Introduction
Well, this is ironic. I've been wanting to start a Haftedmaster for a while now. AFAIK, it doesn't get much better than this... but I've never played a character like this either -- not a pure fighter, and not a Melkor worshipper, so I hope I don't mess it up!
Chatter
So what counts as hafted? (yes, back to that again...)
NeilStevens: Anything that says it's hafted on inspection.
It figures... BDw2 reward was a Frozen Trident of *Slay Undead* (+2 to something). I have to say I'm enjoying this character, but I'm not at all used to pure melee types.
MayLith: Um, this may be a dumb question, but do Haftedmasters get critical hits? Or only stunning blows?
NeilStevens: Any weapon can score one, and in fact heavier weapons are more likely to get them. Only the critical hits skill is restricted (to swords of weight less than, or maybe less than or equal to, 5.5 pounds). Higher armor class helps, too.
Note that as a Melkor follower you can sac some hit points for permanent, innate damage bonuses. If you can juggle your armor to let you wear an amulet of antimagic, and get over, say, 900 HP, I'd consider doing it some.
MayLith: Are you given a choice as to how many HP to sacrifice? (And I've been debating doing the antimagic thing... which I've *never* done before... ooog.)
NeilStevens: I don't remember exactly how much control you get, but I do remember you don't get forced into doing a large amount at once. Just roll up a new Melkor follower and try it there before trying it on your real one.
MayLith: Thanks. I remember sacrificing spell books and seeing the option, but at the time, I didn't have nearly enough hitpoints to dare trying it. Still don't, really -- only 511, though I'm not maxxed out yet. Hopefully doing Maximize off will help.
FeathinSilyar: And as a matter of fact, the stunning blows can only activate on a critical hit. Which makes Tulkas actually potentially better than Melkor for Haftedmasters (and IMHO, they then are the only warriors/melee chars not unquestionably best off with Melkor) since Divine Aim <19 makes all blows critical. But then Curse's slowing combined with the stunning you get anyway from high skill is still likely better than just stunning.
MayLith: Thanks to you both. I need to go read killerbunnies again.
MayLith: Minor dilemma: Do I keep my 3-piece Rod of Gondolin, which gives me +3 CON and one more attack, or do I start carrying Skullcleaver, which has +5 STR, antimagic, and aggravation (and a FA hole, probably a few others.) Oh, and btw, check the melee damage per round in the character sheet <eg>.
MassimilianoMarangio: The activation of Skullcleaver is very nice, too (*Destruction* every 200+1d200 turns)
ZasVid: Hoom... how do you disarm traps? Manually? You know, only two more points in Conveyance and you can easily destroy them with Disarm spell. Useful for a warrior and doesn't eat up a good rod.
MayLith: Manually, atm, with lots of detection and changing tactics as needed for disarming. I took the original Conveyance offering from FF with an eye towards disarming.... I was hoping for an additional FF boost before I put more skill points into it, but if it doesn't come soon, I'll go ahead and do it. (Actually, what I would really love would be directed void jumpgates, but I don't think my skill points will stretch that far...) Thank you... I need all the help I can get.
Coming up rapidly on CL41, now. Last god quest is next, then wrap up Moria (maybe Khazad-dum? I've only done that house quest once before, I'm a bit scared of it) and back to polish off the rest of Mordor... (I hope.)
Sad part is there is no chance of me winning with this char before Thanksgiving due to some RL issues. But it'll still be fun.
Game log
I levelled up a little in the wilderness, then did the Thieves quest. I'm about to go get Maggot's sling and then start into the Barrow downs. (Not like I plan on investing in archery (though... ?) but I always make a point of finishing that quest.
Barrow Downs BDw1: Princess, 11 Rot Jellys
BDw2: Princess, 5 Green glutton ghosts
- er, hey, I got a God quest. Forgot about that -- oops! But, no see invis yet.
BDw3: Princess, 11 Baby red dragons - Lucerne Hammer. Made CL12.
BDw4: Princess, 6 Giant tan bats. Geeze, much easier than the last two!
BDw5: Princess, 10 Green molds. Made CL13.
BDw6: Princess, 10 Mongbats. Ugh... I hate mongbats! Rotten reward, too.
BDw7: Princess, The Rat King. He almost killed me -- down to '1' and 29/205. Now I'm being offered two Morning Stars to pick between? Oh, the agony... Then I'm out of healing potions, poisoned, and even *fewer* hitpoints...I go from '1' to '0'. In desperation, I quaff my one un-ID'd potion, and it turns out to be Neutralize Poison. Praise Melkor!!!
CL 15, btw.
BDw8: Lost Sword for 17 Creeping mithril coins.
BDw9: Princess, 11 Stegocentipedes, plus Brodda. CL18.
BDw10: Princess, 6 Skeleton humans. (Huh!?!) Still no Smeagol... CL19.
