ToME Spoiler for 2.2.x Created by Evil Mr Henry Last updated 27-Oct-2003 Categories: Items (done) Quests (done) Nasty Monsters Corruptions Good Starting Classes Glossary of ToME Items Junk Artifacts: These items are artifacts, (and are undestroyable) but are unwieldable. They appear as '~' symbols on the map, and have such names as "The Bottomless Bottle" or "Tenser's Top-Heavy Teaspoon" when identified, and less descriptive names when unidentified. Their usefulness varies widely. Some activate for healing or teleport, but others activate for stat loss or even death. The precise activation varies from game to game, and from one item to another. (eg: two "The Bottomless Bottle"s can activate for entirely different things, even if both are held at the same time) To discover the activation, use a scroll of *identify*. Note, however, that some can be sold to stores. If one can, selling it, then re-buying it will have the same effect for a lesser cost. The crumpled scroll of mass resurrection: "This magical scroll sends a call to the halls of Mandos, issuing forth all those who have been slain by the reader." Usable only once, this scroll restores almost all unique monsters to life. (It avoids "important" monsters, such as ones that can carry the One Ring.) There is no real danger to using it, (no, it won't summon every unique to your level) just avoid asking "I thought I already killed that guy.". The primary use is in the late part of the game, to allow killing all the uniques again. Relics: Look under God quests. Perilous Identify: Some items activate for "perilous identify". It won't kill you (by itself). It has the same effect as an identify scroll, but causes you to loose hp and sp, with a chance for confusion or paralysis. As long as you don't use it in the middle of a fight, you *should* be fine. Slime molds: "It looks disgusting, if you really want to you can 'E'at it. Not an incredible taste experience, but that'd be asking a bit much." Every time you eat one, you have a 2% chance of gaining the "grow molds" ability. This ability summons 8 leveled random molds to protect you. It is quite possible to get Death Molds or Ultimate Mimics with this ability. The only other use for slime molds is nutritional value. Portable hole: "It is used by merchants as an extra carrying space." Don't bother. Only works with the merchant class. The merchant class doesn't exist anymore. The Great Rod Tip of Home Summoning: "This rod creates a little hatch, allowing access to your home, no matter how far away the abode is." When Zapped, it allows you to access the home in the city you would recall to. . .most of the time. Be careful with dungeon towns, and don't rely on it too much. Corpses: Wondering about the uses of that corpse? Look no further. There are a few uses for corpses. In no particular order, Possessors can enter them, alchemists use them for some recipes, and necromancists can create pets. They are used for the Beastmaster quests. Also, eating ones that could summon monsters can summon a few pets. Be careful 'h'acking corpses, as several monsters can cause you several hundred points of damage when 'h'acking them. The Potion of Learning: Gives you some more skillpoints, based on luck. Dark Sword: "A strange, very sharp long sword, which seems to drain light from its surroundings. As you wield it, you feel much less attuned to magic." Disrupts the magic of monsters around you, as well as your magic. It ignores racial powers, activations, potions, and scrolls, but stops all magic, wands, staves, and rods. The chance of preventing monster magic is dependant on your antimagic skill, (look at the skill spoiler) and how enchanted your dark sword is. The more enchanted the sword is, the more it *decreases* your antimagic ability. On the other hand, a cursed dark sword will increase the ability. This means that a dark sword (-60, -60) could be quite useful. (Of course, hitting anything could be a problem.) Ego types are ignored for this calculation. From the code: p_ptr->antimagic += 50 - to_h - to_d - pval - to_a; p_ptr->antimagic_dis += 5 - ((to_h + to_d + pval + to_a) / 15); Amulet of Anti-Magic: ? The amulet will give you a great saving throw, at the cost of disallowing any magic. However, racial powers, activations, potions, scrolls, wands, staves, and rods all still work. Potions of Water Curing: "It