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The Angband Ladder: Shi, Dark-Elf Polearmmaster by <hsuiteh@on.aibn.com>

  [ToME 2.3.1 Character Sheet]

 Name  : Shi                    Age                109       STR! 18/***       
 Sex   : Neuter                 Height              50       Int! 18/*** 18/***
 Race  : Dark-Elf               Weight              79       WIS! 18/***       
 Class : Polearmmaster          Social Class        54       DEX! 18/***       
 Body  : Player                                              CON! 18/190       
 God   : Nobody                                              CHR!  18/40       
                                                                               
 + To Melee Hit         139 Level             50    Max Hit Points      1180   
 + To Melee Damage       98 Experience  17936285    Cur Hit Points        -1   
 + To Ranged Hit         87 Max Exp     17936285    Max SP (Mana)        271   
 + To Ranged Damage      14 Exp to Adv.    *****    Cur SP (Mana)        243   
   AC                31+218 Gold         2914382                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[92]Perception  : Bad          Blows/Round:  13        
 Bows/Throw  : Legendary[25]Searching   : Bad          Shots/Round:  1         
 Saving Throw: Very Good    Disarming   : Fair         Mel.dmg/Rnd:  13d6+1274 
 Stealth     : Superb       Magic Device: Heroic       Infra-Vision: 80 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the only child of a Dark Elven Noble.  You have              
          black eyes, straight black hair and a very dark complexion.          
                                                                               
                                                                               


  [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 65 (3250')
        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 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 13 (650')
        The Old Forest: Level 22 (1100')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.
 You were disguised as a Spider.
 You have defeated 13650 enemies.
 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 the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 66 princesses.

 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 adventure lasted 53 days.

     Your Attributes:
You are dead, killed by a Nightcrawler on level 99 of Mount Doom.
You can drive yourself into a berserk frenzy.
You can destroy walls.
You can cast magic missiles.
You are able throw a thick and very resistant spider web.
You feel heroic.
You are protected by a mystic shield.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You levitate just over the ground.
You can climb high mountains.
You have free action.
Your appetite is small.
You can sense the presence of orcs.
You can sense the presence of evil beings.
You can sense the presence of thunderlords.
You are very lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
You resist lightning exceptionally well.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon strikes at evil with extra force.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against trolls.
Your weapon is especially deadly against dragons.

Skills (points left: 0)
 - Combat                                        40.610 [0.900]
          - Weaponmastery                        50.000 [0.950]
                   . Sword-mastery               00.000 [0.300]
                   . Axe-mastery                 00.000 [0.300]
                   . Hafted-mastery              00.000 [0.300]
                   . Polearm-mastery             50.000 [0.700]
          . Archery                              02.000 [0.600]
          . Antimagic                            00.000 [0.550]
 - Sneakiness                                    04.500 [0.900]
          . Stealth                              03.000 [0.400]
          . Disarming                            01.500 [0.900]
 - Magic                                         11.440 [0.500]
          . Magic-Device                         30.100 [1.150]
 - Spirituality                                  16.500 [0.500]
          . Prayer                               00.000 [0.500]
          . Mindcraft                            30.100 [0.400]
 - Monster-lore                                  04.850 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            01.000 [0.300]
          . Mimicry                              40.200 [0.500]

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


  [Fates]

You may find a Short Bow on level 13.
You may find a Brass Lantern on level 2.
You may meet a Singing, happy drunk on level 16.
You may find an Essence of Teleport on level 41.
You may meet a Mean-looking mercenary on level 13.
You may find a Scroll of Trap Detection on level 18.


