I've done hundreds of these in the last few days, most of them being Quit instantly, some living a few battles. Of those who lived, most died at the claw/breath of their own pets. This one though, has reached that point where it can survive some fringe breaths and such.
Once I get one that starts with a livable pet, and gets enough levels to get a companion from what the pet summoned, the goal is to get to a high enough level to create myself a Master Q. If I start with a Master Q, so much the better.
After that, I guess my goal is to get to level 50 and get equipped with enough artifacts that I can survive down there to get a ful set of equipment. This deep, HMa is a better place to train than Erebor, I guess.
NeilStevens: Here we go again. This one is feeling very, very, very good. I started with a Greater Demonic Q (second best starting symbiote I think), an early enemy dropped Marda (no big deal) and Flare (very very big deal). Isildur is becoming a staple for me.
Rather than mess this one up, too, I finally decided to surface.
NeilStevens: Funny moment: I sent hordes of pets after Trone and Lorgan, and after a long while finally one of the Great Wyrms of Law breathed shards, killing both by bleeding to death. Naturally, one of them dropped a Brass Ring of Shards Resistance.
NeilStevens: This is it, level 50. All Gondolin quests done, the Necromancer is dead, all major character holes filled except reflection.
If I don't win I might not ever play one of these again. This is just too close to fail now.
Hmm.. I wonder if I can swap out Elessar for an Amulet of Reflection. The main reasons I had it on were poison resist and speed, but I have plenty of both now.
NeilStevens: Still alive. The relative difficulties of different tasks haven't been what I expected. The Angband special levels were easier, Ringwraiths have been much easier, but Sauron is going to be harder. I took him on on a small level and it wasn't pretty, so I'll try again on a big level.
Side note: haven't found any artifact shoes the whole game.
ZasVid: I'd say it's typical. Artifact boots are hard to come by, I've seen them only in vaults in mainline dungeons (and in the Machine) with my numerous characters.
NeilStevens: For past versions, I'd agree, but my impression of the versions since New Mimicry is that the boots came a bit more often than this. I know good shoes are hard to come by, but I think I've been unlucky this game. I have sorted through countless stacks of stuff!
NeilStevens: Message seen during a long, long summon battle (Me vs Sauron and Ancalgon the Black) at the top of Mount Doom:
It dies.
Ancalgon the Black gains a level.
I've NEVER seen a unique kill so many monsters before that it gained a level. It was chewing up my GWoPs because I coudln't get over there quick enough with enough SP to Manathrust. It could have worse, I guess. Sauron could have been the one to gain a level!
MayLith: Whoa.... (!!!)
NeilStevens: The One is destroyed, and I have two of the Elven Rings. So, since I won't be going on any more no-teleport levels (whew!), I'm considering giving up Flare, some speed, and full sustains to get full ESP, more SP, and 1% fail on Symbiosis spells. Perhaps in the future I should budget some points to get zero fail. I totally forgot about that!
Update: OK, barring new finds (I really wouldn't mind, say, Feanor right now!), this is what I'll wear to take down Sauron and Morgoth. Flare is out, Speed is +25, Con is high, only sustain missing is Dex, Full ESP is in, all symbiosis spells are at 1% fail and all Eru-derived spells are at 5% fail.
NeilStevens: That was anticlimactic, to say the least. Sauron was a pushover, and Morgoth I didn't even have to manathrust manually. I literally did not notice I had won the game... I was looking all over the level for Morgoth, and actually LEFT guessing he'd been teleported off or something. So, I didn't get the Crown and the Mighty Hammer, but that's OK.
So sure, Symbiants are very strong in well-trained hands at the end, but my hundreds of dead Symbiants say that it takes skill and practice to get that far.
MayLith: Congratulations! And doing it with a Lost Soul... that just makes it even more of an accomplishment.