is a magical component that can purify water." Used for the water purification quest; useless for anything else. Scroll of Craftsmanship: "A powerful scroll, desired by many, as it can magically improve the special powers of magical weaponry." A very rare scroll that increases the pval of weapons by +1, up to a maximum of +5, in the manner of +to hit and +to dam scrolls. This means that 1) the scrolls are not guaranteed to work, and 2) with enough tries, +6 could be reached. (+7 theoretically could be reached, but one would need several stacks of 99 scrolls of craftsmanship.) Scrolls of Artifact Creation: "The mighty magic on this scroll will imbue an item you possess with supernatural powers, also rendering the object indestructible." A very rare scroll that turns ordinary equipment into an artifact. Don't use on ego items, as the scroll will fail. (Is the power based on level read on?) The Old Scroll of Deincarnation: "It allows you to leave your body to reincarnate into an other one, however your current body is lost in the process." Does just what it says. Read up on possessors before using it. There are several "gotchas" that can really ruin your day. Potion of New Life: "This potion fundamentally twists your physical features, as if you were another mother's child. Your physique will be shaped anew." All this does is re-roll your life rating, giving you more or less max hitpoints. They do not remove corruptions. If you've sacrificed hit points to Melkor, or to create artifacts, you will still have those losses. The numbers range from about 85/100 to 115/100. The closer to 115/100, the better. The Blood of Life: ? DRINK IT! It gives you another shot at life. When you get killed, instead of going to the high scores list, you will be fully restored in health, sanity, etc. Maps: "A map, showing the town of Bree and the landscape around it." (Similar descriptions for the other cities.) Reading one of these scrolls will destroy it, (What did you expect? Your map folding skill is 0.) but gives you knowledge of the immediate surroundings of the mentioned city. Parchments: Orange '?'. Descriptions vary. Use 'r' to 'r'ead them. The ones describing a language allow you to use inscriptions. Please read the in-game inscription spoiler. Once read, it does not matter what is done with the parchment. The one titled "Adventurer's Guide to Middle-earth" contains very useful hints. All other parchments contain "useful" information, but give no particular powers. Staff of Wish: "This grants you a wish. Beware of what you ask for!" "u'sing this staff gives you a chance to get an item. You can't: Wish for multiple items. (50 Potions of Invulnerability) Wish for artifacts. (The Small Sword 'Sting') Wish for specific pvals. (Pair of Hard Leather Boots of Speed (+20)) Wish for a Staff of Wish.(Staff of Wish) Wish for unique monsters.(Companion Fire Phantom) Mess up on speeling (Potion of Invunerability) Create more using alchemy. Recharge the staff. Put 'a' or 'an' in front of the name. You can: Wish for ego items. (Pair of Hard Leather Boots of Speed) Wish for normal items. (Ring of Extra Attacks) (Note that it could turn out cursed.) Wish for Companions. (Companion grand master mystic) Mess up on CApitalization (Pair Of hard leather boots of SPeed) See wishing.txt in the help directory for more information. The pval of the item generated is affected by the dungeon level. Suggestions: Power dragon scale mail of immunity Companion Great Wyrm of Law Pair of Metal Shod Boots of Speed Scroll of artifact creation Vampiric Shadow Blade of Westernesse Scroll of craftsmanship Quests The quests in this area have 'hardest' and 'normal' monsters listed for each quest. The 'hardest' monsters are the most difficult monsters that are likely (to appear in the quest, the number following is the approximate number of similar enemies; the 'normal' monsters are those that the quest is mostly composed of. It is recommended to wait attempting the relevant quest until you have the ability to defeat the 'hardest' monster, and to easily defeat the 'normal' monsters. House quests: Hey? Where'd my house go? It's still there; you just need to fight for it. The yellow '>' in the middle of Bree is your future home, but it's inhabited by a bunch of novice rogues. (and one bandit) The other houses are similar, with Lothlorien having wargs, Gondolin