That's got to be one of the easiest Barrow Downs ever (except for those blasted Green glutton ghosts.)
Just went to Gondolin (the weapon store there caps at 10k, sigh) and got a fate to find Durandil on DL2. It figures.
Collected Durandil -- I suppose I'll mathom it, but not yet. Tried to do the first God quest and got my keester collectively kicked. I DID clear the first level, so I don't think I've lost it yet, but I didn't have double-immunity to fire (just single rfire), and that was deadly. I took a lot of damage, lost a LOT of items (including scads of potions/scrolls and, worst, my shiny double-ego polearm that gave me See Invis, *sob*), and basically ran screaming.
So, I ducked over to the Orc Caves. Top level treated me to both Wormtongue (wondered when he'd show up!!!) and Vort; no interesting drops. Still no Smeagol; where the heck is he?! I've done only a couple of DL's in the Orc Caves so far, but my Piety's starting to rise. Still in the negative numbers, but -400 better than -900. (It was almost to -300 at one point when I was praying and plowing through an Orc pit.) Hopefully it will get better, as 'Curse' would be extremely useful.
Oh, and I may have spent my sole FF prize so far unwisely. I didn't note down all three options, but one was completely stupid, then there was Conveyance and... I think?? Mimicry. I picked Conveyance, thinking that Phase Door would be useful for a regular fighter. I still think that, but I'm wondering if I should have picked Mimicry. I'm starting to obsess about homemade Artifact Spider Webs, but that's probably just Cirad whining at me to start playing her again.
More Orc Caves. L11 has Mughash and a jillion kobolds, all on a small level. Easy enough, but I *need* some sort of detection. Feh. And an area attack... double-feh. Nothing like getting your CON knocked down to 3 by a bunch of aggravated Undead masses. How humiliating.
Orc Caves 12: Lo and behold, a town! And what a town it is, too. Kaerracred prayed to Melkor and took up a life of crime.
I desperately want the Amulet of Serpents in the BM for its rpoison, but I outright buy a Bar Chain Mail of RA first, since her current amulet is RA. Well, she successfully lifted the amulet (Amulet of the Serpents [+7](+6)), and with its +6 to DEX pumping her total DEX to 18/20, went back for more. Indestructible Ring of Invisibility...yes. Now for the real prize. Elven Partial Plate Armour. I doubt I'll get it, but....??? "You cannot carry that many different items." DRAT! I go outside, dump some junk, and go in, literally crossing my fingers, and...
Oh my stars and garters. I GOT IT!!!!!! Happy dance, happy dance....
My luck runs out in the Speed Ring market, but I'm not all that upset. The best one in there was only +7, and I've already got my BOS. Only +4, mind you, but that store will open up again eventually.
Orc Caves 15 (now CL23)... piety finally positive (I'm in shock; that's the first time I managed that with Melkor, not that I've tried that many times mind you)... and... and... another town?!?! Hm, okay, not a big deal, though the Axe Smith might turn up something, and having the Potion shop is nice. I buy some Cure Insanity potions, etc, and stock up.
Orc Caves 18. By golly, that's a vault! I only got an 'excellent' feeling, but still... yep, a medium size one. I clear it, and start going through the loot, only to fall through a trap door, darn it all!!! Rrrr.. Oh, CL25 now, btw.
Orc Caves 20: Another town! Rah.... CL26.
Restock, and on to Deathwatch... which is a pushover. Cammithrin comes in handy.
Old Forest: A few assorteds, plus a town on DL 17 which nets me a great randart ring (okay, I know there are far better, but try: +7% crit hits, sustSTR, racid, rcold, rfire, rshards, and rnether! Now maybe I can swap out that plate mail...
Well now, the Old Forest has been extremely kind so far. It's coughed up some White dragon scale mail (which makes up for the lack of tree-walking, at least for the time being), a shield of reflection, randart boots (unthrilling) and a small vault yielded Hithlomir, a crown of Telepathy, a Cloak of Protection (not as good as my current one), and a Spider Web of Protection. Oooh, baby! Well, plus a randart trap set, too. That's the most/best good items I've found in a vault this small and this shallow.
Oh, got a 2nd God quest (I'd better get on that pronto), CL30, and gender roulette again --> "it". Bottom of Old Forest next, then... hmm... Mirkwood, or the Maze for the Rod Tip? Well, no good rods yet, Mirkwood I guess. I just realized that Crown of Telepathy is redundant -- got Telepathy from the 3-pc Rod already -- but its AC is better than what I had, and it might make a half-decent swap for later on.
Egad. Just finished the 2nd God quest, came back to Bree, found a Potion of Experience in the Black Market, and stole it. Went immediately to CL31, and got the 3rd God quest! It seems Melkor is smiling on my character. I'm not sure if that is good or bad...
