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The Angband Ladder: Skandar Graun, Orc Swordmaster by <artagas@yahoo.co.uk>

  [ToME 2.2.7 Character Dump]

 Name  : Skandar Graun          Age                 15       STR!     40       
 Sex   : Male                   Height              66       INT!     27       
 Race  : Orc Barbarian          Weight             157       WIS!     26       
 Class : Swordmaster            Social Class         1       DEX:     35       
 Body  : Player                                              CON!     40       
 God   : Tulkas                                              CHR!     17       
                                                                               
 + To Melee Hit         113 Level             50    Max Hit Points      1350   
 + To Melee Damage       83 Experience  31092341    Cur Hit Points      1350   
 + To Ranged Hit         60 Max Exp     31092341    Max SP (Mana)         50   
 + To Ranged Damage      14 Exp to Adv.    *****    Cur SP (Mana)         16   
   AC                 35+84 Gold         2975100    Piety             198922   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[92]Perception  : Bad          Blows/Round:  14        
 Bows/Throw  : Legendary[20]Searching   : Fair         Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Fair         Mel.dmg/Rnd:  98d6+1162 
 Stealth     : Bad          Magic Device: Heroic       Infra-Vision: 60 feet   
                                                       Tactic:       normal    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Snaga Slave from the            
          orc-hold of Mount Gundabad.  You have shining black eyes,            
          bright red hair, and blue ulcerous skin.                             
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 66 (3300')
        Angband: Level 104 (5200')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 69 (3450')
        The Old Forest: Level 25 (1250')
        Moria: Level 39 (1950')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 31 (1550')

 Your body is a Player.
 You are currently on level 104 of Angband.
 You have defeated 25789 enemies.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 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 92 princesses.
 You saved Arda and became a famed King.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 50th Quelle of the 2890th year of the third age.
 You have been adventuring for 64 days.

                    adefkmnopsuxz{|@            
        Add Int   : ..3..2..........            
        Add Wis   : .....2..........            
        Add Dex   : ........4.......            
        Add Con   : D..........3....            
        Add Chr   : .....2...5......            
        Add Stea. : ...........3....            
        Add Sear. : .............3..            
        Add Infra : .............3..            
        Add Tun.. : .............38.            
        Add Speed : D*.*.......3....            
        Add Blows : ..3.............            
        Chaotic   : +...............            
        Vampiric  : +...............            
        Slay Evil : +...............            
        Slay Demon: +...............            
        Slay Orc  : .............+..            
        Slay Troll: .............+..            
        Poison Brd: +...............            
        Acid Brand: .............+..            
        Fire Brand: +...............            
        Sust Str  : ........+.+.....            
        Sust Int  : ..........+.....            
        Sust Wis  : .......+..+.....            
        Sust Dex  : ........+.......            
        Sust Con  : ........+.......            
        Sust Chr  : ..........+.....            
        Invisible : ..+..+..+.......            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ....+...........            
        Free Act  : ..+.....+.......            
        Hold Life : .......++.+.....            
        Res Acid  : ..........+.....            
        Imm Elec  : ......*.........            
        Imm Fire  : .+.....**.......            
        Imm Cold  : ..+...*+*.......            
        Res Pois  : ......+.........            
        Res Fear  : ..........+....+            
        Res Lite  : .+..............            
        Res Dark  : ..........+....+            
        Res Blind : .....+..........            
        Res Conf  : ......+.........            
        Res Sound : ..........+.....            
        Res Shard : .......+..+.....            
        Res Neth  : ......+...+.....            
        Res Nexus : ................            
        Res Chaos : ......+...+.....            
        Res Disen : .....++.........            
        Aura Fire : ........+.......            
        Aura Elec : ........+.......            
        Levitate  : ........+.......            
        Lite      : +...............            
        See Invis : .........+......            
        Digestion : ..+......+......            
        Regen     : .........+......            
        Activate  : .+..............            
        Drain Exp : ..+.............            
        Cursed    : +.+.............            
        Hvy Curse : +.+.....++......            
        Orc.ESP   : .............+..            
        Troll.ESP : .............+..            
        Demon.ESP : .........+......            
        Evil.ESP  : .........+......            
        Good.ESP  : .........+......            

Skills (points left: 0)
 - Combat                                        50.000 [0.900]
          - Weaponmastery                        50.000 [0.950]
                   . Sword-mastery               50.000 [0.700]
                   . Axe-mastery                 00.000 [0.300]
                   . Hafted-mastery              00.000 [0.300]
                   . Polearm-mastery             00.000 [0.300]
          . Archery                              01.000 [0.600]
          . Antimagic                            00.000 [0.550]
 - Sneakiness                                    06.400 [0.900]
          . Stealth                              01.300 [0.400]
          . Disarming                            01.000 [0.900]
 - Magic                                         03.467 [0.400]
          . Magic-Device                         49.300 [1.150]
          . Divination                           01.000 [0.300]
 - Spirituality                                  02.760 [0.400]
          . Prayer                               32.000 [0.500]
 - Monster-lore                                  04.550 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            26.700 [0.500]

Abilities
 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Spread blows


  [Fates]

You may meet a Novice mindcrafter on level 5.
You may meet a Giant yellow centipede on level 2.
You may meet a Green naga on level 15.
You may find a Potion of Apple Juice on level 4.
You may meet a Giant crayfish on level 1.
You may meet a Mangy-looking leper on level 1.


