The Angband Ladder: Zalafin, DeathMold Possessor by <Calathan1@aol.com>

  [ToME 2.0.0 Character Dump]

 Name  : Zalafin                Age                 15       STR: 18/***       
 Sex   : Neuter                 Height              12       INT:  18/60       
 Race  : DeathMold LostSoul     Weight              51       WIS: 18/***       
 Class : Possessor              Social Class        32       DEX: 18/***       
 Body  : The Watcher in the Water                            CON: 18/***       
                                                             CHR: 18/170       
                                                                               
 + To Melee Hit         129 Level             50    Max Hit Points      1405   
 + To Melee Damage      105 Experience  69392894    Cur Hit Points      1405   
 + To Ranged Hit         85 Max Exp     69392894    Max SP (Mana)         16   
 + To Ranged Damage      84 Exp to Adv.    *****    Cur SP (Mana)         16   
   AC                134+142Gold         7573872    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[72]Perception  : Superb       Blows/Round:  20        
 Bows/Throw  : Legendary[25]Searching   : Superb       Shots/Round:  1         
 Saving Throw: Good         Disarming   : Superb       Wpn.dmg/Rnd:  20d6+2100 
 Stealth     : Legendary[32]Magic Device: Superb       Infra-Vision: 100 feet  
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You were born in a pile of bones, created by a practicing            
          Necromancer. Since then you have given life to hundreds of           
          foul offspring.                                                      
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      ON
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 28 (1400')
        Mordor: Level 66 (3300')
        Angband: Level 86 (4300')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Halls of Mandos: Level 94 (4700')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 64 (3200')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was The Watcher in the Water.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 39th Quelle of the 2890th year of the third age.
 Your adventured lasted 53 days.

                                                
                    abcdefghijkpqrsuvw|@        
        Add Str   : +....+...++...+..+..        
        Add Int   : .........+..........        
        Add Wis   : ...+.....++..++.....        
        Add Dex   : +.+.+....+.....+....        
        Add Con   : +...++...+....+..+..        
        Add Chr   : +..+.+...++..+....+.        
        Mul Mana  : ....................        
        Mul SPower: ....................        
        Add Stea. : ...+.....+..........        
        Add Sear. : .....++......+......        
        Add Infra : ....................        
        Add Tun.. : ..................+.        
        Add Speed : ++.+....+++...+.....        
        Add Blows : +.+.+.+...........+.        
        Chaotic   : ....................        
        Vampiric  : +.................+.        
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
        Slay Anim.: +.+.................        
        Slay Evil : ++..................        
        Slay Und. : ++..................        
        Slay Demon: +.................+.        
        Slay Orc  : +.+.................        
        Slay Troll: .+..................        
        Slay Giant: ....................        
        Slay Drag.: +...................        
        Kill Drag.: ....................        
        Sharpness : ..+.................        
        Impact    : ....................        
        Poison Brd: ..+.................        
        Acid Brand: ....................        
        Elec Brand: ....................        
        Fire Brand: +...................        
        Cold Brand: ++..................        
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
        Sust Str  : ....................        
        Sust Int  : ....+....+.+........        
        Sust Wis  : +.....+..+...+......        
        Sust Dex  : ....+........+......        
        Sust Con  : ....+...............        
        Sust Chr  : ......+..+..++......        
        Invisible : ......+.............        
        Mul life  : ....................        
        Imm Acid  : ...........++.......        
        Imm Elec  : ...........+........        
        Imm Fire  : .....+......+.......        
        Imm Cold  : .........+..........        
        Sens Fire : ....................        
        Reflect   : ............+.......        
        Free Act  : +++......+.....+.+..        
        Hold Life : .........+....+.....        
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
        Res Acid  : ...+.........+.+...+        
        Res Elec  : +..+.........++.....        
        Res Fire  : ...+......+.+.+.....        
        Res 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 : ..........+.++......        
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
        Aura Fire : +...................        
        Aura Elec : ....................        
                                                
                                                
        NoTeleport: ....................        
        AntiMagic : ....................        
        WraithForm: ....................        
        EvilCurse : ....................        
        Easy Know : ....+.+.............        
        Hide Type : .++..+..+++..+++.+..        
        Show Mods : ++.....+.......++++.        
        Insta Art : .....+...++.........        
        Levitate  : +...................        
        Lite      : ++...........++.....        
        See Invis : ++...++..+....++....        
                                                