... Interesting kit. I'm surprised you didn't use a better digger, but I guess with Flare it doesn't matter so much. (I actually managed to *make* an artifact digger with Cirad -- first time I ever round one of those Artifact Creation scrolls, though.) Did you fight with Nar-i-vagil? I saw your comment about no artifact boots, but... barefoot?
Nice armor!
NeilStevens: Never found any artifact diggers or boots (from the very beginning of the game my automatizer rules were set to destroy all weapons and armor). The weapon was used purely for its bonuses, as I would attack with manathrust (though a few times, mostly out of curiosity, I was able to kill with the weapon). The armor was great, as it seems like most of the time I kill Durin's Bane these days he gives me a cursed amulet for some reason.
A few more questions, out of curiosity:
- Why no Mage Staff / Toros Meijistos (sp?) for more mana/spell power?
NeilStevens: Never found an artifact mage staff, and Toris Mejistos would leave me without reflection. Good thinking, though, as SP were tight the whole game.
- Which Mind spells did you use?
NeilStevens: When I found the book I intended to use Charm, but that didn't work out well. The one time I tried to use it was in an Angband special level, where I tried unsuccessfully to charm Quylthulgs. Symbiosis's Charm Never Moving worked better, though, so that book should probably have been left behind.
- Are Rods of Healing really that useful? I've never made one yet (iirc, because I haven't found a Rod tip of Healing), but I've wondered about it. Usually when you need Healing, you need a lot of it, and I'd think it'd charge down rather fast.
NeilStevens: With good enough Magic-device to work them reliably, the rods work just great for me. If I got down to around 50% HP, and wasn't confused or in immediate danger but couldn't rest just yet, I could heal up quickly without wasting precious potions. I got as many as I did going fountain hunting, and didn't feel like going hunting for more.
p.s. I tried to post this earlier, but I had a very stubborn net connection...grrr.
NeilStevens: I did think it was really odd that you seemed to have missed this, heh.
[ToME 2.3.0(CVS) Character Sheet]
Name : Ryoko Age 130 STR: 18/213
Sex : Female Height 78 INT: 18/189
Race : High-Elf LostSoul Weight 195 WIS! 18/***
Class : Symbiant Social Class 36 DEX: 18/178
Body : Player CON! 18/210
God : Eru Iluvatar CHR: 18/***
+ To Melee Hit 44 Level 50 Max Hit Points 1358
+ To Melee Damage 39 Experience 23401921 Cur Hit Points 1358
+ To Ranged Hit 49 Max Exp 23401921 Max SP (Mana) 266
+ To Ranged Damage 14 Exp to Adv. ***** Cur SP (Mana) 266
AC 39+107 Gold 10845155 Piety 11629
(Miscellaneous Abilities)
Fighting : Superb Perception : Bad Blows/Round: 4
Bows/Throw : Superb Searching : Bad Shots/Round: 1
Saving Throw: Heroic Disarming : Good Mel.dmg/Rnd: 4d9+156
Stealth : Heroic Magic Device: Legendary[27]Infra-Vision: 40 feet
Tactic: coward
Explor: normal
(Character Background)
You are one of several children of a Noldorin Ranger. You
have light grey eyes, wavy black hair, and a fair
complexion.
[Miscellaneous information]
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: ON
Small Levels: ON
Arena Levels: OFF
Always unusual rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Mordor: Level 66 (3300')
Angband: Level 106 (5300')
Barrow-Downs: Level 1 (50')
Mount Doom: Level 99 (4950')
Halls of Mandos: Level 98 (4900')
Erebor: Level 72 (3600')
Moria: Level 50 (2500')
Dol Guldur: Level 70 (3500')
The Sacred Land Of Mountains: Level 70 (3500')
The Sandworm lair: Level 30 (1500')
Your body was a Player.
You have defeated 125 enemies.
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 the beautiful Mallorns of Lothlorien.
You saved Bree from a dreadful Nazgul.
You saved no princesses.
You saved Arda and became a famed Queen.
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 3rd Enderi of the 2890th year of the third age.
Your adventure lasted 14 days.