  [Character Equipment]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20 to speed) {cursed}
    It provides light (radius 1) forever.  
    It decreases your strength, constitution, speed and luck by 20.  It
    does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It drains life from your foes.  It is very sharp and
    can make your foes bleed.  It strikes at demons with holy wrath.  It
    fights against evil with holy fury.  It is heavily cursed.  It can
    re-curse itself.  It can resist being shattered by morgul beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 28 of Maze.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can be
    activated for fire branding of bolts every 999 turns if it is being
    worn. It increases your speed by 10.  It provides resistance to fire
     and light.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 85 of Mount Doom.
e) The Ring of Power of Hoarmurath of Dir (+3 attacks)
    It increases 
    your intelligence and attack speed by 3.  It makes you invisible.  It
    provides immunity to paralysis.  It provides resistance to cold.  It
    slows your metabolism.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 58 of Dol Guldur.
f) a Ring of Speed (+13)
k) an Amulet of Reflection {25% off}
    
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Jewelry Shop.
m) a Dwarven Lantern of the Magi (+2)
    It grants you the power of magic
    map if it is being worn.  It provides light (radius 2) forever.  It 
    increases your intelligence, wisdom and charisma by 2.  It makes you
    invisible.  It provides resistance to blindness and disenchantment.  
    It cannot be harmed by fire.  
    It was given to you as a reward.
n) The Double Ring Mail of Felendor (-2 to accuracy) [15,+8]
    It provides immunity to electricity
     and cold.  It provides resistance to cold, poison, confusion, nether, 
    chaos and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 33 of Maze.
o) The Cloak of Arthanca [1,+10]
    It sustains your 
    wisdom.  It provides immunity to fire.  It provides resistance to life
    draining, fire, cold and shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
p) The Demonshield of Gothmog [13,+13] (+4) {cursed}
    It increases your dexterity by 4.  
    It makes you invisible.  It sustains your strength, dexterity and 
    constitution.  It provides immunity to fire and cold.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It produces an
    electric sheath.  It is heavily cursed.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dark elven warlock on level 36 of Mordor.
s) The Demonhorn of Gothmog [2,+13] (-5) {cursed}
    
    It provides light (radius 2) forever.  It decreases your charisma by 5
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of demons, evil beings and good beings.  It slows your
    metabolism.  It speeds your regenerative powers.  It identifies all
    items for you.  It is heavily cursed.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 66 of Mordor.
u) The Set of Leather Gloves 'Orien' (+9 to accuracy) [1,+15]
    It
    sustains your strength, intelligence, wisdom and charisma.  It makes
    you completely fearless.  It provides resistance to life draining, 
    acid, dark, sound, shards, nether and chaos.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 62 of Mordor.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    
    It increases your constitution, stealth and speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
z) a Greater draconic quylthulg (1500 hp)
{) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    It increases your searching, 
    infravision, ability to tunnel and luck by 3.  It does extra damage 
    from acid.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It allows you to sense the presence of orcs
     and trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend on level 99 of Mount Doom.
|) a Dwarven Pick of Digging (+11,+10) (+8)


  [Character Inventory]

a) The Tome of Skandar Graun {@m1!k!d!s}
    
    It cannot be harmed by acid, cold, lightning or fire.  
b) Kelek's Practical Joke (charging) {@A9}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it in the remains of a Monastic lich on level 64 of Erebor.
c) The Tome of Collected Weird Magic {@A2}
    
    It can be activated for heal 700 hit points every 250 turns.  
    You found it in the remains of a White wraith on level 28 of Mirkwood.
d) The Skull of Ancient Wisdom {@A1}
    
    It can be activated for heal 700 hit points every 250 turns.  
    You found it lying on the ground on level 26 of Mirkwood.
e) Agannazar's Antique Acorn {@A8}
    It can be
    activated for genocide every 500 turns.  
    You found it in the remains of a Dreadlord on level 87 of Angband.
f) Jor's Book of Impossible Occurences {@A0}
    It
    can be activated for satisfy hunger.  
    You found it in the remains of a Half-orc on level 15 of Mirkwood.
g) 16 Potions of Speed {!k!s!d}
h) 13 Potions of Healing {!k!s!d}
i) 23 Potions of *Healing* {!k!s!d}
j) 17 Scrolls of Teleportation {!k}
k) 2 Scrolls of *Remove Curse* {!k}
l) 6 Scrolls of *Destruction* {!k}
m) 3 Scrolls of Mass Genocide {!k}
n) a Moonstone Rod of Illumination (75/75) {@z3}
o) a Silver Rod of the Istari of Disarming (200/200) {@z2!k!s!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.  
    You found it in the remains of a Lesser Balrog on level 59 of Mordor.
p) a Golden Rod of Recall (125/125) {!*}
q) an Adamantite Rod of Quickness of Detection (18/200) {@z0!k!d!s}
r) The Wand of Digging of Thrain (116 charges) {@a1}
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
s) The Golden Horn of the Thunderlords (3 charges) {!*}
    
    It was given to you as a reward.
t) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
u) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
v) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
w) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]


  [Home Inventory - Bree ]

a) a Scroll of Craftsmanship {100% off}
b) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 10 of Orc Cave.
c) The Ring of Tulkas (+4)
    It can be
    activated for haste self (75+d75 turns) every 150+d150 turns if it is
    being worn. It increases your strength, dexterity, constitution and 
    speed by 4.  It allows you to sense the presence of evil beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 99 of Mount Doom.
d) The Phial of Galadriel (+4) {@A2}
    It
    can be activated for light area (dam 2d15) every 10+d10 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
e) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the
    space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
f) Polished Chaos Dragon Scale Mail (-2 to accuracy) [30,+25]
    It can be activated for breathe
    chaos/disenchant (220) every 60+d90 turns if it is being worn. It
    provides resistance to chaos and disenchantment.  It allows you to
    fly.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases your strength, dexterity
     and speed by 2.  It makes you completely fearless.  It provides
    resistance to acid, electricity, fire, cold, confusion and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death knight on level 40 of Mordor.
h) The Metal Lamellar Armour of Aerch (-3 to accuracy) [23,+14]
    It
    provides immunity to acid.  It provides immunity to paralysis.  It
    provides resistance to cold, nexus and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 67 of
    Erebor.
i) The Metal Lamellar Armour of Aminir (-3 to accuracy) [23,+10]
    It sustains your constitution and charisma.  It provides
    immunity to fire and cold.  It provides immunity to paralysis.  It
    provides resistance to cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser titan on level 81 of Angband.
j) The Full Plate Armour of Isildur [25,+25] (+1)
    
