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The Angband Ladder: Lacerator, RohanKnight Polearmmaster by <mugsynj@optonline.net>

  [ToME 2.3.1 Character Sheet]

 Name  : Lacerator              Age                 21       Str!     40     40
 Sex   : Male                   Height              34       INT!     33       
 Race  : RohanKnight            Weight              77       WIS!     40       
 Class : Polearmmaster          Social Class         7       DEX!     32       
 Body  : Player                                              Con!     31     40
 God   : Nobody                                              CHR!     30       
                                                                               
 + To Melee Hit         114 Level             50    Max Hit Points       991   
 + To Melee Damage       82 Experience  15977721    Cur Hit Points       -53   
 + To Ranged Hit         59 Max Exp     16303897    Max SP (Mana)        239   
 + To Ranged Damage      14 Exp to Adv.    *****    Cur SP (Mana)         16   
   AC                 23+85 Gold         1074301                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[77]Perception  : Heroic       Blows/Round:  11        
 Bows/Throw  : Legendary[15]Searching   : Heroic       Shots/Round:  1         
 Saving Throw: Bad          Disarming   : Good         Mel.dmg/Rnd:  44d6+902  
 Stealth     : Bad          Magic Device: Legendary[12]Infra-Vision: 100 feet  
                                                       Tactic:       aggressive
                                                       Explor:       fast      
                         (Character Background)                                
          You are one of several children of a Landed Knight.  You             
          have blue eyes, straight auburn hair, and a very dark                
          complexion.                                                          
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 90 (4500')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        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 13 (650')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        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 30 (1500')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.
 You have defeated 11962 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 Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 77 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 18th Quelle of the 2890th year of the third age.
 Your adventure lasted 32 days.

     Your Attributes:
You are dead, killed by a Skull druj on level 99 of Mount Doom.
You can cause mold to grow near you.
You can use rohir powers.
You cannot see.
You feel heroic.
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.
You have ESP.
You are unlucky.
You know everything.
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 are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your wisdom is sustained.
Your dexterity is sustained.
Your charisma 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 searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your weapon has been blessed by the gods.
Your weapon burns your foes.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against giants.
Your weapon is especially deadly against dragons.

Skills (points left: 11)
 - Combat                                        50.000 [0.900]
          - Weaponmastery                        49.963 [1.150]
                   . 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                              11.100 [0.600]
          . Antimagic                            00.000 [0.550]
 - Sneakiness                                    05.735 [0.900]
          . Stealth                              01.600 [0.500]
          . Disarming                            20.000 [0.900]
 - Magic                                         03.448 [0.300]
          . Magic-Device                         40.600 [1.150]
 - Spirituality                                  05.980 [0.400]
          . Prayer                               00.000 [0.500]
          . Mindcraft                            34.200 [0.500]
 - Monster-lore                                  01.350 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            10.200 [0.500]
          . Mimicry                              01.300 [0.400]

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

 One of your companion(s) has been killed.

  [Fates]

You are fated to find a Mage Staff on level 1.
You may find a Ration of Food on level 1.
You may find an Arrow on level 1.
You are fated to meet a Scrawny cat on level 1.


  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4)
        It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your intelligence, wisdom, searching, infravision, 
    ability to tunnel and speed by 4.  It does extra damage from fire.  It
    is especially deadly against dragons.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to life draining, fire
     and light.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 89 of
    Angband.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can be activated for fire branding of bolts every 999 turns
     if it is being worn. It increases your speed by 10.  It provides
    resistance to fire and light.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
e) The Ring 'Telpion' (+4)
    It increases your ability to score
    critical hits by 4.  It makes you invisible.  It makes you completely
    fearless.  It provides resistance to confusion, shards, nether and 
    chaos.  It allows you to levitate.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 64 of The
    Sacred Land Of Mountains.
f) 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 Nycadaemon on level 56 of Mordor.
k) The Amulet of Eregor (+8)
    It 
    increases your wisdom and searching by 8.  It sustains your charisma.  
    It provides resistance to cold, dark, nether, nexus and disenchantment
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 51 of Illusory Castle.
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 Wyrm of Thunder on level 70 of
    Erebor.
n) The Thunderlord Coat of Trone [9,+18] (+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 of Mist 'Ostelu' [1,+10] (+1 to stealth)
    It increases your stealth by 1.  It
    sustains your dexterity.  It provides immunity to acid.  It provides
    resistance to life draining, confusion and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Large Leather Shield of Aerrant [4,+10]
    It sustains your wisdom.  It provides
    immunity to acid and cold.  It provides resistance to life draining, 
    electricity, fire, light and sound.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 72 of Erebor.
s) The Iron Helm of Knowledge [6,+18] (-6) (charging)
    
