004 08:40

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4316. on the Ladder (of 18915)
983. on the ToME Ladder (of 3145)
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On 20.12.2004 07:40 yzilbergleyt@yahoo.com wrote:
My most successful Yeek sorceror so far. Advanced mainly through Thaumaturgy area spells though. Using "very unusual rooms" for the loot. Currently trying to figure out a way to do the Invasion of Gondolin quest.

On 20.12.2004 07:42 yzilbergleyt@yahoo.com wrote:
My most successful Yeek sorceror so far. Advanced mainly through Thaumaturgy area spells though. Using "very unusual rooms" for the loot. Currently trying to figure out a way to do the Invasion of Gondolin quest.

On 20.12.2004 07:43 yzilbergleyt@yahoo.com wrote:
Oops, sorry for the double comment. Reposted an updated dump using the previous form and forgot to clear the comment field >_<

On 21.12.2004 04:16 Elliott946@aol.com wrote:
Why the points in Udon? Couldn't you have gotten undead form instead if you had just put the points into necromancy and then bought the ability?

On 21.12.2004 08:36 wrote:
Yeah I could have, but I thought Wraithform to be more useful even for a spectre. What I really shouldn't have done was put any points into Necromancy at all. I only did it for Vampiricism: dealing damage and healing at the same time. But I never ended up using it since I killed just about everything in the game using the Area affect spells from Thaumaturgy while hiding behind walls, often permanent ones. Morgoth fell that way. I think I could have actually gone on to kill Melkor the same way, but was too bored of the character to scum for potions of *Healing* and Restore Mana.

On 21.12.2004 17:40 Elliott946@aol.com wrote:
Oh, I have no doubt you could have gone after Melkor as well, though its never a sure thing, given the difficulty of making it through the Void and Nether Realms.

Basically, Thaumatugist area spells are probably too powerful. Well, I'd actually argue that they DON'T inflict too much damage, seeing as how they only have a range of 3 or 4 squares and that's too close for comfort when you're a mage, so they HAVE to inflict a ton of damage. Its the shooting over walls part that throws it out of balance. As I understand it, they're being reworked in 3.0.

Playing a Yeek Bard who got Thaumaturgy through FF quests, I managed to get all the way to Melkor, but died (twice! I had the Blood of Life.) while fighting him and failed. He used mostly barehand in the early going, but by the Nether Realm had switched almost entirely to area spells.

On 21.12.2004 21:18 yzilbergleyt@yahoo.com wrote:
Yeah, the Area spells are definitely overpowered. But if they *do* get fixed to not work through walls in 3.0, then they better fix the Ball spells too. Not only do the Ball spells do too little damage (Yd1 as opposed to XdY), but they also can't be targetted over opponents' heads like pretty much every other Ball spell (and Breath) in the game. This makes them virtually useless for damage.

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