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The Angband Ladder: Bubbie II, Troll Necromancer by <shtuph@hotmail.com>

  [ToME 2.3.1 Character Sheet]

 Name  : Bubbie II              Age                 23       STR!     40       
 Sex   : Male                   Height             128       INT!     40       
 Race  : Vampire Troll          Weight             216       WIS!     23       
 Class : Necromancer            Social Class         1       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Manwe Sulimo                                        CHR!     15       
                                                                               
 + To Melee Hit         120 Level             50    Max Hit Points      1212   
 + To Melee Damage       57 Experience  33770584    Cur Hit Points      1172   
 + To Ranged Hit        111 Max Exp     33770584    Max SP (Mana)        688   
 + To Ranged Damage      12 Exp to Adv.    *****    Cur SP (Mana)        589   
   AC                38+182 Gold          835263    Piety               2374   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[65]Perception  : Very Good    Blows/Round:  17        
 Bows/Throw  : Legendary[27]Searching   : Very Good    Shots/Round:  1         
 Saving Throw: Bad          Disarming   : Bad          Mel.dmg/Rnd:  17d6+969  
 Stealth     : Bad          Magic Device: Superb       Infra-Vision: 30 feet   
                                                       Tactic:       berserker 
                                                       Explor:       very fast 
                         (Character Background)                                
          You are the offspring of a Stone-Troll Warrior.  You have            
          slime green eyes, dirty bright red hair, and white scabby            
          skin.                                                                
                                                                               


  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ALWAYS
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 51 (2550')
        Orc Cave: Level 21 (1050')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 45 (2250')
        The Land Of Rhun: Level 35 (1750')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 29 (1450')

 Your body is a Player.
 You are disguised as a Balrog.
 You are currently in the town of Bree.
 You have defeated 9389 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.
 You saved 94 princesses.
 You saved Arda and became a famed King.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 12th Quelle of the 2890th year of the third age.
 You have been adventuring for 26 days.

                    abdefkmnopqsuvxz{|@         
        Add Str   : 3..4.4.............         
        Add Int   : .3....262...3......         
        Add Wis   : .....42.2.......2..         
        Add Dex   : .344.........45....         
        Add Con   : .3.................         
        Add Chr   : .....42.2.....5....         
        Mul Mana  : ............+......         
        Mul SPower: .......+...........         
        Add Stea. : ........2..........         
        Add Sear. : ...4...6...........         
        Add Tun.. : .................3.         
        Add Speed : ..4.*4..2..........         
        Add Blows : 33.4............2..         
        Vampiric  : ................+..         
        Slay Anim.: ++.................         
        Slay Evil : +..................         
        Slay Und. : ................+..         
        Poison Brd: .+..............+..         
        Acid Brand: +...............+..         
        Elec Brand: ................+..         
        Sust Str  : ...+......+........         
        Sust Int  : ...+...............         
        Sust Wis  : ...................         
        Sust Dex  : .........+.........         
        Sust Con  : ..............+....         
        Sust Chr  : ..............+....         
        Invisible : ......+.+..........         
        Mul life  : ..................+         
        Sens Fire : .......+...........         
        Reflect   : ..........+........         
        Free Act  : ............+++....         
        Hold Life : ...................         
        Imm Acid  : ..+.....+.*..+.....         
        Imm Elec  : ..+......*..+......         
        Imm Fire  : ..+..+..++........*         
        Imm Cold  : ..+.....+.*........         
        Res Pois  : .....+....+.+......         
        Res Fear  : .....+............+         
        Res Lite  : ...+......+........         
        Res Dark  : ............+......         
        Res Blind : ......++...........         
        Res Conf  : .......+.+....+...+         
        Res Sound : ...+...............         
        Res Shard : .........+.........         
        Res Neth  : ........+.....+....         
        Res Nexus : ...+..+............         
        Res Chaos : .........+....+....         
        Res Disen : .....+.............         
        Aura Fire : ..................+         
        Levitate  : ............+.....+         
        Lite      : ...........+....+..         
        See Invis : ...+...+...........         
        Regen     : ...+...............         
        Activate  : .....+..+..++++....         
        Fly       : ..................+         
        Full ESP  : .............+.....         

 Corruption list:
Balrog Aura:
  Surrounds you with a fiery aura
  But it can burn scrolls when you read them

Balrog Wings:
  Creates ugly, but working, wings allowing you to fly
  But it reduces charisma by 4 and dexterity by 2

Balrog Strength:
  Provides 3 strength and 1 constitution
  But it reduces charisma by 1 and dexterity by 3

Balrog Form:
  Allows you to turn into a Balrog at will
  You need Balrog Wings, Balrog Aura and Balrog Strength to activate it

Demon Spirit:
  Increases your intelligence by 1
  But reduce your charisma by 2

Demon Hide:
  Increases your armour class by your level
  Provides immunity to fire at level 40
  But reduces speed by your level / 7

Demon Breath:
  Provides fire breath
  But gives a small chance to spoil potions when you quaff them

Demon Realm:
  Provides access to the demon school skill and the use of demonic equipment
  You need Demon Spirit, Demon Hide and Demon Breath to activate it

Anti-teleportation:
  Prevents all teleportations, be it of you or monsters

Vampiric Teeth:
  Your teeth allow you to drain blood to feed yourself
  However your stomach now only accepts blood.

Vampiric Strength:
  Your body seems somewhat dead
  In this near undead state it has improved strength, constitution and
intelligence
  But reduced dexterity, wisdom and charisma.

Vampire:
  You are a Vampire. As such you resist cold, poison, darkness and nether.
  Your life is sustained, but you cannot stand the light of the sun.


Skills (points left: 1)
 - Combat                                        11.600 [0.400]
          . Weaponmastery                        43.500 [0.600]
          . Archery                              -1.000 [0.000]
 - Sneakiness                                    00.900 [0.900]
          . Stealth                              -2.000 [0.400]
          . Disarming                            00.-500 [0.000]
 - Magic                                         15.301 [0.900]
          . Magic-Device                         21.800 [1.200]
          . Spell-power                          00.000 [0.600]
          . Mana                                 01.200 [0.600]
                   . Fire                        00.000 [0.800]
                   . Water                       00.000 [0.700]
                   . Air                         00.000 [0.700]
                   . Earth                       00.000 [0.800]
          . Meta                                 00.000 [0.700]
          . Conveyance                           00.000 [0.700]
          . Divination                           01.400 [0.700]
          . Temporal                             01.600 [0.800]
          . Mind                                 00.000 [0.900]
          . Nature                               50.000 [0.500]
          . Udun                                 00.800 [0.400]
          . Demonology                           49.500 [1.500]
          . Necromancy                           30.000 [1.000]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          00.000 [0.700]
 - Spirituality                                  -3.000 [0.550]
          . Prayer                               15.000 [0.500]
 - Monster-lore                                  08.810 [1.100]
          . Corpse-preservation                  05.000 [0.900]
          . Mimicry                              35.200 [0.500]

Abilities
 * Perfect casting
 * Undead Form


  [Fates]

You are fated to die on level 4.
You are fated to meet a Newt on level 3.
You are fated to find a Soft Leather Armour on level 3.
You may meet a Giant black ant on level 1.
You are fated to die on level 17.
You are fated to meet a Chaffinch on level 11.