Your Attributes:
You are dead, killed by Ripe Old Age in the town of Lothlorien.
You can cast magic missiles.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You have free action.
You regenerate quickly.
You have ESP.
You are very lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
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 eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your charisma 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 stealth is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your weapon burns your foes.
Your weapon strikes at animals with extra force.
Skills (points left: 0)
- Combat 01.000 [0.800]
. Weaponmastery 02.000 [0.800]
. Archery 03.500 [0.700]
. Barehand-combat 01.000 [0.600]
- Sneakiness 02.380 [0.800]
. Stealth 12.200 [0.800]
. Disarming 01.400 [0.700]
- Magic 10.303 [0.700]
. Magic-Device 50.000 [1.000]
- Spirituality 49.000 [0.500]
. Prayer 50.000 [0.500]
. Music 00.000 [0.300]
- Monster-lore 18.820 [1.100]
. Corpse-preservation 01.000 [0.900]
. Possession 00.000 [0.100]
. Symbiosis 50.000 [0.800]
31 of your companions have been killed.
[Character Equipment]
a) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
It can be wielded two-handed. It increases your intelligence by 3.
It does extra damage from fire. It is especially deadly against
natural creatures. It provides resistance to fire. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Hell Wyrm on level 99 of Mount Doom.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It can be activated for fire branding of bolts every 999 turns if it
is being worn. It increases your speed by 10. It provides resistance
to fire and disenchantment. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Ice Wyrm on level 71 of Erebor.
e) The Ring of Power 'Narya' (+6,+6) (+1)
It can be activated for healing (500) every 200+d100 turns if it is
being worn. It increases your strength, intelligence, wisdom,
dexterity, constitution, charisma, speed and luck by 1. It sustains
your strength, wisdom, constitution and charisma. It provides
immunity to fire. It provides immunity to paralysis. It makes you
completely fearless. It provides resistance to nether. 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 on the floor of a special level.
f) The Ring of Power 'Nenya' (+9,+9) (+2)
It can be activated
for healing (800) every 100+d200 turns if it is being worn. It
increases your strength, intelligence, wisdom, dexterity, constitution
, charisma, stealth, speed and luck by 2. It sustains your
intelligence, wisdom and charisma. It provides immunity to cold. It
provides immunity to paralysis. It provides resistance to life
draining and blindness. It allows you to see invisible monsters. It
gives telepathic powers. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of a Great Wyrm of Power on level 99 of Mount
Doom.
k) an Amulet of Reflection {!k!v!d!s}
It reflects bolts and arrows. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Swamp Wyrm on level 70 of The
Sacred Land Of Mountains.
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 in the remains of a Great Wyrm of Thunder on level 69 of
Erebor.
n) The Full Plate Armour of Gonwe (-3 to accuracy) [25,+0]
It sustains your charisma. It provides immunity to acid,
electricity and cold. It makes you completely fearless. It provides
resistance to nether. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Durin's Bane on level 50 of Moria.
o) The Shadow Cloak of Luthien [6,+20] (+2)
It
can be activated for restore life levels every 450 turns if it is
being worn. It can be used to store a spell. It increases your
intelligence, wisdom, charisma, stealth, speed and luck by 2. It
makes you invisible. It provides resistance to acid, fire, cold and
chaos. It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the floor of a special level.
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 sound,
nexus and chaos. 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 Storm giant on level 97 of Halls of
Mandos.
s) The Golden Crown of Gondor [0,+15] (+3)
It can be activated for heal 700 hit points every 250 turns if
it is being worn. It provides light (radius 1) forever. It increases
your strength, wisdom, constitution and speed by 3. It provides
resistance to electricity, fire, cold, poison, light, blindness,
confusion, sound and chaos. It allows you to see invisible monsters.
It speeds your regenerative powers. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of Ren the Unclean on level 72 of Erebor.
