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The Angband Ladder: Yonidddd, RohanKnight Monk by <something_of_a_legend@hotmail.com>

  [T.o.M.E. 1.0.0 Character Dump]

 Name  : Yonidddd               Age                 77       STR: 18/***       
 Sex   : Male                   Height              58       INT: 18/207       
 Race  : Spectre RohanKnight    Weight              70       WIS: 18/***       
 Class : Monk                   Social Class         1       DEX: 18/215       
 Body  : Player                                              CON: 18/***       
 Magic : Valarin                                             CHR:  18/92       
                                                                               
 + To Hit           90      Level             50    Max Hit Points      2330   
 + To Damage        50      Experience  32426466    Cur Hit Points        -2   
 + To AC           113      Max Exp     32884136    Max SP (Mana)        756   
   Base AC          18      Exp to Adv.    *****    Cur SP (Mana)        708   
                            Gold        14274197    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[67]Perception  : Excellent    Blows/Round:  6         
 Bows/Throw  : Legendary[32]Searching   : Excellent    Shots/Round:  2         
 Saving Throw: Heroic       Disarming   : Heroic       Wpn.dmg/Rnd:  54d9+300  
 Stealth     : Bad          Magic Device: Legendary[5] Infra-Vision: 90 feet   
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Serf.  You have dark            
          brown eyes, wavy brown hair, and an average complexion.              
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       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 98 (4900')
        Nether Realm: Level 668 (33400')
        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 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 30 (1500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.

     Your Attributes:
You are dead.
You are telekinetic.
You can cause mass impotence.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You are very resilient (+4 CON).
Your movements are precise and forceful (+1 STL).
You are stunned.
You aggravate monsters.
Your position is very uncertain.
You feel heroic.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You can climb hight mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are surrounded with electricity.
You are surrounded by an anti-magic shell.
You are incorporeal.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are immune to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
The impact of your weapon can cause earthquakes.
Your weapon drains life from your foes.
Your weapon shocks your foes.
Your weapon freezes your foes.
Your weapon strikes at animals with extra force.
Your weapon strikes at evil with extra force.
Your weapon is especially deadly against orcs.
Your weapon is especially deadly against trolls.
Your weapon is a great bane of dragons.
Your weapon is a great bane of demons.
Your weapon is a great bane of undeads.

 Spell list:
  * Valarin realm
     |-Detect Evil                              level 1
     |-Call Light                               level 1
     |-Reveal Doors and Stairs                  level 1
     |-Reveal Traps                             level 1
     |-Remove Curse                             level 2
     |-Satisfy Hunger                           level 1
     |-Sense Surroundings                       level 1
     |-Resist Fire and Cold                     level 1
     |-Cure Critical Wounds                     level 1
     |-Holy Orb                                 level 2
     |-Portal                                   level 1
     |-Perception                               level 1
     |-Heroism                                  level 1
     |-Word of Recall                           level 1
     |-Heal                                     level 1
     |-Banish                                   level 1
     |-Haste Self                               level 1
     |-Dispel Curse                             level 1
     |-Healing                                  level 1
     |-Remembrance                              level 1
     |-Restoration                              level 1
     |-Earendil's Star                          level 1


 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent between liaison between Minas Anor and Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 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 no princesses.
 You saved Arda and became a famed King.

 You have defeated 8089 enemies.


  [Corruptions]

 You are telekinetic.
 You can cause mass impotence.
 You are very resilient (+4 CON).
 Your body is enveloped in flames.
 Your movements are precise and forceful (+1 STL).