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
        Digestion : .+..................        
        Regen     : .+............+.....        
        Xtra Might: ....................        
        Xtra Shots: ....................        
        Ign Acid  : +++++++..+++++++.++.        
        Ign Elec  : +++++++..+++++++.++.        
        Ign Fire  : +++++++..+++++++.++.        
        Ign Cold  : +++++++..+++++++.++.        
        Activate  : .+.+.+...++..+++....        
        Drain Exp : +...................        
        Teleport  : ....................        
        Aggravate : ....................        
        Blessed   : .+..................        
        Cursed    : ....................        
        Hvy Curse : ....................        
        Prm Curse : ....................        
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
        No blows  : ....................        
        Precogn.  : ....................        
        B.Breath  : ....................        
        Recharge  : ....................        
        Fly       : .....+..............        
        Mrg.Curse : ....................        
                                                
                                                
                                                
                                                
                                                
                                                
        Climb     : ....................        
                                                
                                                
                                                
                                                
                                                
                                                
                                                
                    abcdefghijkpqrsuvw|@        
                                                
                                                
                                                
                                                
                                                
                                                
                                                
        Imm Neth  : ....................        
                                                
                                                
                                                
                                                
                                                
                                                
                                                
                                                
                                                
                                                
                                                

Skills (points left: 0)
 - Combat                                        38.500 [0.600]
	  - Weaponmastery                               50.000 [0.600]
	  - Archery                                     01.000 [0.400]
 - Sneakiness                                    06.530 [0.700]
	  . Stealth                                     09.400 [0.700]
	  . Disarming                                   16.500 [0.500]
 - Magic                                         02.808 [0.600]
	  . Magic-Device                                25.000 [1.000]
	  . Divination                                  01.000 [0.500]
	  . Necromancy                                  00.000 [0.200]
 - Spirituality                                  01.000 [0.500]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  35.870 [1.100]
	  . Corpse-preservation                         50.000 [0.900]
	  . Possession                                  50.000 [0.800]
 - Misc                                          00.000 [0.000]

 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 85 princesses.

 You have defeated 55699 enemies.


  [Corruptions]

 You are subject to berserker fits.
 You are moronic (-4 INT/WIS).


  [Fates]

You may find a Scroll of Treasure Detection on level 28.


  [Character Equipment]

a) The Small Sword 'Sting' (E:5458115, L:44) (1d6) (+44,+21) (+3 to speed)
   
   "I will give you a name, and I shall call you Sting."  The
   perfect size  for Bilbo, and stamped forever by the courage
   he found in Mirkwood, this  sturdy little blade grants the
   wearer combat prowess and survival abilities they did not
   know they had.
   It is from a group of Elven items once entrusted to Hobbits
   
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   Air
   Earth
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It does extra damage from frost.
   It drains life from your foes.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   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 sustains your wisdom.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to chaos.
   It allows you to levitate.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of spiders.
   It allows you to sense presence of undead.
   It produces a fiery sheath.
   It drains experience.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
   
   The weapon of Fingolfin, High King of the Noldor; it shines
   like a column of ice lit by light unquenchable.  Morgoth
   came but unwillingly to meet it of old; his lame foot will
   remind him of its might should be meet it again.
   It can be activated for...
   frost ball (100) every 300 turns
   ...if it is being worn.
   It affects your speed.
   It does extra damage from frost.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Whip 'Lasher' (1d6) (+12,+15) (+3)
   
   A powerful whip that is deadly against orcs.  It poisons
   your foes and is said to go "snicker snack".  
   It affects your dexterity.
   It affects your attack speed.
   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.
d) The Flute of Menolly (+1 to speed)
   
   A pretty flute that makes those who play it beautiful, wise
   and fast. 
   It can be activated for...
   singing a *charming* song
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Nivina (+3 attacks)
   
   It affects your dexterity.
   It affects your constitution.
   It affects your attack speed.
   It sustains your intelligence.
   It sustains your dexterity.
   It sustains your constitution.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to shards.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Flare (+3)
   
   The mighty ring of the Thunderlord Flare that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to Flare by Celegorm when he arrived on
   Minddle-earth with a full weyr of Thunderlords.
   It can be activated for...
   dimension door every 100 turns
   ...if it is being worn.
   It grants you the power of...
   swap position
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   It provides immunity to fire.
   It allows you to fly.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Iathmo (+3 attacks)
   