- Mkw 11: Lost Sword / 16 2-headed hydrae. Spirituality.
- Mkw 12: Princess / 6 Mindcrafters. Iron Helm of Beauty (+2), Lucerne Hammer, Flight Arrows.
- Mkw 13: Princess / Icky Queen. Dagger of Extra Attacks (+1)
Mkw 14: Lost Sword / 20 Clay Golems. Conveyance, Symbiosis, Monster-lore, Mimicry.
- Mkw 15: Princess / 6 Air hounds. Shovel of Digging (+6), Bolts, Flail.
- Mkw 16: Princess / 6 Fire hounds. , Tulwar of Slaying, Small Metal boomerang, Hard Leather armour.
Mkw 17: Lost Sword / 15 Vampiric Mists. Symbiosis, Mimicry, Archery, Magic-Device.
Mkw 18: Lost Sword / 18 Giant yellow scorpions. Weaponmastery, Stealth, Thaumaturgy, Antimagic.
---Happy Halloween---
- Mkw 19: Princess / 14 Gorgimaera. Pike 'Til-i-arc', Glaive, Mage Staff
Mkw 20: Lost Sword / 9 Mind flayers. Mindcraft, Necromancy, Spirituality, Sneakiness.
smacks self Darn it, I sold the wrong light source...
- Mkw 21: Princess / 6 Dark elven warlocks. Fur Cloak, Heavy Crossbow of Power, Orcish Pick.
- Mkw 22: Princess / Ibun, son of Mim. Fiery Light War Axe, ?, ?
- Mkw 23: Princess / 10 Gorgimaera. (again?!) Large Leather Shield, Small Wooden Boomerang, Pike of Slay Dragon.
- Mkw 24: Lost Sword / 15 Liches. Conveyance, Necromancy, Stealth, Mimicry. Uhhhh..... There's no way I'll get enough Coveyance to get void jumpgates, is there??? Stealth.
Mkw 25: Princess / 11 Basilisks. Silver Rod of the Istari of Nothing, Cord Armour, Beaked Axe.
- Mkw 26: Princess / 11 Spirit nagas. Heavy Crossbow, Soft Leather Armour, Venomous Mace. Bleah.
- Mkw 27: Lost Sword / 15 Young bronze dragons. Magic, Mimicry, Conveyance, Barehand. Ack!!! Conveyance, I guess. Oh... CL32, a DL or three ago.
- Mkw 28: Princess / 5 Impact hounds. Light War Axe, Great Scimitar, Metal Brigandine Armour of Resist Fire. Trap of Shrinking... eep. 33" tall. Well, I *am* playing a dwarf. Hey, she's female again! (Wonder when that happened...)
Mkw 29: Lost Sword / 15 Eog golems. Divination, Symbiosis, Summoning, Archery. Stop it, Melkor, you're teasing me. Symbiosis. Ulwarth.... and, a mini vault. Great ego digger. Back home... EEEP!!! I must have hit a Trap of No Return, as all my WOR scrolls are gone. Never hit one of these before, heh. Good thing I'm close to the bottom, but my pack is *FULL*....
Mkw 30: Princess / Draebor, the Imp. Long Bow, Broad Axe, Silver Rod of Simplicity of Nothing.
Mkw 31: Princess / 6 Mature Red Dragons. Sickle, Small Metal Shield of Resistance [3,+10], Dagger.
- Mkw 32: Lost Sword / 20 Master Mindcrafters. Ack. I've killed only 5, but my sanity's already down to 56/170. I'm bailing. I can always come back...
Mkw 33: Princess / 6 Cloud giants. Much better, except I'm hallucinating very badly now. Somehow, I stumble my way to the Princess room and actually manage to kill the guardians
even though a Memory Moss adds insult to injury and blanks my memory completely. Rapier, Bar Chain Mail, Nickel Rod Tip. Well, what the heck, I'll take the Rod tip. There's a lot of monsters around me I can't identify, so I heal up and Mass Geno them all. My last ID scroll shows the Rod Tip to be Fire Balls. Figures. I take the free trip back to Lothlorien. Mkw 33 revisited: Disarming, Stealth, Spirituality, Magic. One Master Mindcrafter drops 'Paurnimmen'; plus four junkarts on the level:
- Acquirement
- Teleport Level
- Remove Fear/Cure Poison
- Experience Loss
Three out of four... not bad.
Troll Glade.
Merton. Well, that works. I go down a bunch of levels, and then there he is, standing (lying?) right next to me as I come down the stairs. I go on down to get Hammerhand, trip a trap of Bitter Regret (ack), make CL34, then get my life drained a bit. When I restore life again back in Lothlorien, Melkor gives me another quest. How 'bout that.