  [Character Equipment]

a) a Spear of Gondolin (1d6) (+12,+12) (+1)
        It provides light (radius 1) forever.  It increases your strength and 
    constitution by 1.  It is especially deadly against dragons.  It is
    especially deadly against trolls.  It strikes at demons with holy
    wrath.  It fights against evil with holy fury.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to dark and disenchantment.  It allows you to see invisible
    monsters.  It allows you to sense the presence of evil beings.  It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of an Ettin in the town of Gondolin .
b) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
    It 
    increases your stealth, infravision and speed by 3.  It does extra
    damage from frost.  It strikes at undead with holy wrath.  It provides
    resistance to cold and dark.  It allows you to see invisible monsters.
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Queen Ant on level 51 of Mordor.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It
    can be activated for fire branding of bolts every 999 turns if it is
    being worn. It increases your speed by 10.  It provides resistance to 
    fire and 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 98 of Mount Doom.
e) The Ring of Ostir (+7)
    It increases your strength, intelligence and 
    speed by 7.  It sustains your strength, wisdom and constitution.  It
    provides resistance to 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 Vampire on level 43 of Mordor.
f) The Ring 'Falad' (+8,+8) (+2 attacks)
    It 
    increases your attack speed by 2.  It sustains your dexterity and 
    constitution.  It provides resistance to electricity, fire, blindness, 
    sound and nexus.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Rare Jewelry Shop.
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 Bile Demon on level 70 of Dol Guldur.
m) 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 Great Hell Wyrm on level 59 of Mordor.
n) 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.
o) 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.  
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength
     and constitution by 4.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to sound, shards and 
    chaos.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature multi-hued dragon on level 38 of
    Mordor.
q) The Large Leather Shield of Breruleg [4,+11]
    It sustains your wisdom.  It provides immunity to acid, fire
     and cold.  It provides resistance to fire, nexus and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 59 of Mordor.
s) The Steel Helm of Hammerhand [6,+20] (+3)
    
    It grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
u) The 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 life draining and 
    acid.  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 98 of Mount Doom.
v) 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 lying on the ground on level 18 of Orc Cave.
x) a Pair of Soft Leather Boots of Levitation [2,+16]
    It provides
    resistance to poison.  It allows you to levitate.  
    You bought it from the Black Market.
z) a Silent watcher (1116 hp)
    
{) The Seeker Bolt 'Heart's Blood' (8d5) (+15,+20) (+5% of critical hits)
    It increases your ability to score
    critical hits by 5.  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 Gothmog, the High Captain of Balrogs on
    level 98 of Mount Doom.
|) a Magical Shovel of Digging (+5)
    It grants you the power of stone to mud if it
    is being worn.  It increases your ability to tunnel by 5.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the General Store.


  [Character Inventory]

a) The Shrunken Head of Nightmares
    It can be activated for genocide
    every 500 turns.  
    You found it in the remains of a Ghoul on level 49 of The Sacred Land Of
    Mountains.
b) Benetar's Mana Battery
    It can be activated for satisfy hunger every 100 turns.  
    You found it lying on the ground on level 65 of Mordor.
c) 4 Potions of Healing
    
d) 8 Potions of Curing
    
e) a Moonstone Rod of Illumination (75/75)
    
f) a Golden Rod of the Istari of Perception (250/250)
    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 bought it from the Black Market.
g) a Golden Rod of the Istari of Disarming (250/250)
    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 Glabrezu on level 61 of Mordor.
h) a Mithril Rod of Cheapness of Recall (160/160)
    It can
    cast spells for a lesser mana cost.  
    You found it lying in a vault on level 30 of The Sandworm lair.
i) an Adamantite Rod of Healing (171/200)
    
j) a Rod Tip of Healing (120 Mana to cast)
k) a Wand of Demon Blade[12|38] (4 charges)
    