   It affects your searching.
   It affects your attack speed.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your charisma.
   It provides resistance to nexus.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
h) a Ring of Slaying (+15,+17)
i) a Ring of Speed (+17)
j) The Ring of Power 'Nenya' (+9,+9) (+2)
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
   
   This green gem glows with inner light.  Aragorn son of
   Arathorn wore it at the Battle of the Pelennor Fields, and
   he was himself given the name of 'Elessar' by the people of
   Gondor because of this.
   It can be activated for...
   heal and cure black breath every 200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Large Metal Shield of Pellor [5,+10]
   
   It sustains your intelligence.
   It provides immunity to acid.
   It provides immunity to electricity.
   It makes you completely fearless.
   It provides resistance to light.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Dragon Shield of Gwenor [8,+24]
   
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
r) 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 affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your luck.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
v) a Set of Cesti of Slaying (+4,+6) [5,+12]
   
w) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
|) The Dwarven Pick of 'Zalafin' (1d4) (+6,+9) (+3 attacks)
   
   It affects your charisma.
   It affects your ability to tunnel.
   It affects your attack speed.
   It drains life from your foes.
   It strikes at demons with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) The Gem of Wisdom {special, Mass Genocide}
   
   It can be activated for...
   mass genocide
b) Gamenlon's Summoning Manual {Genocide}
   
   It can be activated for...
   genocide
c) 10 Lembases
d) 40 Potions of Healing
e) 19 Potions of *Healing*
f) an Aluminium Rod of the Istari of Perception (150/150) {@z1!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
g) an Aluminium Rod of the Istari of Illumination (150/150) {@z3!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
h) a Silver Rod of the Istari of Enlightenment (200/200) {@z4!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
i) a Silver Rod of the Istari of Detection (200/200) {@z2!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
j) a Silver Rod of the Istari of Disarming (200/200) {@z6!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
k) a Silver Rod of the Istari of Teleport Other (200/200) {@z7!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
l) a Golden Rod of the Istari of Healing (250/250) {@z8!k!v}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
m) a Mithril Rod of Recall (160/160) {@z9!k!v}
n) an Adamantite Rod of Quickness of Home Summoning (200/200) {@z5!k!v}
   
   It can cast spells faster.
o) a Player corpse
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) an Iron Rod of Trap Location (50/50) {@z4!k!v}
b) an Indestructible Ring of Slaying (+16,+12)
   
   It cannot be harmed by acid, cold, lightning or fire.
c) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Cloak 'Colannon' [1,+15] (+3 to speed)
   
   A crystal-blue cape of fine silk worn by a silent messenger
   of the forces of Law. Somehow, its wearer is always able to
   escape trouble.
   It can be activated for...
   teleport every 45 turns
   ...if it is being worn.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   
   A crown of massive gold, set with wondrous jewels of
   thought and warding, worn by the kings of ancient Numenor.
   Its wearer may go into battle always knowing what he faces
   - unless his own folly blinds him to the nature and
   magnitude of the task.
   It can be activated for...
   analyze monster every 500+d100 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your speed.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides light.
   It allows you to see invisible monsters.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   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 affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) a Pair of Metal Shod Boots of Speed [6,+11] (+10)
   
   It affects your speed.
l) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   
   A crossbow that grants fiery speed to he who finds it, and
   from which shoot bolts that blaze with flame unquenchable.
   It can be activated for...
   fire branding of bolts every 999 turns
   ...if it is being worn.
   It affects your speed.
   It provides resistance to fire.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Silver Bolt of Glodre (3d5) (+15,+5) (+3 attacks)
   
   It affects your attack speed.
   It drains life from your foes.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
n) Mathilde, the Science Student's corpse
o) Eol, the Dark Elf's corpse
p) The Philosophy Teacher's corpse {special}
q) Bull Gates's corpse {special}
r) Santa Claus's corpse {special}
s) a Great Wyrm of Power corpse
t) a Gold Dragonrider corpse


  [Home Inventory - Gondolin ]

a) The Ring of Elegluin [+15] (+2 to speed)
   