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser titan on level 49 of Mordor.
k) The Mithril Chain Mail of Duina (-1 to accuracy) [28,+19]
    It
    sustains your strength.  It provides immunity to electricity and cold.
    It makes you completely fearless.  It provides resistance to sound, 
    shards and nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
l) The Hard Studded Leather 'Narthaur' (-1 to accuracy) [7,+16]
    
    It provides immunity to fire.  It makes you completely fearless.  It
    provides resistance to fire, poison and confusion.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser titan on level 95 of Angband.
m) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid, shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
n) The Thunderlord Coat of Vorth [9,+16]
    It provides
    immunity to acid and electricity.  It makes you completely fearless.  
    It provides resistance to life draining, fire, cold, confusion and 
    shards.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Fangorn the Treebeard, Lord of the Ents on
    level 56 of Mordor.
o) The Small Leather Shield 'Elevrind' [2,+10]
    It sustains your wisdom.  It provides immunity to 
    acid, electricity and cold.  It provides resistance to nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Large Leather Shield of Alinuras [4,+10]
    It sustains your constitution.  It
    provides immunity to cold.  It provides resistance to life draining
     and light.  It reflects bolts and arrows.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 56 of Mordor.
q) The Jewel Encrusted Crown 'Melthon' [0,+17]
    
    It sustains your strength and intelligence.  It provides resistance to 
    poison, confusion, chaos and disenchantment.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Power on level 99 of Mount
    Doom.
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is
    being worn. It increases your intelligence, wisdom and searching by 2.
    It provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 99 of Mount Doom.
s) The Dragon Helm of Thrain [8,+10]
    
    It sustains your strength.  It provides resistance to confusion, nexus
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
t) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    It can be activated for remove fear
    and cure poison every 5 turns if it is being worn. It increases your 
    dexterity and charisma by 5.  It sustains your constitution and 
    charisma.  It provides immunity to paralysis.  It provides resistance 
    to confusion, nether and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
u) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated for frost bolt
    (6d8) every 7+d7 turns if it is being worn. It does extra damage from 
    frost.  It provides resistance to cold and chaos.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Horned Reaper on level 66 of Mordor.
v) The Small Sword 'Sting' (E:8931024, L:48) (1d6) (+28,+11) (+5 to speed)
{.@wo}
    
    It provides light (radius 1) forever.  It increases your strength, 
    dexterity, constitution, charisma, ability to tunnel, speed and attack
    speed by 5.  It does extra damage from acid, electricity and fire.  It
    can cause earthquakes.  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 makes
    you invisible.  It provides immunity to paralysis.  It provides
    resistance to fire, cold, poison, light, blindness and nexus.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs, spiders, undead and good
    beings.  It slows your metabolism.  It produces a fiery sheath.  It
    has been blessed by the gods.  It induces random teleportation.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
w) The Small Sword 'Thranegor' (1d6) (+10,+22) (+3)
    It increases your charisma by 3.  It
    does extra damage from acid.  It drains life from your foes.  It is
    very sharp and can make your foes bleed.  It is a great bane of
    demons.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Stone troll on level 36 of Moria.
x) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4) {@w0}
    It 
    increases your strength, dexterity and constitution by 4.  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 and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to life draining
    , cold, nether and 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.  
    You found it in the remains of a Pit Fiend on level 70 of Paths of the
    Dead.


  [Home Inventory - Gondolin ]

a) a Fireproof War Tome of Tulkas {!k!d!s}
    It cannot be harmed by fire.  
    You bought it from the Library.
b) The Ring of Narien (+3)
    It increases your dexterity by 3.  It
    makes you invisible.  It makes you completely fearless.  It provides
    resistance to acid, electricity, blindness, sound and nether.  It
    allows you to levitate.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Black pudding on level 64 of Mordor.
c) The Ring of Arien (+12,+8) (+4)
    
    It increases your strength and intelligence by 4.  It sustains your 
    intelligence and dexterity.  It provides immunity to paralysis.  It
    provides resistance to cold, poison, confusion and chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
d) a Ring of Speed (+10)
e) The Ring of Barahir (+1)
    It can be activated for dispel
    small life every 55+d55 turns if it is being worn. It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma, 
    stealth and searching by 1.  It provides resistance to poison and dark
    .  It allows you to see invisible monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 60 of Mordor.
f) a Ring of Extra Attacks (+3 attacks)
    
    It increases your attack speed by 3.  
    You bought it from the Rare Jewelry Shop.
g) The Ring of Flare (+3) (charging)
    It can be activated for 
    dimension door every 100 turns if it is being worn. It grants you the
    power of swap position if it is being worn.  It increases your 
    strength, constitution, charisma and searching by 3.  It provides
    immunity to fire.  It allows you to fly.  It allows you to see
    invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser titan on level 49 of Mordor.
h) The Amulet 'Angil' (+4 to searching)
    It 
    increases your strength, searching and infravision by 4.  It makes you
    completely fearless.  It provides resistance to cold, confusion and 
    chaos.  It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Young multi-hued dragon on level 29 of
    Maze.
i) The Elfstone 'Elessar' (+7,+7) [+10] (+4) (charging)
    It can be activated for heal and cure black breath every 200 turns
     if it is being worn. It provides light (radius 3) forever.  It 
    increases your strength, wisdom, charisma and speed by 4.  It makes
    you completely fearless.  It provides resistance to fire, poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Hell Wyrm on level 62 of Mordor.
j) The Jewel 'Evenstar' (+3) (charging)
    