  [Character Equipment]

a) The Whip 'Turothmog' (1d6) (+20,+12) (+3 attacks)
        It increases your strength and attack speed by 3.  It does extra
    damage from acid.  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 Great Wyrm of Balance on level 96 of
    Angband.
b) The Trident of Isilion (1d8) (+7,+5) (+3 attacks) {!d!v!k}
    It can be wielded two-handed.  It increases your intelligence, 
    dexterity, constitution and attack speed by 3.  It poisons your foes.  
    It is especially deadly against natural creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
d) 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.  
e) The Ring of Edhwethar (+4) {100% off}
    It 
    increases your strength, dexterity, searching, attack speed and 
    ability to score critical hits by 4.  It sustains your strength and 
    intelligence.  It provides resistance to light, sound and nexus.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
f) a Ring of Speed (+13)
    It increases your speed by 13.
    
    You found it in the remains of a Great Bile Wyrm on level 71 of Erebor.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    
    It can be activated for heal and cure black breath every 200 turns if
    it is being worn. It provides light (radius 3) forever.  It increases 
    your strength, wisdom, charisma and speed by 4.  It makes you
    completely fearless.  It provides resistance to fire, poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
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 nexus.  It cannot be harmed by fire.  
    It was given to you as a reward.
n) The Filthy Rag of the Wight [1,+10] (+6 to searching)
    It increases your intelligence, 
    searching and spell power by 6.  It provides resistance to blindness
     and confusion.  It renders you especially vulnerable to fire.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
o) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be activated for restore life levels
    every 450 turns if it is being worn. It can be used to store a spell.  
    It increases your intelligence, wisdom, charisma, stealth, speed and 
    luck by 2.  It makes you invisible.  It provides resistance to acid, 
    fire, cold and nether.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
p) The Large Metal Shield 'Elfin' [5,+12]
    It sustains your 
    dexterity.  It provides immunity to electricity.  It provides
    resistance to electricity, fire, shards and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Sky Drake on level 97 of Angband.
q) The Shield of Deflection 'Sauglad' [10,+24]
    It
    sustains your strength.  It provides immunity to acid and cold.  It
    provides resistance to poison and light.  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 Balance on level 85 of
    Angband.
s) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated for whispers from beyond(sanity drain)
    100+d200 turns if it is being worn. It provides light (radius 1)
    forever.  It decreases your luck by 6.  It identifies all items for
    you.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
u) The Set of Gauntlets of Eol [Manwe's Blessing] [3,+15](60%) (+3)
    It can be activated for mana bolt (9d8) 7+d7 turns if it is
    being worn. It has a spell stored inside.  It increases your 
    intelligence and luck by 3.  It increases your mana capacity by 60%.  
    It provides immunity to paralysis.  It provides resistance to 
    electricity, poison and dark.  It allows you to levitate.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
v) 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 gives
    telepathic powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Vecna, the Emperor Lich on level 98 of
    Mount Doom.
x) 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.  
z) (nothing)
{) The Bolt of Regal (1d5) (+17,+9) (+2 attacks)
    It provides
    light (radius 1) forever.  It increases your wisdom and attack speed
     by 2.  It does extra damage from acid and electricity.  It poisons
    your foes.  It drains life from your foes.  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 Shadow drake on level 60 of Mordor.
|) a Magical Mattock (+3)
    It
    grants you the power of stone to mud if it is being worn.  It 
    increases your ability to tunnel by 3.  
    It was given to you as a reward.


  [Character Inventory]

a) a Demonblade (4d6) (+8,+7)
b) 3 Tomes of the Tree
c) 3 Unholy Tomes of the Hellflame
d) The Tome of Bubbie II
    It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
e) Benetar's Death Ray Experiment {Cure Insanity !d!v!k}
    It can be activated for cure insanity
    every 200 turns.  
    You found it in the remains of a Death quasit on level 127 of Angband.
f) The Crystal Ball of The Witch-King of Angmar {Nazgul Killa  !d!v!k}
    
    It can be activated for light absorption every 80 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
g) a Parchment titled ''Famous Last Words'' {Nazgul Killa !k!d!v}
    It
    can be activated for light absorption every 80 turns.  
    You found it lying on the ground on level 100 of Angband.
h) Jor's Buckler of Missile Attraction {Genocide !d!v!k}
    It can be
    activated for genocide every 500 turns.  
    You found it in the remains of a Dark elven warlock on level 22 of
    Mirkwood.
i) 5 Potions of Cure Critical Wounds
j) a Potion of Enlightenment
k) a Scroll of *Identify*
l) 20 Scrolls of Satisfy Hunger
m) a Silver Rod of the Istari of Speed (200/200)
    It can hold more mana.  It can cast spells for a lesser mana
    cost.  It can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Lesser Balrog on level 51 of Mordor.
n) a Silver Rod of the Istari of Detection (200/200)
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Lesser black reaver on level 39 of Mordor.
o) an Adamantite Rod of Recall (200/200)
p) a Mage Staff of Power (1d4) (+10,+10) (+11) {!d!k!v}
    
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 11.  
    You found it in the remains of a Nightwalker in the town of Gondolin .
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Demonshield of Gothmog [13,+13] (+4)
    
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 27 of The Sandworm lair.
b) 8 Potions of Healing
c) a Potion of Restore Mana
d) The Crumpled Scroll of Mass Resurrection
e) a Scroll of Artifact Creation
f) a Silver Rod of Charging of Nothing (100/100)
g) a Golden Rod of Capacity of Nothing (250/250)
h) a Rod Tip of Speed (100 Mana to cast)
i) a Staff of Probability Travel[4|23]
j) a Ring of Slaying (+12,+13)
    
    You bought it from the Rare Jewelry Shop.
k) a Ring of Slaying (+13,+12)
    
    You bought it from the Black Market.
l) an Indestructible Amulet of Doom [+3] (+8)
    It increases your strength, 
    intelligence, wisdom, dexterity, constitution and charisma by 8.  It
    cannot be dropped while cursed.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great crystal drake on level 57 of Mordor.
m) The Phial of Galadriel (+4)
    
    It can be activated for light area (dam 2d15) every 10+d10 turns if it
    is being worn. It provides light (radius 3) forever.  It increases 
    your searching and luck by 4.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
n) The Cloak 'Colluin' [1,+20]
    It can be activated for resistance (20+d20 turns) every 111
    turns if it is being worn. It provides resistance to acid, electricity
    , fire, cold and poison.  It allows you to sense the presence of good
    beings.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Small Metal Shield of Thorin [3,+25] (+4)
p) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    It can be activated for temporary ESP
    (dur 20+d20) every 20+d50 turns if it is being worn. It increases your 
    intelligence, dexterity, charisma, searching and spell power by 3.  It
    provides resistance to acid, fire, shards and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 72 of Angband.
q) The Steel Helm 'Lebohaum' [20,+80]
    