Sandworm Lair. A few vaults, one of which nets me a nifty Magical Dwarven Shovel and a Dwarven Pick of Digging. The latter has a better plus to tunneling, but I'll take the free stone to mud, thank you! Also... junkarts. A second Mass Geno and a Light Absorption. I think I'll be making a little return visit to Bree...
Bree Horseman down.
* Mordor 34. Princess / Kavlax the Many-Headed. Robe, Lead-filled Mace, Lead-filled Mace. Oh, I hate it when this happens! B or C, B or C.... Well, I'm watching "Good Eats", so "B" for Alton Brown.... and.... Yeah!!! Skullcleaver! Happy dance.... (And Kavlax dropped a randart dagger.) Cursed??? Oh, it aggravates. Big deal... It's got anti-magic! * Mordor 35. Princess / 11 Nether wraiths. Ummm. I go to escape, when suddenly it's too late. I've landed right next to the princess room, and they're on me. (Yes, I could have dived back up the stairs, but the treasure drops look too good. Baaaad habit. Likely to get me killed.) So, very rapidly, I'm surrounded. I try to swap in Skullcleaver, but it turns out my current weapon is cursed, so I can't. Then they are all dead and my SN is at 112/232. Eeesh. The Princess then offers me....Bolts, Hatchet, Shovel. I like my digger, but why not. Magical Shovel. Not quite as nice as my Magical Dwarven Shovel, oh well. * Mordor 36. Princess / 10 Draconic quylthulgs. YUCK. Okay, time to go home and go play somewhere safe, like Moria or Helcaraxe....
The Land of Rhun: A nice set of armor with ImmAcid; do I want to give up flying for it? Hmmm. Two towns in a row?! That's nice.
Moria.... some nice items.
Dungeon towns
Orc Caves 12:
- Expensive Black Market (!),
- Speed Ring Market (!!),
- Library
- Common Shop
- Hafted Smith
- Footwear Shop
- Polearm Smith
- Soothsayer
Orc Caves 15:
- Potion Store
- Sword Smith (two of them)
- Soothsayer
- Axe Smith
- Recaller
- Library
- Common Shop
Orc Caves 20:
- Hafted Smith
- Common Shop (*blink* Hey, Bilbo's moonlighting from Lothlorien down here!)
- Polearm Smith
- Jewelry Shop
- Footwear Shop
- Recaller (another moonlighter)
- Library
- Master Archer
Old Forest 17:
- Scribe
- Recaller
- Master Archer
- Forbidden Library
- Polearm Smith
- Soothsayer
- Common Shop
- Jewelry Shop
Land of Rhun 37 (one of those weird towns with entrances scattered everywhere):
- Footwear Shop
- Sword Smith
- Potion Store
- Expensive Black Market
- Scribe
- Recaller
- Jewelry Shop
Land of Rhun 38 (another of those weird towns):
- Sword Smith
- Forbidden Library
- Potion Store
- Axe Smith
- Master Archer
God quests
- CL ? (mid20's), found entrance easily (near Angband), relic on 2nd level down
- CL30, found entrance easily (right next to Old Forest / Bree), relic on 2nd level down
CL31, entrance all the way to the east (I shouldn't have bragged), relic about 4-5? levels down (I shouldn't have bragged).
- CL34. I forgot to note the details, but it's done.
- CL40, received the last quest on killing the Watcher in the Water. Last relic 3-4 levels down; rather easy, really.
Death fates
- CL11
- CL42
Character sheet
[ToME 2.2.7 Character Dump]
Name : Kaerracred Age 45 STR! 18/190
Sex : Male Height 31 INT: 18/57
Race : Dwarf Weight 119 WIS: 18/64
Class : Haftedmaster Social Class 43 DEX! 18/***
Body : Player CON: 18/***
God : Melkor Bauglir CHR! 18/140
+ To Melee Hit 91 Level 40 Max Hit Points 1000
+ To Melee Damage 67 Experience 1522026 Cur Hit Points 1000
+ To Ranged Hit 44 Max Exp 1522026 Max SP (Mana) 50
+ To Ranged Damage 15 Exp to Adv. 1562500 Cur SP (Mana) 50
AC 45+76 Gold 572611 Piety 66574
(Miscellaneous Abilities)
Fighting : Legendary[67]Perception : Very Bad Blows/Round: 12
Bows/Throw : Legendary[5] Searching : Bad Shots/Round: 1
Saving Throw: Bad Disarming : Fair Mel.dmg/Rnd: 36d3+804
Stealth : Bad Magic Device: Superb Infra-Vision: 50 feet
Tactic: berserker
Explor: running
(Character Background)
You are the only child of a Dwarven Miner. You are a
credit to the family. You have dark brown eyes, straight
black hair, a two foot beard, and a dark complexion.
