The Angband Ladder: Sophy, Human Possessor by <something_of_a_legend@hotmail.com>

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

 Name  : Sophy                  Age                 19       STR: 18/***       
 Sex   : Female                 Height              49       Int:  18/03  18/30
 Race  : Human LostSoul         Weight             143       WIS:  18/27       
 Class : Possessor              Social Class        79       DEX: 18/***       
 Body  : Marilith                                            CON: 18/***       
                                                             CHR: 18/181       
                                                                               
 + To Hit          103      Level             50    Max Hit Points      1172   
 + To Damage        83      Experience  11301358    Cur Hit Points        -7   
 + To AC           100      Max Exp     11499282    Max SP (Mana)         12   
   Base AC          22      Exp to Adv.    *****    Cur SP (Mana)          2   
                            Gold         3320679    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[52]Perception  : Poor         Blows/Round:  22        
 Bows/Throw  : Legendary[42]Searching   : Fair         Shots/Round:  1         
 Saving Throw: Heroic       Disarming   : Superb       Wpn.dmg/Rnd:  22d6+1826 
 Stealth     : Bad          Magic Device: Superb       Infra-Vision: 60 feet   
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Landed Knight.You are           
          a well liked child.  You have hazel eyes, straight auburn            
          hair, and a very fair 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 25 (1250')
        Mordor: Level 66 (3300')
        Angband: Level 120 (6000')
        Barrow-Downs: Level 1 (50')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 666 (33300')
        Submerged Ruins: Level 50 (2500')
        Halls of Mandos: Level 98 (4900')
        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 33 (1650')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')

 Your body was a Marilith.

     Your Attributes:
You are dead.
You cannot speak.
You have strong breath.
You can open doors.
You can bash doors.
You have demon blood in your veins.
You are inherently evil.
You are not living.
You cannot be slept.
You are immune to confusion.
You are immune to sleep.
You can cause serious wounds.
You can blind.
You can magically summon a demon.
You are immortal.
You can switch locations with another being.
You can turn ordinary items to gold.
You can cast magic missiles.
You can mystify pets.
You can wake up a pet.
Your blood sometimes rushes to your muscles.
Your body is very limber (+3 DEX).
You aggravate monsters.
Your position is very uncertain.
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 carrying a permanent light.
You are completely immune to acid.
You are resistant 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 nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma 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 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.
Your weapon melts your foes.
Your weapon shocks your foes.
Your weapon burns 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 strikes at undead with holy wrath.
Your weapon is especially deadly against orcs.
Your weapon is especially deadly against dragons.

 You established a permanent between 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 no princesses.

 You have defeated 3730 enemies.


  [Corruptions]

 Your blood sometimes rushes to your muscles.
 Your body is very limber (+3 DEX).


  [Character Equipment]

a) The Small Sword 'Sting' (E:1418727, L:37) (1d6) (+27,+13) (+5 to speed)
{@w5}
   
   "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
   Lightning
   Poison
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your ability to tunnel.
   It affects your speed.
   It affects your attack speed.
   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 is especially deadly against dragons.
   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 sustains your charisma.
   It provides immunity to paralysis.
   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 light.
   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 trolls.
   It allows you to sense the presence of spiders.
   It allows you to sense the presence of giants.
   It allows you to sense presence of undead.
   It slows your metabolism.
   It produces a fiery sheath.
   It produces an electric sheath.
   It induces random teleportation.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Dagger 'Belangil' (2d4) (+7,+10) (+2) {@w5}
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   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.
c) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   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 especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
d) 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 provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Uvatha the Horseman (+2 attacks)
   
   It affects your charisma.
   It affects your attack speed.
   It makes you invisible.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to dark.
   It provides resistance to blindness.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power of Adunaphel the Quiet (+3 attacks)
   
   It affects your constitution.
   It affects your attack speed.
   It makes you invisible.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of F'lar (+3) {cursed}
   