    It can be activated for whispers from beyond(sanity drain) 100+d200
    turns if it is being worn. It provides light (radius 1) forever.  It 
    decreases your luck by 6.  It identifies all items for you.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
u) The Set of 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.  
    It was given to you as a reward.
x) a Pair of Soft Leather Boots of Speed [2,+10] (+9)
z) an Ultimate Mimic (512 hp)
{) 14 Bolts of Flame (1d5) (+12,+9)
|) 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.  
    It was given to you as a reward.


  [Character Inventory]

a) a Parchment titled ``Demigods and their Uses'' (charging) {Cure Insanity}
    It can be activated for cure insanity
    every 200 turns.  
    You found it in the remains of a Dreadlord on level 63 of Mordor.
b) The Wand Construction Kit {Mass Genocide}
    It
    can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Barbazu on level 66 of Erebor.
c) Raal's Tormented Spirits {Genocide}
    It can
    be activated for genocide every 500 turns.  
    You found it in the remains of an Old Sorcerer on level 63 of Erebor.
d) The Medallion of Good Will {Restore stats/life lvls}
    
    It can be activated for restore stats and life levels every 200 turns.
    
    You found it in the remains of a Dark elven warlock on level 69 of Angband.
e) Bigby's Big Book of Brutality {Light Absorption}
    
    It can be activated for light absorption every 80 turns.  
    You found it lying on the ground on level 67 of Erebor.
f) Agannazar's Antique Acorn
g) 2 Morphic Oils of Spider
h) 25 Potions of Cure Critical Wounds {25% off}
    
i) 41 Potions of *Healing* {25% off}
    
j) 4 Potions of Life
    
k) 20 Scrolls of Teleportation {25% off}
    
l) 44 Scrolls of Satisfy Hunger
    
m) a Silver Rod of the Istari of Home Summoning (200/200)
n) a Silver Rod of Recall (100/100) {!z}
o) a Golden Rod of Capacity of Disarming (141/250)
p) a Mithril Rod of Healing (160/160)
    
q) a Mithril Rod of Simplicity of Healing (56/160)
r) 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.  
s) The Anchor of Space-Time {!d!k}
    It provides light (radius 1) forever.  It prevents
    the space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 56 of
    Mordor.
t) a Scythe of Westernesse (5d3) (+18,+16) (+2)
    It can be wielded two-handed.  It increases your strength, 
    dexterity and constitution by 2.  It is especially deadly against
    orcs.  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 allows you to sense the presence of 
    orcs, trolls and giants.  It can resist being shattered by morgul
    beings.  
    You found it in the remains of an Ancient multi-hued dragon on level 66 of
    Erebor.
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Silent watcher (1528 hp)
b) 9 Sprigs of Athelas
    
c) a Potion of *Enlightenment*
    
d) The Crumpled Scroll of Mass Resurrection
e) a Scroll of Genocide
f) a Fireproof Scroll of Mass Genocide
g) a Silver Rod of Quickness of Perception (100/100)
h) 2 Rod Tips of Recall (80 Mana to cast)
i) a Wand of Tidal Wave[3|33] (3 charges)
j) a Wand of Tidal Wave[5|22] (8 charges)
k) a Wand of Tidal Wave[2|25] (4 charges)
l) a Staff of Remove Curses[3|35] (7 charges)
m) a Staff of Shake[2|14] (11 charges)
n) a Staff of Shake[2|13] (13 charges)
o) The Augmented Chain Mail of Caspanion (-2) [16,+18] (+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 sound.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Augmented Chain Mail 'Raxar' (-2 to accuracy) [16,+3]
    It provides immunity to cold.  It
    provides resistance to cold, poison and nether.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of an Ogre Priest on level 80 of Angband.
q) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    
    It increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Zombie Ancient multi-hued dragon on level
    69 of Angband.
r) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It increases your constitution, stealth and speed by 3.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Angband.
s) a Long Bow of Extra Might (x6) (+10,+12)
t) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It can be
    activated for magic arrow (10d10) every 20+d20 turns if it is being
    worn. It increases your strength and constitution by 2.  It provides
    resistance to electricity, light, dark and blindness.  It fires
    missiles with extra might.  It aggravates nearby creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
u) a Climbing Set