[Miscellaneous information]
Cth monsters: OFF
Z-like monsters: OFF
Joke monsters: OFF
Maximize mode: OFF
Preserve Mode: ON
Autoscum: ON
Small Levels: ALWAYS
Arena Levels: OFF
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Mirkwood: Level 25 (1250')
Mordor: Level 36 (1800')
Angband: Level 67 (3350')
Barrow-Downs: Level 10 (500')
Heart of the Earth: Level 36 (1800')
Paths of the Dead: Level 40 (2000')
Maze: Level 37 (1850')
Orc Cave: Level 12 (600')
The Old Forest: Level 17 (850')
Moria: Level 40 (2000')
The Small Water Cave: Level 34 (1700')
The Land Of Rhun: Level 40 (2000')
The Sandworm lair: Level 30 (1500')
The Helcaraxe: Level 40 (2000')
A lost temple: Level 28 (1400')
Your body is a Player.
You are currently in the town of Lothlorien.
You have defeated 10049 enemies.
You saved Bree from a dreadful Nazgul.
You saved a young hobbit from an horrible fate.
You saved 35 princesses.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 27th Quelle of the 2890th year of the third age.
You have been adventuring for 41 days.
adefkmnopsuxz{|@
Add Str : 3........3......
Add Int : .....1..........
Add Wis : .....1..........
Add Dex : ...36....3......
Add Con : 3........34.....
Add Chr : .....1..........
Add Tun.. : ..............3.
Add Speed : ..*........9....
Add Blows : ...3............
Slay Evil : +...............
Slay Demon: +...............
Slay Troll: +...............
Slay Drag.: +...............
Sust Str : .......+.+......
Sust Int : ................
Sust Wis : ................
Sust Dex : ...+.....+......
Sust Con : .........++.....
Sust Chr : ................
Invisible : .....+..........
Mul life : ................
Sens Fire : ................
Reflect : ........+.......
Free Act : +...............
Hold Life : ................
Res Acid : .........+......
Res Elec : ................
Imm Fire : .......*........
Res Cold : .......+.++.....
Res Pois : ....+..+........
Res Fear : +........+.....+
Res Lite : ................
Res Dark : +..+.....+......
Res Blind : .....+.........+
Res Conf : ......+.........
Res Sound : ................
Res Shard : ...+............
Res Neth : ................
Res Nexus : .........+......
Res Chaos : ................
Res Disen : ................
Lite : +...............
See Invis : +..+............
Digestion : ...+.....+......
Regen : ..........+.....
Xtra Might: .+..............
Activate : ....+.+...+.....
Fly : ......+.........
Evil.ESP : +...............
Full ESP : +...............
Skills (points left: 0)
- Combat 33.680 [0.900]
- Weaponmastery 44.695 [0.950]
. Sword-mastery 00.000 [0.300]
. Axe-mastery 00.000 [0.500]
- Hafted-mastery 44.540 [0.700]
. Stunning-blows 22.000 [0.500]
. Polearm-mastery 00.000 [0.300]
. Archery 01.000 [0.600]
. Antimagic 00.000 [0.550]
- Sneakiness 01.450 [0.900]
. Stealth 01.000 [0.300]
. Disarming 08.200 [0.900]
- Magic 02.392 [0.300]
. Magic-Device 26.300 [1.150]
. Conveyance 02.200 [0.500]
. Udun 00.000 [0.400]
- Spirituality 01.800 [0.400]
. Prayer 25.000 [0.500]
. Mindcraft 01.000 [0.300]
- Monster-lore 01.500 [0.500]
. Corpse-preservation 00.800 [0.800]
. Symbiosis 01.300 [0.400]
Abilities
* Extra Max Blow(1)
* Extra Max Blow(2)
* Spread blows
[Fates]
You are fated to die on level 11.
You are fated to die on level 42.
You are fated to find a Rune [Knowledge] on level 10.
You may meet a Blubbering idiot on level 1.
You are fated to find a Rod Tip of Trap Location on level 1.
You are fated to find a Scroll of Word of Recall on level 1.
[Character Equipment]
a) a Three Piece Rod of Gondolin (3d3) (+11,+10) (+3) {!k!d!v}
It provides light (radius 1) forever.
It increases your strength and constitution by 3. It is especially
deadly against dragons. It is especially deadly against trolls. It
strikes at demons with holy wrath. It fights against evil with holy
fury. It provides immunity to paralysis. It makes you completely
fearless. It provides resistance to dark. It allows you to see
invisible monsters. It gives telepathic powers. It cannot be harmed
by acid. It cannot be harmed by fire.
You found it in the remains of Ulfast, Son of Ulfang on level 16 of Orc
Cave.
d) a Light Crossbow of Extra Might (x5) (+8,+15) {cursed}
e) an Indestructible Ring of Speed (+11) {100% off}
It increases your speed by 11. It cannot be harmed by acid,
cold, lightning or fire.
