Introduction
This is it. The Last Yeek I intend to play. Not only that, I intend it to be my first ultimate winner. Yeek Hermit Sorceror. Ironman rooms.
Well, at least the last class of yeeks I intend to play, because I already killed off several, all stupidly in the very same vault they've collected all their Tomes. No character sheet yet - for now I'm taking a break from the Last One, to see how sorcery works when you don't die on the first hit (or second, if you're lucky) - see my Troll Sorceror.
Yeek skill strategy file: Max Sorcery, Spellpower, Magic. Necromancy @ 30 + Undead Form. Udun @ 10. Rest to be pumped into Spirituality.
Update: Apparently, Troll's experience helped me to get The Last Yeek to another stage of his life (or, at times, undeath). A more promising stage.
Thoughts:
- Ironman Sandworm Lair is a wonderful place as usual
- Recall/Identify or Recall/Vision is all you need to clear your first checkerboard vault without constant threat to your life
- Inertia Control + Ent's Potion = permanent +10 max hp (which is quite a lot for this poor creature)
Middle-Earth's wealthiest trade route: Sandworm Lair -> Library in Lorien -> Dungeon Town (potion store, jewelry shop, dragon hunter) in Orc Caves. (shop scumming maybe isn't the most honorable behaviour, but after the autoroller told me "Max STR: 4" I'm a bit on the desperate side) after getting STR to an acceptable level it appears that it's not only boring, but barely profitable in comparison to Recalling potions from various vaults in SwL or Dol Guldur.
UPDATE: The Last Yeek is on a roll! Incredible amount of HP for such a weakling, thanks to a lot of +CON items. Some nice finds, including Golden Crown of Gondor, which randomly gained TELEPATHY!
I didn't even know it's possible, all I ever got were some random resists. Another great stroke of luck in Feagwath dropping the One. I won't need to step foot in Angband unless necessary. Cool.
It's about time to change my Wizardry staff to Forochel and get hitpoints from Gondolin invasion quest - and then, Mt. Doom. I do not expect too much trouble there (Shake and Recall should make sure of it). I don't know yet who to worship after destroying the Ring. Eru's bonus mana and relatively easy piety gain would be cool, but Tulkas with +3 STR and CON could be more useful. Decisions, decisions.
UPDATE: Decided on Eru, because I noticed that I will have max STR and CON anyway. Running in circles for him is *much* less annoying with Inertia-controlled Ent's Potion. Not much to say about battles, except when Marda manastormed me down from full hp to dead. Undead form saved the Last One's skin, but the experience taught me to fight passively, but safely - ie. turning on passive damage spells, like firewall, fiery shield, ice storm, thunderstorm and following it with Disruption Shield, so any instakill capable enemy will be slowly dwindling on this defenses. Occassional break through the shield fixed with the spellbinder-teleport-rebuff-return combo. Worked on Morgoth quite well (even if the fight was a bit long).
There's not much to do before void diving now. Nameless produced Gauntlets of Eol and vaults on the bottom of Angband contained much sought-for Vilya and almost-as-good-as-sought-for-Elven Shadow Cloak of Air. Only one important unique managed to dodge me so far - the Blind Nazgul. I'll now do some stocking and look for some missing artifacts (I sure like to collect these, but also few useful ones escaped me for now - Potion of Learning, Blood of Life, Rod Tip of Home Summoning) and then we'll see whether The Yeek can handle the spirit of Melkor.
Chatter
LordDimwit: Cool, good luck! Perhaps this will put the yeek madness to rest for a little while :). You might be interested in my own Yeek Hermit ultimate-winner (http://angband.oook.cz/ladder-show.php?id=2557). It's on an older version of ToME, but a lot of the same might apply here. I think that Necromancy for Undead form is pretty essential, for example...
ZasVid: Yes, yes indeed. I've actually studied all yeek sorcerors on the ladder and the winning plan has only mildly differing variations -> every YHS uses Udun and aforementioned Undead Form.
NeilStevens: If you want this to be your LAST you should turn maximize off, heh.
ZasVid: It wouldn't be as challenging then
Besides, I'm too lazy to turn the option off, so I have it on with all characters.