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 64 of Mordor.
k) an Amulet of Telepathy
    It gives
    telepathic powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Magic shop.
l) an Amulet of Trickery (+4)
    It increases your dexterity, stealth
    , infravision and speed by 4.  It sustains your dexterity.  It
    provides resistance to poison and nexus.  
    You bought it from the Rare Jewelry Shop.
m) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    It can be activated for star
    ball (150) every 1000 turns if it is being worn. It provides light
    (radius 1) forever.  It provides immunity to electricity.  It provides
    immunity to paralysis.  It provides resistance to fire, cold, poison, 
    light and dark.  It allows you to see invisible monsters.  It allows
    you to sense the presence of dragons.  It aggravates nearby creatures.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
n) Polished Gold Dragon Scale Mail of Defense (-2 to accuracy) [30,+28] {!k}
    It can be activated
    for breathe sound (130) every 90+d90 turns if it is being worn. It
    sustains your intelligence.  It provides resistance to sound.  It
    allows you to fly.  It reflects bolts and arrows.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 70 of
    Angband.
o) The Robe of Hyath [2,+9]
    It provides immunity to fire.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to electricity, fire and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog in the town of Gondolin .
p) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    
    It increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    cold, blindness, confusion and nexus.  It allows you to sense the
    presence of thunderlords.  It reflects bolts and arrows.  It produces
    a fiery sheath.  It drains mana.  It aggravates nearby creatures.  It
    is heavily cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 99 of
    Mount Doom.
q) The Iron Crown of Duinevor [0,+4]
    It sustains your wisdom and charisma.  It provides immunity
    to paralysis.  It provides resistance to electricity, sound and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
r) The Iron Crown 'Unghalcar' [0,+11]
    It sustains your strength, wisdom and charisma.  It provides
    resistance to life draining, acid, cold, confusion and nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 72 of Erebor.
s) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    
    It can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 64 of Mordor.
t) The Steel Helm of Hammerhand [6,+20] (+3)
    
    It grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
u) The Steel Helm of Ithil [6,+8]
    It provides light (radius 2) forever.  It provides resistance 
    to life draining, electricity, shards and nexus.  It allows you to
    breathe underwater.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Storm Wyrm on level 63 of Mordor.
v) The Set of Leather Gloves 'Cammithrim' [1,+10]
    
    It can be activated for magic missile (2d6) every 2 turns if it is
    being worn. It provides light (radius 1) forever.  It sustains your 
    constitution.  It provides immunity to paralysis.  It provides
    resistance to light.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
w) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated
    for arrows (150) every 90+d90 turns if it is being worn. It grants you
    the power of magic missile if it is being worn.  It increases your 
    dexterity and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to acid.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
x) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    It can be activated for ball of fire
    (72) every 400 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your strength, dexterity and luck by 4.  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 and 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.  


  [Home Inventory - Minas Anor ]

a) The Jester's Cap of Insanity (charging)
    It can be activated for cure hallucination.  
    You found it lying on the ground on level 25 of A lost temple.
b) Tenser's Torch of Spontaneous Combustion {@A7}
    It can
    be activated for genocide every 500 turns.  
    You found it lying on the ground on level 62 of Dol Guldur.
c) a Scroll of Genocide {!k}
d) a Moonstone Rod of Trap Location (75/75) {@z0!k}
e) a Golden Rod of Enlightenment (116/125) {@z1!k!d!s}
f) a Golden Rod of Simplicity of Perception (125/125) {@z4!k!d!s}
g) The Star of Elendil (+1)
    It can be
    activated for light (dam 2d15) & map area every 50+d50 turns if it is
    being worn. It grants you the power of detect curses if it is being
    worn.  It provides light (radius 4) forever.  It increases your speed
     by 1.  It provides resistance to life draining.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolich on level 45 of Mordor.
h) The Arkenstone of Thrain (+3) {@A9}
    It
    can be activated for detection every 30+d30 turns if it is being worn. 
    It provides light (radius 3) forever.  It increases your speed and 
    luck by 3.  It provides resistance to life draining, light, dark and 
    chaos.  It allows you to see invisible monsters.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 71 of Erebor.
i) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    
    It can be activated for destroy doors and traps every 10 turns if it
    is being worn. It increases your intelligence, wisdom and constitution
     by 3.  It makes you completely fearless.  It provides resistance to 
    acid, poison and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
j) The Metal Lamellar Armour of Gwilin (-3 to accuracy) [23,+12]
    It provides
    immunity to acid and fire.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to light, sound
    , shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Gelugon on level 91 of Angband.
k) The Metal Lamellar Armour 'Telemnarn' (-3 to accuracy) [23,+19]
    It
    provides immunity to acid.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, fire, poison and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Archon on level 63 of Dol Guldur.
l) The Robe of Uldalin [2,+14]
    It
    sustains your strength and dexterity.  It provides immunity to acid
     and fire.  It provides resistance to life draining and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 94 of
    Angband.
m) The Leather Jacket of Menar (-1 to accuracy) [12,+6]
    It sustains your dexterity.  It provides immunity to fire.  It
    provides resistance to poison, confusion, nether and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 63 of Mordor.
n) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    
    It increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    cold, blindness, confusion and nexus.  It allows you to sense the
    presence of thunderlords.  It reflects bolts and arrows.  It produces
    a fiery sheath.  It drains mana.  It aggravates nearby creatures.  It
    is heavily cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolisk on level 84 of Angband.
o) The Small Metal Shield of Thorin [3,+25] (+4)
    It 
    increases your strength and constitution by 4.  It provides immunity 
    to acid.  It provides immunity to paralysis.  It provides resistance 
    to sound, nexus and chaos.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave troll on level 49 of Moria.
p) The Iron Crown of Maraude [0,+16]
    It
    sustains your wisdom.  It provides resistance to electricity, poison, 
    sound, nether and disenchantment.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 90 of
    Angband.
q) The Hard Leather Cap of Thranduil [2,+11] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to poison and blindness.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
r) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map
     if it is being worn.  It increases your searching, infravision and 
    ability to tunnel by 4.  It allows you to climb mountains.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
s) The Dagger 'Narthanc' (E:578352, L:33) (1d4) (+31,+13) (+4)
    It can be activated for fire bolt
    (9d8) every 8+d8 turns if it is being worn. It provides light (radius
    1) forever.  It increases your charisma by 4.  It does extra damage 
    from electricity, fire and frost.  It is especially deadly against
    dragons.  It sustains your charisma.  It provides resistance to 
    electricity, fire, cold and blindness.  It produces an electric
    sheath.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 45 of Mordor.
t) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+7,+10)
    It
    can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It does extra damage from electricity.  It provides
    resistance to electricity and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
u) The Scimitar of Ciryatar (2d5) (+14,+23)
    It provides light (radius 1) forever.  
    It does extra damage from electricity.  It poisons your foes.  It
    produces chaotic effects.  It drains life from your foes.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 82 of Angband.
v) The Dark Sword 'Brique' (3d7) (+12,+17) (+4 to speed)
    