l) a Fireproof Staff of Recovery[3|21] of Plenty (0 charges)
    It
    cannot be harmed by fire.  
    You found it lying on the floor of a special level.
m) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed}
    It can be activated
    for powerful things if it is being worn. It grants you the power of 
    change the world if it is being worn.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma, speed and 
    spell power by 5.  It increases your mana capacity by 100%.  It makes
    you invisible.  It sustains your strength, intelligence, wisdom, 
    dexterity, constitution and charisma.  It provides immunity to acid, 
    electricity, fire and cold.  It provides immunity to paralysis.  It
    provides resistance to poison, blindness, nether and disenchantment.  
    It allows you to see invisible monsters.  It gives telepathic powers.  
    It speeds your regenerative powers.  It drains mana, life and 
    experience.  It is permanently cursed.  It cannot be dropped while
    cursed.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
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.  
    It was given to you as a reward.
o) a Spider Web [1,+10]
    
p) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
q) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
r) a Long Bow of Lothlorien (x4) (+13,+19) (+1)
s) 53 Empty Bottles
    
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 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 Mature blue dragon on level 28 of
    Mirkwood.
b) 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 in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
c) 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 on the ground on level 28 of The Sandworm lair.
d) 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 Smaug the Golden on level 56 of Mordor.
e) 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 in the remains of a Sky Drake on level 66 of Mordor.
f) 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 Water troll Priest on level 67 of The
    Sacred Land Of Mountains.
g) 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 allows
    you to see invisible monsters.  It gives telepathic powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
h) The Main Gauche of Azaghal (2d5) (+12,+14)
    It is a great bane
    of dragons.  It provides immunity to fire.  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 Stone troll on level 65 of Dol Guldur.
i) 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 lying in a vault on level 29 of The Sandworm lair.
j) 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.  
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
k) 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.  
    You found it in the remains of Azriel, Angel of Death on level 66 of The
    Sacred Land Of Mountains.
l) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song
    every 3 turns if it is being worn. It increases your luck by 3.  It
    makes you completely fearless.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Bert the Stone Troll in the town of Bree .
m) 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.  
    It was given to you as a reward.
n) 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 lying on the ground on level 37 of Illusory Castle.
o) 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 in the remains of a Snotling on level 36 of Mordor.
p) 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 Great Bile Wyrm on level 64 of Mordor.
q) The Lance of Eorlingas (3d8) (+3,+21) (+2)
    
    It must be wielded two-handed.  It increases your strength, dexterity
     and speed by 2.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  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 in the remains of a Young multi-hued dragon on level 37 of
    Illusory Castle.
r) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be wielded two-handed.  It increases your 
    strength, constitution and stealth by 3.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It strikes at
    demons with holy wrath.  It provides immunity to paralysis.  It
    provides resistance to acid, electricity, fire, cold and blindness.  
    It allows you to levitate.  It allows you to see invisible monsters.  
    It allows you to sense the presence of non-living things.  It speeds
    your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 39 of The Land Of Rhun.
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.  
    You found it in the remains of Ancalagon the Black on level 89 of Mount
    Doom.
t) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
    It can be activated for detection, probing and identify true
    every 1000 turns if it is being worn. It can be used to store a spell.
    It increases your intelligence, wisdom, charisma and searching by 4.  
    It does extra damage from fire.  It is especially deadly against orcs.
    It is especially deadly against trolls.  It fights against evil with
    holy fury.  It provides resistance to life draining, fire and nether.  
    It allows you to levitate.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 69 of The
    Sacred Land Of Mountains.
u) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It can be activated for identify spell every
    10 turns if it is being worn. It can be used to store a spell.  It 
    increases your intelligence and wisdom by 4.  It fights against evil
    with holy fury.  It provides resistance to light.  It allows you to
    see invisible monsters.  It allows you to sense the presence of evil
    beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 85 of Mount Doom.
v) The Mace 'Taratol' (3d4) (+12,+12)
    It can be
    wielded two-handed.  It can be activated for speed (dur 20+d20) every
    250 turns if it is being worn. It does extra damage from electricity.  
    It is a great bane of dragons.  It provides immunity to electricity.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 89 of Mount Doom.