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 51 of Mordor.
r) a Spectral Broad Sword of Fury (2d5) (+17,+18) [-3] (+2)
    It
    can be activated for wraith-form every 50+d50 turns if it is being
    worn. It increases your strength and attack speed by 2.  It strikes at
    undead with holy wrath.  It makes you completely fearless.  It
    provides resistance to life draining.  It allows you to see invisible
    monsters.  It drains mana and life.  It aggravates nearby creatures.  
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of a Spectral Ancient gold dragon on level 126
    of Angband.
s) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
    It increases your strength, dexterity and speed by 2.  It
    is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It fights against evil with holy fury.  It provides
    immunity to paralysis.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
t) The Dark Sword 'Mormegil' (E:5895689, L:44) (6d7) (+37,+15) [-20] (+5 to
speed)
    It provides light (radius
    1) forever.  It generates an antimagic field.  It increases your speed
     and attack speed by 5.  It does extra damage from fire and frost.  It 
    poisons your foes.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It makes you invisible.  It
    sustains your charisma.  It provides immunity to fire.  It makes you
    completely fearless.  It provides resistance to fire, poison, chaos
     and disenchantment.  It allows you to sense the presence of giants.  
    It slows your metabolism.  It produces a fiery sheath.  It drains mana
    , life and experience.  It aggravates nearby creatures.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
u) a Dark Sword of Nothingness (3d7) (-64,-101)
    It generates an antimagic field.  It can't attack.  It can
    re-curse itself.  
    You found it in the remains of a Hell knight on level 46 of Mordor.
v) The Lucerne Hammer of Gothir (2d5) (+23,+10) (+5)
    It
    can be wielded two-handed.  It increases your dexterity by 5.  It does
    extra damage from fire.  It drains life from your foes.  It is
    especially deadly against giants.  It is a great bane of undead.  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 Great Wyrm of Law on level 96 of Angband.
w) a Mage Staff of Power (1d4) (+12,-22) (+11)
    
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 11.  
    It was given to you as a reward.
x) a Mage Staff of Wizardry (1d4) (-9,-4)(60%) (+3)
    It can be wielded two-handed.  It can
    be used to store a spell.  It increases your spell power by 3.  It
    increases your mana capacity by 60%.  
    You found it in the remains of a Lesser Balrog on level 51 of Mordor.


  [Home Inventory - Gondolin ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    
    It provides light (radius 1) forever.  It decreases your luck by 20.  
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it lying on the ground on level 54 of The Sacred Land Of
    Mountains.
b) The Demonhorn of Gothmog [2,+13] (-5)
    It provides light (radius 2) forever.  It decreases your 
    charisma by 5.  It allows you to see invisible monsters.  It allows
    you to sense the presence of demons.  It slows your metabolism.  It
    speeds your regenerative powers.  It can re-curse itself.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
c) 20 Potions of Cure Insanity
d) 25 Potions of *Healing*
e) 10 Potions of Restore Mana
f) 3 Scrolls of *Destruction*
g) 8 Scrolls of Mass Genocide {25% off}
h) a Silver Rod of the Istari of Nothing (200/200)
i) a Mithril Rod of Capacity of Nothing (320/320)
j) an Adamantite Rod of Charging of Nothing (200/200)
k) 2 Rod Tips of Detection (80 Mana to cast)
l) a Rod Tip of Healing (120 Mana to cast)
m) The Ring of Power of Ren the Unclean
    It
    makes you invisible.  It sustains your wisdom and constitution.  It
    provides resistance to poison, dark and nether.  It speeds your
    regenerative powers.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 126 of Angband.
n) a Ring of Speed (+12)
    
    It increases your speed by 12.  
    You found it in the remains of a Nightcrawler on level 67 of Angband.
o) The Ring of Power 'Nenya' (+9,+9) (+2)
    
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 126 of Angband.
p) The Chain Mail of Ornen (-18,-13) [14,+16](20%)
    
    It increases your hit points by 20%.  It provides immunity to acid, 
    fire and cold.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, poison, dark, shards and nether
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
q) The Soft Leather Armour of Rhunirein [4,+3]
    
    It provides immunity to electricity, fire and cold.  It provides
    resistance to light.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Death knight on level 43 of Mordor.
r) a Dragon Shield of Preservation (-6,-2) [8,+30]
    It
    sustains your strength, dexterity and constitution.  It provides
    resistance to life draining, acid, electricity, sound and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Balance on level 72 of
    Angband.
s) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75) every 75+d75 turns if
    it is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom, charisma, searching and luck by 5.  It sustains your 
    wisdom, dexterity and charisma.  It provides resistance to acid, 
    electricity, dark and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Jabberwock on level 80 of Angband.
t) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It 
    increases your strength and constitution by 2.  It provides immunity
    to paralysis.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
u) 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.
v) a Mage Staff of Power (1d4) (-7,+1) (+11)


  [Home Inventory - Minas Anor ]

a) Pytar's Portable Pandemonium {Genocide !d!v!k}
    It can be activated for genocide every 500 turns.
    
    You found it lying on the ground on level 29 of The Sandworm lair.
b) a Silver Rod of the Istari of Nothing (200/200)
c) a Silver Rod of the Istari of Nothing (200/200)
d) an Adamantite Rod of Capacity of Nothing (341/400)
e) 2 Rod Tips of Perception (20 Mana to cast)
f) 2 Rod Tips of Healing (120 Mana to cast)
g) a Staff of Genocide[1|8] of Plenty (9 charges)
h) The Golden Horn of the Thunderlords (6 charges) {100% off}
i) The Arkenstone of Thrain (+3)
    It
    can be activated for detection every 30+d30 turns if it is being worn. 
    It provides light (radius 3) forever.  It increases your speed and 
    luck by 3.  It provides resistance to life draining, light, dark and 
    chaos.  It allows you to see invisible monsters.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Blue Thunderlord in a plain of grass.
j) The Partial Plate Armour of Lathova (-3 to accuracy) [22,+19]
    
    It sustains your charisma.  It provides immunity to acid and cold.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to poison, light, chaos and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.
k) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every 500 turns
     if it is being worn. It increases your strength and charisma by 4.  
    It provides resistance to acid, electricity, fire, cold, dark, shards
     and disenchantment.  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 Wyrm of Perplexity on level 65 of
    Mordor.
l) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated for teleport (range 100) every 45 turns if
    it is being worn. It increases your stealth and speed by 3.  It
    provides resistance to acid and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
m) a Spider Web of Electricity [1,+11]
n) a Wolf Pelt of Air [1,+13]
    It allows you to breathe without air.  
    You found it lying on the ground on level 100 of Angband.
o) The Large Metal Shield of Ilduindi [5,+13]
    It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to poison and confusion.  It reflects bolts and
    arrows.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 72 of
    Erebor.
p) 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 Wyrm of Perplexity on level 65 of
    Mordor.
q) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt (5d8) every 5+d5 turns if it
    is being worn. It can be used to store a spell.  It provides
    resistance to acid.  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 65 of Mordor.
r) a Set of Gauntlets of Slaying (+6,+6) [2,+14]
s) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack speed by 3.  
    It poisons your foes.  It is very sharp and can cut your foes.  It is
    especially deadly against orcs.  It is especially deadly against
    natural creatures.  It provides immunity to paralysis.  It provides
    resistance to poison.  It allows you to sense the presence of orcs.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
t) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
    It must be wielded two-handed.  It 
    increases your strength and ability to tunnel by 6.  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, chaos and disenchantment.  It prevents
    teleportation.  It drains mana.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.
u) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
v) 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 Great Wyrm of Perplexity on level 65 of
    Mordor.
w) The Bolt of Dilmalin (1d5) (+17,+13) (+4)
    It increases your intelligence, wisdom and constitution by 4.  
    It does extra damage from electricity and fire.  It drains life from
    your foes.  It is especially deadly against orcs.  It has been blessed
    by the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient red dragon on level 97 of
    Angband.
x) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) {cursed}
    It increases your dexterity and speed by 3.  It poisons your
    foes.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and sound.  It speeds your
    regenerative powers.  It prevents teleportation.  It is cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Sky Drake on level 97 of Angband.