   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 is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Durin (+3)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your attack speed.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to 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.
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.
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 sound.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains 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 blindness.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Small Leather Shield of Anthoroth [2,+15]
   
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to chaos.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Iron Helm of Gorlim (+25,+25) [5,+11] (-5) {@w1 !d}
   
   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) a Set of Leather Gloves of Power (+1,+3) [1,+8] (+5)
   
   It affects your strength.
   It makes you completely fearless.
v) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
w) 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 gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
|) 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) 2 Songbooks [Lays of Beleriand]
b) The Gem of Rage
   
   It can be activated for...
   monster summoning
c) 24 Rations of Food
d) a Potion of Restore Mana
e) a Potion of Resistance
f) a Scroll of Mass Genocide
g) 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.
h) a Silver Rod of Recall (100/100) {@z3}
i) a Silver Rod of Cheapness of Teleport Other (100/100) {@z4}
   
   It can cast spells for a lesser mana cost.
j) a Golden Rod of Door/Stair Location (125/125) {@z2}
k) a Mithril Rod of Capacity of Nothing (320/320)
   
   It can hold more mana.
l) a Mithril Rod of Trap Location (160/160) {@z1}
m) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed, !w}
   
   "Ash nazg durbatuluk, ash nazg gimbatul, ash nazg
   thrakatuluk agh burzum-ishi krimpatul". Unadorned, made of
   massive gold, set with runes in the foul speech of Mordor,
   with power so great that it inevitably twists and masters
   any earthly being who wears it.
   It can be activated for...
   powerful things
   ...if it is being worn.
   It grants you the power of...
   change the world
   ...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 mana capacity.
   It affects your spell power.
   It makes you invisible.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to blindness.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It speeds your regenerative powers.
   It drains mana.
   It drains life.
   It drains experience.
   It is permanently cursed.
   It cannot be droped while cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
n) 2 Amulets of Trickery (+3)
o) The Double Ring Mail of Belmil (-4,-5) [15,+16](60%)
   
   It affects your hit points.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to fire.
   It provides resistance to sound.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
q) 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.
r) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
   
   This sword has runes of power incused on its ornate hint,
   and a single blood channel that gleams coldly blue as you
   grasp this mighty weapon of peril.
   It affects your constitution.
   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.
   It allows you to sense the presence of 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.
s) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   
   A giant's weapon, with a long blade tall and straight
   thrusting out from a massive double-pronged hint.  On its
   blade are written doomspells against  both the living and
   undead.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   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 strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
t) 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.
u) The Dark Sword 'Mormegil' (E:973617, L:35) (6d7) (+26,+11) [-20] (+4 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 and can have access to the realms of:
   Fire
   Cold
   Acid
   Poison
   Earth
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It makes you invisible.
   It sustains your charisma.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It provides light.
   It slows your metabolism.
   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.
v) 29 Bolts of Slay Evil (1d5) (+15,+13)
   
   It fights against evil with holy fury.
w) (nothing)


  [Home Inventory - Bree ]

a) 15 Sprigs of Athelas {now what?}
b) 2 Potions of Cure Serious Insanity
c) 25 Scrolls of Word of Recall
d) 3 Scrolls of *Remove Curse*
e) a Copper Rod of Nothing (20/20)
f) an Aluminium Rod of Nothing (75/75)
g) a Silver Rod of Perception (100/100)
h) a Silver Rod of Simplicity of Nothing (100/100)
   
i) a Silver Rod of Nothing (100/100)
j) a Silver Rod of Nothing (100/100)
k) a Silver Rod of Nothing (100/100)
l) a Silver Rod of Nothing (100/100)
m) a Mithril Rod of Nothing (160/160)
n) a Staff of Remove Curse (5 charges)
o) 3 Staffs of Enlightenment (7 charges)
p) a Staff of Object Location of Plenty (24 charges)
   
q) The Ring of Power of Adunaphel the Quiet (+3% of critical hits)
   