  [Home Inventory - Gondolin ]

a) The Ring of Power of Ji Indur Dawndeath (+2 to speed)
    It increases your wisdom, dexterity, 
    stealth, searching, infravision, speed and attack speed by 2.  It
    makes you invisible.  It sustains your dexterity.  It provides
    resistance to acid, blindness, confusion, sound and nether.  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 Ji Indur Dawndeath on level 70 of Paths of
    the Dead.
b) The Ring of Power of Ji Indur Dawndeath (+3 attacks)
    It increases your intelligence, charisma and attack speed by 
    3.  It makes you invisible.  It sustains your wisdom.  It provides
    resistance to fire.  It allows you to see invisible monsters.  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 Ji Indur Dawndeath on level 72 of Erebor.
c) The Ring of Power of Akhorahil the Blind (+2 attacks)
    
    It increases your strength, constitution, infravision, attack speed
     and ability to score critical hits by 2.  It makes you invisible.  It
    sustains your strength, intelligence and wisdom.  It provides
    resistance to dark, confusion, sound and disenchantment.  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 58 of Mordor.
d) The Ring of Power of Uvatha the Horseman (+4 to stealth)
    
    It increases your dexterity, charisma, stealth and searching by 4.  It
    makes you invisible.  It provides resistance to fire, light, confusion
     and shards.  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 .
e) The Ring of Isiach (+3 to speed)
    
    It increases your dexterity and speed by 3.  It makes you invisible.  
    It sustains your wisdom.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It slows your metabolism.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
f) a Ring of Slaying (+14,+14)
    
    You bought it from the Rare Jewelry Shop.
g) a Ring of Speed (+11)
h) an Indestructible Ring of Speed (+10) {100% off}
    It increases your speed by 10
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
i) The Ring of Silmel (+3 to speed)
    It increases your strength and 
    speed by 3.  It sustains your charisma.  It provides resistance to 
    shards and nether.  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 Mature red dragon on level 55 of Mordor.
j) a Ring of Extra Attacks (+3 attacks)
k) 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 Demilich on level 63 of Erebor.
l) The Ring of Durin (+2) {cursed}
    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 is heavily cursed.  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.
m) 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 Dracolisk on level 60 of Erebor.
n) 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 Bile Wyrm on level 68 of Angband.
o) The Necklace 'Nauglamir' (+3)
    
    It provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 64 of The Sacred
    Land Of Mountains.
p) an Amulet of Weaponmastery (+6,+2) [+4] (+2)
q) The Amulet of Angilin (+3)
    It increases your strength, intelligence and 
    charisma by 3.  It provides resistance to electricity and 
    disenchantment.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great crystal drake on level 64 of Erebor.
r) 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 chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Osyluth on level 76 of Angband.
s) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It
    can be activated for berserk strength every 50+d50 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    sustains your strength and constitution.  It makes you completely
    fearless.  It provides resistance to poison and blindness.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Barbazu on level 76 of Angband.
t) 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 an Ancient green dragon in the town of
    Gondolin .


  [Home Inventory - Minas Anor ]

a) The Crystal Ball of Godly Sights {Teleport Level}
    It can be activated for teleport level every 50 turns.  
    You found it lying on the ground on level 7 of Barrow-Downs.
b) The Hand of Vecna {Cure Insanity}
    It can be
    activated for cure insanity every 200 turns.  
    You found it in the remains of a Half-orc on level 21 of Orc Cave.
c) a Golden Rod of Teleport Other (125/125)
d) The Golden Horn of the Thunderlords (4 charges) {100% off}
    