Character Sheet
[ToME 2.3.3 Character Sheet]
Name : The Last Yeek Age 12 STR! 40
Sex : Neuter Height 33 INT! 40
Race : Yeek Hermit Weight 26 WIS! 40
Class : Sorceror Social Class 36 DEX: 25
Body : Player CON! 40
God : Eru Iluvatar CHR! 33
+ To Melee Hit 14 Level 50 Hit Points 475/ 475
+ To Melee Damage -1 Experience 15191562 Spell Points 2612/ 2612
+ To Ranged Hit 39 Max Exp 15191562 Sanity 724/ 930
+ To Ranged Damage 15 Exp to Adv. ***** Piety 53827
AC 27+133 Gold 1509160 Speed Fast (+21)
(Miscellaneous Abilities)
Fighting : Fair Perception : Very Good Blows/Round: 4
Bows/Throw : Superb Searching : Good Shots/Round: 2
Saving Throw: Superb Disarming : Good Mel.dmg/Rnd: 12d4-4
Stealth : Superb Magic Device: Bad Infra-Vision: 120 feet
Tactic: coward
Explor: leisurely
(Character Background)
You are one of five children of a brown Yeek. You are a
well-liked child. You have blue-gray eyes, curly red hair,
and a fair complexion.
[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:
Mirkwood: Level 25 (1250')
Mordor: Level 65 (3250')
Angband: Level 111 (5550')
Barrow-Downs: Level 1 (50')
Mount Doom: Level 99 (4950')
Submerged Ruins: Level 50 (2500')
Cirith Ungol: Level 50 (2500')
Heart of the Earth: Level 36 (1800')
Paths of the Dead: Level 70 (3500')
Illusory Castle: Level 52 (2600')
Maze: Level 37 (1850')
Orc Cave: Level 16 (800')
Erebor: Level 72 (3600')
The Old Forest: Level 25 (1250')
Moria: Level 50 (2500')
Dol Guldur: Level 70 (3500')
The Small Water Cave: Level 34 (1700')
The Sacred Land Of Mountains: Level 51 (2550')
The Sandworm lair: Level 30 (1500')
The Helcaraxe: Level 35 (1750')
A lost temple: Level 32 (1600')
Your body is a Player.
You are currently in the town of Bree.
You have defeated 6448 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 Ruler.
You found 3 of the relic pieces.
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 25th Quelle of the 2890th year of the third age.
You have been adventuring for 39 days.
adefkmnopsuxz{|@
Add Str : ...3....43.3.66.
Add Int : 3..32342..3.....
Add Wis : 3..323.2.3.....+
Add Dex : .4.3............
Add Con : .493..4.43.3....
Add Chr : ...3.3.2........
Mul Mana : +...+.....+....+
Mul SPower: +...............
Add Stea. : ......42........
Add Sear. : ..............6.
Add Infra : 3.............6.
Add Tun.. : ..............6.
Add Speed : ..93..42.3.3....
Slay Orc : ..............+.
Slay Troll: .............++.
Slay Giant: .............++.
Slay Drag.: .............++.
Acid Brand: .............++.
Elec 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 : ......+.........
Auto Curse: ....+...........
Levitate : ...+......+.....
Lite : ....+....+......
See Invis : +..+.....+......
Digestion : ..+++...........
Regen : ...++....+......
Xtra Might: .+..............
Xtra Shots: .+..............
Activate : ...+...+.++...+.
Cursed : +......+.+......
Hvy Curse : ....+...........
Fly : ......+.........
Climb : ...........+..+.
Orc.ESP : ........+.....+.
Evil.ESP : ....+...........
TLord.ESP : ......+.........
Good.ESP : ....+...........
Full ESP : .........+......
Skills (points left: 11)
. Archery -01.000 [0.000]
- Sneakiness 00.900 [0.900]
. Stealth -02.000 [0.400]
- Magic 50.000 [1.000]
. Magic-Device 01.500 [1.000]
. Spell-power 50.000 [0.600]
. Sorcery 50.000 [0.700]
. Mana 00.000 [0.900]
. Fire 00.000 [1.000]
. Water 00.000 [1.000]
. Air 00.000 [1.000]
. Earth 00.000 [1.000]
. Meta 00.000 [1.000]
. Conveyance 00.000 [1.000]
. Divination 00.000 [1.000]
. Temporal 00.000 [1.000]
. Mind 00.000 [1.000]
. Nature 00.000 [1.000]
. Udun 10.000 [0.400]
. Necromancy 30.600 [0.900]
. Runecraft 00.000 [0.900]
. Thaumaturgy 00.000 [0.900]
- Spirituality 21.000 [0.550]
. Prayer 07.500 [0.500]
- Monster-lore 02.000 [0.500]
. Corpse-preservation 00.800 [0.800]
Abilities
* Perfect casting
* Undead Form
[Character Equipment]
a) The Mage Staff of Forochel (3d4) (-7,-5)(60%) (+3 to infravision) {cursed}
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 is cursed. It cannot be harmed by acid, cold, lightning
or fire.
