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The Angband Ladder: Adrireth, RohanKnight Black-Knight by <sseat@bellsouth.net>

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

 Name  : Adrireth               Age                 23       STR: 18/***       
 Sex   : Neuter                 Height              60       INT: 18/***       
 Race  : Corrupted RohanKnight  Weight              74       WIS: 18/***       
 Class : Black-Knight           Social Class         2       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
 Magic : Shadow                                              CHR: 18/***       
         Spirit                                                                
 + To Hit          130      Level             50    Max Hit Points      2468   
 + To Damage        95      Experience  24927563    Cur Hit Points      2468   
 + To AC            81      Max Exp     24927563    Max SP (Mana)        664   
   Base AC          19      Exp to Adv.    *****    Cur SP (Mana)        597   
                            Gold        12479441    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[100Perception  : Excellent    Blows/Round:  12+1      
 Bows/Throw  : Legendary[2] Searching   : Superb       Shots/Round:  1         
 Saving Throw: Heroic       Disarming   : Heroic       Wpn.dmg/Rnd:  12d6+1140 
 Stealth     : Bad          Magic Device: Legendary[2] Infra-Vision: 1290 feet 
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Devoted Mercenary.              
          You have blue eyes, straight red hair, and a dark                    
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 103 (5150')
        Barrow-Downs: Level 10 (500')
        Cirith Ungol: Level 50 (2500')
        Maze: Level 37 (1850')
        Orc Cave: Level 21 (1050')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        Death fate: Level 1 (50')

 Your body was a Player.

     Your Attributes:
You are dead.
You can spit acid.
You can teleport at will.
You can mind blast your ennemies.
You can drain life from a foe.
You can teleport yourself short distances.
You can consume solid rock.
You can emit bright light.
You can bring down the dungeon around your ears.
You can feel the strength of the magics affecting you.
You can cast magic missiles.
You can wreck the world around you.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You can sense what is beyond walls.
You have horns (dam. 2d6).
You sometimes cause nearby creatures to vanish.
You occasionally feel invincible.
You are superhumanly strong (+4 STR).
You are very resilient (+4 CON).
Your voice is a silly squeak (-4 CHR).
Your face is featureless (-1 CHR).
Your appearance is masked with illusion.
You have an extra pair of eyes (+15 search).
Your legs are short stubs (-3 speed).
Your skin is covered with warts (-2 CHR, +5 AC).
You have wings.
Your movements are precise and forceful (+1 STL).
Your position is very uncertain.
You can learn some spells/prayers.
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.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are 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.
You suffer from Black Breath.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon shocks your foes.
Your weapon burns your foes.
Your weapon poisons 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.

 Spell list:
  * Shadow realm
     |-Energies Channeling                      level 1
     |-Dissolve Matter                          level 1
     |-Invoke the Night                         level 1
     |-Absorb Light                             level 1
     |-Steal Shadow                             level 3
     |-Banish Shadows                           level 1
     |-Comet from the Void                      level 1
     |-Call the Void                            level 1
     |-*Shadow Enlightenment*                   level 1
     |-Shadow Form                              level 1
     |-Shadow Alteration                        level 1
     |-Recharge II                              level 1
     |-Shield of Darkness                       level 1
     |-Genocide                                 level 1
     |-Mass Genocide                            level 1
     |-Hellfire                                 level 1
     |-Control The Ring                         level 1
  * Spirit realm
     |-Teleport Level                           level 2
     |-Fast Recall                              level 1
     |-Probability Travel                       level 1
     |-Solidify Continuum                       level 1
     |-Detect Monsters                          level 1
     |-Knowledge                                level 1
     |-Reveal Secrets                           level 1
     |-Clairvoyance                             level 1
     |-Project Force                            level 1
     |-Elemental Shield                         level 1
     |-Wipe                                     level 1


 One of your companion(s) has been killed.
 You felt under the evil influence of the One Ring and decided to wear it.
 The sword that was broken is now reforged.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 57 princesses.
 You became a new force of darkness and enslaved all free people.

 You have defeated 20411 enemies.


  [Corruptions]

 You can spit acid (dam lvl).
 You can teleport at will.
 You can Mind Blast your enemies.
 You can drain life from a foe like a vampire.
 You can teleport yourself short distances.
 You can consume solid rock.
 You can emit bright light.
 You can bring down the dungeon around your ears.
 You can feel the strength of the magics affecting you.
 You have horns (dam. 2d6).
 You sometimes cause nearby creatures to vanish.
 You occasionally feel invincible.
 You are superhumanly strong (+4 STR).
 You are very resilient (+4 CON).
 Your voice is a silly squeak (-4 CHR).
 Your face is featureless (-1 CHR).
 Your appearance is masked with illusion.
 You have an extra pair of eyes (+15 search).
 Your legs are short stubs (-3 speed).
 Your skin is covered with warts (-2 CHR, +5 AC).
 You have wings.
 Your movements are precise and forceful (+1 STL).
 Your body resists serious damage.


