The Angband Ladder: Lutorth, Wood-Elf Archer by <seth@auto-trim.com>

  [Theme 1.1.2 Character Sheet]

 Name  : Lutorth                Age                141       STR!     40       
 Sex   : Male                   Height              73       INT!     40       
 Race  : Wood-Elf LostSoul      Weight             100       WIS!     26       
 Class : Archer                 Social Class        37       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Manwe Sulimo                                        CHR!     36       
                                                                               
 + To Melee Hit          84 Level             50    Max Hit Points      1165   
 + To Melee Damage       82 Experience  82172661    Cur Hit Points      1165   
 + To Ranged Hit        123 Max Exp     82172661    Max SP (Mana)        274   
 + To Ranged Damage      28 Exp to Adv.    *****    Cur SP (Mana)        273   
   AC                24+154 Gold        49621926    Piety             191725   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[27]Perception  : Superb       Blows/Round:  4         
 Bows/Throw  : Legendary[85]Searching   : Heroic       Shots/Round:  5         
 Saving Throw: Excellent    Disarming   : Fair         Mel.dmg/Rnd:  16d5+328  
 Stealth     : Legendary[22]Magic Device: Legendary[27]Infra-Vision: 90 feet   
                                                       Tactic:       confident 
                                                       Explor:       fast      
                         (Character Background)                                
          You are the only child of an Avarin Archer.  You have light          
          grey eyes, straight black hair, and a fair complexion.               
                                                                               
                                                                               


  [Miscellaneous information]

 Joke monsters:        ON
 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')
        Barad-Dur: Level 66 (3300')
        Angband: Level 100 (5000')
        Barrow-Downs: Level 10 (500')
        Orodruin: Level 99 (4950')
        Nether Realm: Level 696 (34800')
        Halls of Mandos: Level 98 (4900')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        The Void: Level 150 (7500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        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 Withered Heath: Level 30 (1500')
        a Lost Temple: Level 23 (1150')
        Forodwaith: Level 80 (4000')
        Emyn Luin: Level 70 (3500')
        Dol Amroth: Level 35 (1750')
        Angmar: Level 90 (4500')
        Near Harad: Level 25 (1250')
        Isengard: Level 40 (2000')
        Tol Eressea: Level 45 (2250')
        Utumno: Level 127 (6350')

 Your body is a Player.
 You are currently in the town of Caras Galadhon.
 You have defeated 15477 enemies.
 You destroyed Melkor forever and have been elevated to the status of Vala by
Eru Iluvatar.
 Arda will forever be free.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 97 princesses.
 You saved Arda and became a famed King.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 14th Quelle of the 2890th year of the third age.
 You have been adventuring for 28 days.

                    adefkmnopsuxz{|@            
        Add Str   : .....1..4.....4.            
        Add Int   : .....1...3....4.            
        Add Wis   : .....1..........            
        Add Dex   : .5...1...34...4.            
        Add Con   : .5..31..4.....4.            
        Add Chr   : .....1...3....4.            
        Add Stea. : .5.....4...9....            
        Add Sear. : .......4.3.9....            
        Add Infra : .5..............            
        Add Tun.. : ..............4.            
        Add Speed : *5**.....3.9...+            
        Slay Evil : +...............            
        Slay Und. : +...............            
        Slay Troll: +...............            
        Cold Brand: +...............            
        Sust Str  : .+..............            
        Sust Int  : .+..+...........            
        Sust Wis  : .+..+...........            
        Sust Dex  : .+..............            
        Sust Con  : .+..+...........            
        Sust Chr  : .+....+.........            
        Invisible : .+..............            
        Mul life  : ...............+            
        Sens Fire : ..+.............            
        Reflect   : .+..............            
        Free Act  : ++.....+++++...+            
        Hold Life : ...++.++........            
        Imm Acid  : ..+.....*.+.....            
        Imm Elec  : .*+...*.........            
        Imm Fire  : ..+...*.........            
        Imm Cold  : +.+.+.*..+......            
        Res Pois  : ..+...+.+.......            
        Res Fear  : +.+.............            
        Res Lite  : +........+.....+            
        Res Dark  : ....+....+......            
        Res Blind : .+.......+......            
        Res Conf  : .+......+.......            
        Res Sound : ........++......            
        Res Shard : .........+......            
        Imm Neth  : ...*+...........            
        Res Nexus : ................            
        Res Chaos : .+......+.......            
        Res Disen : .+..............            
        AntiMagic : .+..............            
        WraithForm: ...+............            
        Levitate  : ...........+...+            
        Lite      : +...++...+....+.            
        See Invis : ++.+...+.++.....            
        Digestion : ++..............            
        Regen     : +..++...........            
        Xtra Might: .+.............+            
        Xtra Shots: .+..............            
        Activate  : +...+..+.++.....            
        Drain Exp : ...+............            
        Blessed   : +...............            
        Cursed    : ...+............            
        Hvy Curse : ...+............            
        Precogn.  : .+..............            
        Fly       : .+.............+            
        Orc.ESP   : .+......+.......            
        Troll.ESP : .+..............            
        Evil.ESP  : .+..............            
        Full ESP  : .....+..........            

