Introduction
A character that came to life because I've got fed up with my Yeek Hermit Sorceror dying so easily.
I've never really played sorcerors before these two, so I'm just discovering how fun they are. I was always a bit averse to them, because a) they were jack-of-all-magic-trades and I like being a specialist and b) almost everyone played them. Now, however, I cannot deny that they're lots and lots of fun. Ironman rooms help too.
Update: Wow. Sorcerors are *powerful*. I've just beat Ancalagon and Lungorthin in the very same vault and with Lungorthin I didn't even break a sweat. On CLvl 40 no less. Also found Boots of Gimli. Each and every one of my warriors would do anything to get them, but Hadesh? Useless stuff.
I think it's about time to stop playing 'learn the Sorceror' and start preparing equipment.
Update: Hoom... dead. Turns out that hunting big Dragons while in undead form is not the best idea of all. I'm not too concerned - getting so far was extraordinarily easy in comparison to my other characters and this incarnation had no *great* finds (save perhaps the Mattock of Nain), so I shall restart Hadesh soon, fine-tuning the build even more.
Chatter
ElvishPillager: You can't deny that sorcerors are lots are lots and lots of fun? Well, I deny it! I've never had much fun with sorcerors... although I should try one someday. Maybe after my RohanKnight Zombie Haftedmaster dies a horrible death.
ZasVid: Use ironman rooms and collect all spellbooks from Sandworm Lair quickly. It's a pretty safe place, save Blood Sprouts and Wall Monsters and once you've got all those fancy spells you may start having fun with them.
P.S.: Trolls are also good because they have nice STR, so they can carry those heavy spellbooks, diggers, etc.
ZasVid: Exactly.
P.P.S.: (totally off-topic) I want to play a Troll Spectre sometime, what class should it be?
ZasVid: Well, that is a pretty well rounded character. Would make an interesting warrior or pretty good non-sorcerous mage type. Make sure you get Stone Prison with the latter - passwall + Stone Prison = ultimate duelling strategy.
ElvishPillager: Sorry for hijacking your page even more, but I've started a classical Thunderlord Sorcerer. No ironman-rooms because I wanted 98 random quests, but you're right, it's being pretty fun. I think the powers of Thunderlords go rather well with those of Sorcerers. +6 STR is awesome for carrying spellbooks, picks, armor etc.
Character Sheet
[ToME 2.3.3 Character Sheet]
Name : M Hadesh Age 26 STR: 37
Sex : Neuter Height 84 INT: 35
Race : Troll Weight 267 WIS: 27
Class : Sorceror Social Class 1 DEX: 25
Body : Player CON: 37
God : Melkor Bauglir CHR: 25
+ To Melee Hit -15 Level 47 Death Points -145/ 42
+ To Melee Damage -15 Experience 5357274 Spell Points 79/ 1021
+ To Ranged Hit 11 Max Exp 5357274 Sanity 451/ 451
+ To Ranged Damage 12 Exp to Adv. 5845000 Piety 36785
AC 27+126 Gold 1026008 Speed Fast (+50)
(Miscellaneous Abilities)
Fighting : Very Bad Perception : Superb Blows/Round: 4
Bows/Throw : Poor Searching : Superb Shots/Round: 1
Saving Throw: Excellent Disarming : Fair Mel.dmg/Rnd: 12d4-60
Stealth : Heroic Magic Device: Bad Infra-Vision: 120 feet
Tactic: coward
Explor: normal
(Character Background)
You are the offspring of a Cave-Troll Worker. You have
blue-bloodshot eyes, mangy bright red hair, and blue scabby
skin.
[Miscellaneous information]
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: OFF
Small Levels: ALWAYS
Arena Levels: ON
Always unusual rooms: ON
Persistent Dungeons: OFF
Recall Depth:
Barrow-Downs: Level 1 (50')
Submerged Ruins: Level 50 (2500')
Cirith Ungol: Level 50 (2500')
Paths of the Dead: Level 70 (3500')
Orc Cave: Level 22 (1100')
Erebor: Level 72 (3600')
Moria: Level 40 (2000')
Dol Guldur: Level 69 (3450')
The Small Water Cave: Level 34 (1700')
The Sacred Land Of Mountains: Level 70 (3500')
The Sandworm lair: Level 30 (1500')
The Helcaraxe: Level 35 (1750')
A lost temple: Level 15 (750')
Your body was a Player.
You have defeated 2999 enemies.
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 no princesses.
You found none of the relic pieces and failed in your quest.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
You ended your adventure the 4th Quelle of the 2890th year of the third age.
Your adventure lasted 18 days.
Your Attributes:
You are dead, killed by a Dracolisk on level 72 of Erebor.
You can feel the danger of evil magic.
You can drive yourself into a berserk frenzy.
You can restore lost life forces.
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 unlucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are surrounded with electricity.
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 darkness.
You are resistant to confusion.
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 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 stealth 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.
adefkmnopsuxz{|@
Add Str : ..........2...6+
Add Int : 3...2.4..2...3.+
Add Wis : 3...2....2.....+
Add Dex : .4...........3..
Add Con : ......4...23...+
Add Chr : ...............+
Mul Mana : +...+...........