  [Fates]

You are fated to meet a Water troll on level 43.


  [Character Equipment]

a) The Small Sword 'Sting' (E:12099707, L:50) (1d6) (+46,+21) (+4 to speed)
   
   "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
   Earth
   Mind
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your searching.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from electricity.
   It does extra damage from fire.
   It poisons your foes.
   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 cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of spiders.
   It allows you to sense the presence of giants.
   It allows you to sense presence of undead.
   It speeds your regenerative powers.
   It drains experience.
   It induces random teleportation.
   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 dark.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed}
   
   "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.
f) a Ring of Slaying (+17,+16)
k) The Jewel 'Evenstar'(60%) (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It affects your hit points.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Filthy Rag of Morthelya (-3,-4) [1,+10](40%)
   
   It affects your hit points.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to life draining.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Shadow Cloak of Luthien [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to nexus.
   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 allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is permanently cursed.
   It cannot be harmed by acid, cold, lightning or fire.
u) 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 allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
   
   A set of iron-shod boots stamped by Gimli's combat prowess,
   a peerless ally to those journeying through halls of stone
   under mountains.
   It grants you the power of...
   magic map
   ...if it is being worn.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It allows you to climb high mountains.
   It cannot be harmed by acid, cold, lightning or fire.
z) (nothing)
{) 25 Seeker Bolts of Slay Undead (4d5) (+13,+10)
   
   It strikes at undead with holy wrath.
|) a Dwarven Pick (1d4) (+7,+8) (+3)


  [Character Inventory]

a) a Spirit Spellbook [Psychoportation] {!d!k!k!k}
b) 4 Spirit Spellbooks [Clairsentience] {!k!k!k!d}
c) 6 Spirit Spellbooks [Telekinesis] {!d!k!k!k}
d) 3 Shadow Spellbooks [Lurkings of the Night] {!d!k!k!k}
e) 3 Shadow Spellbooks [Beings of Darkness]
f) 10 Shadow Spellbooks [Material Shadow] {!d!k!k!k}
g) 9 Shadow Spellbooks [Aiding Shades] {!d!k!k!k}
h) a Shadow Spellbook [Channeling the Void] {!d!k!k!k}
i) a Shadow Spellbook [Sauron's Forgotten Tome] {!d!k!k!k}
j) 12 Sprigs of Athelas {!*}
k) 2 Potions of Healing
l) 2 Potions of *Healing*
m) 5 Scrolls of Phase Door
n) 26 Scrolls of Teleportation
o) 22 Scrolls of Satisfy Hunger {25% off}
p) 7 Scrolls of Protection from Evil
q) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   
   A shimmering suit of true-silver, forged long ago by
   dwarven smiths of legend.  It gleams with purest white as
   you gaze upon it, and mighty are it powers to protect and
   banish.
   It can be activated for...
   genocide every 500 turns
   ...if it is being worn.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
   
   The narrow axe head of this weapon, finely balanced by a
   crow's beak, would pierce even the armour of Smaug, and its
   wielder becomes aware ofthe minds of their enemies.
   It can be activated for...
   drain life (120) every 400 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your constitution.
   It is especially deadly against dragons.
   It allows you to sense presence of undead.
   It allows you to sense the presence of evil beings.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Bluesteel Blade of Marnel (1d6) (+0,+6) (+4)
   
   It affects your strength.
   It poisons your foes.
   It produces chaotic effects.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
   
   A weapon so massive it seems beyond the strength of
   mortals, yet you feel the might of giants within you as you
   heft it.  As you grip the handle  of ebony and steel,
   coronas of fire blaze and mighty spells to preserve magic
   activate around you.  You wield the Fear of Dragons and the
   Despair of the Undead!
   It affects your strength.
   It affects your ability to tunnel.
   It does extra damage from fire.
   It poisons your foes.
   It drains life from your foes.
   It is especially deadly against dragons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to fire.
   It provides resistance to dark.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It prevents teleportation.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Mighty Hammer 'Grond' (E:4900, L:0) (9d9) (+25,+25) [+10](40%)
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient.
   
   It can be activated for...
   alter reality every 100 turns
   ...if it is being worn.
   It can cause earthquakes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It affects your hit points.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It produces an anti-magic shell.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
v) 22 Silver Bolts of Flame (3d5) (+11,+12)
   
   It does extra damage from fire.
   It fights against evil with holy fury.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
w) 30 Silver Bolts of Slay Animal (3d5) (+16,+12)
   
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid.
   It cannot be harmed by fire.