  [Home Inventory - Lothlorien ]

a) The Demonshield of Thothiar [5,+9]
    It
    sustains your intelligence and charisma.  It provides immunity to fire
    .  It makes you completely fearless.  It provides resistance to life
    draining, fire and confusion.  It speeds your regenerative powers.  It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) 2 Tomes of the Tree
c) an Unholy Tome of the Hellflame
d) 2 Fireproof Holy Tomes of Manwe Sulimo
e) a Holy Tome of Manwe Sulimo
f) The Eye of Vecna {Teleport}
    It
    can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Hezrou on level 38 of Mordor.
g) a Potion of Cure Serious Insanity
h) 13 Potions of Cure Insanity
i) 6 Potions of *Healing*
j) a Potion of Enlightenment
k) a Silver Rod of Nothing (100/100)
l) a Silver Rod of the Istari of Disarming (200/200)
    It can
    hold more mana.  It can cast spells for a lesser mana cost.  It can
    cast spells faster.  It regenerates its mana faster.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) a Golden Rod of Quickness of Nothing (125/125)
n) 2 Rod Tips of Recall (80 Mana to cast)
o) a Rod Tip of Disarming (50 Mana to cast)
p) 3 Fireproof Staffs of Genocide[1|5] (4 charges)
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
q) The Ring of Flare (+3)
    It can be activated for dimension
    door every 100 turns if it is being worn. It grants you the power of 
    swap position if it is being worn.  It increases your strength, 
    constitution, charisma and searching by 3.  It provides immunity to 
    fire.  It allows you to fly.  It allows you to see invisible monsters.
    It allows you to sense the presence of thunderlords.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nycadaemon on level 57 of Mordor.
r) The Double Chain Mail 'Helor' (-2 to accuracy) [16,+0]
    It
    sustains your strength, wisdom and charisma.  It provides immunity to 
    acid and electricity.  It provides resistance to electricity, dark and 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
s) The Leather Scale Mail of Quenden (-58,-14) [11,+0](20%)
    It
    increases your hit points by 20%.  It provides immunity to acid and 
    cold.  It provides resistance to light, nether and chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
t) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, stealth and 
    speed by 4.  It provides immunity to fire.  It provides resistance to 
    acid, electricity, cold and nexus.  It allows you to fly.  It allows
    you to sense the presence of thunderlords.  It reflects bolts and
    arrows.  It produces a fiery sheath.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
u) 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.  
    You found it in the remains of a Great Bile Wyrm on level 70 of The Sacred
    Land Of Mountains.
v) The Set of Gauntlets 'Paurhach' [Drain] [2,+15]
    It can be activated for fire bolt (9d8) every 8+d8
    turns if it is being worn. It has a spell stored inside.  It provides
    resistance to fire.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
w) a Mage Staff of Mana (1d4) (+5,-9)(80%)


  [The Mathom-house Inventory - Bree ]

a) The Ring of Power of Akhorahil the Blind (+1 attack)
    It increases your dexterity, 
    constitution and attack speed by 1.  It makes you invisible.  It
    sustains your charisma.  It provides resistance to electricity, light, 
    blindness and sound.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 92 of Angband.
b) The Ring of Power of Dwar, Dog Lord of Waw (+4 to searching)
    
    It increases your constitution and searching by 4.  It makes you
    invisible.  It provides resistance to poison, light, blindness, sound
     and disenchantment.  It allows you to fly.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 99 of Mount
    Doom.
c) 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 Great Wyrm of Perplexity on level 65 of
    Mordor.
d) 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 a Great Wyrm of Perplexity on level 124 of
    Angband.
e) The Ring of Power 'Narya' (+6,+6) (+1)
    It can be activated for healing (500) every 200+d100 turns if
    it is being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, speed and luck by 1.  It sustains 
    your strength, wisdom, constitution and charisma.  It provides
    immunity to fire.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to nether.  It allows you
    to see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
f) The Ring of Durin (+2)
    It grants you the
    power of midas touch if it is being worn.  It increases your strength, 
    constitution and charisma by 2.  It sustains your strength, 
    constitution and charisma.  It provides resistance to life draining, 
    acid, cold, dark, nether and chaos.  It allows you to sense the
    presence of evil beings.  It drains experience.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
g) The Amulet of Carlammas (+2)
    It can be activated for protection from evil (dur
    level*3 + d25) every 225+d225 turns if it is being worn. It increases 
    your constitution by 2.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 51 of Mordor.
h) The Amulet of Ingwe (+3)
    It
    can be activated for dispel evil (level*5) every 300+d300 turns if it
    is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
i) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3) forever.  It increases your 
    strength, dexterity, constitution, infravision and speed by 3.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 99 of Mount Doom.
j) The Jewel 'Evenstar' (+3)
    
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 51 of Mordor.
k) 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 Great Wyrm of Perplexity on level 65 of
    Mordor.
l) 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 lying on the ground on level 27 of Mirkwood.
m) 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 Great Wyrm of Many Colours on level 99 of
    Mount Doom.
n) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the
    space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 51 of Mordor.
o) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It 
    increases your strength and charisma by 2.  It provides resistance to 
    acid, electricity, fire, cold, poison, shards and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 51 of Mordor.
p) 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 provides resistance to acid, poison, confusion and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.
q) 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 Boldor, King of the Yeeks on level 49 of
    Mordor.
r) 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 Hezrou on level 97 of Mount Doom.
s) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
    It
    can be activated for heal 1000 hit points every 888 turns if it is
    being worn. It increases your constitution by 2.  It sustains your 
    constitution.  It makes you completely fearless.  It provides
    resistance to life draining, acid, cold, dark, confusion, nether, 
    nexus and chaos.  It allows you to sense the presence of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 95 of Angband.
t) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    
    It increases your strength, stealth, infravision and ability to tunnel
     by 5.  It provides resistance to acid, electricity, fire and poison.  
    It allows you to sense the presence of animals.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
u) 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 97 of Mount Doom.
v) The Cloak 'Holcolleth' [1,+4] (+2)
    
