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The Angband Ladder: Hamfist, Half-Ogre Warper by <Elliott946@aol.com>

  [ToME 2.2.5 Character Dump]

 Name  : Hamfist                Age                 49       STR!     40       
 Sex   : Male                   Height             104       INT!     40       
 Race  : Half-Ogre              Weight             231       WIS!     40       
 Class : Warper                 Social Class        22       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Tulkas                                              CHR!     40       
                                                                               
 + To Melee Hit           2 Level             50    Max Hit Points      1132   
 + To Melee Damage        9 Experience  45360271    Cur Hit Points      1132   
 + To Ranged Hit         37 Max Exp     45360271    Max SP (Mana)       1388   
 + To Ranged Damage      18 Exp to Adv.    *****    Cur SP (Mana)        349   
   AC                39+101 Gold          538570    Piety             229457   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Good         Perception  : Fair         Blows/Round:  4         
 Bows/Throw  : Superb       Searching   : Poor         Shots/Round:  2         
 Saving Throw: Very Good    Disarming   : Superb       Mel.dmg/Rnd:  4d4+36    
 Stealth     : Bad          Magic Device: Legendary[10]Infra-Vision: 1310 feet 
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          Your father was an Ogre, but it is unacknowledged.  You are          
          the adopted child of a Townsman.  You are a credit to the            
          family.  You have dark brown eyes, wavy red hair, and an             
          average complexion.                                                  


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ON
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 696 (34800')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        The Void: Level 150 (7500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 67 (3350')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')

 Your body is a Player.
 You are currently on level 150 of The Void.
 You have defeated 15306 enemies.
 You destroyed Melkor forever and have been elevated to the status of Vala by
Eru Iluvatar.
 Arda will forever be free.
 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 a young hobbit from an horrible fate.
 You saved 98 princesses.
 You saved Arda and became a famed King.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 22nd Quelle of the 2890th year of the third age.
 You have been adventuring for 36 days.

                    adefkmnopsuxz{|@            
        Add Str   : ........4*......            
        Add Int   : .4..2....*......            
        Add Wis   : .4..2....*......            
        Add Dex   : .4.......*......            
        Add Con   : ........4*.3....            
        Add Chr   : .4.......*......            
        Mul Mana  : +...+...........            
        Mul SPower: +...............            
        Add Stea. : ...........3....            
        Add Sear. : .............3..            
        Add Infra : .........*...3..            
        Add Tun.. : .............37.            
        Add Speed : .4**.3.....3....            
        Slay Orc  : .............+..            
        Slay Troll: .............+..            
        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 Lite  : .....++..+......            
        Res Dark  : .....+...++....+            
        Res Blind : ........+.......            
        Res Conf  : ......+..++.....            
        Res Sound : ......+.+.......            
        Res Shard : ......+...+.....            
        Imm Neth  : .........+......            
        Res Nexus : .........++.....            
        Res Chaos : .....+..+.+.....            
        Res Disen : ..........+.....            
        WraithForm: ...+............            
        Lite      : .+..+....+......            
        See Invis : ...+.+...+......            
        Digestion : ....+...........            
        Regen     : ...++...........            
        Xtra Might: .+..............            
        Xtra Shots: .+..............            
        Activate  : .....++.........            
        Drain Exp : ...+............            
        Cursed    : ...++....+......            
        Hvy Curse : ...++....+......            
        Prm Curse : .........+......            
        Fly       : ......+.........            
        Orc.ESP   : .....+..+....+..            
        Troll.ESP : .............+..            
        Evil.ESP  : ....+...........            
        Good.ESP  : ....+...........            
        Full ESP  : .........+......            

Skills (points left: 0)
 - Combat                                        01.000 [0.200]
          . Weaponmastery                        01.100 [0.500]
 - Sneakiness                                    01.000 [0.900]
          . Stealth                              01.000 [0.300]
          . Disarming                            01.000 [0.300]
 - Magic                                         50.000 [0.900]
          . Magic-Device                         32.500 [1.050]
          . Spell-power                          01.000 [0.700]
          . Mana                                 01.000 [0.700]
                   . Fire                        00.000 [0.800]
                   . Water                       00.000 [0.800]
                   . Air                         00.000 [0.800]
                   . Earth                       00.000 [0.800]
          . Meta                                 00.000 [0.800]
          . Conveyance                           30.000 [1.200]
          . Divination                           50.000 [1.200]
          . Temporal                             32.400 [1.200]
          . Mind                                 00.000 [0.700]
          . Nature                               00.000 [0.800]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          50.000 [0.700]
 - Spirituality                                  02.650 [0.550]
          . Prayer                               00.000 [0.500]
 - Monster-lore                                  09.250 [0.500]
          . Summoning                            06.700 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            25.200 [0.500]
          . Mimicry                              01.000 [0.300]