   It can be activated for...
   ball of fire and resist fire
   ...if it is being worn.
   It affects your wisdom.
   It affects your speed.
   It affects your attack speed.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to chaos.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Tulkas (+4)
   
   The treasure of Tulkas, most fleet and wrathful of the
   Valar.
   It can be activated for...
   haste self (75+d75 turns) every 150+d150 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Ring of Power 'Narya' (+6,+6) (+1)
   
   The Ring of Fire, set with a ruby that glows like flame.
   Narya is one of the three Rings of Power created by the
   Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (500) every 200+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Ring of Extra Attacks (+3 attacks)
e) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Palantir of Orthanc (+2)
   
   A shining white ball of unbreakable crystal, the ancient
   Palantiri were used by kings of Numenor and later by the
   Exiles for rapid communication between distant lands.
   Nothing is hidden from one who gazes into a Palantir: but
   the observed will also be aware of the observer, as was
   Sauron when Saruman tried to spy on him with this
   particular Palantir.
   It can be activated for...
   clairvoyance every 100+d100 turns
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It affects your infravision.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Bar Chain Mail of Eiglirth (-2) [18,+18]
   
   It sustains your intelligence.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to cold.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Robe of Great Luck [-30,-20] (+60)
   
   Once created by a powerful wizard this robe to grant him
   incredible luck...It seems he forgot to wear it.
   It affects your luck.
   It provides immunity to paralysis.
   It drains mana.
   It drains life.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Thunderlord Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Cloak of Mimicry [Hound] of Belenthil [1,+16]
   
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to cold.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to shards.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Large Metal Shield 'Oiond' [5,+10]
   
   It sustains your dexterity.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to disenchantment.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Beaked Axe of Imlossir (2d6) (+24,+18) (+3 attacks)
   
   It must be wielded two-handed.
   It affects your intelligence.
   It affects your attack speed.
   It does extra damage from electricity.
   It does extra damage from frost.
   It strikes at demons with holy wrath.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Lochaber Axe of Anyatarda (3d8) (+11,+10) (+3 attacks)
   
   It can be wielded two-handed.
   It affects your intelligence.
   It affects your attack speed.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Dagger 'Dethanc' (E:2141245, L:39) (1d4) (+31,+17)
   
   A dagger covered in sparks and finely balanced for deadly
   throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realms of:
   Cold
   Lightning
   Chaos
   
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It does extra damage from frost.
   It can cause earthquakes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It makes you invisible.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to poison.
   It slows your metabolism.
   It produces an electric sheath.
   It induces random teleportation.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Dagger 'Nimthanc' (E:383179, L:32) (1d4) (+32,+17)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realms of:
   Cold
   Acid
   Lightning
   Air
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It does extra damage from frost.
   It can cause earthquakes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It makes you invisible.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to poison.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
   
   The weapon of one of the great dwarven priests, with powers
   to preserve body, soul and enchantments, and the bane of
   those who seek life beyond death.
   It can be activated for...
   dispel evil (x4) every 100+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your speed.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
u) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
   
   The wondrous hammer of Aule, creator of the wise Dwarven
   lords of old.  It bears magics of demolishing that no
   serpent or demon can withstand, and invokes the strength of
   mountains to ward off the tumult of the elements.
   It affects your wisdom.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to nexus.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
v) Maeglin, the Traitor of Gondolin's corpse {special}
w) The Physics Teacher's corpse {special}


  [Home Inventory - Minas Anor ]

a) A parchment titled ''Immortality For Dummies'' {Restoration}
   
   It can be activated for...
   restoration
b) 26 Potions of Cure Insanity
c) 20 Potions of Speed
d) 6 Potions of Life
e) a Potion of New Life
f) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
g) The Necklace 'Nauglamir' (+3)
   
   A carencet of gold, set with a multitude of shining gems of
   Valinor.  Despite its size, its weight seems as that of
   gossamer.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your infravision.
   It affects your speed.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Blue Stone 'Toris Mejistos' [Globe of Light](40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Metal Cap of Thengel [3,+12] (+3)
   
   A ridged helmet made of steel, and embossed with scenes of
   valor in fine-engraved silver.  It grants the wearer
   nobility, clearness of thought and understanding.
   It affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Steel Helm 'Lebohaum' [20,+80]
   