    It was given to you as a reward.
e) The Blue Stone 'Toris Mejistos'(40%) (+2)
    It grants you the power of restore life
     if it is being worn.  It provides light (radius 1) forever.  It can
    be used to store a spell.  It increases your intelligence, wisdom and 
    luck by 2.  It increases your mana capacity by 40%.  It sustains your 
    intelligence and wisdom.  It provides resistance to life draining.  It
    allows you to breathe underwater.  It allows you to sense the presence 
    of evil beings and good beings.  It slows your metabolism.  It speeds
    your regenerative powers.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
f) a Dwarven Lantern of the Magi (+2)
    It grants you the power of magic map if it is being
    worn.  It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom and charisma by 2.  It makes you invisible.  It
    provides resistance to blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
g) 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.  
    It was given to you as a reward.
h) The Star of Elendil (+1)
    It can be activated for light (dam
    2d15) & map area every 50+d50 turns if it is being worn. It grants you
    the power of detect curses if it is being worn.  It provides light
    (radius 4) forever.  It increases your speed by 1.  It provides
    resistance to life draining.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 56 of
    Mordor.
i) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    It can be activated for heal (777), curing and heroism every
    300 turns if it is being worn. It increases your intelligence, wisdom
     and stealth by 4.  It makes you completely fearless.  It provides
    resistance to life draining, acid, electricity, fire, cold, 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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
j) a Set of Cesti of Combat (+4,+1) [5,+10] (+2)
    It increases your strength, constitution and 
    attack speed by 2.  It makes you completely fearless.  It drains life.
    It aggravates nearby creatures.  It cannot be harmed by acid.  
    It was given to you as a reward.
k) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It
    is especially deadly against natural creatures.  It provides
    resistance to cold and light.  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.
l) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity and constitution by 4
    .  It provides resistance to nether.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
m) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases your intelligence, wisdom, dexterity
     and speed by 1.  It provides resistance to electricity, fire and cold
    .  It slows your metabolism.  It fires missiles with extra might.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
n) 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 59 of
    Dol Guldur.


  [Home Inventory - Lothlorien ]

a) 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.
b) The Cloak 'Colluin' [1,+20]
    It can be activated for resistance
    (20+d20 turns) every 111 turns if it is being worn. It provides
    resistance to acid, electricity, fire, cold and poison.  It allows you
    to sense the presence of good beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 77 of Angband.
c) a Fur Cloak of Air [3,+9]
    It
    allows you to breathe without air.  
    It was given to you as a reward.
d) The Small Metal Shield of Ginnie [3,+9]
    It sustains your strength.  It
    provides resistance to life draining, light, sound and shards.  It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Angamaite of Umbar on level 26 of Maze.
e) The Large Leather Shield of Celegorm [4,+20]
    
    It provides resistance to acid, electricity, fire, cold, light, dark
     and shards.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Uruk on level 61 of Erebor.
f) The Large Metal Shield of Anarion [5,+20]
    It
    sustains your strength, intelligence, wisdom, dexterity, constitution
     and charisma.  It makes you completely fearless.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to
    sense the presence of evil beings.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient blue dragon on level 48 of
    Mordor.
g) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to poison and blindness.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 68 of Erebor.
h) The Iron Helm 'Holhenneth' [5,+10] (+2)
    
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nalfeshnee on level 42 of Mordor.
i) 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.
j) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if
    it is being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
k) The Pair of Soft Leather Boots 'Estalast' [2,+12]
    It sustains your strength and 
    constitution.  It provides resistance to acid, confusion, nexus, chaos
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Footwear Shop.
l) 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.  
m) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your 
    dexterity, charisma and stealth by 2.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It allows you to
    levitate.  It allows you to see invisible monsters.  It allows you to
    sense the presence of orcs and trolls.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
n) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must be wielded two-handed.  It 
    poisons your foes.  It is very sharp and can cut your foes.  It is
    very sharp and can make your foes bleed.  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 strikes at undead with holy wrath.  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.
o) 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 a Hill orc on level 57 of Dol Guldur.
p) The Sickle 'Arweth' (2d3) (+12,+7) (+1 attack)
    It
    provides light (radius 1) forever.  It increases your attack speed by 
    1.  It is very sharp and can cut your foes.  It is very sharp and can
    make your foes bleed.  It is especially deadly against trolls.  It is
    a great bane of demons.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Ancient white dragon on level 36 of
    Mordor.
q) 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.  
    It was given to you as a reward.
r) 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 an Algroth on level 63 of Dol Guldur.
s) 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 in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
t) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It can be activated for cure serious
    wounds every 3+d3 turns if it is being worn. It increases your 
    strength and dexterity by 1.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 86 of Angband.
u) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Great Ice Wyrm on level 64 of Erebor.
v) The Heavy Lance of Elenol (4d8) (+25,+11)
    
    It must be wielded two-handed.  It does extra damage from electricity
     and frost.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It strikes at demons with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 60 of Erebor.
w) 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 Greater basilisk on level 57 of Mordor.
x) a Metal Boomerang of Westernesse (4d5) (+5,+9) (+1)
    
    It increases your strength, dexterity and constitution by 1.  It is
    especially deadly against orcs.  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 allows you
    to sense the presence of orcs, trolls and giants.  It can resist being
    shattered by morgul beings.  
    You found it in the remains of an Ogrillon on level 64 of Erebor.