Abilities
 * Perfect casting


  [Fates]

You are fated to find a Potion of Cure Light Wounds on level 1.
You may meet a Sparrow on level 10.
You may meet a Village idiot on level 1.
You are fated to find a Potion of Invisibility on level 1.
You are fated to find a Scroll of Magic Mapping on level 8.
You are fated to meet a Hill troll on level 98.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (-16,+1)(80%) (+4)
        It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 4.  It increases your mana capacity by 
    80%.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
d) The Sling 'Anrun' (x6) (+11,+18) (+4 to speed)
    
    It provides light (radius 1) forever.  It increases your intelligence, 
    wisdom, dexterity, charisma and speed by 4.  It fires missiles with
    extra might.  It fires missiles excessively fast.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 63 of Erebor.
e) an Indestructible Ring of Speed (+13)
    
    It increases your speed by 13.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 84 of Angband.
f) The Ring of Phasing (+15 to speed) {cursed}
    
    It grants you the power of teleport if it is being worn.  It increases 
    your speed and luck by 15.  It provides immunity to nether.  It
    provides resistance to life draining and nether.  It renders you
    incorporeal.  It allows you to breathe without air.  It allows you to
    see invisible monsters.  It speeds your regenerative powers.  It 
    drains experience.  It is heavily cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Tik'srvzllat on level 696 of Nether Realm.
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) 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 Bronze Thunderlord in the town of Minas
    Anor .
n) The White Dragon Scale Mail of Branwe (-2 to accuracy) [30,+14]
    It can be activated for breathe frost (110) every 90+d90 turns
     if it is being worn. It sustains your strength, intelligence, wisdom
     and constitution.  It provides immunity to electricity, fire and cold
    .  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to cold, poison, light, confusion, 
    sound and shards.  It allows you to fly.  It reflects bolts and
    arrows.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
o) a Mouse Fur of Air [1,+8]
    It
    allows you to breathe without air.  
    It was given to you as a reward.
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 blindness, sound 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 an Archon on level 65 of Mordor.
s) 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 114 of
    Angband.
u) The Set of Gauntlets of Mendornim (+6 to accuracy) [2,+10]
    It sustains your strength, intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire, cold, poison, dark, confusion, shards, nexus, chaos
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
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 22 of The Sandworm lair.
z) a Silent watcher (3315 hp)
{) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    It 
    increases your searching, infravision, ability to tunnel and luck by 3
    .  It does extra damage from acid.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It allows you to sense
    the presence of orcs and trolls.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 89 of
    Angband.
|) a Gnomish Shovel of Digging (+4,+8) (+7)
    It increases your ability to tunnel by 7.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Character Inventory]

a) 2 Fireproof Tomes of Translocation
    It cannot be harmed by fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
b) 3 Fireproof Tomes of Knowledge
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
c) 3 Fireproof Tomes of the Time
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) The Pendulum of Orcus
    It can
    be activated for light absorption.  
    You found it lying in a vault on level 20 of Mirkwood.
e) Valdarbon's Automatic Alchemist
    It can be
    activated for cure insanity.  
    You found it in the remains of an Old Sorcerer on level 48 of Mordor.
f) a Parchment titled ``Secrets of the Gnomish Wizards''
    
    It can be activated for genocide every 500 turns.  
    You found it lying on the ground on level 66 of Dol Guldur.
g) a Skull druj (4900 hp)
h) 12 Rations of Food
i) 10 Sprigs of Athelas
j) 3 Potions of Cure Insanity
k) 9 Potions of *Healing*
l) 6 Potions of Life
m) 3 Potions of Restore Mana
n) a Potion of Invulnerability
o) a Silver Rod of Capacity of Speed (200/200)
p) a Silver Rod of the Istari of Healing (200/200)
    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 a Nightcrawler on level 77 of Angband.
q) a Golden Rod of Capacity of Restoration (250/250)
    
    It can hold more mana.  
    You found it in the remains of Cantoras, the Skeletal Lord on level 84 of
    Angband.
r) a Golden Rod of Capacity of Healing (250/250)
    It can hold more mana.  
    You found it in the remains of a Demilich on level 77 of Angband.
s) an Adamantite Rod of Home Summoning (200/200)
t) an Adamantite Rod of Charging of Healing (200/200)
    It
    regenerates its mana faster.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
u) a Partial Totem of a Great Wyrm of Power
v) 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 Dracolich on level 63 of Erebor.
w) The Long Sword of Eternity (5d6) (+21,+26) [+50](200%) (+10)