You stole it from the Jewelry Shop.
f) The Ring of Curholwe (+3 attacks)
It increases your dexterity and
attack speed by 3. It sustains your dexterity. It provides
resistance to dark and shards. It allows you to see invisible
monsters. It slows your metabolism. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of The Watcher in the Water on level 34 of The
Small Water Cave.
k) an Amulet of the Serpents [+7] (+6) {100% off}
It can be activated for venom breathing every 40+d60
turns if it is being worn. It increases your dexterity by 6. It
provides resistance to poison.
You stole it from the Expensive Black Market.
m) a Dwarven Lantern of the Magi (+1) {!k!d!v}
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.
n) Bronze Dragon Scale Mail (-2 to accuracy) [30,+10]
o) The Wolf Pelt of Lotharfir [1,+13] {100% off}
It sustains your strength. It
provides immunity to fire. It provides resistance to cold and poison.
It cannot be harmed by acid, cold, lightning or fire.
You stole it from the Black Market.
p) a Small Metal Shield of Reflection [3,+10]
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.
u) The Set of Gauntlets 'Paurnimmen' [Curse] [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 in the remains of a Master mindcrafter on level 32 of
Mirkwood.
x) a Pair of Hard Leather Boots of Speed [3,+10] (+9) {100% off}
It increases your speed by 9.
You stole it from the Footwear Shop.
z) a Silent watcher named Fido (1171 hp)
{) 9 Bolts (exploding) (1d5) (+2,+3)
|) a Magical Dwarven Shovel (+7,+7) (+3)
It grants you the power of stone
to mud if it is being worn. It increases your ability to tunnel by 3.
You found it lying in a vault on level 29 of The Sandworm lair.
[Character Inventory]
a) The Bag of Tricks {special, !d!v satisfy hunger}
It can
be activated for satisfy hunger.
You found it in the remains of a Black orc on level 33 of Moria.
b) Kenault's Cantrip Generator {!d!v light absorption}
It can
be activated for light absorption.
You found it lying on the ground on level 29 of The Sandworm lair.
c) a Parchment titled ``Household Magic'' {!d!v genocide}
It
can be activated for genocide every 500 turns.
You found it lying on the ground on level 16 of Orc Cave.
d) The Medallion of Good Will {!d!v mass geno}
It can be
activated for mass genocide every 1000 turns.
You found it lying on the ground on level 14 of Mirkwood.
e) 83 Potions of Cure Critical Wounds {!k!d!v}
f) 3 Potions of Healing {!k!d!v}
g) 4 Potions of Restore Life Levels
h) 20 Scrolls of Teleportation {!k!d!v}
i) 31 Scrolls of Identify {!k!d!v}
j) a Moonstone Rod of Trap Location (75/75) {@z0!k!d!v}
k) a Silver Rod of the Istari of Recall (200/200) {@z1!k!d!v}
It can hold
more mana. It can cast spells for a lesser mana cost. It can cast
spells faster. It regenerates its mana faster.
It was given to you as a reward.
l) a Wand of Fireflash[6|20] (4 charges)
m) a Wand of Firewall[1|14] (6 charges)
n) 4 Wands of Noxious Cloud[1|25] (32 charges)
o) a Wand of Essence of Speed[1|12] (7 charges)
p) a Wand of Charm[3|28] (6 charges)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory - Bree ]
a) Baalzebub's Tormented Box (charging) {!d!v acquirement}
It can be activated for acquirement.
You found it in the remains of a Master mindcrafter on level 32 of
Mirkwood.
b) The Crystal Ball of The Witch-King of Angmar {!d!v cure insanity}
It can be activated for cure insanity.
c) Agannazar's Antique Acorn {!d!v teleport level}
It can be activated
for teleport level.
You found it in the remains of a Master mindcrafter on level 32 of
Mirkwood.
d) Olive's Omnipotent Ostrich {!k!d mass geno}
It can be activated for mass genocide every 1000 turns.
You found it lying on the ground on level 24 of The Sandworm lair.
e) 6 Morphic Oils of Spider {25% off}
f) 24 Potions of Cure Critical Insanity
g) 43 Potions of Cure Insanity {25% off}
h) 5 Potions of *Healing*
i) a Potion of Life
j) 3 Potions of Enlightenment
k) 11 Potions of Resistance {25% off}
l) 11 Scrolls of Magic Mapping
m) 32 Scrolls of Object Detection
n) 3 Scrolls of Protection from Evil
o) a Silver Rod of Quickness of Nothing (100/100)
p) a Silver Rod of Simplicity of Nothing (100/100)
q) a Silver Rod of Simplicity of Nothing (100/100)
r) a Golden Rod of Nothing (125/125)
s) an Adamantite Rod of Cheapness of Nothing (200/200)
It
can cast spells for a lesser mana cost.