  [Home Inventory - Gondolin ]

a) 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, shards, nexus and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Maulotaur on level 50 of Mordor.
b) The Double Ring Mail of Almirech (-2 to accuracy) [15,+12]
    It
    provides immunity to acid, fire and cold.  It provides immunity to
    paralysis.  It provides resistance to life draining, electricity, cold
    , light and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Swamp Wyrm on level 70 of The
    Sacred Land Of Mountains.
c) 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 nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Storm giant on level 50 of The Sacred
    Land Of Mountains.
d) 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 an Ettin in the town of Gondolin .
e) The Metal Lamellar Armour of Endil (-3 to accuracy) [23,+0]
    It
    sustains your charisma.  It provides immunity to electricity and fire.
    It provides immunity to paralysis.  It provides resistance to 
    electricity, poison, dark, confusion and shards.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
f) 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.  
    It was given to you as a reward.
g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It increases your stealth and 
    searching by 4.  It provides resistance to acid, electricity, fire, 
    cold and dark.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Mature blue dragon on level 28 of
    Mirkwood.
h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides
    resistance to acid, shards and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
i) The Cloak of Thingol [1,+18] (+3)
    It can be activated
    for recharging every 70 turns if it is being worn. It increases your 
    dexterity and charisma by 3.  It provides immunity to paralysis.  It
    provides resistance to acid, fire and cold.  It allows you to
    levitate.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
j) The Cloak of Thorongil [1,+10]
    It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid.  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.
k) 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 nether.  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 Master lich on level 55 of Mordor.
l) 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom
     by 2.  It provides resistance to blindness and nexus.  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 an Ancient multi-hued dragon on level 57 of
    Dol Guldur.
n) 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 Dracolisk on level 85 of Mount Doom.
o) 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.  
    It was given to you as a reward.
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 an Ettin in the town of Gondolin .
q) 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.
r) The Dragon Helm of Thrain [8,+10]
    It makes you completely fearless.  It provides resistance to 
    confusion, chaos and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
s) 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.
t) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated
    for fire bolt (9d8) every 8+d8 turns if it is being worn. It can be
    used to store a spell.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death knight on level 65 of Mordor.
u) 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 a Mountain ogre Priest on level 70 of The
    Sacred Land Of Mountains.


  [Home Inventory - Minas Anor ]

a) Baalzebub's All-seeing Servant
    It can be activated for summon pet every 101
    turns.  
    You found it lying on the ground on level 65 of Mordor.
b) The Bottomless Bottle
    It can be
    activated for genocide every 500 turns.  
    You found it in the remains of a Spirit naga on level 58 of The Sacred
    Land Of Mountains.
c) 17 Sprigs of Athelas
    
d) 43 Potions of Cure Insanity
    
e) The Potion of Learning
    It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 85 of Mount Doom.
f) 51 Potions of Healing
    
g) 30 Potions of *Healing*
    
h) 4 Potions of Life
    
i) 27 Potions of Restore Mana
    
j) 45 Potions of Curing
    
k) a Potion of New Life
l) 5 Scrolls of Reset Recall
    
m) 2 Scrolls of Rune of Protection
    
n) 5 Scrolls of Genocide
    
o) a Scroll of Mass Genocide
    
p) a Staff of Remove Curses[3|45] (1 charge)
    
q) a Staff of Sterilize[6|30] of Plenty (12 charges)
    