  [Home Inventory - Bree ]

a) 10 Potions of Enlightenment
b) a Silver Rod of Simplicity of Recall (100/100)
    
    You found it lying in a vault on level 30 of The Sandworm lair.
c) a Silver Rod of Capacity of Detection (200/200)
    It can
    hold more mana.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) 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.  
    It was given to you as a reward.
e) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3) forever.  
    It increases your strength, dexterity, constitution, infravision and 
    speed by 3.  It provides immunity to paralysis.  It makes you
    completely fearless.  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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
f) 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 Green Thunderlord in the town of Minas
    Anor .
g) a Dwarven Lantern of the Magi (+2)
    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 2.  It makes you invisible.  It provides
    resistance to blindness and nexus.  It cannot be harmed by fire.  
    It was given to you as a reward.
h) The Full Plate Armour of Thaur (-45,-50) [25,+17](20%)
    It increases your hit points by 20%.  
    It sustains your strength.  It provides immunity to fire and cold.  It
    provides immunity to paralysis.  It provides resistance to electricity
    , dark and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 114 of
    Angband.
i) The Robe of Aindor (-42,-32) [2,+19](40%)
    It increases your hit points by 40%.  It sustains your 
    charisma.  It provides immunity to fire.  It provides resistance to 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 85 of Angband.
j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It
    provides resistance to acid, shards and nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) 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 an Ancient green dragon in the town of
    Gondolin .
l) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and speed by 3.  
    It is especially deadly against trolls.  It is especially deadly
    against giants.  It provides immunity to paralysis.  It 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 on the floor of a special level.
m) The Basillard 'Lionar' (1d8) (+3,+14) (+5)
    It increases your 
    constitution by 5.  It does extra damage from electricity and fire.  
    It is very sharp and can make your foes bleed.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It is
    especially deadly against giants.  It is a great bane of undead.  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.
n) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It
    can be wielded two-handed.  It increases your constitution by 5.  It
    is a great bane of dragons.  It is especially deadly against trolls.  
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to disenchantment.  It allows you
    to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  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 Durin's Bane on level 50 of Moria.
o) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It
    must be wielded two-handed.  It can be activated for alter reality
    every 100 turns if it is being worn. It can cause earthquakes.  It is
    a great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  


  [Home Inventory - Gondolin ]

a) The Gem of Ghosts
    It can be activated for 
    summon pet.  
    You found it in the remains of a Sorcerer on level 36 of Mordor.
b) Pytar's Portable Pandemonium
    It can
    be activated for restore stats and life levels every 750 turns.  
    You found it in the remains of a Dark elven warlock on level 86 of Angband.
c) 2 Scrolls of *Destruction*
d) a Silver Rod of Cheapness of Havoc (100/100)
e) a Silver Rod of Cheapness of Detection (100/100)
    
    It can cast spells for a lesser mana cost.  
    You found it lying in a vault on level 29 of The Sandworm lair.
f) a Mithril Rod of Restoration (160/160)
g) a Wand of Stone Prison[3|20] (8 charges)
h) a Staff of Genocide[1|10] (3 charges)
i) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching)
    It 
    increases your intelligence and searching by 2.  It increases your 
    mana capacity by 40%.  It provides resistance to blindness and 
    confusion.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
j) The Cloak 'Holcolleth' [1,+4] (+2)
    It can be activated for 
    sleep nearby monsters every 55 turns if it is being worn. It increases 
    your intelligence, wisdom, stealth and speed by 2.  It provides
    resistance to acid.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 66 of Mordor.
k) 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 in the remains of a Young multi-hued dragon on level 67 of
    Angband.
l) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    It can be activated for remove fear and cure poison every 5
    turns if it is being worn. It increases your dexterity and charisma by 
    5.  It sustains your constitution and charisma.  It provides immunity
    to paralysis.  It provides resistance to confusion, nether and chaos.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
m) 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.  
    It was given to you as a reward.
n) 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 Many Colours on level 74 of
    Angband.
o) a Mage Staff of Mana (1d4) (+10,+10)(80%)
    It can be wielded two-handed.  It can be used to store a
    spell.  It increases your mana capacity by 80%.  
    You found it in the remains of Cantoras, the Skeletal Lord on level 84 of
    Angband.