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

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

Ancalagon's Breath:
  Fires an acid ball.
  Damage=level Radius 1+(level/30)
  Level=9, Cost=9, Stat=DEX, Difficulty=15

Teleport:
  Teleports the player at will.
  Distance 10+4*level squares
  Level=7, Cost=7, Stat=WIS, Difficulty=15

Glaurung's Spell:
  Fires a mind blasting bolt (psi damage).
  Psi Damage (3+(level-1)/5)d3
  Level=5, Cost=3, Stat=WIS, Difficulty=15

Vampiric Drain:
  You can drain life from a foe like a vampire.
  Drains (level+1d(level))*(level/10) hitpoints,
  heals you and satiates you. Doesn't work on all monsters
  Level=4, Cost=5, Stat=CON, Difficulty=9

Huan's Nose:
  You can detect nearby monsters.
  Radius 25
  Level=5, Cost=4, Stat=INT, Difficulty=15

Blink:
  You can teleport yourself short distances (10 squares).
  Level=3, Cost=3, Stat=WIS, Difficulty=12

Swap Position:
  You can switch locations with another being,
  unless it resists teleportation.
  Level=15, Cost=12, Stat=DEX, Difficulty=16

Shriek:
  Fires a sound ball and aggravates monsters.
  Damage=level*4, Radius=8, centered on player
  Level=4, Cost=4, Stat=CON, Difficulty=6

Illuminate:
  You can emit bright light that illuminates an area.
  Damage=2d(level/2) Radius=(level/10)+1
  Level=3, Cost=2, Stat=INT, Difficulty=10

Berserk:
  You can drive yourself into a berserk frenzy.
  It grants super-heroism. Duration=10+1d(level)
  Level=8, Cost=8, Stat=STR, Difficulty=14

Midas touch:
  You can turn ordinary items to gold.
  Turns a non-artifact object into 1/3 its value in gold
  Level=10, Cost=5, Stat=INT, Difficulty=12

Resist Elements:
  You can harden yourself to the ravages of the elements.
  Level dependant chance of gaining resistances to the four 
  elements and poison. Duration=20 + d20
  Level=10, Cost=12, Stat=CON, Difficulty=12


Skills (points left: 0)
 - Combat                                        50.000 [0.800]
          . Weaponmastery                        05.500 [0.500]
          - Archery                              50.000 [0.850]
                   . Sling-mastery               00.000 [0.500]
                   . Bow-mastery                 50.000 [0.500]
                   . Crossbow-mastery            00.000 [0.500]
                   . Boomerang-mastery           00.000 [0.500]
 - Sneakiness                                    22.700 [0.900]
          . Stealth                              25.900 [0.500]
          . Disarming                            01.500 [0.900]
 - Magic                                         11.080 [0.400]
          . Magic-Device                         50.000 [1.100]
          . Thaumaturgy                          12.200 [0.500]
 - Spirituality                                  25.000 [0.500]
          . Prayer                               40.000 [0.500]
          . Mindcraft                            00.000 [0.300]
 - Monster-lore                                  00.000 [0.500]
          . Symbiosis                            15.200 [0.500]

Abilities
 * Ammo creation
 * Tree walking


  [Fates]

You may find an Iron Spike on level 1.
You are fated to meet a Jackal on level 4.
You may meet a Novice paladin on level 98.
You may find a Scroll of Trap Detection on level 4.