  [Character Equipment]

a) The Mighty Hammer 'Grond' (E:791937, L:34) (9d9) (+59,+38) [+10](40%) {@w3
!d}
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   Earth
   
   It can be activated for...
   alter reality every 100 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It does extra damage from frost.
   It drains life from your foes.
   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 affects your hit points.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It produces an electric sheath.
   It produces an anti-magic shell.
   It induces random teleportation.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Heavy Crossbow of Curth (x7) (+20,+24) (+3)
   
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It provides light.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Hoarmurath of Dir (+3 attacks) {!d}
   
   It affects your wisdom.
   It affects your dexterity.
   It affects your attack speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to chaos.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Jewel 'Evenstar'(60%) (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It affects your hit points.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Arkenstone of Thrain (+3) {@w2 !d}
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to 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.
n) The Dragonrider Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cloak of Mimicry [Hound] of Nimoth [1,+19] {im_acid_elec_cold}
   
   It sustains your strength.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to cold.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to nexus.
   It produces an electric sheath.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Golden Crown of Gondor [0,+15] (+3) {@w1 !d}
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to chaos.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Gauntlets of Eol [3,+15](60%) (+3)
   
   The iron-shod gauntlets of the Dark Elven smith Eol,
   tingling with magics that he could channel in battle.
   It can be activated for...
   mana bolt (9d8) 7+d7 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your luck.
   It affects your mana capacity.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
x) a Pair of Soft Leather Boots of Speed [2,+19] (+9)
   
   It affects your speed.
z) (nothing)
{) 23 Seeker Bolts of Wounding (4d5) (+22,+19)
   
|) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
   
   Wielded by Nain of the Iron Hills at the Battle of
   Azanulbizar, this great mattock brought victory to the
   Dwarves over Azog's Orcs - though Nain himself fell at the
   last, even with victory already assured.
   It can be activated for...
   stone to mud every 7+d5 turns
   ...if it is being worn.
   It affects your strength.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   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.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It allows you to climb high mountains.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) 3 Books of Valarin Magic [Call of the West] {@m1@b1 !k!d}
b) 3 Books of Valarin Magic [Light of Valinor] {@m2@b2 !k!d}
c) 3 Books of Valarin Magic [Divine Mastery] {@m3@b3 !k!d}
d) 3 Books of Valarin Magic [Words of Power] {@m4@b4 !k!d}
e) 3 Books of Valarin Magic [Hunt of Orome] {@m5@b5 !k!d}
f) 3 Books of Valarin Magic [Holy Sanctifications] {@m6@b6 !k!d}
g) 3 Books of Valarin Magic [Secrets of the Feanturi] {@m7@b7 !k!d}
h) 6 Books of Valarin Magic [Gifts of Iluvatar] {@m9@b9 !k!d}
i) 13 Potions of Healing
j) 3 Potions of *Healing*
k) 3 Potions of Life
l) 3 Potions of Restore Mana
m) a Silver Rod of the Istari of Teleport Other (200/200) {@z1 !k!d}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
n) The Anchor of Space-Time  {@w2 !d}
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the 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.
o) The Iron Helm of Knowledge [6,+20] (-6) {@w1 !d}
   
   This helm, designed by Petty-Dwarves ages ago to act as the
   brain of a long lost project, is made of finest glass. Its
   light banishes all secrets, and makes audible whispers from
   the deceased.
   It can be activated for...
   whispers from beyond 100+d200 turns
   ...if it is being worn.
   It affects your luck.
   It provides light.
   It identifies all items for you.
   It cannot be harmed by acid, cold, lightning or fire.
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 5 Potions of Cure Insanity {25% off}
b) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
c) a Scroll of Mass Genocide
d) an Aluminium Rod of the Istari of Nothing (150/150)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
e) a Silver Rod of the Istari of Nothing (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.
f) a Silver Rod of the Istari of Nothing (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.
g) a Silver Rod of the Istari of Nothing (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.
h) a Silver Rod of the Istari of Nothing (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.
i) The Wand of Digging of Thrain (25 charges)
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
j) The Ring of F'lar (+3)
   
   The mighty ring of the Dragonrider F'lar that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to F'lar by Celegorm when he arrived on Arda
   with a full weyr of Dragonrider.
   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 affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   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 dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
   