    It can be activated for sleep nearby monsters every 55 turns if it is
    being worn. It increases your intelligence, wisdom, stealth and speed
     by 2.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
w) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It can be activated for berserk
    strength every 50+d50 turns if it is being worn. It increases your 
    strength and constitution by 2.  It sustains your strength and 
    constitution.  It makes you completely fearless.  It provides
    resistance to poison and blindness.  It aggravates nearby creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 96 of
    Angband.
x) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light
    , dark and nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Polyphemus, the Blind Cyclops on level 70
    of Dol Guldur.
a) The Large Metal Shield of Anarion [5,+20]
    It sustains your strength, intelligence, wisdom, 
    dexterity, constitution and charisma.  It provides resistance to acid, 
    electricity, fire, cold and confusion.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
b) 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 Ancalagon the Black on level 99 of Mount
    Doom.
c) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your strength
    , intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 122 of
    Angband.
d) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to dark 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.  
    You found it in the remains of a Death knight on level 43 of Mordor.
e) The Metal Cap of Thengel [3,+12] (+3)
    It 
    increases your wisdom, charisma and luck by 3.  It provides resistance 
    to confusion.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Stone troll Chieftain on level 39 of
    Moria.
f) 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.
g) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated
    for frost bolt (6d8) every 7+d7 turns if it is being worn. It can be
    used to store a spell.  It increases your constitution by 4.  It
    sustains your constitution.  It provides resistance to cold.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Pit Fiend on level 85 of Angband.
h) The Set of Gauntlets 'Pauraegen' [2,+15]
    It
    can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to electricity.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Lesser Balrog on level 51 of Mordor.
i) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    
    It decreases your strength and dexterity by 3.  It provides immunity 
    to fire and cold.  It provides immunity to paralysis.  It provides
    resistance to poison, nether and disenchantment.  It drains mana.  It
    induces random teleportation.  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 Great Wyrm of Perplexity on level 65 of
    Mordor.
j) The Light War Axe of Ice (2d5) (+3,+15) (+3)
    It increases your intelligence and charisma by 3.  It does
    extra damage from frost.  It sustains your dexterity.  It provides
    immunity to cold.  It provides resistance to nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 116 of Angband.
k) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It increases 
    your dexterity by 4.  It is very sharp and can cut your foes.  It is
    very sharp and can make your foes bleed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Ghost in the town of Minas Anor .
l) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    It
    can be wielded two-handed.  It increases your constitution by 3.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It fights against
    evil with holy fury.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 65 of Mordor.
m) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be
    wielded two-handed.  It can be activated for detect orcs every 10 turns
     if it is being worn. It increases your dexterity and searching by 4.  
    It is especially deadly against orcs.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
n) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It 
    increases your dexterity, stealth and searching by 4.  It does extra
    damage from acid.  It poisons your foes.  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 provides resistance to 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 Great Wyrm of Perplexity on level 65 of
    Mordor.
o) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It can be activated for frost ball (48) every 5+d5 turns if it
    is being worn. It increases your dexterity, speed and attack speed by 
    2.  It does extra damage from frost.  It poisons your foes.  It
    provides resistance to cold.  It allows you to see invisible monsters.
    It slows your metabolism.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
p) The Dagger of Rilia (2d4) (+4,+3)
    It can
    be activated for stinking cloud (12), rad. 3, every 4+d4 turns if it
    is being worn. It poisons your foes.  It is especially deadly against
    orcs.  It provides resistance to poison and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 72 of
    Angband.
q) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and speed by 3.  It
    is especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It makes you completely
    fearless.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
r) The Main Gauche 'Nient' (1d5) (+11,+15) (+2 attacks)
    It increases your 
    strength, wisdom and attack speed by 2.  It poisons your foes.  It
    drains life from your foes.  It is especially deadly against dragons.  
    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 Great Wyrm of Perplexity on level 65 of
    Mordor.
s) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your attack speed by 2.  It is especially deadly
    against natural creatures.  It provides resistance to disenchantment.  
    It allows you to see invisible monsters.  It slows your metabolism.  
    It speeds your regenerative powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 79 of Angband.
t) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    
    It increases your dexterity, constitution, speed and attack speed by 2
    .  It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  It allows you to sense the presence of animals.  
    It cannot be harmed by acid, cold, lightning or fire.  
u) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
    It provides
    light (radius 1) forever.  It increases your searching by 3.  It does
    extra damage from frost.  It is especially deadly against dragons.  It
    is especially deadly against orcs.  It fights against evil with holy
    fury.  It provides resistance to cold, dark and nexus.  It allows you
    to sense the presence of orcs and dragons.  It slows your metabolism.  
    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.
v) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
    It increases your strength, constitution and 
    speed by 2.  It does extra damage from electricity.  It is very sharp
    and can cut 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 provides immunity to paralysis.  It provides resistance 
    to electricity, light and dark.  It allows you to see invisible
    monsters.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
w) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    
    It increases your dexterity, charisma and stealth by 2.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It allows you to levitate.  It allows you to see invisible
    monsters.  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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
x) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can be wielded two-handed.  It increases your 
    constitution by 5.  It is a great bane of dragons.  It is especially
    deadly against trolls.  It strikes at demons with holy wrath.  It
    fights against evil with holy fury.  It provides resistance to 
    disenchantment.  It allows you to sense the presence of dragons and 
    demons.  It drains life.  It aggravates nearby creatures.  It is
    heavily cursed.  It can re-curse itself.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Spectral Great Ice Wyrm on level 93 of
    Angband.
a) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    It must be wielded two-handed.  It increases your strength by 
    2.  It does extra damage from fire.  It poisons your foes.  It is very
    sharp and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It provides immunity to paralysis.  
    It provides resistance to fire and poison.  It allows you to see
    invisible monsters.  It allows you to sense the presence of dragons.  
    It slows your metabolism.  It speeds your regenerative powers.  It 
    drains life.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Sky Drake on level 72 of Angband.
b) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
    It
    can be activated for ball of lightning (100) every 500 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    wisdom and dexterity by 4.  It does extra damage from electricity and 
    frost.  It is especially deadly against orcs.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It is a
    great bane of undead.  It provides immunity to paralysis.  It provides
    resistance to electricity, cold and light.  It slows your metabolism.  
    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 Great Wyrm of Chaos on level 126 of
    Angband.
c) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    It can be wielded two-handed.  It increases your intelligence
     by 2.  It does extra damage from fire and frost.  It is especially
    deadly against trolls.  It is especially deadly against giants.  It
    strikes at demons with holy wrath.  It sustains your intelligence.  It
    provides resistance to fire and cold.  It allows you to sense the
    presence of giants.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 73 of Angband.
d) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It
    must be wielded two-handed.  It can be activated for berserker and +10
    to speed (50) every 100+d200 turns if it is being worn. It provides
    light (radius 1) forever.  It increases your strength and constitution
     by 3.  It does extra damage from acid.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is a great
    bane of demons.  It provides resistance to acid.  It drains mana.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 72 of
    Angband.
e) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
    It can be activated for drain life (120) every 400 turns if it
    is being worn. It increases your wisdom and constitution by 3.  It is
    especially deadly against dragons.  It allows you to sense the
    presence of undead and evil beings.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Fallen angel on level 122 of Angband.
f) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    
    It can be wielded two-handed.  It increases your charisma by 3.  It
    does extra damage from fire.  It is especially deadly against giants.  
    It strikes at undead with holy wrath.  It provides resistance to fire
     and sound.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 83 of Angband.
g) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be
    wielded two-handed.  It can be activated for word of recall every 200
    turns if it is being worn. It increases your dexterity and charisma by 
    3.  It does extra damage from fire and frost.  It provides immunity to
    paralysis.  It provides resistance to fire, cold and light.  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 Bile Demon on level 51 of Mordor.
h) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It
    can be activated for cure serious wounds every 3+d3 turns if it is
    being worn. It increases your strength and dexterity by 1.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  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.
i) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    It can be wielded two-handed.  It increases your 
    searching, infravision and ability to tunnel by 10.  It is especially
    deadly against giants.  It fights against evil with holy fury.  It
    makes you completely fearless.  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 Ancalagon the Black on level 99 of Mount
    Doom.
j) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
    It increases your attack speed by 2.  It is a great bane of
    dragons.  It provides resistance to acid, electricity, fire, cold and 
    poison.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Fallen angel on level 122 of Angband.
k) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    
    It can be activated for fire ball (300) every 200+d200 turns if it is
    being worn. It decreases your charisma by 4.  It does extra damage 
    from fire.  It provides immunity to fire.  It is cursed.  It carries
    an ancient foul curse.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
l) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
    It can
    be wielded two-handed.  It can be activated for dispel evil (x4) every
    100+d100 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your strength, wisdom and speed by 4.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides resistance to life draining, electricity, fire, 
    nether and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
m) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    It can be wielded two-handed.  It can be activated for drain
    life (90) every 70 turns if it is being worn. It increases your wisdom
     and infravision by 4.  It does extra damage from frost.  It is
    especially deadly against orcs.  It provides resistance to cold, light
     and nexus.  It allows you to sense the presence of orcs, trolls and 
    giants.  It speeds your regenerative powers.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord in a plain of grass.
n) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    
    It increases your strength by 4.  It poisons your foes.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against natural creatures.  It
    provides resistance to nexus.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
    It must be wielded two-handed.  It 
    increases your strength and constitution by 4.  It does extra damage 
    from electricity and fire.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It is especially deadly against
    natural creatures.  It makes you completely fearless.  It provides
    resistance to electricity, fire and dark.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 126 of Angband.
p) The Sling of the Thain (x6) (+15,+15) (+4)
    