You bought it from the Black Market.
t) a Rod Tip of Perception (20 Mana to cast)
u) 2 Rod Tips of Detection (80 Mana to cast)
v) a Rod Tip of Teleport Other (60 Mana to cast)
w) 2 Rod Tips of Disarming (50 Mana to cast)
[Home Inventory - Gondolin ]
a) a Wand of Stone Prison[1|6] (6 charges)
b) The Wand of Digging of Thrain (120 charges) {!d!v}
c) The Ring of Power of Uvatha the Horseman (+4 to searching)
It increases your searching by 4.
It makes you invisible. It makes you completely fearless. It
provides resistance to poison, dark, sound, chaos and disenchantment.
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 .
d) The Ring 'Celydh' (+2 to speed)
It increases your dexterity, infravision and speed by 2. It sustains
your dexterity and constitution. It provides resistance to nether and
nexus. It slows your metabolism. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying on the ground on level 26 of The Land Of Rhun.
e) The Ring of Valeg (+4 to stealth)
It
increases your stealth by 4. It sustains your constitution. It
provides resistance to poison and dark. It slows your metabolism. It
cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 23 of A lost temple.
f) The Ring of Erion [+15] (+5) {100% off}
It can
be activated for ball of fire and resist fire every 50+d50 turns if it
is being worn. It increases your dexterity by 5. It provides immunity
to paralysis. It makes you completely fearless. It provides
resistance to fire and dark. It slows your metabolism. It cannot be
harmed by acid, cold, lightning or fire.
You stole it from the Black Market.
g) a Ring of Slaying (+16,+10) {100% off}
You stole it from the Black Market.
h) an Indestructible Ring of Invisibility {!k!d!v}
It makes you invisible. It cannot
be harmed by acid, cold, lightning or fire.
You stole it from the Expensive Black Market.
i) an Indestructible Ring of Lightning [+15] {100% off}
It can be activated for
ball of lightning and resist lightning every 50+d50 turns if it is
being worn. It provides resistance to electricity. It cannot be
harmed by acid, cold, lightning or fire.
You stole it from the Black Market.
j) The Ring of Saranar (+1 to stealth)
It can be used to store a spell.
It increases your strength and stealth by 1. It makes you invisible.
It sustains your wisdom. It provides resistance to electricity,
poison, confusion and disenchantment. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Lizard man on level 22 of A lost temple.
k) The Ring 'Miondil' (+7% of critical hits) {100% off}
It increases your ability to score critical hits by 7. It sustains
your strength. It provides resistance to acid, fire, cold, shards and
nether. It cannot be harmed by acid, cold, lightning or fire.
You stole it from the Jewelry Shop.
l) The Phial of Undeath (-5)
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
carries an ancient morgothian curse. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of Khim, Son of Mim on level 24 of A lost
temple.
m) Elven Partial Plate Armour (-3 to accuracy) [22,+18] (+1 to stealth) {!k!d!v}
It increases your stealth by 1. It provides resistance to acid
, electricity, fire, cold and disenchantment. It allows you to sense
the presence of orcs. It cannot be harmed by acid, cold, lightning or
fire.
You stole it from the Expensive Black Market.
n) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
It increases your
strength, stealth, infravision and ability to tunnel by 5. It
provides resistance to acid, electricity, fire and poison. 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 The Sandworm Queen on level 30 of The
Sandworm lair.
o) 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 23 of The Old Forest.
p) The Soft Leather Armour 'Vilon' [4,+6]
It
sustains your intelligence, wisdom and charisma. It provides immunity
to electricity. It provides resistance to life draining, electricity,
cold and disenchantment. 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.
q) 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.
r) 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 on the ground on level 22 of The Sandworm lair.
s) a Spider Web of Protection [1,+13]
It
provides resistance to shards. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying in a vault on level 23 of The Old Forest.
t) 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.
u) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
It increases your
strength, dexterity and constitution by 4. It does extra damage from
frost. It is especially deadly against dragons. It strikes at demons
with holy wrath. It strikes at undead with holy wrath. It fights
against evil with holy fury. It sustains your strength and
constitution. It provides immunity to paralysis. It makes you
completely fearless. It provides resistance to life draining, cold,
nether and chaos. It allows you to see invisible monsters. It slows
your metabolism. It speeds your regenerative powers. It has been
blessed by the gods. It cannot be harmed by acid, cold, lightning or
fire.
v) a Fiery Lucerne Hammer (2d5) (+10,+8) {@w0!k!d!v Princess/BDw3 11 baby red dr}
It can be wielded two-handed. It provides light (radius 1)
forever. It does extra damage from fire. It provides resistance to
fire. It cannot be harmed by fire.