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 provides light (radius 1) forever. It increases your dexterity and
luck by 4. It provides immunity to paralysis. It provides resistance
to acid. It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 69 of Erebor.
x) (nothing)
z) a Master quylthulg (3000 hp)
{) The Bolt of Argunde (1d5) (+15,+15) (+4 to speed) {^f}
It increases
your charisma and speed by 4. It does extra damage from electricity
and frost. It strikes at undead with holy wrath. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of a Sky Drake in the town of Gondolin .
|) a Shovel (+1) {.}
It
increases your ability to tunnel by 1.
[Character Inventory]
a) a Fireproof Tome of Magical Energy {!k!v!d!s}
It cannot be harmed by fire.
You found it in the remains of a Lesser black reaver on level 68 of
Angband.
b) a Tome of Knowledge {!k!v!d!s}
c) a Fireproof Tome of the Mind {!k!v!d!s}
d) a Fireproof Holy Tome of Eru Iluvatar {!k!v!d!s}
It cannot be harmed by fire.
You found it in the remains of a Fallen angel on level 69 of Erebor.
e) The Gem of Knowledge {!k!v!d!s!!}
It
can be activated for cure insanity every 200 turns.
You found it in the remains of a Master vampire on level 70 of Angband.
f) 21 Potions of Healing
g) 2 Potions of *Healing*
h) 15 Potions of Curing
i) 26 Scrolls of Teleportation
j) 27 Scrolls of Satisfy Hunger {@r0}
k) a Copper Rod of Illumination (20/20) {@z8 !k!v!d!s}
l) a Silver Rod of the Istari of Healing (200/200) {!k!v!d!s}
It can hold more mana. It can cast spells for a lesser mana cost. It
can cast spells faster. It regenerates its mana faster.
You found it in the remains of Ren the Unclean on level 72 of Erebor.
m) a Silver Rod of the Istari of Disarming (200/200) {@z1 !k!v!d!s}
It can hold more mana. It can cast spells for a lesser mana cost. It
can cast spells faster. It regenerates its mana faster.
You found it in the remains of Saruman of Many Colours on level 69 of
Erebor.
n) a Silver Rod of the Istari of Detection (182/200) {@z0 !k!v!d!s}
It can hold more mana. It can cast spells for a lesser mana
cost. It can cast spells faster. It regenerates its mana faster.
You bought it from the Black Market.
o) a Silver Rod of Cheapness of Curing (100/100) {!k!v!d!s}
It can cast spells for a lesser
mana cost.
You found it in the remains of an Enchantress on level 64 of Erebor.
p) a Silver Rod of Cheapness of Enlightenment (100/100) {@z9 !k!v!d!s}
It
can cast spells for a lesser mana cost.
You found it in the remains of a Nightcrawler on level 72 of Erebor.
q) a Golden Rod of Capacity of Recall (226/250) {!*!*}
It
can hold more mana.
You found it in the remains of Saruman of Many Colours on level 69 of
Erebor.
r) a Mithril Rod of Restoration (160/160) {!k!v!d!s}
s) The Golden Horn of the Thunderlords (4 charges) {!*!*}
It was given to you as a reward.
t) The Elfstone 'Elessar' (+7,+7) [+10] (+4) {!k!v!d!s!!}
It can be activated for heal and cure
black breath every 200 turns if it is being worn. It provides light
(radius 3) forever. It increases your strength, wisdom, charisma and
speed by 4. It makes you completely fearless. It provides resistance
to fire, poison and disenchantment. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Great Wyrm of Law on level 69 of Erebor.
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory - Lothlorien ]
a) a Potion of Life
b) a Mithril Rod of Quickness of Nothing (160/160)
It can cast spells faster.