   With the Helm 'Lebohaum' your head is safe!
   It can be activated for...
   sing a funny song every 3 turns
   ...if it is being worn.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Long Sword of the Dawn (E:3979622, L:42) (3d5) (+52,+31) (+5 to speed)
   
   Forged in the farthest East by a race of mighty
   spellcasters, thisshiny pale sword gleams with the rays of
   rising sun as you invokeits power of commanding legions of
   powerful immortal warriors...
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   Air
   Earth
   
   It can be activated for...
   summon the Legion of the Dawn every 500+d500 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your infravision.
   It affects your speed.
   It does extra damage from electricity.
   It does extra damage from fire.
   It is very sharp and can cut your foes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It makes you invisible.
   It sustains your charisma.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It provides light.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It produces an electric sheath.
   It can clone monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
   
   "One, two! One, two!  And through, and through, the vorpal
   bladewent snicker-snack!"
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks)
   
   It affects your strength.
   It affects your constitution.
   It affects your attack speed.
   It produces chaotic effects.
   It drains life from your foes.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It prevents teleportation.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Long Bow of Bard (x5) (+17,+19) (+2)
   
   The great yew bow of grim-faced Bard, who shot the
   mightiest arrow that songs record.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It allows you to sense the presence of dragons.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
o) Climbing Set
p) Ancalagon the Black's corpse {special}
q) Godzilla's corpse {special}


  [Home Inventory - Lothlorien ]

a) the Hand of Vecna {Corruption}
   
   It can be activated for...
   corruption
b) 99 Potions of Water Curing
c) The Ring 'Balaiand' (+3)
   
   It affects your wisdom.
   It affects your constitution.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to electricity.
   It provides resistance to sound.
   It provides resistance to nether.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
d) an Indestructible Ring of Speed (+13)
   
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Durin (+2)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It drains experience.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Jewel 'Evenstar' (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
g) an Amulet of Weaponmastery (+6,+5) [+5] (+3)
h) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light every 50+d50 turns
   ...if it is being worn.
   It grants you the power of...
   detect curses
   ...if it is being worn.
   It provides light (radius 4) forever.
   It affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the time.
   It provides light (radius 1) forever.
   It prevents the space-time continuum from being disrupted.
   It cannot be harmed by acid, cold, lightning or fire.
j) Elven Blue Dragon Scale Mail (-2) [30,+11] (+2 to stealth)
   
   It can be activated for...
   breathe lightning (100) every 90+d90 turns
   ...if it is being worn.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to blindness.
   It allows you to fly.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Robe of Incanus [2,+20] (+3)
   
   Gandalf's long, flowing robe.  It provides insight and
   allows thewearer to see things not seen by all.  
   It grants you the power of...
   weigh magic
   ...if it is being worn.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth)
   
   The flying suit of Mardra, very powerful armour that
   protects the wearer from cold.  Wonderful as this mighty
   armour is, beware wearing it, for it has been cursed by a
   powerful wizard since Mardra had it and is said to have
   gained a couple of undesirable side-effects... 
   It can be activated for...
   summon a dragonrider every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It sustains your intelligence.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It provides resistance to nether.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Iron Helm of Knowledge [6,+20] (-6)
   
   This helm, designed by Petty-Dwarves ages ago to act as the
   brain of a long lost project, is made of finest glass. Its
   light banishes all secrets, and makes audible whispers from
   the deceased.
   It can be activated for...
   whispers from beyond 100+d200 turns
   ...if it is being worn.
   It affects your luck.
   It provides light.
   It identifies all items for you.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
   
   A set of iron-shod boots stamped by Gimli's combat prowess,
   a peerless ally to those journeying through halls of stone
   under mountains.
   It grants you the power of...
   magic map
   ...if it is being worn.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It allows you to climb high mountains.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Sabre 'Careth Asdriag' (2d7) (+9,+10) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
   
   The famed "Flame of the West", the sword that was broken
   and is forged again.  It glows with the essence of fire,
   its wearer is mighty in combat, and no creature of Sauron
   can withstand it.  It will never be stained or broken even
   in defeat.
   It can be activated for...
   fire ball (72) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your luck.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to disenchantment.
   It provides light.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Scimitar 'Haradekket' (2d5) (+10,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient.
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It is heavily cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
u) The metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
   