    You found it in the remains of an Old Sorcerer on level 55 of The Sacred
    Land Of Mountains.
r) 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 Dracolisk on level 53 of Mordor.
s) a Power Dragon Scale Mail (-3 to accuracy) [40,+23]
    It
    can be activated for breathe the elements (300) every 60+d90 turns if
    it is being worn. It provides resistance to acid, electricity, fire, 
    cold, poison, light, dark, confusion, sound, shards, nether, nexus, 
    chaos and disenchantment.  It allows you to fly.  It cannot be harmed
    by acid, cold, lightning or fire.  
t) a Wolf Pelt of Aman [1,+24] (+1 to stealth)
    It increases your stealth by 1.  It
    provides resistance to blindness.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
u) a Large Leather Shield of Reflection [4,+14]
    It reflects bolts and arrows.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Armoury.
v) a Dragon Helm of Water Breathing [8,+20]
    It provides resistance to fire.  It
    allows you to breathe underwater.  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 .
w) The Mattock of Nain (+12,+18) (+6 to searching)
    It can be activated for stone to mud every 5 turns
     if it is being worn. It increases your strength, searching, 
    infravision and ability to tunnel by 6.  It does extra damage from 
    acid.  It is especially deadly against dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It provides resistance to acid, 
    dark and disenchantment.  It allows you to climb mountains.  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 an Osyluth on level 88 of Mount Doom.


  [Home Inventory - Lothlorien ]

a) The Devil's Pentagram
    It
    can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Hezrou on level 57 of Dol Guldur.
b) a Parchment titled ``Tenser's Last Words''
    It
    can be activated for summon monster.  
    You found it in the remains of a Dread on level 40 of Mordor.
c) The Skull of Vecna
    It can be
    activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 56 of The Sacred Land Of
    Mountains.
d) Cathal's Corrupting Cymbal
    It can be activated for teleport level every 50 turns.  
    You bought it from the Magic shop.
e) Agannazar's Altruistic Assassin
    It can be activated for Destruction
    every 100 turns.  
    You found it in the remains of a Hell knight on level 66 of Dol Guldur.
f) The Crumpled Scroll of Mass Resurrection
    
    It cannot be harmed by acid, cold, lightning or fire.  
g) a Rod Tip of Healing (120 Mana to cast)
    
h) a Rod Tip of Restoration (140 Mana to cast)
    
i) The Wand of Digging of Thrain (1097 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
j) The Golden Horn of the Thunderlords (6 charges) {100% off}
    
    It was given to you as a reward.
k) The Ring 'Ndorog' (+14 to damage) (+3)
    It increases your infravision and 
    ability to score critical hits by 3.  It makes you invisible.  It
    sustains your charisma.  It makes you completely fearless.  It
    provides resistance to electricity and nether.  It allows you to fly.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice paladin on level 65 of Mordor.
l) an Indestructible Ring of Slaying (+16,+11)
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
m) 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 Swamp Wyrm on level 70 of The
    Sacred Land Of Mountains.
n) an 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.  
    You found it lying on the ground on level 60 of The Sacred Land Of
    Mountains.
o) 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 Horned Reaper on level 70 of The Sacred
    Land Of Mountains.
p) 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 Thunder on level 70 of The
    Sacred Land Of Mountains.
q) 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 lying in a vault on level 91 of Mount Doom.
r) 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 Dracolisk on level 53 of Mordor.
s) a Dwarven Lantern of the Magi (+1)
    It
    grants you the power of magic map if it is being worn.  It provides
    light (radius 2) forever.  It can be used to store a spell.  It 
    increases your intelligence, wisdom and charisma by 1.  It makes you
    invisible.  It provides resistance to blindness and nether.  It cannot
    be harmed by fire.  
    It was given to you as a reward.
t) 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 lying in a vault on level 29 of The Sandworm lair.
u) The Star of Elendil (+1)
    It can
    be activated for light (dam 2d15) & map area every 50+d50 turns if it
    is being worn. It grants you the power of detect curses if it is being
    worn.  It provides light (radius 4) forever.  It increases your speed
     by 1.  It provides resistance to life draining.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolich on level 49 of Mordor.