It was given to you as a reward.
w) a Mace of Disruption (5d8) (+3,+5)
x) a Dwarven Pick of Digging (+10,+6) (+7)
It increases your ability to tunnel by
7. It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 29 of The Sandworm lair.
[Home Inventory - Minas Anor ]
a) a Spellbook of Disarm
b) a Spellbook of Charm {!k!d!v}
c) 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 26 of A lost temple.
d) an Iron Helm of Water Breathing [5,+9]
It allows
you to breathe underwater. It cannot be harmed by acid.
You found it in the remains of a Master thief on level 26 of A lost temple.
e) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
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 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 on level 38 of Moria.
[Home Inventory - Lothlorien ]
a) Tenser's Alteration Manual {!d!v curing}
It
can be activated for curing.
You found it lying on the ground on level 4 of Barrow-Downs.
b) 6 Sprigs of Athelas
c) 14 Potions of Cure Serious Insanity
d) 23 Potions of Speed
e) 6 Potions of Healing {!k!d!v}
f) 11 Potions of Restore Life Levels {25% off}
g) 12 Scrolls of Identify {!k!d!v}
h) 36 Scrolls of *Identify* {90% off}
i) a Moonstone Rod of Curing (75/75) {!k!d!v}
j) a Wand of Essence of Speed[1|12] (4 charges)
k) a Wand of Charm[10|24] of Plenty (15 charges)
l) a Ring of Flying
m) an Indestructible Amulet of Reflection {100% off}
It
reflects bolts and arrows. It cannot be harmed by acid, cold,
lightning or fire.
You stole it from the Black Market.
n) 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 23 of The Sandworm lair.
o) The Anchor of Space-Time {!d!v}
p) 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.
q) The Metal Scale Mail of Dolad (-2 to accuracy) [13,+8]
It sustains your
constitution. It provides immunity to acid. It provides resistance
to dark, nether, nexus and disenchantment. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of a Mountain ogre on level 36 of The Land Of
Rhun.
r) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength, dexterity and speed by 2. It makes
you completely fearless. It provides resistance to acid, electricity,
fire, cold, confusion and sound. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Mature gold dragon on level 39 of The
Land Of Rhun.
s) The Padded Armour of Mirya [4,+11]
It provides immunity to acid and fire. It provides
resistance to electricity, poison, light, nexus and chaos. It cannot
be harmed by acid, cold, lightning or fire.
You bought it from the Black Market.
t) a Lucerne Hammer of the Thunderlords (2d5) (+3,+9) (+1 to searching)
It can be wielded two-handed. It
can be activated for teleport (range 100) every 45 turns if it is
being worn. It increases your searching by 1. It does extra damage
from electricity. It is a great bane of dragons. It fights against
evil with holy fury. It provides immunity to paralysis. It provides
resistance to nether and nexus. It allows you to fly. It allows you
to sense the presence of dragons. It slows your metabolism. It
speeds your regenerative powers. It induces random teleportation.
You found it in the remains of a Stone troll on level 39 of The Land Of
Rhun.
u) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
It can be wielded two-handed. It can be activated for
destruction every 200+d200 turns if it is being worn. It increases
your strength, infravision and ability to tunnel by 5. It does extra
damage from electricity. It poisons your foes. It is a great bane of
dragons. It is especially deadly against natural creatures. It
provides resistance to blindness, sound and nexus. It produces an
anti-magic shell. It aggravates nearby creatures. It cannot be
harmed by acid, cold, lightning or fire.
It was given to you as a reward.
v) 30 Bolts of Wounding (1d5) (+8,+9)
[The Mathom-house Inventory - Bree ]
a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
It provides light (radius 1) forever.
It decreases your luck by 20. It does extra damage from fire. It
poisons your foes. It produces chaotic effects. It is very sharp and
can make your foes bleed. It strikes at demons with holy wrath. It
fights against evil with holy fury. It can re-curse itself. It can
resist being shattered by morgul beings. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Spectre on level 40 of Paths of the Dead.
b) The Demonshield of Gothmog [13,+13] (+4)
It increases your dexterity by 4. It makes you invisible. It
sustains your strength, dexterity and constitution. It provides
immunity to paralysis. It provides resistance to life draining. It
allows you to levitate. It produces a fiery sheath. It can re-curse
itself. It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 40 of Moria.
c) a Ring of Invisibility
It makes you
invisible.
You found it in the remains of Smeagol on level 6 of A lost temple.
d) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
It
provides light (radius 1) forever. 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 cannot be
harmed by acid, cold, lightning or fire.
You found it lying on the floor of a special level.
e) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
It provides light
(radius 1) forever. It increases your searching by 1. It does extra
damage from fire. It is especially deadly against orcs. It strikes
at demons with holy wrath. It fights against evil with holy fury. It
provides resistance to fire and light. It allows you to sense the
presence of orcs. It slows your metabolism. It has been blessed by
the gods. It cannot be harmed by acid, cold, lightning or fire.
f) 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.
g) The Sling of Farmer Maggot (x2) (+20,+8) (+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.
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