    It generates an antimagic field.  It increases your dexterity, 
    constitution and speed by 4.  It does extra damage from fire.  It 
    poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is a great bane of demons.  It
    strikes at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 82 of Angband.
w) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    
    It can be activated for magic arrow (10d10) every 20+d20 turns if it
    is being worn. It increases your strength and constitution by 2.  It
    provides resistance to electricity, light, dark and blindness.  It
    fires missiles with extra might.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
x) The Horn of Helm (+2)
    It can be activated for sound ball (300) every 300
    turns if it is being worn. It increases your strength and constitution
     by 2.  It provides immunity to cold.  It makes you completely
    fearless.  It provides resistance to nether.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 59 of Mordor.


  [Home Inventory - Lothlorien ]

a) a Parchment titled ``Magic for the Layman''
    It can be
    activated for Destruction.  
    You found it lying on the ground on level 52 of Mordor.
b) The Bottomless Bottle (charging)
    It can be
    activated for acquirement.  
    You found it in the remains of an Old Sorcerer on level 60 of Mordor.
c) 15 Potions of Cure Insanity
d) a Potion of Life
e) 9 Potions of Restore Life Levels
f) a Potion of New Life {!*!*!*}
g) 11 Scrolls of Reset Recall {!*}
h) a Rod Tip of Teleport Other (60 Mana to cast)
i) The Ring 'Pandion' (+2 attacks) {cursed}
    
    It can be activated for teleportation and destruction of the ring if
    it is being worn. It increases your intelligence, constitution, attack
    speed and ability to score critical hits by 2.  It sustains your 
    intelligence.  It provides resistance to nexus and chaos.  It induces
    random teleportation.  It is cursed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 94 of
    Angband.
j) The Blue Stone 'Toris Mejistos'(40%) (+2)
    It grants you the power of restore life if it is being worn.  
    It provides light (radius 1) forever.  It can be used to store a
    spell.  It increases your intelligence, wisdom and luck by 2.  It
    increases your mana capacity by 40%.  It sustains your intelligence
     and wisdom.  It provides resistance to life draining.  It allows you
    to breathe underwater.  It allows you to sense the presence of evil
    beings and good beings.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
k) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance every 100+d100
    turns if it is being worn. It provides light (radius 2) forever.  It 
    increases your intelligence, wisdom, searching and infravision by 2.  
    It provides resistance to blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It drains mana.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolisk on level 99 of Mount Doom.
l) Polished Green Dragon Scale Mail (-2 to accuracy) [30,+23]
    
    It can be activated for breathe poison gas (150) every 90+d90 turns if
    it is being worn. It provides resistance to poison.  It allows you to
    fly.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You bought it from the Armoury.
m) Polished Law Dragon Scale Mail (-2 to accuracy) [30,+21]
    It can be activated for breathe
    sound/shards (230) every 60+d90 turns if it is being worn. It provides
    resistance to sound and shards.  It allows you to fly.  It reflects
    bolts and arrows.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Law on level 73 of Angband.
n) The Set of Cesti 'Loron' [5,+12]
    
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to poison, confusion, chaos and disenchantment.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Law on level 73 of Angband.
o) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2)
    
    It can be activated for mass genocide every 1000 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity, 
    constitution and charisma by 2.  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.  
    You found it in the remains of a Blue Thunderlord in a shallow water area.
p) The Long Sword of the Dawn (E:25, L:2) (3d5) (+20,+20) (+3 to infravision)
    
    It can be activated for summon the Legion of the Dawn every 500+d500
    turns if it is being worn. It increases your charisma and infravision
     by 3.  It does extra damage from fire.  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 life draining, fire, light and blindness.  It
    speeds your regenerative powers.  It can clone monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It does extra damage from fire and 
    frost.  It poisons your foes.  It produces chaotic effects.  It is
    very sharp and can cut your foes.  It is a great bane of dragons.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity, fire, cold and chaos.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of evil beings.  It aggravates nearby creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
r) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity and luck by 2.  It
    provides immunity to paralysis.  It allows you to sense the presence 
    of dragons.  It fires missiles with extra might.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 45 of Mordor.
s) The Seeker Arrow of Bard (8d4) (+20,+15)
    It
    does extra damage from acid, electricity, fire and frost.  It poisons
    your foes.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 59 of Mordor.
t) a Small Metal Boomerang of Aman (3d4) (+8,+11) [+1] (+3)
    It 
    increases your wisdom by 3.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It sustains your dexterity.  It makes you completely fearless.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of evil beings.  It has been blessed by the gods.  
    You found it in the remains of a Mountain ogre on level 32 of Moria.
u) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It 
    increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser titan on level 49 of Mordor.
v) Climbing Set


  [The Mathom-house Inventory - Bree ]

a) Agannazar's Altruistic Assassin
    It
    can be activated for paralyze.  
    You found it in the remains of a Black orc on level 28 of Maze.
b) The Phial of Undeath (-5) {cursed}
    It can
    be activated for ruination every 10+d10 turns if it is being worn. It
    provides light (radius 5) forever.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It is cursed.  It carries an ancient morgothian
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Imp on level 36 of Maze.
c) The Bar Chain Mail 'Thlos' (-44,-56) [18,+8](40%)
    It increases
     your hit points by 40%.  It sustains your dexterity.  It provides
    immunity to acid, fire and cold.  It provides resistance to life
    draining, electricity, poison and disenchantment.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 56 of Mordor.
d) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
e) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3)
    It grants you the power of panic hit
     if it is being worn.  It increases your intelligence, dexterity, 
    charisma, stealth, searching and speed by 3.  It provides immunity to
    paralysis.  It provides resistance to light and dark.  It allows you
    to levitate.  It allows you to sense the presence of good beings and 
    unique beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Dracolisk on level 57 of Mordor.
f) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It
    generates an antimagic field.  It increases your speed and attack speed
     by 2.  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, chaos and 
    disenchantment.  It drains mana, life and experience.  It aggravates
    nearby creatures.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Forest troll Priest on level 38 of Mordor.
g) The Spear of Orome (4d6) (+15,+15) (+4)
    