  [The Mathom-house Inventory - Bree ]

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 29 of The Sandworm lair.
b) 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 61 of The Sacred Land Of
    Mountains.
c) 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.
d) The Tome of Shi
    It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
e) The Ring of Power of Dwar, Dog Lord of Waw (+4 to speed)
    It increases your wisdom, searching
     and speed by 4.  It makes you invisible.  It provides immunity to
    paralysis.  It provides resistance to confusion.  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 67 of The
    Sacred Land Of Mountains.
f) The Ring of Power of Uvatha the Horseman (+3 to searching)
    It increases your wisdom, dexterity and 
    searching by 3.  It makes you invisible.  It provides resistance to 
    fire.  It allows you to levitate.  It allows you to see invisible
    monsters.  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 Uvatha the Horseman in the town of Bree .
g) The Ring of Power of Hoarmurath of Dir (+1)
    
    It increases your intelligence, dexterity and constitution by 1.  It
    makes you invisible.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity and blindness.  It slows your
    metabolism.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 68 of Dol Guldur.
h) The Ring of Power of Akhorahil the Blind
    
    It makes you invisible.  It sustains your charisma.  It provides
    resistance to electricity, poison, sound and nether.  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 62 of The
    Sacred Land Of Mountains.
i) The Ring of Valmenur (+2) {cursed}
    It increases your intelligence and speed by 2
    .  It provides resistance to dark and shards.  It drains experience.  
    It aggravates nearby creatures.  It fills you with the Black Breath.  
    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 Young multi-hued dragon on level 61 of
    Mordor.
j) 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.
k) The Phial of Undeath (-5)
    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 carries an ancient morgothian
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) 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 Sky Drake on level 89 of Mount Doom.
m) 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.
n) The Thunderlord Coat of Marda [9,+25] (+5)
    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 cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Maulotaur on level 70 of The Sacred Land
    Of Mountains.
o) 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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
p) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
    It can be activated for frost bolt (6d8) every
    7+d7 turns if it is being worn. It does extra damage from frost.  It
    provides resistance to cold and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 40 of Mordor.
q) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
    It provides light
    (radius 1) forever.  It increases your searching by 1.  It does extra
    damage from fire.  It is especially deadly against orcs.  It strikes
    at demons with holy wrath.  It fights against evil with holy fury.  It
    provides resistance to fire and light.  It allows you to sense the
    presence of orcs.  It slows your metabolism.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
r) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    It 
    decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
s) 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 an Ice troll Priest on level 40 of Mordor.
t) 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.
u) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    It generates an antimagic field.  It increases 
    your speed and attack speed by 2.  It does extra damage from fire.  It
    is especially deadly against dragons.  It provides immunity to fire.  
    It makes you completely fearless.  It provides resistance to fire, 
    chaos and disenchantment.  It drains mana, life and experience.  It
    aggravates nearby creatures.  It carries an ancient foul curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ettin on level 36 of Mordor.
v) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    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 carries an ancient foul curse.  
    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.
w) 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 a Great Ice Wyrm on level 70 of Dol Guldur.
x) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    
    It can be activated for terrify every 10+d50 turns if it is being
    worn. It increases your searching and infravision by 2.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
a) 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 a Bronze Thunderlord in a plain of grass.
b) The Seeker Arrow of Gondor (10d8) (+10,+20)
    
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death drake on level 70 of Dol Guldur.
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 Ancient multi-hued dragon on level 45 of
    Mordor.
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.  
    You found it in the remains of Lungorthin, the Balrog of White Fire on
    level 88 of Mount Doom.
e) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
    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
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 89 of Mount
    Doom.
f) The Drum of the Druedain (+4 to stealth)
    It can be activated for detection every 99 turns if it is being
    worn. It increases your stealth, searching and infravision by 4.  It
    provides resistance to poison and dark.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 20 of Orc Cave.
g) The Harp of Daeron (+1 to speed)
    It increases 
    your wisdom, charisma, stealth, speed and luck by 1.  It provides
    resistance to acid, electricity, fire, cold and sound.  It cannot be
    harmed by acid, cold, lightning or fire.  
h) The Horn of Rohan (+2)
    It can be activated for 
    heroism, berserker, and haste every 250 turns if it is being worn. It 
    increases your wisdom and charisma by 2.  It allows you to sense the
    presence of dragons.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it while digging a rubble.