   It affects your ability to score critical hits.
   It makes you invisible.
   It provides resistance to poison.
   It provides resistance to nether.
   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.
r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to blindness.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   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 strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   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.
t) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
   
   The radiant golden staff of an Istari of legend, this
   wizard's companion grants keen sight and the knowledge of
   many hidden things.
   It can be activated for...
   identify every 10 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It fights against evil with holy fury.
   It provides resistance to light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
u) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) 2 Staffs of Perception of Plenty (15 charges)
   
b) a Staff of Perception (15 charges)
c) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 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 searching.
   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.
d) 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.
e) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It cannot be harmed by fire.
f) 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.
g) 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.
h) 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.
i) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   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 shards.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   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 confusion.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Robe of Great Luck [2,+5] (+60)
   
   Once created by a powerful wizard this robe to grant him
   incredible luck...It seems he forgot to wear it.
   It affects your luck.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) 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.
m) 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 makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Mace 'Taratol' (3d4) (+12,+12)
   
   A great ridged mace that calls around you a nimbus of
   living lightning; you remain utterly untouched even as fat
   sparks arc around your fingers and eyebrows.
   It can be activated for...
   haste self (20+d20 turns) every 100+d100 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It provides immunity to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
o) 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.
p) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
   
   A great brazen arbalest with arms of gleaming steel,
   shooting quarrels with speed and power for those brave
   enough to risk betrayal.
   It can be activated for...
   magic arrow (10d10) every 20+d20 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It fires missiles with extra might.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
q) Climbing Set


  [Home Inventory - Minas Anor ]

a) a Golden Rod of Nothing (125/125)
b) a Mithril Rod of Nothing (160/160)
c) The Ring of Power of Khamul, the Black Easterling (+1 attack)
   
   It affects your dexterity.
   It affects your attack speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Necklace 'Nauglamir' (+3)
   
   A carencet of gold, set with a multitude of shining gems of
   Valinor.  Despite its size, its weight seems as that of
   gossamer.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your infravision.
   It affects your speed.
   It provides immunity to paralysis.
   It makes you completely fearless.
   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.
e) The Metal Brigandine Armour 'Beren' (-3) [19,+10]
   
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to electricity.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
f) 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.
g) a Small Leather Shield of Preservation (-3,-3) [2,+20]
   
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to fire.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Golden Crown of Gondor [0,+15] (+3)
   
   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 immunity to paralysis.
   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 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.
i) The Steel Helm of Hammerhand [6,+20] (+3) {@w1}
   
   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.
j) The Steel Helm 'Lebohaum' [20,+80] {@w1@w4 !d}
   
   With the Helm 'Lebohaum' your head is safe!
   It can be activated for...
   sing a funny song every 3 turns
   ...if it is being worn.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Dragon Helm of Dor-Lomin [8,+20] (+4)
   
   The legendary dragon helm of Turin Turambar, a object of
   dread to the servants of Morgoth.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It provides resistance to acid.
   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 light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragons.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
   
   The twin blades of this weapon were forged in Belegost, and
   powerful forces to resist and endure lie ready for he who
   shall wield it once more.
   It affects your strength.
   It affects your constitution.
   It affects your stealth.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   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 blindness.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of non-living things.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   It is especially deadly against natural creatures.
   It provides resistance to disenchantment.
   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.
o) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives quickness and subtlety,
   while the other gives endurance and strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It slows your metabolism.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Short Bow of Amrod (x4) (+12,+15) (+2)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives enduranceand strength,
   while the other gives quickness and subtlety.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Heavy Crossbow 'Ardol' (x7) (+17,+20) (+3 to speed)
   
   It affects your strength.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It provides light.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) an Aluminium Rod of Nothing (75/75)
b) a Ring of Slaying (+12,+15)
c) a Ring of Slaying (+9,+13)
d) a Ring of Slaying (+11,+14) {25% off}
e) a Ring of Speed (+9)
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 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 Elfstone 'Elessar' (+7,+7) [+10] (+4) {@w3}
   