    It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your intelligence, wisdom, searching, infravision, 
    ability to tunnel and speed by 4.  It does extra damage from fire.  It
    is especially deadly against dragons.  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 makes you
    completely fearless.  It provides resistance to life draining, fire
     and light.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Bullywug on level 37 of Moria.
h) The Glaive of Pain (E:45, L:3) (9d6) (+0,+30)
    It can
    be wielded two-handed.  It drains mana.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 77 of Angband.
i) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    
    It can be activated for terrify every 10+d50 turns if it is being
    worn. It increases your searching and infravision by 2.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.



Posted on 27.6.2004 22:46
Last updated on 19.1.2005 23:12

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714. on the Ladder (of 12455)
353. on the ToME Ladder (of 2971)
Second best for this player (out of 7)

Comments

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On 27.6.2004 22:46 artagas@yahoo.co.uk wrote:
just finished the last rnd quest in mirkwood. heading for maze (i already have a rod of recall, but wanna do the quest anyhow) then to the orcs i suppose. resistances+imm fire are nice, but i lack speed gear.
current plan: com/wmas/swmast:50 device:40 symbiosis: ~25 (waiting for another +modifier), and some points to stealth or prayer. i am fairly new to Tome so if anybody has a better plan for me pleeease post it.
also ANY hints/suggestions are highly appreciated.

On 28.6.2004 07:14 Elliott946@aol.com wrote:
So far, so good. No major suggestions re: equipment switches. The RNG has been reasonably kind in handing out equipment and your shopping at the BM has definitely been time well spent. You've also got a good mix of utility equipment, the big bases are all covered. Eventually you'll want to upgrade to rods of detection and enlightenment, but that will come later.

Obviously, you're missing resist sound and nether, but I wouldn't really recommend going through the contortions necessary to get them. Not having them is unlikely to get you killed at the depths you'll likely be at for a while. It is possible you'll wish you had them, but the extra speed and CON from Nevrast, or the extra damage from the ring of damage are much more likely to be useful at this point.

You might want to carry Dal-i-thalion around with you, though. That way if a Death Drake or something pops up unexpectedly, you'll be able to quickly switch boots and hopefully last long enough to get away.

Without getting too spoily, I'd suggest you do the orc caves next. They shouldn't be much of a challenge for you now, but, umm, keep your eyes down on the bottom level or two and use your rods. You might find one or more useful items.

After that, I'd suggest the Old Forest. Old Man Willow always drops something interesting and you might find dungeon towns along the way.

On 28.6.2004 07:28 Elliott946@aol.com wrote:
One last thing, though I feel pretty conflicted about this. Building up Prayer with Tulkas is very handy because of Divine Aim and access to Earth spells.

Getting Prayer to hmm, either 20 or 21, is very helpful in combat and doing the Tulkas god quests is a great way to earn "free" points in Prayer.

To have any chance of getting through the whole series of god quests, you'll really need to start doing them right away because they are given out when you make a level after completing the previous one, and you don't have that many more levels to go.

Why am I conflicted about this? Because, well, I hate to say this, but they'll probably kill you and advising people to do things that will likely get their characters killed is an awkward thing.

The first one will be easy and it will sucker you in. Then the second one will totally clean your clock, and it will be embarassing, because you'll get thrashed by a bunch of small kobolds (really. you'll see.). Maybe if I've scared you enough you'll wait and be prepared and be able to handle it, but by then you'll have waited so long that you won't be able to do all the quests. Sort of a catch-22.

On the bright side, you don't lose anything by not completing all the quests, you just don't get all the free prayer skill points. Plus, if you do die, at least you'll have a much better idea of what to expect with you next character.

On 28.6.2004 23:22 artagas@yahoo.co.uk wrote:
i was not going to update still singificant progress is made...but...look at my new armour! i had to upload that...3 immunities at cl34. hurray! (not mentioning res nether) yes i had to sacrafice +3 speed...and yes i have to wear that stupid amulet of acid resist since i have no other sources (except for a certain helmet with AFC...) but still!
now, time to face the minotaur. (I've done Deathwatch, and Old Man Willow since, and nobody warned me about the stupid Nazgul popping up and eating up my blade right after i pick the quest up. how cruel. i bet the company who makes enchant weapon scrolls, hired him)
Elliot, many thanks for the advice, i appreciate it a lot. no god quests yet...the drain exp/level back up way of getting the quests counts as cheating?

On 29.6.2004 02:56 Elliott946@aol.com wrote:
Well, the whole "cheating or not cheating" thing pretty much boils down to how you personally feel about it.

Different people play by different rules, but generally speaking, if you win, you win and people don't really quibble over that. If you win with say, a character who only uses only trapping or with a Yeek Hermit Bard (generally speaking the weakest race/class/background combo) who doesn't use summoning or a symbiote, then you probably get a bonus point for difficulty, but that's about it.

I myself am quite happy to do the drain exp/level back up tactic for handling the god quests. Its far and away the easiest way of handling them for reasons that you're probably aware of if you know about the drain/regain tactic.

On 29.6.2004 02:57 Elliott946@aol.com wrote:
Oh, I'm told that strategy no longer works in 2.2.7, though I don't how it was implemented.

On 29.6.2004 12:10 artagas@yahoo.co.uk wrote:
Indeed. I have checked the changes log for 2.2.7. the tricky way of getting the quests doesnt work anymore. Guess i will just have to wait and hope.
(quick update to my dump...heading down to Moria, dungeon town with rare jewelries at 1500'...are you scared yet Mr. Balrog?)