    It increases your dexterity and constitution by 4.  It provides
    resistance to nether.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
q) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases your intelligence, wisdom, dexterity
     and speed by 1.  It provides resistance to electricity, fire and cold
    .  It slows your metabolism.  It fires missiles with extra might.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Water troll Priest on level 58 of Mordor.
r) The Short Bow of Amrod (x4) (+12,+15) (+2)
    
    It increases your strength and constitution by 2.  It provides
    resistance to electricity, fire and cold.  It speeds your regenerative
    powers.  It fires missiles with extra might.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 99 of Mount
    Doom.
s) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides
    resistance to disenchantment.  It fires missiles excessively fast.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 99 of Mount Doom.
t) 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 a Great Wyrm of Perplexity on level 65 of
    Mordor.
u) a Heavy Crossbow of Siegecraft (x5) (+22,+24) [+11]
    It renders you immovable.  It reflects bolts and arrows.  It
    fires missiles with extra might.  It fires missiles excessively fast.  
    
    You found it in the remains of an Ancient multi-hued dragon on level 84 of
    Angband.
v) The Seeker Bolt 'Scale-piercer' (8d5) (+15,+20)
    It is a great bane of dragons.  It makes you completely
    fearless.  It allows you to sense the presence of dragons.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 126 of
    Angband.
w) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    It increases your searching, infravision, ability to tunnel
     and luck by 3.  It does extra damage from acid.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    allows you to sense the presence of orcs and trolls.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Law on level 96 of Angband.
x) The Silver Bolt 'Balefire' (6d5) (+20,+15)
    
    It provides light (radius 1) forever.  It does extra damage from fire.
    It is a great bane of demons.  It is a great bane of undead.  It
    allows you to sense the presence of demons and undead.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 65 of
    Mordor.
a) 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 Morgoth, Lord of Darkness on level 122 of
    Angband.
b) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  
    It poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It is a great bane
    of demons.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
c) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire
     and frost.  It poisons your foes.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ettin in the town of Gondolin .
d) The Player corpse
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Horned Reaper on level 97 of Mount Doom.



Posted on 24.3.2005 21:58
Last updated on 8.4.2005 19:51

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683. on the Ladder (of 15377)
325. on the ToME Ladder (of 3060)
Second best for this player (out of 13)

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On 24.3.2005 21:58 shtuph@hotmail.com wrote:
Well, Bubbie sadly died so now is Bubbie version 2. Just about done with mirkwood. This character was weak as hell, but after spending a lot of time in the Sandworm Lair he could actually start to kill stuff. Bubbie II is designed as a melee necromancer, using demonology to enhance damage (thats about it) and vamprism for healing/distance attack. Eventually I'll max out Nature which will give me Genocide, LOS distruption (Grow trees), healing, recovery... Mainly just Genocide. Then I'll go toss the ring into Mount Doom and switch over to Manwe. Manwe and maxed Demon blade are roughly the equivalent of swordmastery being maxed (slightly less accuracy, more damage (plus radius attack), no 2 extra attacks). I'll need to track down a pretty sweet weapon though. In theory I could wield Grond. I'll be getting arms Mimicry so I'll have extra slots if I use a two handed weapon. It appears this character is on its way, I'm just crossing my fingers for a bit longer....

On 24.3.2005 22:05 Elliott946@aol.com wrote:
Neat concept for a character. Nice results on the corruptions, getting anti-teleport and no troll blood again.

On 24.3.2005 22:31 shtuph@hotmail.com wrote:
Well, I got lucky on the no teleport, but I'm playing a troll so I cant get the trolls blood corruption (which is the only reason I'm not playing my usual rohan knight)

On 25.3.2005 18:45 shtuph@hotmail.com wrote:
Well, heres an update. Made it to level 34 finally. Just got enough skill points for Mimicry. Also found 2 mage staves of power (+6 and +9) so with Mimicry I can get 13 shots of Vamprism (yes, thats 1300 dam + 1300 heal, to bad it doesn't work on everyone). My melee ability is still pretty weak. This is mainly because my demon blade (which is up to 32 a hit) doesn't work well on demons and I cant use Vamprism on demons either. Finding Gothmog's demonblade would be very very nice right now. Or something sentient that rocks. Hit points are sufficent atm, especially due to my vamprism and heal spell. I'm not sure what I should start placing points into, I'm thinking demonogy until that gets to its limit (its pretty cheap anyway). Hellfire will be much more effective (I guess, don't really know). Now I just need to get some more speed, or more specifically find a speed ring market to scum for IAS. Also need some good shields and gloves to add in my new hands. Feedback is appreciated!