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
        It can be activated for ball of cold (100) every 300 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    speed by 10.  It does extra damage from frost.  It is especially
    deadly against trolls.  It is a great bane of demons.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to cold and light.  It allows you to see invisible
    monsters.  It slows your metabolism.  It speeds your regenerative
    powers.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Worm on level 71 of Angband.
d) The Long Bow of Irmo (x8) (+36,+28) (+5 to speed)
    
    It is part of the trinity of the ultimate weapons.  It increases your 
    dexterity, constitution, stealth, infravision, speed and luck by 5.  
    It makes you invisible.  It sustains your strength, intelligence, 
    wisdom, dexterity, constitution and charisma.  It provides immunity to 
    electricity.  It provides immunity to paralysis.  It provides
    resistance to blindness, confusion, chaos and disenchantment.  It
    allows you to fly.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs, trolls and evil beings.  It
    slows your metabolism.  It reflects bolts and arrows.  It produces an
    anti-magic shell.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
e) a Rohirric Ring of Slaying of the Elements (+18,+15) (+12 to speed)
    It increases your speed by 12.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold and poison.  It renders you especially vulnerable to fire.  
    It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Lygrog on level 127 of Utumno.  
f) The Ring 'Fuin' (+15 to speed)
    It grants you
    the power of teleport if it is being worn.  It increases your speed
     and luck by 15.  It provides immunity to nether.  It provides
    resistance to life draining.  It renders you incorporeal.  It allows
    you to breathe without air.  It allows you to see invisible monsters.  
    It speeds your regenerative powers.  It drains experience.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Tik'srvzllat on level 696 of Nether Realm.
k) 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 46 of Barad-Dur.
m) an Everburning Torch of Valinor (+1)
    It
    provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution and charisma by 1.  It
    gives telepathic powers.  It cannot be harmed by fire.  
    You found it in the remains of a Ghost in the town of Minas Anor .
n) The Great Eagle Down Coat of Elindion [9,+23]
    It
    sustains your charisma.  It provides immunity to electricity, fire and 
    cold.  It provides resistance to life draining, fire, cold and poison.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 96 of
    Angband.
o) an Ethereal Elven Cloak of Air [4,+30] (+4 to stealth)
    It can be activated for wraith-form every 50+d50 turns if it
    is being worn. It increases your stealth, searching and luck by 4.  It
    provides immunity to paralysis.  It provides resistance to life
    draining.  It allows you to breathe without air.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
p) The Small Mithril 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 poison, sound 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 an Oathbreaker on level 52 of Barad-Dur.
s) The Jewel-Encrusted Crown of Numenor [0,+18] (+3)
    
    It can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
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 acid.  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 Worm of Fire on level 85 of Angband.
x) a Rogue's Pair of Hard Leather Boots of Elvenkind [3,+24] (+9)
    
    It grants you the power of panic hit if it is being worn.  It 
    increases your stealth, searching, speed and luck by 9.  It provides
    immunity to paralysis.  It allows you to levitate.  It cannot be
    harmed by acid, cold, lightning or fire.
    You found it lying on the ground on level 127 of Utumno.  
z) a Silent watcher (2875 hp)
{) (nothing)
|) The Dwarven Shovel of 'Lutorth' (+4)
    It provides light (radius 1)
    forever.  It increases your strength, intelligence, dexterity, 
    constitution, charisma and ability to tunnel by 4.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.