having dragons, Minas Anor having undead, and Khazad-dum having balrogs. Archers might want to do the Lothlorien quest early, as the house is filled with usable junk items. Town Hardest Normal Bree: Bandit(1) Novice rogues Lothlorien: Warg(M) Wolves Gondolin: Ancient dragon(1) Mature dragons Minas Anor: Revenant(5) Ghosts Khazad-dum: Greater Balrog(10) Lesser Balrogs Mushroom supplies: Farmer Maggot wants mushrooms. The quest area is one square to the west of Bree. If you have invisibility, the quest is rather easy. Also note that the mushrooms regenerate if the map is left. You may want to leave your sword at home to prevent accidently killing one of his dogs. For a reward, you get some mushrooms of cure serious wounds, and an artifact sling. Hardest Normal Maggot's Dogs (3) Jackels The Wight Grave Bree has a Wight problem. Fix it. First of all, based on your combat/magic ratio, you may get the Troll quest instead of this one. See the skill spoiler for more information. The entrance to this quest is right next to the entrance to the Barrow-downs. The map consists of a number of small breaks in mountain terrain connected by void jumpgates. *Important*: do NOT create any jumpgates of your own. Any new jumpgate in this quest WILL make it impossible to continue your game. High level phase door or minor displacement creates jumpgates. For your trouble, you get a useful piece of armor. Hardest Normal Wight-King of the Barrow-downs (4) Grave Wight The Trolls Glade Bree has a Troll problem. Fix it. First of all, based on your combat/magic ratio, you may get the Wight quest instead of this one. See the skill spoiler for more information. To start this quest, enter Bree at night. If resting in-town until night, be sure to exit then enter Bree once night falls. The quest entrance will be in the south-east corner of the Bree map. Note that the map is surrounded by trees, so the ability to either fly, or go through trees is quite useful. For your trouble, you get an artifact sword. Hardest Normal Tom the Stone Troll (3) Algroth The Dark Horseman: Bree has a Ringwraith problem. Fix it. After either completing the Trolls Glade, or the Wight Grave, this becomes available. Don't take this one until you can take down a Ringwraith safely, and bear in mind he will appear in town, not in a quest level. Still, you can escape rather easily if things start going downhill. Regular Ringwraith tactics apply. If you get the Black Breath, remember to stop by the Mayor's office afterwards. Hardest Normal Uvatha the Horseman (1) Townspeople Lost Hobbit: Merton Proudfoot is lost in the Maze. Merton is generated at a random level in the maze, and will remain at that level until rescued. 'y'give him a scroll of Word of Recall, and he'll leave. Finding him is a lot easier with either good ESP, unique ESP, or full ESP. Your reward is a rod tip of recall. Spiders of Mirkwood: Lothlorien has a spider problem. After completing the house quest, this comes up. The quest entrance is just to the north-east of the mayor's office. This quest map features trees, so the ability to hide in them would be quite useful. You get a potion of augmentation for finishing. Hardest Normal Elder Araneas (~10) Araneas Poisoned Water: Lothlorien has a water problem. After completing the Spider quest, this comes up. After talking to the mayor, go to the upside-down L shape of water to the north-west of Lothlorien. One of the 4 squares will have the problem. 'L'ook for the large area of brown water. If the brown water area goes too much off the screen, you might want to re-enter the map. The center of the brown water is filled with mushrooms, molds, and mimics. There is no cover, and the mimics summon. This quest is much easier for a mage type than a warrior type. The following are some strategies that might help warriors complete the quest: Use a large amount of wands/rods/staffs/arrows. Get the ability to turn into an Ent, (Mimic, or morphic oils) and creep up to them surrounded by trees. Skip the quest entirely. For your actions, you get an Elven Blue Dragon Scale Mail. Hardest Normal Greater Mimics (M) Molds, lots of molds Invasion of Gondolin: Gondolin has an army problem. This quest is given you when you reach level 45. There is no harm in taking it. You will be brought to Gondolin, and a quest entrance will be generated at the gate of the city. There