   This green gem glows with inner light.  Aragorn son of
   Arathorn wore it at the Battle of the Pelennor Fields, and
   he was himself given the name of 'Elessar' by the people of
   Gondor because of this.
   It can be activated for...
   heal and cure black breath every 200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   
   A shimmering suit of true-silver, forged long ago by
   dwarven smiths of legend.  It gleams with purest white as
   you gaze upon it, and mighty are it powers to protect and
   banish.
   It can be activated for...
   genocide every 500 turns
   ...if it is being worn.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Filthy Rag of the Wight [1,+3](40%) (+2 to searching)
   
   It affects your intelligence.
   It affects your searching.
   It affects your mana capacity.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Dragonrider Coat of Mardra [9,+25] (+5 to stealth)
   
   The flying suit of Mardra, very powerful armour that
   protects the wearer from cold.  Wonderful as this mighty
   armour is, beware wearing it, for it has been cursed by a
   powerful wizard since Mardra had it and is said to have
   gained a couple of undesirable side-effects... 
   It can be activated for...
   summon a dragonrider every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It sustains your intelligence.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to sense the presence of dragonriders.
   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.
o) The Dragonrider Coat 'Gornen' [9,+9] {im_elec_fire}
   
   It sustains your wisdom.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Cloak of Thingol [1,+18] (+3)
   
   A sable-hued cloak, with glowing elven-runes to restore
   magic showing calm and clear as moonlight on still water.
   It can be activated for...
   recharge item I every 70 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Shadow Cloak of Luthien [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Shadow Cloak of Tuor [6,+12] (+4)
   
   From the ruin of Gondolin did Tuor escape, through secret
   ways and travail, shielded by his cloak from a multitude of
   hostile eyes.
   It affects your dexterity.
   It affects your stealth.
   It makes you invisible.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It allows you to climb high mountains.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Small Metal Shield of Aegythan [3,+7] {im_acid}
   
   It provides immunity to acid.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient.
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
   
   The weapon of one of the great dwarven priests, with powers
   to preserve body, soul and enchantments, and the bane of
   those who seek life beyond death.
   It can be activated for...
   dispel evil (x4) every 100+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your speed.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   
   A crossbow that grants fiery speed to he who finds it, and
   from which shoot bolts that blaze with flame unquenchable.
   It can be activated for...
   fire branding of bolts every 999 turns
   ...if it is being worn.
   It affects your speed.
   It provides resistance to fire.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) a Potion of Life
b) a Potion of Restore Mana {25% off}
c) a Silver Rod of the Istari of Teleport Other (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.
d) a Silver Rod of the Istari of Nothing (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.
e) The Ring of Power 'Vilya' (+12,+12) (+3)
   
   The Ring of Sapphire, with clear blue gems that shine like
   stars, glittering untouchable despite all that Morgoth ever
   wrought.  Vilya is one of the three Rings of Power created
   by the Elves and hidden by them from Morgoth.
   It can be activated for...
   greater healing (900) every 200+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to poison.
   It provides resistance to 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.
f) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Blue Stone 'Toris Mejistos'(40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   
   A suit of imperishable adamant, with conquerable strength
   to endure evil and disruptive magics, that protects the
   life force of its wearer like nothing else can.
   It can be activated for...
   heal (1000) every 888 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It allows you to sense presence of undead.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Hard Leather Armour 'Estolion' (-1) [6,+7] {im_fire_elec}
   
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak of Mimicry [Fire cloud] 'Dildacir' [1,+10] {im_acid_elec}
   
   It sustains your wisdom.
   It sustains your dexterity.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides resistance to fire.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to sound.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Small Metal Shield of Eredaend [3,+15] {im_acid}
   
   It sustains your constitution.
   It provides immunity to acid.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Large Metal Shield of Melchar [5,+10]
   
   It provides immunity to fire.
   It provides immunity to cold.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) a Golden Crown of Might [0,+9] (+2)
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to disenchantment.
   It cannot be harmed by acid.
o) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
p) a Pair of Hard Leather Boots of Speed [3,+9] (+7)
   
   It affects your speed.
q) a Pair of Metal Shod Boots of Dwarvish Endurance [6,+10] (+6 to infravision)
   