  [Character Inventory]

a) 2 Indestructible Holy Tomes of Manwe Sulimo
    It cannot be harmed by acid, cold, lightning or
    fire.  
b) The Bottomless Bottle {Heal 700}
    It can be activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Lygrog on level 127 of Utumno.
c) The Immortal Skull of Telepathy {Genocide}
    It can
    be activated for genocide every 500 turns.  
    You found it in the remains of a Helcungol in the town of Gondolin .
d) Saruman's Big Book of Brutality {Light Absorption}
    It
    can be activated for light absorption every 80 turns.  
    You found it in the remains of a Vampire orc in the town of Gondolin .
e) The Horn of Ages {Cure Insanity}
    
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Half-orc on level 127 of Utumno.
f) 14 Potions of Cure Insanity
g) 7 Potions of *Healing*
h) a Mithril Rod of Disarming (160/160)
    It
    can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
i) a Tilkal Rod of the Istari of Home Summoning (400/400)
    It can hold
    more mana.  It can cast spells for a lesser mana cost.  It can cast
    spells faster.  It regenerates its mana faster.  It cannot be harmed
    by acid, cold, lightning or fire.  
j) The Ring of Power 'Vilya' (+12,+12) (+3)
    It can be activated for greater
    healing (900) every 200+d200 turns if it is being worn. It increases 
    your strength, intelligence, wisdom, dexterity, constitution, charisma
    , speed and luck by 3.  It sustains your strength, dexterity and 
    constitution.  It provides immunity to electricity.  It provides
    immunity to paralysis.  It provides resistance to life draining, 
    poison and disenchantment.  It allows you to levitate.  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.  
k) 16 Seeker Arrows of Elenth (4d4) (+22,+19) {90% off}
    It does extra damage from acid, electricity and fire.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It is a great bane of demons.  It is a great bane of undead.  
    It fights against evil with holy fury.  It is especially deadly
    against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
l) 26 Seeker Arrows 'Lanath' (4d4) (+29,+22) {90% off}
    It does extra damage from acid, electricity and 
    frost.  It poisons your foes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is a great bane of demons.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
m) 20 Seeker Arrows of Cirth (4d4) (+22,+18) {90% off}
    It does extra damage from acid and electricity.  
    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 undead.  It
    is especially deadly against natural creatures.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You made it yourself.
n) 13 Blessed Seeker Arrows of Slay Evil (4d4) (+18,+28) {90% off}
    It does extra damage from fire.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It has been blessed by the gods.  
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You made it yourself.
o) 12 Blessed Seeker Arrows of Slay Demon (4d4) (+20,+22) {90% off}
    It does extra damage from fire.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It has been blessed by the gods.  
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You made it yourself.
p) 38 Seeker Arrows (exploding) (4d4) (+8,+9) {90% off}
q) 51 Seeker Arrows (exploding) (4d4) (+7,+10) {90% off}
r) The Player corpse
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Box of Horrors {Teleport Level}
    It can be activated for teleport level every 50
    turns.  
    You found it lying on the ground on level 52 of Barad-Dur.
b) The Gem of Ghosts {Light Absorption}
    It can be
    activated for light absorption every 80 turns.  
    You found it in the remains of a Huorn on level 127 of Utumno.
c) The Gem of Chaos {Summon Monster}
    It can
    be activated for summon monster.  
    You found it lying on the ground on level 100 of Angband.
d) The Magical Honey Jar {Light Absorption}
    It can be
    activated for light absorption every 80 turns.  
e) a Parchment titled ``On Beren and Luthien'' {Light Absorption}
    It can be activated
    for light absorption every 80 turns.  
    You found it lying in a vault on level 127 of Utumno.
f) The Perfect Symbiote {Gain Corruption}
    It can be
    activated for gain corruption every 10 turns.  
    You bought it from the Magic shop.
g) a Dazzling Ring of Speed (+10) {100% off}
    It grants you the power of 
    illuminate if it is being worn.  It provides light (radius 2) forever.
    It increases your speed by 10.  It provides resistance to light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Speed Ring Market.
h) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal
    and cure black breath every 200 turns if it is being worn. It provides
    light (radius 3) forever.  It increases your strength, wisdom, 
    charisma and speed by 4.  It makes you completely fearless.  It
    provides resistance to fire, poison and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 63 of Barad-Dur.
i) The Amulet of Faramir (+18,+0) [+8] (+5)
    