  [Home Inventory - Minas Anor ]

a) Raal's Voodoo Doll of Revenge
    It can be activated for cure insanity.  
    You found it in the remains of a Dread on level 70 of Paths of the Dead.
b) a Scroll of Genocide
c) The Golden Horn of the Thunderlords (6 charges) {100% off}
    
    It was given to you as a reward.
d) a Partial Totem of a Great Wyrm of Many Colours
e) The Ring of Teler (+3 attacks)
    It increases your dexterity, 
    infravision and attack speed by 3.  It sustains your intelligence and 
    charisma.  It provides resistance to shards and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Golgarach, the Living Rock on level 36 of
    Heart of the Earth.
f) The Ring of Andolor (+3)
    It increases your stealth and infravision by 3.  It
    sustains your intelligence and dexterity.  It makes you completely
    fearless.  It provides resistance to poison, blindness and nexus.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
g) The Ring 'Ementhil' (+2 to speed)
    It increases your wisdom, speed, attack speed and ability
    to score critical hits by 2.  It sustains your intelligence and 
    dexterity.  It provides resistance to light.  It allows you to fly.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature black dragon on level 62 of Mordor.
h) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    
    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 Ice Wyrm on level 65 of Mordor.
i) 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 Akhorahil the Blind on level 55 of Mordor.
j) The Phial of Undeath (-5)
    
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It carries an ancient morgothian curse.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
k) The Palantir of Orthanc (+2)
    It can
    be activated for clairvoyance every 100+d100 turns if it is being
    worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  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 Sky Drake on level 77 of Angband.
l) The Bar Chain Mail of Ostel (-2 to accuracy) [18,+6]
    It
    sustains your strength, dexterity and constitution.  It provides
    immunity to fire.  It provides resistance to electricity, poison, 
    confusion, sound and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 62 of
    Mordor.
m) The Thunderlord Coat of Bardanni [9,+9]
    It sustains your wisdom.  It provides immunity to acid and cold
    .  It provides resistance to fire, cold and light.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord in the town of Minas
    Anor .
n) The Cloak 'Colluin' [1,+20]
    It can be activated for resistance (20+d20 turns) every 111 turns
     if it is being worn. It provides resistance to acid, electricity, 
    fire, cold and poison.  It allows you to sense the presence of good
    beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
o) The Small Metal Shield of Celith [3,+16]
    It
    sustains your charisma.  It provides immunity to electricity.  It
    makes you completely fearless.  It provides resistance to life draining
    , poison, dark, shards and chaos.  It reflects bolts and arrows.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Shadow drake on level 26 of Mirkwood.
p) The Small Metal Shield of Elimboron [3,+10]
    
    It sustains your strength, intelligence and constitution.  It provides
    immunity to acid and fire.  It provides immunity to paralysis.  It
    provides resistance to electricity and confusion.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 62 of
    Mordor.
q) The Large Metal Shield 'Annhir' [5,+7]
    It sustains your strength.  It provides immunity to acid.  It
    makes you completely fearless.  It provides resistance to poison, 
    light, shards, nether and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 77 of Angband.
r) The Steel Helm 'Lebohaum' [20,+80]
    
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
s) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It does extra damage from fire and frost.  It 
    poisons your foes.  It produces chaotic effects.  It is very sharp and
    can cut your foes.  It is a great bane of dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    fights against evil with holy fury.  It is especially deadly against
    natural creatures.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and chaos.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    evil beings.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
t) 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 in the remains of a Fallen angel on level 65 of Mordor.


  [Home Inventory - Lothlorien ]

a) Tenser's Mechanical Magician
    It
    can be activated for something weird.  
b) A parchment titled ''Finer Points of Munchkinism''
    It can be activated for summon
    pet.  
    You found it in the remains of a Dark elven sorcerer on level 60 of Erebor.
c) a Silver Rod of Charging of Enlightenment (100/100)
    
    It regenerates its mana faster.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) a Mithril Rod of Quickness of Recall (160/160)
    It can
    cast spells faster.  
    It was given to you as a reward.
e) a Mithril Rod of Recall (160/160)
f) an Adamantite Rod of Charging of Nothing (200/200)
g) a Rod Tip of Illumination (8 Mana to cast)
h) 3 Staffs of Genocide[1|13] (0 charges)
i) The Ring of Ilondil (+3)
    It increases your intelligence and 
    wisdom by 3.  It sustains your wisdom.  It makes you completely
    fearless.  It provides resistance to nexus.  It slows your metabolism.
    It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Magic shop.
j) The Amulet of Carlammas (+2)
    It can be activated for protect evil
    (dur level*3 + d25) every 225+d225 turns if it is being worn. It 
    increases your constitution by 2.  It provides resistance to fire.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 63 of Erebor.
k) The Amulet of Ingwe (+3)
    