You found it in the remains of a Nightcrawler on level 95 of Halls of
Mandos.
c) 2 Rod Tips of Detection (80 Mana to cast)
d) 3 Rod Tips of Curing (35 Mana to cast)
e) 3 Rod Tips of Healing (120 Mana to cast)
f) a Rod Tip of Restoration (140 Mana to cast)
g) The Great Rod Tip of Home Summoning (75 Mana to cast)
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Dracolisk on level 99 of Mount Doom.
h) an Indestructible Ring of Speed (+11)
It increases your speed by 11. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Wyrm of Law on level 69 of Erebor.
i) 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 in the remains of Durin's Bane on level 50 of Moria.
j) 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 in the remains of a Great Wyrm of Power on level 99 of Mount
Doom.
k) The Ring of Flare (+3)
It can be activated for dimension door every 100 turns if it is
being worn. It grants you the power of swap position if it is being
worn. It increases your strength, constitution, charisma and
searching by 3. It provides immunity to fire. It allows you to fly.
It allows you to see invisible monsters. It allows you to sense the
presence of thunderlords. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Storm Wyrm on level 98 of Halls of
Mandos.
l) The Jewel 'Evenstar' (+3)
It can be activated for restore stats and life levels every 750
turns if it is being worn. It provides light (radius 1) forever. It
increases your constitution by 3. It sustains your intelligence,
wisdom and constitution. It provides resistance to life draining,
cold, dark and nether. It speeds your regenerative powers. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Thunder on level 72 of
Erebor.
m) 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 Storm Wyrm on level 98 of Halls of
Mandos.
n) The Star of Elendil (+1)
It can be activated for light (dam 2d15) & map area every
50+d50 turns if it is being worn. It grants you the power of detect
curses if it is being worn. It provides light (radius 4) forever. It
increases your speed by 1. It provides resistance to life draining.
It allows you to see invisible monsters. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of an Archlich on level 96 of Halls of Mandos.
o) The Anchor of Space-Time
It provides light (radius 1) forever. It prevents the space-time
continuum from being disrupted. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Lesser Balrog on level 96 of Halls of
Mandos.
p) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
It can be activated for heal 1000 hit points every 888 turns if
it is being worn. It increases your constitution by 2. It sustains
your constitution. It makes you completely fearless. It provides
resistance to life draining, acid, cold, dark, confusion, nether,
nexus and chaos. It allows you to sense the presence of undead. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Law on level 85 of Angband.
q) The Robe of Great Luck [-30,-20] (+60)
It increases your luck by 60. It provides immunity to paralysis. It
drains mana and life. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of a Great Storm Wyrm on level 72 of Erebor.
r) 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.
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 in the remains of a Great Storm Wyrm on level 98 of Halls of
Mandos.
t) 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 nexus. It allows you to sense the
presence of evil beings. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of a Stone giant Priest on level 98 of Halls
of Mandos.
u) 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 Bile Wyrm on level 72 of Erebor.
v) The Dragon Helm of Dor-Lomin [8,+20] (+4)
It can be activated for rays of fear in every direction if it is being
worn. It provides light (radius 1) forever. It increases your
strength, dexterity and constitution by 4. It provides resistance to
acid, electricity, fire, cold, light and blindness. It allows you to
see invisible monsters. It allows you to sense the presence of
dragons and thunderlords. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Storm Wyrm on level 72 of Erebor.
w) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
It increases your strength, dexterity and constitution by 4. It does
extra damage from frost. It is especially deadly against dragons. It
strikes at demons with holy wrath. It strikes at undead with holy
wrath. It fights against evil with holy fury. It sustains your
strength and constitution. It provides immunity to paralysis. It
makes you completely fearless. It provides resistance to life draining
, cold, nether and chaos. It allows you to see invisible monsters.
It slows your metabolism. It speeds your regenerative powers. It has
been blessed by the gods. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Great Wyrm of Many Colours on level 85 of
Angband.
x) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
It increases your strength, dexterity and speed by 2. It is
very sharp and can cut your foes. It is very sharp and can make your
foes bleed. It fights against evil with holy fury. It provides
immunity to paralysis. It allows you to see invisible monsters. It
slows your metabolism. It speeds your regenerative powers. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Law on level 70 of Angband.
ToME Wiki