    It increases your stealth by 5.  It sustains your dexterity.  It
    provides resistance to confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Variant Maintainer on level 10 of
    Barrow-Downs.
j) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every
    10+d10 turns if it is being worn. It provides light (radius 3)
    forever.  It increases your searching and luck by 4.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Bill the Stone Troll in the town of Bree .
k) 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 lying on the floor of a special level.
l) The Black Banner of Gondor (-3)
    It can be activated
    for summon undead every 666+d333 turns if it is being worn. It
    provides light (radius 1) forever.  It decreases your stealth by 3.  
    It makes you invisible.  It provides resistance to dark, nether and 
    chaos.  It allows you to sense the presence of undead.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black Balrog on level 60 of Barad-Dur.
m) The Elven Cloak of Peregrin Took [4,+16] (+3)
    
    It can be activated for satisfy hunger every 100 turns if it is being
    worn. It increases your dexterity, charisma, stealth, searching and 
    luck by 3.  It makes you invisible.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 69 of Angband.
n) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be
    activated for restore life levels every 450 turns if it is being worn. 
    It can be used to store a spell.  It increases your intelligence, 
    wisdom, charisma, stealth, speed and luck by 2.  It makes you
    invisible.  It provides resistance to acid, fire, cold and confusion.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
o) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your 
    intelligence and wisdom by 2.  It provides resistance to blindness and 
    disenchantment.  It allows you to sense the presence of orcs, trolls
     and evil beings.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Death drake on level 41 of Barad-Dur.
p) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    
    It increases your strength, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to blindness.  It allows
    you to climb mountains.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
q) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map
     if it is being worn.  It increases your searching, infravision and 
    ability to tunnel by 4.  It allows you to climb mountains.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 94 of Angband.
r) The Long Sword of Dernhelm (3d5) (+20,+25) (+5)
    It provides
    light (radius 1) forever.  It increases your stealth, speed and luck
     by 5.  It is very sharp and can cut your foes.  It is very sharp and
    can make your foes bleed.  It is a great bane of undead.  It fights
    against evil with holy fury.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to life draining
     and disenchantment.  It allows you to see invisible monsters.  It
    allows you to sense the presence of unique beings.  It has been
    blessed by the gods.  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 Fuinur, Lord of the Haradrim on level 90 of
    Angmar.
s) The Sceptre of Numenor (-3 to speed)
    It can be activated for dispel good (level*5) every 300+d300
    turns if it is being worn. It can be used to store a spell.  It 
    decreases your strength, constitution, charisma, speed and luck by 3.  
    It renders you incorporeal.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
t) The Red Arrow of Gondor
    It can be activated for mass human
    summoning every 1000 turns.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolisk on level 46 of Barad-Dur.
u) a Parchment - Adventurer's Guide to Middle-earth


  [Home Inventory - Minas Anor ]

a) a Parchment titled ``Concerning Hobbits''
    It
    can be activated for light area (dam 2d15) every 100 turns.  
    You found it lying on the ground on level 88 of Orodruin.
b) The Mithril Chain Mail of Uruth (-1 to accuracy) [28,+17]
    It sustains 
    your wisdom.  It provides immunity to acid and fire.  It provides
    resistance to acid, poison, dark, sound and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Vecna, the Emperor Lich on level 127 of
    Utumno.
c) 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 86 of Orodruin.
d) The Dagger of Meriadoc (E:908273, L:35) (1d4) (+40,+20)
    It can be
    activated for lightning bolt (4d8) every 6+d6 turns if it is being
    worn. It provides light (radius 1) forever.  It does extra damage from 
    electricity.  It is especially deadly against dragons.  It strikes at
    demons with holy wrath.  It provides resistance to electricity, cold
     and blindness.  It allows you to sense the presence of trolls and 
    good beings.  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 White Balrog on level 74 of Angband.
e) The Long Sword 'Anduril' (3d5) (+11,+15) [+5] (+5)
    