    It can be activated for dispel evil (level*5) every 300+d300 turns if
    it is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  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.
l) The Double Chain Mail of Glath (-2 to accuracy) [16,+4]
    It sustains your wisdom.  It provides
    immunity to acid.  It provides resistance to fire, cold, nether and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 72 of
    Erebor.
m) The Metal Lamellar Armour 'Eardamda' (-60,-33) [23,+12](40%)
    It increases your hit points by 40%.  It sustains your 
    intelligence and wisdom.  It provides immunity to electricity and fire
    .  It provides resistance to dark and sound.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend in the town of Khazad-dum .
n) The Full Plate Armour of Isildur [25,+25] (+1)
o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
p) 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.
q) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It can be activated for berserk strength
    every 50+d50 turns if it is being worn. It increases your strength and 
    constitution by 2.  It sustains your strength and constitution.  It
    makes you completely fearless.  It provides resistance to poison and 
    blindness.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
r) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated for whispers from beyond(sanity drain)
    100+d200 turns if it is being worn. It provides light (radius 1)
    forever.  It decreases your luck by 6.  It identifies all items for
    you.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
s) The Short Bow of Amrod (x4) (+12,+15) (+2)
t) a Heavy Crossbow of the Haradrim (x5) (+12,+17)
    It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid.  It cannot be harmed
    by fire.  
    You found it in the remains of a Headless ghost on level 70 of The Sacred
    Land Of Mountains.
u) 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 in the remains of a Great Hell Wyrm on level 71 of Erebor.


  [Home Inventory - Khazad-dum ]

a) The Ring of Power of Khamul, the Black Easterling (+1 to speed)
    
    It increases your speed by 1.  It makes you invisible.  It sustains 
    your intelligence and charisma.  It provides immunity to paralysis.  
    It provides resistance to dark and chaos.  It allows you to fly.  It
    speeds your regenerative powers.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Khamul, the Black Easterling on level 84 of
    Angband.
b) The Ring of Power of Ji Indur Dawndeath (+3 attacks)
    It increases your stealth, attack speed and ability to score
    critical hits by 3.  It makes you invisible.  It provides immunity to
    paralysis.  It provides resistance to electricity and light.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 88 of Angband.
c) The Ring of Power of Dwar, Dog Lord of Waw (+3 attacks)
    
    It increases your constitution, infravision and attack speed by 3.  It
    makes you invisible.  It sustains your dexterity and constitution.  It
    provides resistance to sound.  It allows you to fly.  It allows you to
    see invisible monsters.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 70 of Paths
    of the Dead.
d) The Ring of Power of Dwar, Dog Lord of Waw (+2 attacks)
    It increases your charisma and attack speed by 2.  It
    makes you invisible.  It sustains your constitution and charisma.  It
    provides resistance to sound.  It slows your metabolism.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 66 of Dol
    Guldur.
e) The Ring of Power of Adunaphel the Quiet (+2 attacks)
    It increases your constitution and attack speed by 2.  It makes
    you invisible.  It makes you completely fearless.  It provides
    resistance to blindness.  It speeds your regenerative powers.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 83 of Angband.
f) The Ring of Power of Hoarmurath of Dir (+5% of critical hits)
    
    It increases your ability to score critical hits by 5.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to acid, 
    fire, chaos and disenchantment.  It allows you to fly.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 84 of Angband.
g) The Ring of Power of Khamul, the Black Easterling (+1 attack)
    
    It increases your attack speed by 1.  It makes you invisible.  It
    provides immunity to paralysis.  It provides resistance to fire, light
    , blindness and confusion.  It slows your metabolism.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Khamul, the Black Easterling on level 98 of
    Mount Doom.
h) The Ring of Power of Uvatha the Horseman (+2 to searching)
    It increases your wisdom, dexterity, constitution, charisma
    , searching and infravision by 2.  It makes you invisible.  It
    provides resistance to blindness and confusion.  It drains experience.
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
i) The Ring of Power of Ren the Unclean (+2)
    
    It increases your intelligence, constitution and charisma by 2.  It
    makes you invisible.  It sustains your intelligence and charisma.  It
    provides immunity to paralysis.  It provides resistance to shards and 
    disenchantment.  It allows you to fly.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ren the Unclean on level 85 of Mount Doom.
j) The Ring of Power of Hoarmurath of Dir (+2)
    
    It increases your dexterity by 2.  It makes you invisible.  It
    sustains your intelligence.  It provides resistance to electricity, 
    blindness and nether.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 66 of Dol Guldur.
k) The Ring of Power of Akhorahil the Blind (+2)
    
    It increases your intelligence by 2.  It makes you invisible.  It
    provides resistance to acid, electricity, cold, dark, shards and 
    disenchantment.  It allows you to fly.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 55 of Mordor.
l) The Ring of Power of Ren the Unclean (+2)
    