Mul SPower: +...............
Add Stea. : ..4...4....3....
Add Sear. : ..4......2....6.
Add Infra : 3.............6.
Add Tun.. : ..............6.
Add Speed : .4.7.14....3.3..
Chaotic : .............+..
Slay Anim.: .............+..
Slay Orc : ..............+.
Slay Troll: ..............+.
Slay Giant: ..............+.
Slay Drag.: .............++.
Acid Brand: ..............+.
Sust Str : ........+......+
Sust Int : +...+..+........
Sust Wis : +...+...........
Sust Dex : ..+....++.......
Sust Con : .......++.......
Sust Chr : ................
Invisible : ..+............+
Mul life : ...............+
Sens Fire : +...............
Reflect : ......+.........
Free Act : ..........+.....
Hold Life : ....++..+.......
Imm Acid : .+....+*+.....+.
Imm Elec : .+....+*........
Imm Fire : .+....*........*
Imm Cold : *+....+.........
Res Pois : ........+.......
Res Fear : ..+.............
Res Light : ................
Res Dark : ..............+.
Res Blind : +.+......+......
Res Conf : .......+........
Res Sound : ................
Res Shard : ................
Res Neth : ..+.............
Res Nexus : ......+.+.......
Res Chaos : .......+........
Res Disen : .......++.....+.
Aura Fire : ......+.........
Aura Elec : .......+........
Auto Curse: ....+...........
Lite : ....++.......+..
See Invis : +....+...+......
Digestion : ..+.+...........
Regen : ....+..........+
Activate : .....+...+....+.
Hvy Curse : ....+...........
Fly : ..+...+.........
Climb : ..............+.
Orc.ESP : ..............+.
Evil.ESP : ....+...........
TLord.ESP : ......+.........
Good.ESP : ....+...........
Skills (points left: 6)
. Archery -01.000 [0.000]
- Sneakiness 00.900 [0.900]
. Stealth -02.000 [0.400]
. Disarming -00.500 [0.000]
- Magic 42.160 [1.000]
. Magic-Device 00.200 [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 12.000 [0.400]
. Necromancy 30.600 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 14.050 [0.550]
. Prayer 00.000 [0.500]
. Monster-lore 00.000 [0.500]
Abilities
* Perfect casting
* Undead Form
[Character Equipment]
a) The Mage Staff of Forochel (3d4) (-12,-7)(60%) (+3 to infravision)
It can be wielded two-handed. It increases your intelligence, wisdom,
infravision and spell power by 3. It increases your mana capacity by
60%. It sustains your intelligence and wisdom. It provides immunity
to cold. It provides resistance to blindness. It renders you
especially vulnerable to fire. It allows you to see invisible
monsters. It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the floor of a special level.
d) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
It increases your
dexterity and speed by 4. It provides resistance to acid, electricity
, fire and cold. It cannot be harmed by acid, cold, lightning or
fire.
You found it lying in a vault on level 25 of The Sandworm lair.
e) The Ring 'Mennas' (+4 to stealth)
It
increases your stealth and searching by 4. It makes you invisible.
It sustains your dexterity. It makes you completely fearless. It
provides resistance to blindness and nether. It allows you to fly.
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.
f) an Indestructible Ring of Speed (+7)
It increases your speed by 7. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying in a vault on level 50 of Cirith Ungol.
k) The Blue Stone 'Toris Mejistos'(40%) (+2)
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 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 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 lying in a vault on level 23 of The Sandworm lair.
n) 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.
o) The Feathers Cloak of Idredhoth [1,+11]
It sustains your intelligence, dexterity
and constitution. It provides immunity to acid and electricity. It
provides resistance to chaos and disenchantment. It produces an
electric sheath. 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) a Dragon Shield of Preservation (-3,-2) [8,+39]
It
sustains your strength, dexterity and constitution. It provides
resistance to life draining, acid, poison, nexus and disenchantment.
It cannot be harmed by acid, cold, lightning or fire.
You bought it from the Expensive Black Market.
s) 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 24 of The Sandworm lair.
u) 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 67 of Paths of the Dead.
x) 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 25 of The Sandworm lair.
z) (nothing)
{) The Bolt of Elemelen (1d5) (+16,+4) (+3 to speed)
It
provides light (radius 1) forever. It increases your intelligence,
dexterity and speed by 3. It produces chaotic effects. It is
especially deadly against dragons. It is a great bane of undead. 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 Paths of the Dead.
|) 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 23 of The Sandworm lair.
[Character Inventory]
a) a Fireproof Tome of Magical Energy {!d!v!k@m7}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
b) a Fireproof Tome of the Eternal Flame {!d!v!k@m1}
It
cannot be harmed by fire.
You found it lying in a vault on level 23 of The Sandworm lair.
c) a Fireproof Tome of the Blowing Wind {!d!v!k@m2}
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 {!d!v!k@m3}
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 {!d!v!k@m4}
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 {!d!v!k@m5}
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 {!d!v!k@m9}
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 {!d!v!k@m6}
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 {!d!v!k@m8}
It
cannot be harmed by fire.