Posted on 10.6.2005 10:31
Last updated on 16.6.2005 11:21

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1587. on the Ladder (of 12611)
681. on the ToME Ladder (of 2973)
Best for this player (out of 3)

Comments

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On 10.6.2005 10:31 hsuiteh@on.aibn.com wrote:
My third character posted to the ladder and I will be playing this one unto death, unlike my previous demonologist whom I've retired unfinished and a geomancer I'm just taking a break from. Lucky thing that I got my mimicry full force relatively early in the game and I'm looking forward to ussing a shield, spear, and heavy two handed weapon along with two sets of gloves.

On 11.6.2005 05:32 hsuiteh@on.aibn.com wrote:
Grrr, I just found out that using a two handed weapon and then trying to equip a shield on my extra mimic arms still screws up your damage rolls. This is only if your two handed weapon is the rist weapon wielded, but then the second weapon doesn't attack anyway, it's just there for the bonusses. Yuck. Well, all is not lost I suppose, I just won't be able to rule quite as cool as I first had intended...

On 11.6.2005 23:55 hsuiteh@on.aibn.com wrote:
Well the arms are working out alright, but I need to find myself some better second gauntlets and some way to cover my resists better so I can concentrate on extra attacks/speed. So long as I have a onehanded weapon to wield in both weapon slots, the shields aren't presenting any problems.

On 13.6.2005 21:19 hsuiteh@on.aibn.com wrote:
Well I'm not going to wait past the last level of mordor to get the last modifier to mindcraft, so here goes... of course the very first quest in angband will give me the last modifier. Now all I have to do is a sweep of dungeon towns before I take out the necromancer then angband.... man do I love spider webs!!

On 15.6.2005 05:01 hsuiteh@on.aibn.com wrote:
blech, traps of neutrality....oh welll...

On 15.6.2005 11:34 hsuiteh@on.aibn.com wrote:
The equipment seems to be coming together a bit. I'm posting this character with mimicry on, extra arms on, hero, and berserk on so as to see what the combat effect is with all factors on if anyone is interested. The one thing that doesn't make itself readily apparent is the utility of the make webs ability from the spider mimicry. I can't stress enough how well this works out for my fighter. Maybe I'm just thrilled because I used to play lots of loremasters that never could get real utility out of their skills and now I'm just glad to see an upside to mimicry, but seriously, I'd consider this ability to be almost essential for combat types from now on like I consider the ability to cast level 25 vision for my spellcasters is. It may not be strictly neccessary, but once you have it, you never want to go without it!

On 16.6.2005 03:44 hsuiteh@on.aibn.com wrote:
Well this is my first time *ever* getting the one ring and Faegwath was kind enough to drop for me. I would just like to dedicate this character in thanks to LORD DIMWIT, may he always be named in capital letters forever and ever amen, even in RL. Without his great advice I would never have gotten this character up and running much less this far. I just hope that I don't get aced trying to destroy the ring now and survive past the lowest level I've ever reached before (with a lev47 bard in anglev79 or thereabouts) Reading LD's fine advice already has this character much better equipped and strategized than any I've had before. LD, if you read this, know that I'd gladly fedex you a keg! Thanks again!

On 16.6.2005 08:52 hsuiteh@on.aibn.com wrote:
Oops, forgot that was a Nazgul, so my half-decent trifurcate spear is gone. It's not such a tragedy, just annoying because on the same level I got ancalagon and had to do it with my less than ideal weapon. Level after, the same thing but with the tarrasque... at least I won't run into them on the last level of mount doom....oh forgot to mention that the ring is just about to be destroyed

On 16.6.2005 11:21 hsuiteh@on.aibn.com wrote:
At least I now know what the top of mount doom is like. I should have recalled back to make a supply run, but those nightcrawlers seemed to be easily killabe. How many times has that been said I wonder? The classic "Yet another stupid death"

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