  [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 in the remains of an Old Sorcerer on level 47 of Mordor.
b) The Demonhorn of Gothmog [2,+13] (-5)
    
    It provides light (radius 2) forever.  It decreases your charisma by 5
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Hell knight on level 68 of Angband.
c) The Ring 'Imrant' (+1 to infravision) {cursed}
    It
    can be activated for teleportation and destruction of the ring if it
    is being worn. It increases your infravision by 1.  It makes you
    invisible.  It sustains your intelligence and wisdom.  It provides
    resistance to dark and nexus.  It allows you to fly.  It allows you to
    see invisible monsters.  It induces random teleportation.  It is
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
d) The Phial of Undeath (-5) {cursed}
    It can be activated for ruination every 10+d10 turns if it
    is being worn. It provides light (radius 5) forever.  It decreases 
    your strength, intelligence, wisdom, dexterity, constitution, charisma
     and luck by 5.  It allows you to breathe without air.  It allows you
    to sense the presence of undead.  It is cursed.  It carries an ancient
    morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 27 of The Sandworm lair.
e) The Partial Plate Armour of Lanth [22,+7] {cursed}
    It
    sustains your wisdom.  It provides resistance to shards and nether.  
    It aggravates nearby creatures.  It fills you with the Black Breath.  
    It is heavily cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Castamir the Usurper on level 32 of
    Mirkwood.
f) 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.
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 Fallen angel on level 79 of Angband.
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 Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your 
    intelligence, constitution and charisma by 5.  It sustains your 
    intelligence, constitution and charisma.  It provides immunity to cold
    .  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to acid, electricity, cold, 
    blindness, confusion and nexus.  It allows you to sense the presence 
    of thunderlords.  It reflects bolts and arrows.  It produces a fiery
    sheath.  It drains mana.  It aggravates nearby creatures.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of an Ancient blue dragon on level 68 of Dol
    Guldur.
j) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear in every direction if it
    is being worn. It decreases your intelligence, wisdom and searching by 
    5.  It provides immunity to cold.  It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to acid, 
    fire, poison and disenchantment.  It allows you to see invisible
    monsters.  It produces an anti-magic shell.  It drains life.  It
    induces random teleportation.  It is heavily cursed.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Storm Wyrm on level 67 of Erebor.
k) The Set of Leather Gloves 'Cammithrim' [1,+7]
    
    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.
l) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    It decreases your 
    strength and dexterity by 3.  It provides immunity to fire and cold.  
    It provides immunity to paralysis.  It provides resistance to poison, 
    nether and disenchantment.  It drains mana.  It induces random
    teleportation.  It aggravates nearby creatures.  It is heavily cursed.
    It carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Hill orc on level 57 of Dol Guldur.
m) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It
    can be wielded two-handed.  It can be activated for detect orcs every
    10 turns if it is being worn. It increases your dexterity and 
    searching by 4.  It is especially deadly against orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Wormtongue, Agent of Saruman on level 17 of
    Mirkwood.
n) 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.  
    It was given to you as a reward.
o) 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.  
p) 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 a Great Bile Wyrm on level 79 of Angband.
q) 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.  
    You found it in the remains of Lagduf, the Snaga on level 21 of Orc Cave.
r) 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.
s) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an antimagic field.  It increases 
    your speed and attack speed by 2.  It does extra damage from fire.  It
    is especially deadly against dragons.  It provides immunity to fire.  
    It makes you completely fearless.  It provides resistance to fire, 
    chaos and disenchantment.  It drains mana, life and experience.  It
    aggravates nearby creatures.  It is heavily cursed.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient gold dragon on level 67 of
    Erebor.
t) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    It can be activated for fire ball (300) every 200+d200 turns if
    it is being worn. It decreases your charisma by 4.  It does extra
    damage from fire.  It provides immunity to fire.  It is cursed.  It
    carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
u) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
    It can be wielded two-handed.  It 
    increases your intelligence by 3.  It does extra damage from fire.  It
    is especially deadly against natural creatures.  It provides
    resistance to fire.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Blue Thunderlord in a shallow water area.
v) 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 in the remains of a Lesser Balrog on level 81 of Angband.
w) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    
    It can be wielded two-handed.  It can be activated for drain life (90)
    every 70 turns if it is being worn. It increases your wisdom and 
    infravision by 4.  It does extra damage from frost.  It is especially
    deadly against orcs.  It provides resistance to cold, light and shards
    .  It allows you to sense the presence of orcs, trolls and giants.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 49 of Mordor.
x) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    It increases your 
    strength by 4.  It poisons your foes.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against natural creatures.  It provides resistance to nexus.  
    It allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
a) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5) {cursed}
    It can be wielded two-handed.  It can
    be activated for destruction every 200+d200 turns if it is being worn. 
    It increases your strength, infravision and ability to tunnel by 5.  
    It does extra damage from electricity.  It poisons your foes.  It is a
    great bane of dragons.  It is especially deadly against natural
    creatures.  It provides resistance to blindness, sound and nexus.  It
    produces an anti-magic shell.  It aggravates nearby creatures.  It is
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 76 of Angband.
b) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
    