    It can be activated for ball of fire (72) every 400 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, dexterity and luck by 5.  It does extra damage from fire.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It fights against evil with holy fury.  It sustains your 
    dexterity.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to fire and 
    disenchantment.  It allows you to see invisible monsters.  It has been
    blessed by the gods.  It can resist being shattered by morgul beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
f) The Lochaber Axe 'Lhugdagnir' (3d8) (+20,+20) (+2 attacks)
    It increases 
    your attack speed by 2.  It is a great bane of dragons.  It provides
    resistance to acid, electricity, fire, cold and poison.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 91 of Orodruin.
g) a Short Bow of Mirkwood (x4) (+26,+20) (+2)
    
    It increases your constitution and stealth by 2.  It provides
    resistance to poison.  It allows you to see invisible monsters.  It
    fires missiles with extra might.  It fires missiles excessively fast.  
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of Vecna, the Emperor Lich on level 127 of
    Utumno.
h) a Light Crossbow of the Haradrim (x4) (+22,+20)
    It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid.  It cannot be harmed
    by fire.  
    You found it in the remains of Vecna, the Emperor Lich on level 127 of
    Utumno.
i) Ancalagon the Black's corpse
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 91 of Orodruin.


  [Home Inventory - Caras Galadhon ]

a) The Tome of Lutorth
    
    It cannot be harmed by acid, cold, lightning or fire.  
b) The Ring of Power of Dwar, Dog Lord of Waw (+4 attacks)
    It increases 
    your strength, wisdom and attack speed by 4.  It makes you invisible.  
    It provides resistance to poison, confusion, chaos and disenchantment.
    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 Dwar, Dog Lord of Waw on level 62 of Dol
    Guldur.
c) The Silmaril of Flames (+2)
    It can be activated for invulnerability (dur 8+d8) every 1000
    turns if it is being worn. It grants you the power of banish evil if
    it is being worn.  It provides light (radius 5) forever.  It increases 
    your strength by 2.  It provides resistance to fire, light, dark, 
    shards, nether, nexus and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of evil beings.  It 
    drains mana and experience.  It can re-curse itself.  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 77 of Angband.
d) The Silmaril of the Seas (+2)
    It can be activated for word of recall every 200
    turns if it is being worn. It grants you the power of banish evil if
    it is being worn.  It provides light (radius 5) forever.  It increases 
    your intelligence by 2.  It provides resistance to light, dark, nether
    , nexus and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It drains life and 
    experience.  It can re-curse itself.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
e) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light
    (radius 1) forever.  It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma and infravision by 125.  It provides
    resistance to acid, electricity, fire, cold, poison, light, dark, 
    confusion, nether and nexus.  It allows you to see invisible monsters.
    It gives telepathic powers.  It is permanently cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 127 of
    Utumno.
f) 22 Elemental Seeker Arrows of Slay Evil (4d4) (+21,+24) {90% off}
    It does extra damage from acid, electricity, fire and frost.  
    It poisons your foes.  It fights against evil with holy fury.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
g) 19 Elemental Seeker Arrows of Slay Undead (4d4) (+19,+24) {90% off}
    It does extra damage from acid, electricity, fire
     and frost.  It poisons your foes.  It strikes at undead with holy
    wrath.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
h) 16 Elemental Seeker Arrows of the Teleri (4d4) (+22,+20) {90% off}
    It does extra damage from acid, electricity, fire
     and frost.  It poisons your foes.  It is very sharp and can make your
    foes bleed.  It provides resistance to blindness.  It has been blessed
    by the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
i) 26 Seeker Arrows of Magol (4d4) (+19,+19) {90% off}
    It does extra damage from electricity.  It 
    poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It is a great bane of undead.  It is especially deadly
    against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
j) 23 Elemental Seeker Arrows of Acid (4d4) (+15,+22) {90% off}
    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 made it yourself.
k) 22 Seeker Arrows 'Cirien' (4d4) (+29,+27) {90% off}
    It does extra damage from acid and electricity.  
    It poisons your foes.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
l) 19 Blessed Seeker Arrows of Lightning (4d4) (+16,+25) {90% off}
    It does extra damage from electricity and fire.  
    It strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It has been blessed by
    the gods.  It cannot be harmed by acid.  It cannot be harmed by
    electricity.  It cannot be harmed by fire.  
    You made it yourself.
m) 17 Blessed Seeker Arrows of Venom (4d4) (+21,+23) {90% off}
    It does extra damage from fire.  It poisons your
    foes.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It has been
    blessed by the gods.  It cannot be harmed by acid.  It cannot be
    harmed by fire.  
    You made it yourself.
n) 16 Seeker Arrows of Ardacar (4d4) (+17,+17) {90% off}
    It does extra damage from acid.  It is especially
    deadly against dragons.  It is a great bane of undead.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
o) 33 Blessed Seeker Arrows of the Teleri (4d4) (+23,+21) {90% off}
    It does extra damage from fire.  It is very sharp
    and can make your foes bleed.  It strikes at demons with holy wrath.  
    It strikes at undead with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to sound.  It has been blessed by
    the gods.  It cannot be harmed by acid.  It cannot be harmed by fire.  
    