  [Home Inventory - Bree ]

a) 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.
b) a Pair of Metal Shod Boots of Speed [6,+11] (+10) {2450', Barbazu}
   
   It affects your speed.
c) a Lead-Filled Mace of Earthquakes (3d4) (+16,+14) (+5)
   
   It can be wielded two-handed.
   It affects your strength.
   It affects your ability to tunnel.
   It can cause earthquakes.
d) 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.
e) 21 Arrows of Slay Undead (1d4) (+6,+13)
   
   It strikes at undead with holy wrath.
f) 19 Silver Arrows of Slay Undead (3d4) (+10,+14)
   
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
g) 23 Silver Arrows (3d4) (+4,+5)
h) a Parchment - Adventurer's guide to Middle Earth


  [Home Inventory - Lothlorien ]

a) The Jester's Cap of Insanity
   
   It can be activated for...
   corruption
b) a Scroll of Rune of Protection
c) a Silver Rod of Teleport Other (100/100)
d) The Ring of Power 'Narya' (+6,+6) (+1)
   
   The Ring of Fire, set with a ruby that glows like flame.
   Narya is one of the three Rings of Power created by the
   Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (500) every 200+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of F'lar (+3)
   
   The mighty ring of the Dragonrider F'lar that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to F'lar by Celegorm when he arrived on Arda
   with a full weyr of Dragonrider.
   It can be activated for...
   dimension door every 100 turns
   ...if it is being worn.
   It grants you the power of...
   swap position
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   It provides immunity to fire.
   It allows you to fly.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Elfstone 'Elessar' (+7,+7) [+10] (+4) (charging)
   
   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.
g) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
   
   A massive suit of heavy dragon scales deeply saturated with
   many colors.  It throbs with angry energies, and you feel
   the raw elemental might of  untamed Lightning as you put it
   on.
   It can be activated for...
   star ball (150) every 1000 turns
   ...if it is being worn.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides light.
   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.
h) The Robe of Animran (-4,-4) [2,+9](60%)
   
   It affects your hit points.
   It sustains your intelligence.
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to electricity.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
i) 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 sound.
   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.
j) The Cloak of Mimicry [Cold cloud] of Ibilorion [1,+10]
   
   It provides immunity to acid.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to disenchantment.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Dragon Shield called 'Coolness' [8,+13]
   
   It provides immunity to acid.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to dark.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
   
   The black axe of Gothmog, which struck Fingon at Nirnaeth.
   Mighty spells of evil make it unsafe in any hands but of
   the original wielder.
   It can be activated for...
   fire ball (300) every 200+d200 turns
   ...if it is being worn.
   It affects your charisma.
   It does extra damage from fire.
   It provides immunity to fire.
   It is cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Long Bow 'Mirith' (x3) (+5,+8) (+4 to speed)
   
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It provides light.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Heavy Crossbow 'Fingwain' (x4) (+19,+17) (+4 to speed)
   
   It affects your strength.
   It affects your intelligence.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It provides light.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Drum of Piemur (+2 to speed)
   
   Piemur's drum is much like the harp of Master Robinton. It
   protects its wearer in many ways; by making him less
   noticable and shielding them from the elements. The beat of
   this drum also sounds a call toaction that increases the
   wearer's speed. 
   It can be activated for...
   singing a *godness* song
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
p) a Drum
q) The Horn of Rohan (+2) (charging)
   
   A horn carved from the bones of the Dragon of Ered-Mithrin,
   this heirloom of the House of Eorl bestows to its user the
   gifts of courage and command.
   It can be activated for...
   heroism, berserker, haste every 250 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It allows you to sense the presence of dragons.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Horn of Helm (+2)
   
   Heedless of cold, fearless of darkness -- besiegers fled at
   the wind of the solitary coming of King Helm Hammerhand,
   proclaimed by a single horn-blast in the dead of winter.
   It can be activated for...
   sound ball (300) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   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.
s) Climbing Set



Posted on 13.7.2002 01:19

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993. on the Ladder (of 12064)
487. on the ToME Ladder (of 2959)
Second best for this player (out of 2)

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On 13.7.2002 01:19 sseat@bellsouth.net wrote:
I already finished the game as a High-Mage (Sorcery, Spectre High-Elf), and I saw a lot of BKs on the newsgroup, so I gave them a go. This was about my 10th attempt -- and what made it easy was finding a copy of Sauron's Forgotten Tome in the Maze. Genocide is a hideously powerful spell. :) Since I burnt a spell-gain on Control the Ring (I'd never seen the spell before), I succumbed to temptation and slipped it on. Isn't that what a Black Knight would do anyway? ;)

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