You found it lying on the floor of a special level.
d) The Sling of the Thain (x6) (+15,+15) (+4)
It increases your
dexterity and constitution by 4. It provides resistance to nether.
It fires missiles with extra might. It fires missiles excessively
fast. It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 71 of Erebor.
e) The Ring of Redhre (+9)
It increases your
constitution and speed by 9. It sustains your strength and
intelligence. It provides resistance to light and disenchantment. It
slows your metabolism. It cannot be harmed by acid, cold, lightning
or fire.
f) The Ring of Power 'Vilya' (+12,+12) (+3)
It can be activated for greater healing (900) every 200+d200
turns if it is being worn. It increases your strength, intelligence,
wisdom, dexterity, constitution, charisma, speed and luck by 3. It
sustains your strength, dexterity and constitution. It provides
immunity to electricity. It provides immunity to paralysis. It
provides resistance to life draining, poison and disenchantment. It
allows you to levitate. It allows you to see invisible monsters. It
slows your metabolism. It speeds your regenerative powers. It cannot
be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 106 of Angband.
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
It grants you
the power of restore life if it is being worn. It provides light
(radius 1) forever. It can be used to store a spell. It increases
your intelligence, wisdom and luck by 2. It increases your mana
capacity by 40%. It sustains your intelligence and wisdom. It
provides resistance to life draining. It allows you to breathe
underwater. It allows you to sense the presence of evil beings and
good beings. It slows your metabolism. It speeds your regenerative
powers. It is heavily cursed. It can re-curse itself. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of Ar-Pharazon the Golden on level 50 of
Submerged Ruins.
m) a Dwarven Lantern of the Magi (+3)
It grants you the power of magic map if it is being
worn. It provides light (radius 2) forever. It can be used to store
a spell. It increases your intelligence, wisdom and charisma by 3.
It makes you invisible. It provides resistance to blindness. It
cannot be harmed by fire.
It was given to you as a reward.
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 Shadow Cloak of Luthien [6,+20] (+2) {cursed}
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 poison. It is cursed. 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,
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 lying in a vault on level 32 of Moria.
s) The Golden Crown of Gondor [0,+15] (+3) {cursed}
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, light, blindness, confusion, sound and chaos. It allows
you to see invisible monsters. It gives telepathic powers. It speeds
your regenerative powers. It is cursed. It cannot be harmed by acid,
cold, lightning or fire.
You found it lying in a vault on level 51 of The Sacred Land Of Mountains.
u) The Set of Gauntlets of Eol [3,+15](60%) (+3)
It can be activated for mana bolt (9d8) 7+d7 turns if it is being
worn. It can be used to store a spell. It increases your intelligence
and luck by 3. It increases your mana capacity by 60%. It provides
immunity to paralysis. It provides resistance to electricity, poison
and dark. It allows you to levitate. It cannot be harmed by acid,
cold, lightning or fire.
You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
x) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
It increases your strength, constitution and speed by 3. It makes you
completely fearless. It provides resistance to disenchantment. 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 50 of The Sacred Land Of Mountains.
z) (nothing)
{) The Seeker Bolt of Ciryon (4d5) (+21,+19) (+6)
It increases your strength by 6. It does extra damage from acid and
electricity. It is especially deadly against dragons. It is
especially deadly against trolls. It is especially deadly against
giants. It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 71 of Erebor.
|) 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 95 of Mount Doom.
[Character Inventory]
a) a Fireproof Tome of Magical Energy {!d!v!k!k!k@m7}
It cannot be
harmed by fire.
You found it in the remains of Saruman of Many Colours on level 32 of A
lost temple.
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 22 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 24 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 22 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 24 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 22 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) a Golden Rod of the Istari of Nothing (250/250)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory - Bree ]
a) 2 Fireproof Tomes of Magical Energy {!d!v!k!k!k@m7}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
b) 2 Fireproof Tomes of the Eternal Flame {!d!v!k@m1}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
c) 2 Fireproof Tomes 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) 2 Fireproof Tomes 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) 2 Fireproof Tomes 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) 2 Fireproof Tomes of Translocation {!d!v!k@m5}
It
cannot be harmed by fire.
You found it lying in a vault on level 24 of The Sandworm lair.
g) 2 Fireproof Tomes 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) 2 Fireproof Tomes 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) 2 Fireproof Tomes of the Time {!d!v!k@m8}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
j) 2 Fireproof Tomes of Meta Spells {!d!v!k@m0}
It
cannot be harmed by fire.
You found it lying in a vault on level 24 of The Sandworm lair.
k) 2 Fireproof Tomes of the Mind {!d!v!k}
It
cannot be harmed by fire.