    It increases your dexterity by 2.  It makes you invisible.  It
    sustains your constitution.  It makes you completely fearless.  It
    provides resistance to cold, light, confusion, sound and 
    disenchantment.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 63 of Mordor.
m) The Ring of Power of Ren the Unclean
    
    It makes you invisible.  It sustains your wisdom and dexterity.  It
    provides resistance to light.  It allows you to see invisible
    monsters.  It speeds your regenerative powers.  It drains experience.  
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ren the Unclean on level 83 of Angband.
n) 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.
o) The Ring of Durin (+2)
    It grants you the
    power of midas touch if it is being worn.  It increases your strength, 
    constitution and charisma by 2.  It sustains your strength, 
    constitution and charisma.  It provides resistance to life draining, 
    acid, cold, dark, nether and chaos.  It allows you to sense the
    presence of evil beings.  It drains experience.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It decreases your 
    luck by 20.  It does extra damage from fire.  It poisons your foes.  
    It produces chaotic effects.  It is very sharp and can make your foes
    bleed.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It can re-curse itself.  It can resist being
    shattered by morgul beings.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Barbazu on level 88 of Angband.
b) The Demonhorn of Gothmog [2,+13] (-5)
    It
    provides light (radius 2) forever.  It decreases your charisma by 5.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of demons.  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 a Dreadlord on level 87 of Angband.
c) 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 Mature white dragon in the town of
    Gondolin .
d) The Splint Mail 'Delluch' (-31,-48) [19,+13](40%)
    It increases your hit points by 40%.  It sustains your 
    dexterity.  It provides immunity to cold.  It provides resistance to 
    life draining, light, nexus and chaos.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 77 of Angband.
e) The Thunderlord Coat 'Moren' [9,+17]
    
    It sustains your strength.  It provides immunity to acid, fire and 
    cold.  It makes you completely fearless.  It provides resistance to 
    electricity, fire, cold and sound.  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.
f) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light
    , dark and sound.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
g) The Dragon Helm of Thrain [8,-11]
    It provides immunity to paralysis.  It provides
    resistance to dark.  It induces random teleportation.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
h) The Set of Leather Gloves 'Cammithrim' [1,+10]
    It can be activated for magic missile
    (2d6) every 2 turns if it is being worn. It provides light (radius 1)
    forever.  It sustains your constitution.  It provides immunity to
    paralysis.  It provides resistance to light.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
i) 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 increases your 
    dexterity and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to acid.  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 Balance on level 97 of
    Angband.
j) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated for lightning bolt (4d8) every 6+d6 turns
     if it is being worn. It does extra damage from electricity.  It makes
    you completely fearless.  It provides resistance to electricity.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated
    for frost bolt (6d8) every 7+d7 turns if it is being worn. It does
    extra damage from frost.  It provides resistance to cold and chaos.  
    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 74 of
    Angband.
l) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    It decreases your strength, wisdom, charisma and speed by 10.  
    It does extra damage from fire.  It drains life from your foes.  It
    makes you invisible.  It provides immunity to paralysis.  It renders
    you incorporeal.  It allows you to see invisible monsters.  It allows
    you to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    It can
    be activated for fire ball (300) every 200+d200 turns if it is being
    worn. It decreases your charisma by 4.  It does extra damage from fire
    .  It provides immunity to fire.  It carries an ancient foul curse.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master mindcrafter in the town of
    Gondolin .
n) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is
    being worn. It increases your searching and infravision by 2.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
o) The Horn of Boromir (+3) (charging)
    It can be activated for mass human
    summoning every 1000 turns if it is being worn. It increases your 
    strength and constitution by 3.  It makes you completely fearless.  It
    provides resistance to fire.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 115 of Angband.



Posted on 9.3.2004 00:19
Last updated on 17.3.2004 16:51

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On 9.3.2004 00:19 Elliott946@aol.com wrote:
Kurdush will be avenged! So far, so good. This character started off, as virtually all of my chararcters who make it over level 30 do; really unpromising.

At level 10 he had exactly one useful thaumaturge spell, and was still using the same spell at level 25. I kept recklessly throwing him at the Angband dragons, expecting him to die, and before I knew it, he was level 31 and had managed to steal a +9 RoS. Between levels 25 and 30, all at once, he finally got all of the spells he had needed. At that point, I started taking him seriously. Lets see how he turns out.

He won't be Kurdush, because by this point, Kurdush had found 9,000 artifacts, lucked into virtually perfect thaumaturge spells, and was almost done with stat gain (Kurdush led a seriously charmed life), but then Kurdush was the luckiest character I've ever had.

On 9.3.2004 20:48 elliott946@aol.com wrote:
Making good progress, and I finally got two high level area spells. Both were meteor, which definitely isn't ideal, but its much better than nothing, or nether for that matter.