You found it lying in a vault on level 23 of The Sandworm lair.
j) a Fireproof Tome of Meta Spells {!d!v!k@m0}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
k) a Fireproof Tome of the Mind {!d!v!k}
It
cannot be harmed by fire.
You found it lying in a vault on level 23 of The Sandworm lair.
l) a Fireproof Unholy Tome of the Hellflame {!d!v!k}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
m) 2 Potions of Restore Mana
n) a Golden Rod of the Istari of Nothing (2/250)
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 lying in a vault on level 67 of Paths of the Dead.
o) a Golden Rod of the Istari of Nothing (2/250)
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 lying in a vault on level 23 of The Sandworm lair.
p) a Golden Rod of the Istari of Nothing (2/250)
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 lying in a vault on level 29 of The Sandworm lair.
q) a Mithril Rod of the Istari of Nothing (2/320)
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 lying in a vault on level 29 of The Sandworm lair.
r) The Golden Horn of the Thunderlords (6 charges) {100% off}
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory - Gondolin ]
a) 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 increases your intelligence, wisdom and
charisma by 1. It makes you invisible. It provides resistance to
blindness and nexus. It cannot be harmed by fire.
You bought it from the General Store.
b) Maeglin, the Traitor of Gondolin's corpse
[Home Inventory - Minas Anor ]
a) a Fireproof Tome of Magical Energy {!d!v!k@m7}
It cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
b) a Fireproof Tome of the Eternal Flame {!d!v!k@m1}
It
cannot be harmed by fire.
You found it lying in a vault on level 23 of The Sandworm lair.
c) a Fireproof Tome of the Blowing Wind {!d!v!k@m2}
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 {!d!v!k@m3}
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 {!d!v!k@m4}
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 {!d!v!k@m5}
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 {!d!v!k@m9}
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 {!d!v!k@m6}
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 {!d!v!k@m8}
It
cannot be harmed by fire.
You found it lying in a vault on level 23 of The Sandworm lair.
j) a Fireproof Tome of Meta Spells {!d!v!k@m0}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
k) a Fireproof Tome of the Mind {!d!v!k}
It
cannot be harmed by fire.
You found it lying in a vault on level 23 of The Sandworm lair.
l) a Fireproof Unholy Tome of the Hellflame {!d!v!k}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
[Home Inventory - Lothlorien ]
a) 3 Sprigs of Athelas
b) a Potion of Cure Insanity
c) 5 Potions of Restore Mana
d) The Crumpled Scroll of Mass Resurrection
e) The Ring of Agoron (+1 to searching)
It
increases your intelligence, charisma and searching by 1. It provides
resistance to fire, light, shards and nexus. It cannot be harmed by
acid, cold, lightning or fire.
You found it in the remains of an Ancient green dragon in the town of
Gondolin .
f) 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 a Dracolich on level 67 of Paths of the
Dead.
g) 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 Swamp Wyrm on level 52 of The
Sacred Land Of Mountains.
h) an Indestructible Amulet of Telepathy
It gives telepathic 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.
i) 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 in a vault on level 22 of The Sandworm lair.
j) The Phial of Undeath (-5) {cursed}
k) The Anchor of Space-Time
l) The Double Chain Mail 'Anfalir' (-31,-36) [16,+13](40%)
It
increases your hit points by 40%. It sustains your strength and
dexterity. It provides resistance to fire, cold, poison and shards.
It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 67 of Paths of the Dead.
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 disenchantment. It cannot be harmed
by acid, cold, lightning or fire.
You found it lying in a vault on level 52 of The Sacred Land Of Mountains.
n) 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.
o) a Feathers Cloak of Air [1,+13]
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, shards 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 The Queen Ant on level 52 of The Sacred
Land Of Mountains.
q) an Iron Crown of Telepathy [0,+13]
It gives telepathic powers.
You found it lying in a vault on level 25 of The Sandworm lair.
r) an Iron Crown of the Magi [0,+10] (+2)
It
increases your intelligence and spell power by 2. It sustains your
intelligence. It provides immunity to paralysis. It provides
resistance to acid, electricity, fire, cold and confusion. It cannot
be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 50 of Moria.
s) The Steel Helm 'Lebohaum' [20,+80]
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 22 of The Sandworm lair.
u) 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 52 of The Sacred Land Of Mountains.
v) Ufthak of Cirith Ungol's corpse
w) a Mage Staff of Power (1d4) (-17,-9) (+11)
x) The Trollish Mage Staff 'Elkorinwe' (1d4) (+5,+5)(60%)
It can be wielded two-handed. It can be used to store a spell. It
increases your mana capacity by 60%. It sustains your intelligence.
It provides resistance to blindness and confusion. 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.
[Home Inventory - Khazad-dum ]
a) The Hatchet of the Night (2d6) (+34,+22) (+4)
It can
be activated for vampiric drain (3*100) every 250 turns if it is being
worn. It increases your dexterity and stealth by 4. It drains life
from your foes. It is a great bane of undead. It provides resistance
to dark. It allows you to see invisible monsters. It drains
experience. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Lesser Balrog in the town of Khazad-dum .
b) Smaug the Golden's corpse
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