You found it lying in a vault on level 22 of The Sandworm lair.
l) 2 Fireproof Unholy Tomes 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) The Ring of Barahir (+1)
It can
be activated for dispel small life every 55+d55 turns if it is being
worn. It increases your strength, intelligence, wisdom, dexterity,
constitution, charisma, stealth and searching by 1. It provides
resistance to poison and dark. It allows you to see invisible
monsters. It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 50 of The Sacred Land Of Mountains.
n) The Filthy Rag of the Wight [1,+7] (+6 to searching)
It increases your intelligence, searching and spell power by 6. It
provides resistance to blindness and confusion. It renders you
especially vulnerable to fire. It allows you to see invisible
monsters. It cannot be harmed by acid, cold, lightning or fire.
o) Khim, Son of Mim's corpse
p) Ugluk, the Uruk's corpse
q) The Lernaean Hydra's corpse
[Home Inventory - Gondolin ]
a) Eol, the Dark Elf's corpse
b) Ulik the Troll's corpse
[Home Inventory - Lothlorien ]
a) 9 Sprigs of Athelas
b) a Potion of Cure Insanity
c) 15 Potions of Restore Mana
d) The Crumpled Scroll of Mass Resurrection
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 lying in a vault on level 105 of Angband.
g) 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 49 of The
Sacred Land Of Mountains.
h) The Arkenstone of Thrain (+3)
It can be activated for detection every
30+d30 turns if it is being worn. It provides light (radius 3)
forever. It increases your speed and luck by 3. It provides
resistance to life draining, light, dark and chaos. It allows you to
see invisible monsters. It allows you to sense the presence of orcs.
It cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 50 of Cirith Ungol.
i) The Hard Leather Armour of Halamar (-65,-12) [6,+19](40%)
It increases
your hit points by 40%. It sustains your dexterity. It provides
immunity to fire. It makes you completely fearless. It provides
resistance to acid, sound and disenchantment. It cannot be harmed by
acid, cold, lightning or fire.
You found it lying in a vault on level 105 of Angband.
j) The Cloak of Lothadend [1,+10]
It sustains your
strength. It provides immunity to electricity and fire. It makes you
completely fearless. It provides resistance to light and shards. It
cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 24 of The Sandworm lair.
k) a Shadow Cloak of Air [6,+23] (+1 to stealth)
l) The Large Metal Shield of Sindar [5,+9]
It
sustains your wisdom, dexterity and charisma. It provides immunity to
electricity. It provides resistance to acid, fire and sound. It
cannot be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 17 of The Old Forest.
m) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
It
provides light (radius 1) forever. It increases your strength,
intelligence, wisdom, dexterity, constitution, charisma and
infravision by 125. It provides resistance to acid, electricity, fire
, cold, poison, light, dark, confusion, nether and nexus. It allows
you to see invisible monsters. It gives telepathic powers. It is
permanently cursed. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of Morgoth, Lord of Darkness on level 105 of
Angband.
n) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
It can be activated for temporary ESP (dur 20+d20) every
20+d50 turns if it is being worn. It increases your intelligence,
dexterity, charisma, searching and spell power by 3. It provides
resistance to acid, fire, shards and disenchantment. It cannot be
harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Wyrm of Power on level 99 of Mount
Doom.
o) The Steel Helm 'Lebohaum' [20,+80]
p) The Long Bow of Bard (x5) (+17,+19) (+2)
It increases your dexterity and luck by 2. It provides immunity
to paralysis. It allows you to sense the presence of dragons. It
fires missiles with extra might. It cannot be harmed by acid, cold,
lightning or fire.
You found it lying in a vault on level 32 of A lost temple.
q) a Light Crossbow (x3) (+0,+0) {!}
r) The Seeker Arrow of Bard (8d4) (+20,+15)
It does
extra damage from acid, electricity, fire and frost. It poisons your
foes. It is a great bane of dragons. It is especially deadly against
orcs. It is especially deadly against trolls. It is especially
deadly against giants. It strikes at demons with holy wrath. It
strikes at undead with holy wrath. It fights against evil with holy
fury. It is especially deadly against natural creatures. It cannot
be harmed by acid, cold, lightning or fire.
You found it lying in a vault on level 95 of Mount Doom.
s) a Mage Staff of Power (1d4) (-16,+4) (+11)
It can be
wielded two-handed. It can be used to store a spell. It increases
your spell power by 11.
You found it lying in a vault on level 24 of The Sandworm lair.
[The Mathom-house Inventory - Bree ]
// snip for now
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