On 1.7.2004 23:50 artagas@yahoo.co.uk wrote:
Some progress has been made. (lev 36 in Mordor, just survived a battle with 3 out of depth uniques who were summoned around me) due to some new gear i have found, i am facing many questions. my new shield is nice, and renders my armour redundant, but i have to sacrafice reflection (which is awesome imho) for acid immunity (just as awesome). Am I walking into my doom without sound resistance? Should I keep the anchor in my inv as a swap atm, or it is good in my home for the moment? What gear switches should I make? Give me some advice again please.

On 2.7.2004 00:08 artagas@yahoo.co.uk wrote:
Just 1 more really quick udate, after buying a RoS and swapping some things around to gain +24 speed.

On 3.7.2004 04:47 Elliott946@aol.com wrote:
I was going to chide you for putting Mormegil in the Mathom house, but that was before I realized you weren't using Haradekket anymore. Wow. Not only did you find Sting, but its up to +5 attacks. That's awesome. Did Sting start blessed or did it pick up that tag when you leveled it? There was a debate at some point over whether sentient weapons can acquire the blessed tag. I still probably would have kept Mormegil around, just in case, but at this rate you'll probably find Ringil :). If Sting picks up the life draining tag you'd probably be ready for Angband right now.

IMHO the three best weapons in the game for a swordmaster are (in no particular order): Sting, Mormegil, and Ringil. If you expand it to all weapons, the top five would be those three plus Grond and the Glaive of Pain. Finding two of them is outstanding.

Ok, onto your questions. The dump puts you in early Mordor or Moria, so I'll tailor my comments as such, though you're probably farther along by now.

That new shield rocks, but losing reflection hurts. There are plenty of monsters that travel in packs and can do lots of damage with bolt/missle attacks (dark elven warlocks and their mana bolts come to mind). Since you're all about melee combat, you need something to stay intact while you close with them. Your fast enough and tough enough that you can probably just take it at this point, but I'd rate reflection as more valuable for you than any immunity except fire.

When running you should be around speed +29 now (That ring of speed really helps a lot). That's plenty good for right now, so I'd think about sacrificing a little speed for reflection. You don't need the resists from either your amulet or your armor anymore, so if the opportunity comes up, I'd swap one for either an amulet of reflection or some polished dragon scale mail (whichever comes first. The amulet is far more common). Either will also cost you some dex and therefore possibly an attack. That would make it a tougher call, but I'd still make the switch. Your offensive is probably overwhelming everything right now and losing an attack likely won't change that.

You're probably still ok without resist sound. Ancient gold dragons are the nastiest sound breathers you're likely to encounter at these depths and you should be able to handle them even without rSound. Dragons just really don't breathe that often for some reason. That having been said, Great Wyrms of Thunder can potentially start showing up in late-ish Mordor and those guys can eat you up without rSound, so try to have it by, oh 55 or 50 or so.

Additionally, be very wary of groups of sound breathers. Gold dragon worms and the like. Getting hit by multiple sound attacks can stun you and eventually knock you out if you don't have rSound. You likely won't survive that, so if you see a group, don't let too many get LOS on you.

Finally, the Anchor. You probably don't need to carry it around right now, but you'll want it later on. Its primarily useful for hunting down Quylthulgs (they can't teleport or blink away when you're wearing it, though they can still summon) and other monsters that teleport away when damaged (mostly uniques, especially some VERY powerful ones), and for defense against breath attacks from Time and Gravity hounds. Regular Quylthulgs are likely the only ones off that list you'd likely encounter at these depths, and you should be able to handle them. However, if you get a quest for, say, rotting Q's, I'd go home and get the Anchor.

Other than that, you're looking good. You might want to swap Cammithrim for Pauraegen for the extra +6 to AC, but its not a big deal. The next big thing to be looking for is a form of full ESP, but it might be tricky to work into your kit. This character seems to be coming together very nicely.

On 3.7.2004 12:13 artagas@yahoo.co.uk wrote:
Yeah...it was just starting to look good...but now...the worse thing has happened to poor Sting. It picked up earthquake. Stupid me put Mormegil in the Mathom house becouse it has the AFC, and I tought i'd never prefer it over Sting. But...Earthquake is far worse than AFC, or exp drain or stat drain or a -5 modifier. It totally renders my beautiful sword useless.
Back to Haradeket...doh.
as far as Ancient Golds...I could kill them with a needle, but i even have sound resist covered now (new body armor).
Swapping the amulet for amulet of reflection is a good idea.
Once again, thanks for the useful suggestions, and the encouragement:)
(and lets hope i find another nice weapon...)

On 3.7.2004 20:58 artagas@yahoo.co.uk wrote:
hehe...dungeon shops on level 30, 38 and 39 of Moria...all featuring a rare jewelry shop too:)
bought...err...i mean...borrowed a scroll of craftmanship, and an amulet of reflection (i actually payed for the latter)
found a Randart sword, that is not as good as Sting was, but at least leeches life. Teleported to the bottom of helcaraxe and beat the Balrog in a ridicolously short fight. finally got my 2nd god quest...(at lev42..was about damn time!) should i take on it right away?
currently diving deeper into Moria to confront Durin's Bane. than I will attack the deeper levels, and random quests of Mordor. sounds scary...

On 4.7.2004 15:14 artagas@yahoo.co.uk wrote:
lev 45 of Mordor was fun. quest for 14 Dracoliches (the nether breath for 600 hp hurts...other than that, easy 23k exp), found Long Bow of Bard, Narthanc (Dethanc too a level sooner), and the Star of Elendil. (The Liches have been collecting stuff it seems). also gained 300k exp and a level...getting...another (3rd) god quest (all of a sudden Tulkas decided he actually wants me to do those quests...well...we shall see)

On 4.7.2004 20:55 Elliott946@aol.com wrote:
Wow. You're right, that randart sword isn't as nice as Sting was, but its a VERY nice sword. Might as well go whole hog on the god quests. At this point, you should be able to pretty much blow right through them.