On 25.3.2005 18:48 shtuph@hotmail.com wrote:
Well, heres an update. Made it to level 34 finally. Just got enough skill points for Mimicry. Also found 2 mage staves of power (+6 and +9) so with Mimicry I can get 13 shots of Vamprism (yes, thats 1300 dam + 1300 heal, to bad it doesn't work on everyone). My melee ability is still pretty weak. This is mainly because my demon blade (which is up to 32 a hit) doesn't work well on demons and I cant use Vamprism on demons either. Finding Gothmog's demonblade would be very very nice right now. Or something sentient that rocks. Hit points are sufficent atm, especially due to my vamprism and heal spell. I'm not sure what I should start placing points into, I'm thinking demonogy until that gets to its limit (its pretty cheap anyway). Hellfire will be much more effective (I guess, don't really know). Now I just need to get some more speed, or more specifically find a speed ring market to scum for IAS. Also need some good shields and gloves to add in my new hands. Feedback is appreciated!

On 25.3.2005 18:53 shtuph@hotmail.com wrote:
Blah was just looking at my skill points and realised I have to put all but 6 of the remaining ones I'll get into demonology and nature.

On 25.3.2005 19:11 serinfr@hotmail.com wrote:
hopefully you can get some more FF quests to augment your character. You still have 65 more quests (I assume) which means (hopefully) 20+ more FF quests. Nice character, but how on earth is your cha 16?

On 25.3.2005 20:31 pasi-89@luukku.com wrote:
probably because he is a vampire troll, he has some corruptions which decrease charisma and almost no charisma boosting eq

On 25.3.2005 22:08 shtuph@hotmail.com wrote:
Cause I'm dead sexy... heheh get it, "dead" sexy

On 26.3.2005 00:29 shtuph@hotmail.com wrote:
Heres an update. Just going through mordor. Had a couple of close calls due to inability to teleport. Grow trees really kinda sucks, I get radius 4 and sometimes it never grows any.

On 26.3.2005 21:03 shtuph@hotmail.com wrote:
Well, heres another update. Made level 43. I've been killing a lot of demons and dragons lately, good exp and loot. On level 65 in mordor atm. Went in Undead Form once while doing a skull druj princess quest. I used shake to obscure line of sight and instead of doing that it opened up the entire room and they all did crap to me. Luckily I got away and made it back to town. Just found a nice +2 attack randart bolt which is pretty cool. Still need some IAS rings. My speed sucks, only +14 atm, considering my rohan knight swordmaster had +60 speed (+10 with adrenalin to 70 and +50 using lightspeed so he could kill stuff at 120 speed). I'm on a Great Wyrm of Perplexity FF quest which I'll probably farm for a bit to get some loot and exp. Vamprism is still at 10 or so bolts (1000 damage). Demon blade is at level 61 which gives me about 50 extra damage a blow of hellfire (hellfire does double dam to evil creatures so its like +100 on dragons and demons). Usually I just carry around my mage staff in my off hand, but if I have to I wield my +3 attack randart wep to give me that added edge.
Everything seems to be going well, just need sound and shard resist and some more speed.

Oh and Gothmog's blade....

On 27.3.2005 16:14 Elliott946@aol.com wrote:
I didn't realize that Trolls can't get Troll's blood. Makes sense, but I never thought about it. That's a huge plus.

I ran a Yeek Druid who was going to depend on Grow Trees to block LOS, but it was hugely disappointing for me too. I'd read people describe it as being useful, but Treehugger had TWO different princess quests for skull druj (both in rooms with indestructable walls). Grow Trees totally let him down both times despite multiple casts, and I don't know if he ever used it again.

Your character is really coming together well. Great character concept, and your execution looks great so far, too. Do you use Balrog form much?

On 27.3.2005 22:36 shtuph@hotmail.com wrote:
Finally reached level 50. Yes, I've had a lot of free time on my hands the past couple of days. Just found Mormegil also. Kinda was hoping for a different sentient weapon because this is the 3rd character that has gotten it. Because I know I'll end up wielding it even though its cursed and aggravates because its so powerful. It got poison realm a couple of levels ago so I'm hoping for vamprism, though its not really needed because well, my vamprism spell that does a lot of damage and heals a lot. But it would be nice. Was getting to level 50 before I kill the ring. I actually got the ring (the watcher dropped it) and was going to go throw it in, but on the way there I was having some trouble killing stuff so I figured I'd wait until I got genocide. Genocide is sweet. Seems kinda unfair. Nature at 50 is nice cause my heal spell does about 500-600. Also, I found a +11 spell power and +10 spell power mage staff. With my filthy rag of the wight (yes, I'm still wearing it) and a crown of magi I can get +30 spell power. This allows me to have vamprism that deals 1700 damage (and heals 1700). Also, I can cast magelock which at level 30 makes anti summoning runes. Also, I get ESP from sense monsters. I'll try to get conveyance from FF so I can get disarm traps and phase door (because it'll give me void jump gates). Of course, its a pain to juggle all this eq, but I can still really kick some ass and this character is really flexible. If only I had stone prison instead of grow trees, because grow trees really sucks compared (very disapointed in the spell). Also, I didn't have any luck finding speed ring shops (looked everywhere but the nether realm), so this character's hand to hand and speed is going to be a lot less then I wanted. Oh well, thats what genocide is for. Till next time....

On 28.3.2005 01:33 shtuph@hotmail.com wrote:
I've used Balrog form once. I expected more, but it just boosts stats (I expected it to be like Flame of Udun spell and provide immunities and stuff). But you cant use it until level 35 and I had just found some fountains of augmentation. Also, since I use mimicry my stats get pretty high pretty easily because of the random extra equipment. Are there any cool demonology spells other than demon blade? I personally think summoning is lame, but the spell that makes a pet explode seems like it could do killer damage.

On 28.3.2005 11:18 ryan483@bluebottle.com wrote:
I did a corrupted monk a while ago, and I used Balrog form to cover resists, so I think it is the same as Flame of Udun. It doesn't show on the character sheet, but you do get the immunities. Just stand next to a Great Bile Wyrm or something to check...

On 28.3.2005 19:03 shtuph@hotmail.com wrote:
Ok another update. Finished off Mount Doom and tossed the ring in. Hell of a battle. This character proved its might though. The room that Sauron starts in in Mount doom also contained Ancalgon the black, atlas the titan, Gothmog, the Lugawhatever Balrog of white fire, and of course Sauron himself. Bubbie II went toe to toe with all of them at once (well, he was just inside the long hallway at the top of the screen) and destroyed them all. It was epic. Mormegil is doing killer damage, no vampric yet. Demon blade rocks too. But I've gotta say being able to heal over 500 life for only 40 something mana is the coolest. This character can just fight forever. I've been using Balrog form a lot more because it seems to give me immunities. Also, it boosts my con to the max giving me about 200 extra hp. Plus I get to be a Balrog. I've never ran out of mana, 600 something is plenty (those gauntlets of Eol are oh so nice, I've been wanting to find them forever). Just found Demonblade of Gothmog (laying on the ground in a dungeon town), and the set is cool, but its just not worth not using mormegil. Maybe for void so as to not aggravate. Just running through Angband now, beat the crypt, was pretty slow moving, just because summoners keep summoning but I can take everyone out with my radius attack demon blade spell and I can heal forever (especially if there are living targets around me, 600 + heal for only 15 mana).
Uh, thats about it. Any suggestions, lemme know.