I'm still going back and forth on the choice of armor - the Rag of the Wight's +40% to mana is great, but three-immunity reflective white dragon scale mail is tough to beat. My awesome shield is now almost redundant. Still no nether resist, but I've had enough top-of-Erebore skimming for now and its back to do Mordor. That should reduce the odds of running into a big nether caster/breather before I find something useful with resist nether. I could trade Barahir for a ring of resist nether, but not being able to see invisible would probably kill me faster than not resisting nether.

On 11.3.2004 00:34 elliott946@aol.com wrote:
The side dungeons are done, except for Numenor and the Watery Cave. Haven't been able to find a cloak of air or helm of water breathing to save my life. Currently have more HP than SP, so not having the Toris is an issue.

Can't find Merton, either. Found him once, but a fire bat or something breathed and torched my last one before I could give it to him. Have tried to find him twice since then, with no luck. Grrrr.

Oh well. On to Angband!

On 11.3.2004 23:45 Elliott946@aol.com wrote:
Finally broke down and used phial of undeath to get Toris, and used that to do watery cave. Didn't bring a scroll of *remove curse* to get the phial off, had to walk back, and it gave me black breath along the way to boot. Ugh. Definitely something I'd rather not do again.

So I start doing Angband, and what do I get as a princess reward? Cloak of air. A little late, but I sure didn't want to go after Melkior with the Phial.

Anyway, currently bulldozing through Angband. Making spectacular time and I'm pretty sure I've done 100% of the quests along the way. Didn't quite finish the Crypt or Dim Gates, but I don't really need what they have.

On 12.3.2004 23:11 Elliott946@aol.com wrote:
Took 4 tries before Sauron gave up the ring, but he finally did. The first time, I tried out my nifty new symbiote and various totems and got into a summoning war with him. It went better than I expected, but the creatures sure are slow about knocking down his life. Since my big spells are areas and views, I had to be careful about not antagonizing my army. Naturally, he teleported away, and I had to hunt him down again.

I tried it again, but he summoned Kronos and Greater Titan Chieftans, and I lost the summoning battle and ran. After that, I just found a spot he couldn't get to (tunnelling if necessary), and rained area spells on him until he died. Worked much faster.

Destroyed the ring and then spent a good hour failing to find him, only to have my computer crash. Ugh.

Two fresh kills of Sauron later, I had the ring and was back to Mt Doom. The weird thing was that Mt Doom was still cleared out from my trip through that was supposedly lost in the crash. Oh well.

Sauron and Morgoth fell in quick order after that. More out of LOS area spells for Sauron and with Morgoth, I stood in the open and endured his spells and summons until I had hit him with enough inertia spells to slow him three or four times (the big guy can really dish the damage with his spells. wasn't easy to hit him enough times to slow him properly). Then I created walls to keep everyone else out and block Morgoth's LOS and waited until he got within range of my view spells and hammered him until he went down. He was so slow at that point that I could fire at least 3 or 4 spells for every step he took and those spells really do a ton of damage.

Time to go for Melkior.

On 15.3.2004 16:44 Elliott946@aol.com wrote:
Finishing the cleanup before hitting the Void. Finally found Merton, though it took two more tries, found the prisoner of Dol Gulder, and got my GWoP partial totem.

I'm now debating whether to hunt down the last of the high level uniques. Only Atlas, Qllzzzrppppt (sic), most of the Nazgul, and a few mid-range guys are left now. Hardly seems worth the effort, except that a 150th level Witch-King could do some real damage. Maybe I'll finish diving Angband to 127, knock off whoever I run into along the way, and then hit the Void.

On 15.3.2004 23:40 Elliott946@aol.com wrote:
In a tremendous stroke of luck, Hamfist found a junkart of genocide during the final cleanup. That was huge since he didn't have a source of geno or mass geno prior to that, and I never got his temporal skill high enough for banishment to either be automatic or to lock monsters in stasis bubbles. That was a big mistake.

Anyway, I loaded him up and sent him into the void. After a few levels of panic, I got a feel for it, and it wasn't that bad. Tough, but doable. Staffs of genocide and mana were drained by unhelpful Balrogs, but the fail rates were so high I wasn't likely to use them anyway.

The inventory slot was quickly taken up when Hamfist came across the rod tip of home summoning. Wow, that was lucky. Took a while to find a decent rod to attach it to, and there wasn't much of use in the home it connected to, but it certainly made life easier.

Toughest problem in the void was definitely those spirits of doom. Hand of doom sucks. Had to use two *Healing* potions getting through the void. Didn't count on that.