   A powerful boomerang that makes one agile and fast, with a
   thirst forevil and undead creatures, but demands its
   wielder not teleport, for fearof desertion.
   It affects your dexterity.
   It affects your speed.
   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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It speeds your regenerative powers.
   It prevents teleportation.
   It cannot be harmed by acid, cold, lightning or fire.
v) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Horn of Helm (+2)
   
   Heedless of cold, fearless of darkness -- besiegers fled at
   the wind of the solitary coming of King Helm Hammerhand,
   proclaimed by a single horn-blast in the dead of winter.
   It can be activated for...
   sound ball (300) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It provides immunity to cold.
   It makes you completely fearless.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Necromancer of Dol Guldur's corpse {special}


  [Home Inventory - Gondolin ]

a) The Ring of Elegluin [+15] (+2 to speed)
   
   It can be activated for...
   ball of fire and resist fire
   ...if it is being worn.
   It affects your wisdom.
   It affects your speed.
   It affects your attack speed.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to chaos.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Tulkas (+4)
   
   The treasure of Tulkas, most fleet and wrathful of the
   Valar.
   It can be activated for...
   haste self (75+d75 turns) every 150+d150 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Ring of Power 'Narya' (+6,+6) (+1)
   
   The Ring of Fire, set with a ruby that glows like flame.
   Narya is one of the three Rings of Power created by the
   Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (500) every 200+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Ring of Extra Attacks (+3 attacks)
e) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Palantir of Orthanc (+2)
   
   A shining white ball of unbreakable crystal, the ancient
   Palantiri were used by kings of Numenor and later by the
   Exiles for rapid communication between distant lands.
   Nothing is hidden from one who gazes into a Palantir: but
   the observed will also be aware of the observer, as was
   Sauron when Saruman tried to spy on him with this
   particular Palantir.
   It can be activated for...
   clairvoyance every 100+d100 turns
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It affects your infravision.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Bar Chain Mail of Eiglirth (-2) [18,+18]
   
   It sustains your intelligence.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to cold.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Robe of Great Luck [-30,-20] (+60)
   
   Once created by a powerful wizard this robe to grant him
   incredible luck...It seems he forgot to wear it.
   It affects your luck.
   It provides immunity to paralysis.
   It drains mana.
   It drains life.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Thunderlord Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Cloak of Mimicry [Hound] of Belenthil [1,+16]
   
   It sustains your constitution.
   It provides immunity to acid.
   It provides immunity to electricity.
   It provides immunity to cold.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to shards.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Large Metal Shield 'Oiond' [5,+10]
   
   It sustains your dexterity.
   It provides immunity to electricity.
   It provides immunity to fire.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to disenchantment.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Beaked Axe of Imlossir (2d6) (+24,+18) (+3 attacks)
   
   It must be wielded two-handed.
   It affects your intelligence.
   It affects your attack speed.
   It does extra damage from electricity.
   It does extra damage from frost.
   It strikes at demons with holy wrath.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Lochaber Axe of Anyatarda (3d8) (+11,+10) (+3 attacks)
   
   It can be wielded two-handed.
   It affects your intelligence.
   It affects your attack speed.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Dagger 'Dethanc' (E:2141245, L:39) (1d4) (+31,+17)
   
   A dagger covered in sparks and finely balanced for deadly
   throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realms of:
   Cold
   Lightning
   Chaos
   
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It does extra damage from frost.
   It can cause earthquakes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It makes you invisible.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to poison.
   It slows your metabolism.
   It produces an electric sheath.
   It induces random teleportation.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Dagger 'Nimthanc' (E:383179, L:32) (1d4) (+32,+17)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realms of:
   Cold
   Acid
   Lightning
   Air
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It does extra damage from frost.
   It can cause earthquakes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It makes you invisible.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to poison.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
   
   The weapon of one of the great dwarven priests, with powers
   to preserve body, soul and enchantments, and the bane of
   those who seek life beyond death.
   It can be activated for...
   dispel evil (x4) every 100+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your speed.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
u) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
   
   The wondrous hammer of Aule, creator of the wise Dwarven
   lords of old.  It bears magics of demolishing that no
   serpent or demon can withstand, and invokes the strength of
   mountains to ward off the tumult of the elements.
   It affects your wisdom.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to nexus.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
v) Maeglin, the Traitor of Gondolin's corpse {special}
w) The Physics Teacher's corpse {special}



Posted on 22.4.2005 18:14

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