   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.
i) The Arkenstone of Thrain (+3) {@w2}
   
   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.
j) The Anchor of Space-Time  {@w2}
   
   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.
k) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
l) 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.
m) 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.
n) a Cloak of Mimicry [Ape] of Immolation [1,+22]
   
   It provides resistance to fire.
   It produces a fiery sheath.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
o) 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.
p) a Great Wyrm of Power corpse
q) a Player corpse {!k}


  [Home Inventory - Gondolin ]

a) 2 Staffs of Perception of Plenty (15 charges)
   
b) a Staff of Perception (15 charges)
c) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 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 searching.
   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.
d) 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.
e) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It cannot be harmed by fire.
f) 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.
g) 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.
h) 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.
i) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   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 shards.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   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 confusion.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Robe of Great Luck [2,+5] (+60)
   
   Once created by a powerful wizard this robe to grant him
   incredible luck...It seems he forgot to wear it.
   It affects your luck.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) 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.
m) 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 makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Mace 'Taratol' (3d4) (+12,+12)
   
   A great ridged mace that calls around you a nimbus of
   living lightning; you remain utterly untouched even as fat
   sparks arc around your fingers and eyebrows.
   It can be activated for...
   haste self (20+d20 turns) every 100+d100 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It provides immunity to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
o) 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.
p) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
   
   A great brazen arbalest with arms of gleaming steel,
   shooting quarrels with speed and power for those brave
   enough to risk betrayal.
   It can be activated for...
   magic arrow (10d10) every 20+d20 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It fires missiles with extra might.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
q) Climbing Set



Posted on 21.6.2002 13:09

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3528. on the Ladder (of 18935)
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On 21.6.2002 13:09 something_of_a_legend@hotmail.com wrote:
Damn summoners in special levels.

This character killed a Star-spawn of Cthulhu in 1 round. :D
A real punisher with the weaps.

-ĐragonForever

On 21.6.2002 13:12 something_of_a_legend@hotmail.com wrote:
Oh yeah, she was a LostSoul too. I'm so proud.

On 21.6.2002 13:14 something_of_a_legend@hotmail.com wrote:
I'm in a verbose mood...
72 attacks per round. Nice. Possess a Marilith in your next game! You won't regret it!

On 11.10.2002 06:48 darfeomer@aol.com wrote:
i dont get mariliths, i think my ancalagon is much better, if you tell me one good reason, then i will possess one marilith

On 19.11.2002 12:28 daddy@gvoza.sk wrote:
so... can anyone explain what's so grat about Maritlith? Well, you can wear three weapons, but you're still attacking with just one of them, to-hit and to-damage bonuses of other two weapons don't apply either. (bug? or marilith wears them just to look good?) You can wear 2 more shields and 2 more gauntlets, but cannot wear armour, boots, light-source, missiles, monster... two more rings wont save this. Plus Marilith is SLOW, has NO magical abilities and few hitpoints... my previous body was Eol the dark elf but it was MUCH better. Thanx god, that it didn't rot away...

On 19.11.2002 15:44 daddy@gvoza.sk wrote:
ok, i'm smarter now (; Maybe i'll become another Marilith fan.

On 23.11.2002 08:54 darfeomer@aol.com wrote:
lol mariliths are okay, but i screwed up with my skills so now i have no hitpoints when i possess one. So i say, FORGET you mariliths!! I'm keeping Ancalagon and DARKGOD! :-)

On 23.11.2002 09:43 daddy@gvoza.sk wrote:
Well, Ancalagon has about 7-8x more Hp than marilith... But how to deal damage with him? Mine has ~ 45 minus 540 damage (if i got it right). I don't have ani skillpoints in barehanded combat, but i saw that nor do you- so whats the secret of attacking with Ancalagon??

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