    It must be wielded two-handed.  It increases your strength and 
    constitution by 4.  It does extra damage from electricity and fire.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against natural creatures.  It makes
    you completely fearless.  It provides resistance to electricity, fire
     and dark.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Maulotaur on level 82 of Angband.
c) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It
    can be activated for terrify every 10+d50 turns if it is being worn. 
    It increases your searching and infravision by 2.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.



Posted on 16.6.2005 02:18
Last updated on 20.6.2005 02:02

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1750. on the Ladder (of 12511)
714. on the ToME Ladder (of 2972)
13. for this player (out of 27)

Comments

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On 18.6.2005 09:16 mugsynj@optonline.net wrote:
Finally a decent Nazgul ring worth wearing... +2 attack speed, +2 to critical hits + high resists....The experience drain isn't too bad as long as I remember to take it off during overland travel.

Resists in good shape.... Just seeking a better shooter and shield, otherwise I'm happy with my current setup.

I'm just worried about those dreaded Princess 'Q' quests....Only managed to scrape up 3 Morphic Oils of Spider for antisummoning spaces.. Only 1 dungeon town generated (even checked all of Illusory Castle) and no potion vendors. Haven't seen a single Wand of Stone Prison yet, so once those potions are gone I WILL scum for as long as it takes to at least get some Wands of Shake.. I am very paranoid when it comes to Q's.

Finished Troll Army, Maeglin and Thunderlord quests and though I played carefully, they were a piece of cake. Through all 3 quests needed to use a total of 0 potions of healing.

Skipped the Crypt. And will probably skip Dim Gates and Nameless as well. Seems too easy to get in over your head without any means of escape. Just not worth dying on an optional level this deep.

Too drunk to type, let alone play. Another update soon.

On 19.6.2005 17:35 mugsynj@optonline.net wrote:
Found a Staff of Stone Prison but got consumed by wild magic trying to charge it.

Ate a slime mold and recieved the "You feel an affinity for molds" message. Yay! Which means I have anti-summoning practices after all.

Found the One Ring on the body of Al-Pharazon the Golden.

Now to scum Erebor for more potions of Healing,*Healing*, perhaps another Staff of Stone Prison and a rod to attach a Rod Tip of Healing to. Only been to Mt Doom once before and I know its pretty nasty.



On 20.6.2005 02:02 mugsynj@optonline.net wrote:
Died on Mt Doom again. Couldnt punch through all the Greater Demons and got chain summoned to death. I need to find out how melee characters deal with this level.

On 20.6.2005 16:18 dzhang@its.caltech.edu wrote:
My usual tactic if I've manage to pick up Thaum is to use Wall Creation spells and fill up the whole place, and then shovel my way through it.. kind of a lazy man's anti-summoning. Alternatively, if you've stocked enough ?o*Destruction*, I think that works too.

If you didn't manage to pick up Thaum (or don't have enough SP to cast such spells), the other thing you can do is use Summoning or Symbiosis and send in pets to clear out the rooms.

Or, if you're *really* pure melee, you could consider using an aggravation item, and then pull the enemies out one by one.. you'll need ESP/detetion for this one... i.e. as soon as you see one W (or whatever) approaching you, starting heading back into an occluded corner. Or, on Mt Doom 99 specifically, I think there's a room of size 1 where an Eye Druj is.. kill it, lure the monsters towards that, and then close the door.

Personally, I never had the patience to do pure melee through those levels.

On 23.6.2005 20:01 mugsynj@optonline.net wrote:
Very nice tips dzhang! Thank you. Have to try one of those next time...

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