   It affects your strength.
   It affects your constitution.
   It affects your infravision.
   It provides resistance to dark.
r) The Long Sword of the Dawn (E:210200, L:30) (3d5) (+44,+29) (+4 to
infravision)
   
   Forged in the farthest East by a race of mighty
   spellcasters, thisshiny pale sword gleams with the rays of
   rising sun as you invokeits power of commanding legions of
   powerful immortal warriors...
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   
   It can be activated for...
   summon the Legion of the Dawn every 500+d500 turns
   ...if it is being worn.
   It affects your charisma.
   It affects your infravision.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It is very sharp and can cut your foes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your charisma.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides light.
   It slows your metabolism.
   It speeds your regenerative powers.
   It produces an electric sheath.
   It induces random teleportation.
   It can clone monsters.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed}
   
   It affects your strength.
   It affects your constitution.
   It affects your attack speed.
   It produces chaotic effects.
   It drains life from your foes.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It prevents teleportation.
   It drains experience.
   It is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Spear 'Aeglos' (3d6) (+12,+21) [+2] (+4)
   
   The mighty spear of Gil-galad, famed as "Snow-point" in the
   songs of Elves, against which all the foul corruptions of
   Sauron dashed in vain.
   It can be activated for...
   lightning ball (100) every 500 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your dexterity.
   It does extra damage from electricity.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of undead.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
   
   A powerful arrow that is feared by even the mightiest
   demons.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   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 is a great bane of demons.
   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.


  [Home Inventory - Minas Anor ]

a) a Book of Symbiotic Magic [Perfect Symbiosis]
b) a Mithril Rod of the Istari of Nothing (320/320)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
c) Black Dragon Scale Mail of Defense (-2) [30,+30]
   
   It can be activated for...
   breathe acid (130) every 90+d90 turns
   ...if it is being worn.
   It sustains your intelligence.
   It provides resistance to acid.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
d) Bronze Dragon Scale Mail of Defense (-2) [30,+32]
   
   It can be activated for...
   breathe confusion (120) every 90+d90 turns
   ...if it is being worn.
   It sustains your dexterity.
   It provides resistance to confusion.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) an Iron Crown of Might [0,+10] (+2) {@w1 !d}
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to shards.
g) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
   
   Footgear made of bear leather and set with opals, which
   grant the wearer silent, hasted movement.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
   
   "One, two! One, two!  And through, and through, the vorpal
   bladewent snicker-snack!"
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is very sharp and can cut your foes.
   It is very sharp and 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.
j) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
   
   The famed "Flame of the West", the sword that was broken
   and is forged again.  It glows with the essence of fire,
   its wearer is mighty in combat, and no creature of Sauron
   can withstand it.  It will never be stained or broken even
   in defeat.
   It can be activated for...
   fire ball (72) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your luck.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to disenchantment.
   It provides light.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) 3 Books of Valarin Magic [War of Wrath] {@m8@b8 !k!d}
b) Cathal's Corrupting Cymbal {cure corruption}
   
   It can be activated for...
   cure corruption
c) a Golden Rod of the Istari of Nothing (250/250)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
d) a Mithril Rod of the Istari of Nothing (320/320)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
e) The Ring of Power of Ji Indur Dawndeath (+2 attacks)
   
   It affects your attack speed.
   It makes you invisible.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It allows you to fly.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Tulkas (+4)
   
   The treasure of Tulkas, most fleet and wrathful of the
   Valar.
   It can be activated for...
   haste self (75+d75 turns) every 150+d150 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Power 'Nenya' (+9,+9) (+2)
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Palantir of Orthanc (+2)
   
   A shining white ball of unbreakable crystal, the ancient
   Palantiri were used by kings of Numenor and later by the
   Exiles for rapid communication between distant lands.
   Nothing is hidden from one who gazes into a Palantir: but
   the observed will also be aware of the observer, as was
   Sauron when Saruman tried to spy on him with this
   particular Palantir.
   It can be activated for...
   clairvoyance every 100+d100 turns
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It affects your infravision.
   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.
j) The Cloak of Mimicry [Hound] of Elweth [1,+17] {im_acidfirecold}
   