On 5.7.2004 02:41 artagas@yahoo.co.uk wrote:
3 god quests done...lvling Narthanc, but keeping the randart around for a swap...not having drain life really hurts vs serious melee monsters (titans and the kind)

On 13.9.2004 18:45 artagas@yahoo.co.uk wrote:
havent played this char for quite a while now. he is hacking his way through mordor now, hoping to get the last god quest when (if) he levels to 50.
my main problem is that i am outta space. i never really made it below 3000' before, and i am not sure about what i will be needing as i descend deeper (supposing i dont die some silly death again). if somebody would suggest a couple of things to get rid of i'd appreciate it.

On 13.9.2004 21:19 Elliott946@aol.com wrote:
Nice to see Skandar isn't quite gone yet. Looks like you've got a ton of random weapons and armor hanging around in your various homes. I'd start paring the stuff you KNOW you aren't going to need.

For example, you're using Cammithrim for the rLight, which is fine, but you've got a bunch of gauntlets you'll never need. Pauraegen and Paurhach pretty much suck and you're safe getting rid of them. After that, dump any weapons that clearly aren't in your top 3 or so. Having a few backups is fine in case of Nazgul, but you're never going to use Orcrist over all those 'thancs. And for heaven sakes, get rid of the cursed stuff! If that axe that gives black breath ever becomes your primary option, you have greater problems than inventory management.

Armor is a little trickier to dump, because you never know when you're going to need some exact combination of resists and immunities. Still, if you have any armor with resists that are clearly just a subset of another, better suit, dump it.

Finally, I'd get rid of most of your wand tips. Keep the utility ones - healing, teleport other, etc. But the damage ones just aren't destructive enough to be good weapon choices.

On 18.1.2005 00:35 artagas@yahoo.co.uk wrote:
After a loooong brake from Tome, I started playing again and Skandar continued his adventure all the way through Mordor and Dol Goldur. Killing the necromancer and all the possible ring holders except Sauron. (havent found it though). Being the happy ork he is he even fought his way through hordes of demons to the top of mountain doom out of fun (and hope for treasures). random thoughts:
1) earthquake can be a horror, but it can be your best friend too (saved my life about 8 times on MtDoom 99'). Great on arena-like levels, against summoners, and on no-teleport levels. not to mention that it wont happen when you do random quests, so i can easily use sting for those
2) symbiotism rocks. extra hp saved me twice at least (poor demonic Q sacraficed himself for me...*cries*), and I could have *never* done the quests for 10+ skull/eye druj without summons. never.
3) there is nothing as much fun in this game as punching the hack out of a RWraith with your bare fists. Disenchant those if you can, bastard!
4) 99 random quests made my life easy till now. now they are making it a hell (well, some of them).
as always, comments, suggestions, flaming, praising, random bitching about high taxes and FC Barcelona fan-club announcements are all welcome.

On 18.1.2005 23:13 Elliott946@aol.com wrote:
Hey, welcome back. Glad to see Skandar isn't dead.

Back to Sting, eh? Sure, Earthquake is a huge pain for much of the game, but when you get to the end and your equipment kit is basically done, well, who cares if the earthquake destroys the stuff on floor? Blocking enemy LOS becomes a whole lot more important than a few extra au.

Random quests are just about the sneakiest thing in the game. They're wonderful until about the time druj start showing up. Then, they turn from a great bonus to an awful, awful problem. They're sneaky, because unless you get a character to level 50 or so, you just don't go deep enough to realize how much harder (and slower!) they make the later part of the game. Good luck.

On 19.1.2005 17:25 artagas@yahoo.co.uk wrote:
update after a 90 (irl!) minutes long fight, defeating 12 Master Qs, which was my random quest. I dont think I have *ever* been this frustated with this game before...at least they dropped Narsil. And another 100 items are still on the ground (prolly a lot of artifacts...items have been compacted many times).

On 19.1.2005 19:48 artagas@yahoo.co.uk wrote:
Good bye Ring, good bye Sauron. (hack...hands of doom for 1100 hp...that wasnt even remotely fair. had to kill him)
But Papa Morgy is left and i dont have the genocides and mass genocides to get rid of him. (think i got enough healings left, but i can get as many as i need in the lonely mountain anyhow)
think i will be resting a bit than do serious scroll-finding around the low levels. maybe reorganize my gear too...i could give the gothmog set a chanche.

On 19.1.2005 19:57 Elliott946@aol.com wrote:
Oh, I disagree. You've got a junkart of both Geno-types and PLENTY of potions. If you want to go scroll hunting, be my guest as caution is never bad, but I don't think you need to. Remember that the full Gothmog's set makes the sword vampiric and it DOES work on Morgoth. Yeah, you'd lose ImAcid and ImElectricity, but its worth it.

Strap on Gothmog's set and go get Morgoth. You're ready.

On 19.1.2005 22:31 artagas@yahoo.co.uk wrote:
after an hour of scumming 5000' (and even 5050) no Morgoth. I killed Sauron at 5000' instead of 4950...maybe something is buggy. and i am getting frustrated. (I am wearing the Gothmog set as you suggested. It is great. Even covered electric immunity, giving up res nexus)

On 19.1.2005 23:12 artagas@yahoo.co.uk wrote:
I am a Winner!
Strangely enough, Morgoth was at 5200'. Even more strangely he didnt put up a serious fight. Never was below 1000 hp, so no need for healing at all. And used a single mass banish (second time he summoned wolves, which is helpful, because they are harmless and occupied the squares around me). The Demonblade of Gothmog kept teleporting him away, but that was no big problem. He didnt use much magic at all, and in melee i totally owed him. Thanks for all your great advice Elliot, this last one about using the set against him pretty much won me the game (didnt even know it granted drain life, not to mention that it worked on Morgy)
Time to start preparing for the void I guess.

On 20.1.2005 04:01 Elliott946@aol.com wrote:
Hurray! Congradulations! Very well done, indeed!

Yeah, Morgoth summoning weak monsters is just about the nicest thing he can do. Still, he's no pushover no matter what. With your damage output, you were probably healing 100+ hp per round of attacks, and that's probably why the battle seemed so easy. Enemies fall faster if you don't have to chug a healing potion every 3rd round instead of attacking.

I'm glad to have been of help.

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