On 28.3.2005 19:06 shtuph@hotmail.com wrote:
Any suggestions on killing Nazguls? I've just been running or making them disapear through void jump gates. I can cast random attack stuff from my demon blade, light absorption is iffy cause I dont have any way to make light.

On 28.3.2005 20:02 serinfr@hotmail.com wrote:
nazgul... only thing I can think of is using a staff of globe of light/ rod of light. or you could use a randart you find that you don't care too much about. those are the only things I can think of... unless you were to summon a demon, who summoned a lot and got the creature to 1 hp, then remove all equipment and smack it around a little.... that could work too (much harder but possible.)

On 28.3.2005 20:06 serinfr@hotmail.com wrote:
max cha of 15 eh? should have turned maximize mode off, but I suppose at this stage in the game it doesn't matter because you have nearly one million au. ;)

On 28.3.2005 20:09 serinfr@hotmail.com wrote:
you may also want to cover your lite, sound, and shard resists; breath weapons can get extra mean, even with undead form.

On 28.3.2005 21:25 shtuph@hotmail.com wrote:
I need some cool new rings and some boots of speed or something.

On 28.3.2005 22:17 serinfr@hotmail.com wrote:
what is your current speed? I count +14, with your rod +24? (you're right, if you continue on you should try to have at least +30 spe.)

On 28.3.2005 22:27 shtuph@hotmail.com wrote:
With rod I have 44 speed. +4 mormegil, +4 running, +13 speed ring, +12 speed ring, +10 rod (temporary speed), +4 beor boomerang (damn I want that +10 xbow), +4 elssar (amulet), and +2 shadow cloak. I also have -7 from corruptions, but once my piety is high enough that will give me +7 speed (once I destroyed the ring I switched to Manwe for the blessing,heroism,beserker spell (+44 to hit).
So my speed is enough now. But it sure would've been a lot easier if I had speed ring markets to scum so I could just replace them with IAS rings and those would probably have the resists on em I need to. But I guess I
m playing the "non munchiny" way, whether I like it or not... :)

On 28.3.2005 22:51 serinfr@hotmail.com wrote:
well, I still suggest getting those resists.
Good luck with the rest! :D

On 28.3.2005 23:43 Elliott946@aol.com wrote:
Looks like you're doing great. As for other useful Demonologist spells, well, I'm kinda fond of Demon Field. Doesn't do a ton of damage, but has a big radius and lasts forever. With your various spellpower boosts, it could probably do 50-70 nexus damage/round (very few monsters resist nexus) for probably 70 or so rounds. When starting a big battle, cast it somewhere in the midst of your enemies, and the ones in back will start dropping dead about the time you get to them.

The shield spell that gives reflection is handy, but pretty short duration.

Doomshield is cool in concept, but to be avoided. With your spellpower, you could probably inflict some massive damage everytime something hits you. Unfortunately, it drops you AC by a couple hundred points which has a few big minuses. First, obviously, everything hits you, which is bad. Second, as your AC goes up, the damage monsters inflict in physical melee goes down (capped at AC 150 where they do, hmm, either 60% or 40% what they would normally do. Can't recall which. www.killerbunnies.org). Third, and possibly worst of all, when your AC is that low you're much more vulnerable to stunning attacks and that can easily be fatal. I had a fairly powerful demonologist who used that spell a lot die when a Juggernaut of Khorne knocked him out in a single round of attacks. The shield killed the Juggernaut and some other golem creatures, but a nearby colossus just had too many HP for the shield to kill before it beat the poor unconscious demonologist to a pulp.

On 29.3.2005 12:20 achoice@gmail.com wrote:
Nice char, but I warn you of using Mormegil!
It might "paralyze for 1-3 turns with free action". I once lost a very nice high lvl. char to that paralyze... Think carefully if you will survive 3 rounds surrounded by the worst baddies... :)

On 29.3.2005 15:38 shtuph@hotmail.com wrote:
Yeah, I know, but its a fun weapon! :)

On 29.3.2005 23:25 Elliott946@aol.com wrote:
I once had a character who used an AFC item (Gorlim, not Mormegil, but same curse effect) in the Spider Quest. Made the mistake of resting while wearing it, and the AFC summoned a Bile demon! That made the quest quite a bit trickier, since he was only 25th level or so.

On 6.4.2005 06:22 shtuph@hotmail.com wrote:
Ok, finally got around to doing Morgoth in. Took a bit for Sauron to show up, but I just went charging down the stairs. He died with little trouble. Morgoth met his fate a little bit later. Neither dropped anything to exciting.
Next, going to the void. Lemme know what equipment I should be wearing (and should I keep that IAS ring on or just go for more speed).

On 6.4.2005 18:39 serinfr@hotmail.com wrote:
you need the ring of phasing, but I'm not sure where to get it.

On 6.4.2005 20:59 shtuph@hotmail.com wrote:
tiki drops ring of phasing, which is at the bottom of the nether realms.... I'll get it eventually, but I need to figure out my equipment before going in...

On 8.4.2005 19:51 shtuph@hotmail.com wrote:
I've been battling around on Angband level 127 for the heck of it. Not to hard. I did loose my blood of life though. Ancient foul curse thingy paralyzed me when I was surrounding by greater balrogs. I unparalyzed with 100 something hp. Healed up, continued fighting. Same thing happened, except leveled Vrocks did me in this time (a lot faster too, didn't even have a chance to do anything in Undead form). Thats why I'm wielding that silly looking whip. I was thinking about wielding grond, but then I'd have to unwield to heal (and I heal constantly). Oh well, might try to run through the void with mormegil anyway. I can always just Genocide everything.

On 8.4.2005 20:21 serinfr@hotmail.com wrote:
well... perhaps I don't see it but what is giving you the AFC? if you can, consider removing it before venturing deeper :)

On 8.4.2005 23:05 shtuph@hotmail.com wrote:
I was using Mormegil...

On 8.4.2005 23:55 serinfr@hotmail.com wrote:
hmmm..... mormegil is a great weapon, however you can't afford to be paralyzed in the nether realm or void, but I've noticed that you have switched it out... probably for the best. :D

On 12.4.2005 19:30 lorddimwit@hotmail.com wrote:
IIRC, wielding a weapon that could be used two-handed (like your trident) in your second (mimicry) weapon slot along with two shields will reduce your hit/damroll... but I'm not sure.

Does it check to see if you "really want to reduce your fighting ability" when you wield that trident? Might be worth checking out.

Not that +120 to hit isn't good anyway ;)

On 12.4.2005 21:45 shtuph@hotmail.com wrote:
It does reduce it a bit, even if it is in the offhand, but I still hit stuff ok. Well, haven't really done much with that whip, but I hit plenty with Mormegil on level 127 Angband... I'm sure nether realms will be quiet hard to hit stuff in when I get around to going there, but I can always just genocide stuff so I'm not to worried.

On 13.4.2005 21:13 serinfr@hotmail.com wrote:
the best person to tell you about how the nether realm and void works posted right above your last post, ask him about it. ;)

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