   It sustains your strength.
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to fire.
   It provides resistance to chaos.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak of Mimicry [Serpent] of Brath [1,+5] {im_elec_fire}
   
   It sustains your intelligence.
   It sustains your charisma.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to shards.
   It provides resistance to nether.
   It produces an electric sheath.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   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.
m) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Pair of Hard Leather Boots of Feanor [3,+20] (+15)
   
   This wondrous pair of leather boots once sped Feanor,
   creator of the Simarils and the mightiest of the Eldar,
   along the Grinding Ice and to Middle Earth at last. 
   It can be activated for...
   haste self (20+d20 turns) every 200 turns
   ...if it is being worn.
   It affects your speed.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Hatchet of the Night (2d6) (+34,+22) (+4)
   
   Found on an unmarked grave after a violent storm, this
   hatchet has a sinister aura of darkness and decay.
   It can be activated for...
   vampiric drain (3*100) every 250 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your stealth.
   It drains life from your foes.
   It is a great bane of undead.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2)
   
   The axe of Eonwe, leader of the Hosts of the West before
   the gates of Thangorodrim, strikes with icy wrath at the
   undead, disperses hosts of evil at a word, and grants
   Maia-like powers of body and mind.
   It can be activated for...
   mass genocide every 1000 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It allows you to sense the presence of non-living things.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Small Sword 'Sting' (E:1794321, L:38) (1d6) (+39,+24) (+4 to speed)
{@w3}
   
   "I will give you a name, and I shall call you Sting."  The
   perfect size  for Bilbo, and stamped forever by the courage
   he found in Mirkwood, this  sturdy little blade grants the
   wearer combat prowess and survival abilities they did not
   know they had.
   It is from a group of Elven items once entrusted to Hobbits
   
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Air
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of spiders.
   It allows you to sense presence of undead.
   It allows you to sense the presence of good beings.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   
   Dark and deadly runes stand stark against the naked steel
   of this awesome weapon, and you feel a stunning power of
   slaying and rending as you slowly approach.
   It affects your strength.
   It affects your charisma.
   It affects your infravision.
   It does extra damage from fire.
   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 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 provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to chaos.
   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.
t) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   
   This weapon of wrath, cursed with a violent anger, dives
   hungrily into the flesh of its enemies. It gathers shadows
   of death into itsowner as they inflict wounds that will
   never heal.
   It does extra damage from fire.
   It does extra damage from 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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to 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.
u) The Trident of Ulmo (4d8) (+15,+19) (+4)
   
   The awesome weapon of the Vala Ulmo, Lord of Waters.
   Mightest of all the powers of good save Manwe himself, Ulmo
   laughs in scorn at the dread powers  of the undead, and is
   utterly in command of the element of water.
   It can be activated for...
   teleport away every 150 turns
   ...if it is being worn.
   It affects your dexterity.
   It is especially deadly against dragons.
   It is especially deadly against natural creatures.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to nether.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Long Bow of Bard (x5) (+17,+19) (+2)
   
   The great yew bow of grim-faced Bard, who shot the
   mightiest arrow that songs record.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It affects your dexterity.
   It affects your luck.
   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.
w) The Seeker Arrow of Bard (8d4) (+20,+15)
   
   Dealiest of arrows, imbued with elemental strength, this
   shaft is feared especially by the wyrmkin.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from 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.