is no need to enter the quest level at that time, though. You can continue exploring, and tackle it when ready. The quest level is fairly small, and has granite walls. Your objective is to kill Maeglin before he reaches the staircase you entered by. There are ancient dragons, Ettins, master mindcrafters, lesser balrogs, and the like to stop you. Your reward will be 150 more maximum hitpoints. Hardest Normal Maeglin Lesser balrogs Eol the Dark Elf: Gondolin has an elf problem. The quest entrance is in the south-east corner of the Gondolin map. The quest map has granite walls, and is randomly generated. It also is filled with quite a few traps; bring a way to detect them. Eol himself is not much of a problem if you can confuse him. He is quite a good corpse for a possessor, and the reward is a dwarven lantern of the magi. Hardest Normal Eol Traps Nirnaeth Arnoediad: Gondolin has another army problem. The quest entrance is at the gates of Gondolin. The map is one big granite-walled cave, with a large number of trolls. While you only need to reach the stairs on the other side of the map, you might as well clear the place out if you can. For your reward, you get access to the royal jewelry shop. Hardest Normal Hrus (5) Eldrak The Last Alliance: Create a link between Gondolin and Minas Anor. The actual travel is quite easy. Simply travel to Gondolin and back again. The problem is the Thunderlord ambush that you run into along the way. It features around 50 Thunderlords, in a map with a moderate covering of trees. Thunderlords can pass trees. Genocide will not work. There are two points in your favor, however. First, you can teleport around the level, and second, immunity to fire can really make your day better. Still, this is not an easy quest. Hardest Normal Gold Thunderlord (4) Blue Thunderlord Narsil Find the broken sword 'Narsil'. Sorry, no big battles for this one. Simply bring the sword to be reforged to Aragorn in Minas Anor, and you get the sword Anduril in return. The location of Narsil is random, just like most other artifacts. Issues with random quests: These are some issues that occur with both princess and fumblefinger quests: When selecting "Persistent levels" or "Ironman rooms", random quests are disabled. Random quests only appear in the four main dungeons. (Barrowdowns, Mirkwood, Mordor, and Angband) Before choosing 98 quests, remember that the random quests in Angband will feature very powerful monsters, for little reward. Princess quests: Well, the princess seems to have gotten herself into a bit of a bind. Your objective is to rescue the princess by killing all the monsters guarding her. In return you will get a choice of one of three items, that are excellent or better. Surprises with princess quests: Sometimes the princess room does not show up in small levels. Go up the stairs, then back down. It is easy to miss a monster. Check your '^q'uest page. Adventurer's sword: An adventurer has lost his sword. Kill the monsters that took it. Similar to the princess quests, these occur 1/4 of the time a random quest is offered. Completing the quest will cause the adventurer to ask to join you. Say 'no' and he will offer three skills that you could learn from him. These quests are nicknamed Fumblefinger or FF quests because of the unlikely monsters that took the sword. The One Ring: *The* Quest. First off, you'll want the Ring, as it is rather difficult to do anything with the Ring if you do not actually have it. The places you can find it are places where the Ring was in great danger. The specific monsters are: Sauron, the Sorcerer; Ar-Pharazon the Golden; Shelob, Spider of Darkness; The Watcher in the Water; Glaurung, Father of the Dragons; and Feagwath, the Undead Sorcerer. Sauron cannot be permenantly killed before the Ring is destroyed, so repeatedly killing him will give you the Ring (eventually). Once you have the Ring, the next step is to throw it into the fires of Mount Doom. The entrance is in Mordor, around level 66, and appears as a purple '>'. You then need to go through several lava-filled levels, to finally come to the actual Mount Doom level. This is also lava-filled, and has a large number of level 99 monsters in it. (Fire Immunitity is highly recommended, by the way.) If you manage to toss the Ring into the great fire, you will then be able to kill Sauron, then Morgoth.