8 levels into the nether realms now, and I'm starting to get the hang of it. Those Nazgul I didn't kill have started showing up, they're mad, and at 150th level they can certainly do something about it. I managed to kill one, but wasn't able to get his ring, nor the un-ID'ed scroll that was sitting right behind him. At this point, it almost had to be something good. Oh well. I was just glad to have gotten away.

Anyway, the going is extremely rough, but wall create is my best friend and is keeping me alive so far. Since Hamfist is still going, he's gotten farther than I expected. Lets see if I can get to Melkior.

On 17.3.2004 05:02 Elliott946@aol.com wrote:
Once I got used to the Nether realms, it got a lot easier. Though you'll notice that all 3 healing rods are currently charging at the moment, so easier just means that Hamfist isn't dead. Rather than trying to force through on every level, I started treating it like a lost soul in Mandos and things went faster.

I gave a lot of thought to handling Tikki, but she was a pushover. Hamfist played LOS games with her, firing intertia spells until she was slowed 3 or 4 times. Then I parked myself over a chasm one square away from her so she couldn't summon anything on top of me or hit me and rained area spells on her until she died. She was easy, what followed was a huge pain.

Ran into the Mage Staff bug twice, but fortunately I hadn't saved either time, and was able to kill the game and go back to my last save. I feel bad about killing the game, but it was in response to a bug, so it was that or end the game right there.

So Hamfist killed her three times before finally breaking down and just using the Flame Imperishable on a Long Sword. However, Hamfist's staff somehow got heavily cursed, so I had to scum for a *Remove Curse* scroll, which was especially hard as his area spell is meteor, which burns non-fireproof scrolls.

Anyway, finally found the scroll and got everything squared away and slowly worked back up through the Nether Realms. It was excruciating. Looks like there is only 1 staircase up per level after killing Tikki. It took so long that Hamfist had to eat 10 food (I'm glad I brought 30) and managed to kill 5 of the remaining Nazgul plus Tselakus, just on the climb back up.

Hamfist spends most of his time at speed +54 or so, so that might be part of the reason he goes through food so fast. It was weird being at +54 and yet some of the monsters had a noticeable speed advantage. For some reason Dreadlords and Horned Reapers were particularly bad news. Killed a few, but mostly ran or teleported away.

Made it back to the void, got to level 149 and was all set to go, when I discovered the staff was cursed again. Grrrr. Scummed for another scroll, found it, and am now at the stairs to 150, taking a group of major demons guarding it.

Assuming they don't kill Hamfist (that would seriously suck), I'll rest at the stairs to let all the junkarts charge back up. Then it will be on to Melkior.

Plan for Melkior is to set up two void gates fairly close together with Create Walls around them. Hamfist will rain meteors on him until he starts getting close and then jump to the other one. Hopefully he'll spend the whole battle running back and forth between the void gates trying to catch me but without ever getting LOS. Have 5 or 6 restore mana potions. Hopefully that's enough.

On 17.3.2004 05:06 Elliott946@aol.com wrote:
Oh, yeah. Found Nenya (and various other artifacts that weren't worth bringing along) along the way. Was nice, but with stats maxed from the crown and resists already covered, the ring of +11 speed was better, and the ring of phasing was better still. The ring of phasing is a very handy thing. Had to fight through a bunch of Tikki-summoned Balrogs to get it, but it was worth the effort.

On 17.3.2004 16:51 Elliott946@aol.com wrote:
Melkior is toast! I was careful to clear out the area around him and the basic strategy worked great. He was fast enough that he'd periodically get LOS and summon (Atlas, Uldor, Qlllzzpptt, one time and wraiths another, but the big Q was the one next to me and he had nowhere to summon, so it actually made life easier), but mostly he just ran back and forth, with meteors crashing down on his head.

Unfortunately, ToME crashes whenever I Look at the portal back to Arda. I suspect it has something to do with the sheer number of drops. As a result of the crashes, I had to kill him four times before it occured to me to do a dump right after killing him. Maybe I can cast an acid ball or something and clear some space.

Anyway, the big man is dead and Hamfist is feeling groovy about his new god status.

On 20.5.2004 18:09 amaurea wrote:
Well done, and congrats with the only warper winner on the ladder. Seems you were more of a thaumaturge, though, but the warper spells aren't exactly attack based.

On 30.8.2004 23:56 Elliott946@aol.com wrote:
Yeah, none of the Warper spells actually do damage, so I had to go somewhere else for offense.

I eventually realized what was causing the crashes after killing Melkor. When you kill Melkor, Galadriel creates a set of stairs under your feet that lead back to Arda. Hamfist killed Melkor while standing on a Void Gate and ToME really doesn't like it when you try to create stairs on a Void Gate or vice-versa.

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