  [Home Inventory - Gondolin ]

a) a Potion of Life
b) a Potion of Restore Mana {25% off}
c) a Silver Rod of the Istari of Teleport Other (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.
d) a Silver Rod of the Istari of Nothing (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.
e) The Ring of Power 'Vilya' (+12,+12) (+3)
   
   The Ring of Sapphire, with clear blue gems that shine like
   stars, glittering untouchable despite all that Morgoth ever
   wrought.  Vilya is one of the three Rings of Power created
   by the Elves and hidden by them from Morgoth.
   It can be activated for...
   greater healing (900) every 200+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to poison.
   It provides resistance to 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.
f) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Blue Stone 'Toris Mejistos'(40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   
   A suit of imperishable adamant, with conquerable strength
   to endure evil and disruptive magics, that protects the
   life force of its wearer like nothing else can.
   It can be activated for...
   heal (1000) every 888 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It allows you to sense presence of undead.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Hard Leather Armour 'Estolion' (-1) [6,+7] {im_fire_elec}
   
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak of Mimicry [Fire cloud] 'Dildacir' [1,+10] {im_acid_elec}
   
   It sustains your wisdom.
   It sustains your dexterity.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides resistance to fire.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to sound.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Small Metal Shield of Eredaend [3,+15] {im_acid}
   
   It sustains your constitution.
   It provides immunity to acid.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Large Metal Shield of Melchar [5,+10]
   
   It provides immunity to fire.
   It provides immunity to cold.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) a Golden Crown of Might [0,+9] (+2)
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to disenchantment.
   It cannot be harmed by acid.
o) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
p) a Pair of Hard Leather Boots of Speed [3,+9] (+7)
   
   It affects your speed.
q) a Pair of Metal Shod Boots of Dwarvish Endurance [6,+10] (+6 to infravision)
   
   It affects your strength.
   It affects your constitution.
   It affects your infravision.
   It provides resistance to dark.
r) The Long Sword of the Dawn (E:210200, L:30) (3d5) (+44,+29) (+4 to
infravision)
   
   Forged in the farthest East by a race of mighty
   spellcasters, thisshiny pale sword gleams with the rays of
   rising sun as you invokeits power of commanding legions of
   powerful immortal warriors...
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   
   It can be activated for...
   summon the Legion of the Dawn every 500+d500 turns
   ...if it is being worn.
   It affects your charisma.
   It affects your infravision.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It is very sharp and can cut your foes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your charisma.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides light.
   It slows your metabolism.
   It speeds your regenerative powers.
   It produces an electric sheath.
   It induces random teleportation.
   It can clone monsters.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed}
   
   It affects your strength.
   It affects your constitution.
   It affects your attack speed.
   It produces chaotic effects.
   It drains life from your foes.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It prevents teleportation.
   It drains experience.
   It is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Spear 'Aeglos' (3d6) (+12,+21) [+2] (+4)
   
   The mighty spear of Gil-galad, famed as "Snow-point" in the
   songs of Elves, against which all the foul corruptions of
   Sauron dashed in vain.
   It can be activated for...
   lightning ball (100) every 500 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your dexterity.
   It does extra damage from electricity.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of undead.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
   
   A powerful arrow that is feared by even the mightiest
   demons.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   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 is a great bane of demons.
   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.



Posted on 5.6.2002 11:41

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726. on the Ladder (of 15890)
342. on the ToME Ladder (of 3073)
Best for this player (out of 7)

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On 5.6.2002 11:41 something_of_a_legend@hotmail.com wrote:
1) My first ToME winner :)
2) That's really what the random name generator came out with
3) Thought I could take the Nether Realm with Grond +54. Got KOed. :(

-–ragonForever

On 5.6.2002 13:49 spitfyr@gmx.net wrote:
Congratulation!

I see you have Remove Curse on Level 2. Does this do *Remove Curse* then or why did you do that?

On 6.6.2002 00:28 something_of_a_legend@hotmail.com wrote:
No. :o That was an accident, I did 'G' 'c' 'b' (supposed to by Holy Orb) without checking book 3 was at inventory space c. Waste of a spell level.

On 7.5.2003 04:11 synergy_arcan@hotmail.com wrote:
What is Valarin?How can you learn it?

On 7.5.2003 07:22 something_of_a_legend@hotmail.com wrote:
Valarin's the white magic from Tome/Pernband (before Tome 2) derived from Z's "Life" realm.

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