    You made it yourself.
p) 53 Blessed Seeker Arrows of Slay Undead (4d4) (+22,+27) {90% off}
    It does extra damage from fire.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It has been blessed by the gods.  
    It cannot be harmed by acid.  It cannot be harmed by fire.  
    You made it yourself.
q) 21 Seeker Arrows (exploding) (4d4) (+8,+9) {90% off}


  [The Museum 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 a Master lich in the wilderness or in a
    town.
b) The Demonhorn of Gothmog [2,+13] (-5)
    It provides light (radius 2) forever.  It decreases your charisma
     by 5.  It allows you to see invisible monsters.  It allows you to
    sense the presence of demons.  It slows your metabolism.  It speeds
    your regenerative powers.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Utumno.
c) The Bolt Trap Set of the Edain (+25,+15) [+30] (+3)
    It is
    well-hidden. It rearms itself.  It fires missiles with extra might.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Random Number Generator on level 58 of
    Barad-Dur.
d) The Ring of Power of Hoarmurath of Dir (+3 to speed)
    It increases your strength, intelligence, dexterity, 
    charisma and speed by 3.  It makes you invisible.  It sustains your 
    strength and constitution.  It provides resistance to dark and chaos.  
    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 62 of Dol Guldur.
e) The Ring of Power of Hoarmurath of Dir (+3 to speed)
    
    It provides light (radius 1) forever.  It increases your speed by 3.  
    It makes you invisible.  It sustains your charisma.  It provides
    resistance to electricity, fire, chaos and disenchantment.  It
    produces a fiery sheath.  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 99 of Angband.
f) The Ring of Power of Uvatha the Horseman (+2)
    
    It increases your strength by 2.  It makes you invisible.  It sustains 
    your dexterity.  It provides resistance to fire and sound.  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 Uvatha the Horseman in the town of Bree .
g) The Ring of Power of Ji Indur Dawndeath
    
    It makes you invisible.  It sustains your charisma.  It provides
    resistance to cold, dark, confusion, sound and nether.  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 127 of Utumno.
h) The Ring of the Blacklocks (+3)
    
    It increases your dexterity, ability to tunnel and luck by 3.  It
    makes you invisible.  It sustains your dexterity.  It provides
    resistance to nexus.  It produces an anti-magic shell.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightwalker on level 66 of Barad-Dur.
i) The Ring of the Stonefoots [+6] (+3)
    
    It provides light (radius 3) forever.  It increases your charisma and 
    ability to tunnel by 3.  It makes you invisible.  It sustains your 
    charisma.  It provides resistance to shards.  It drains experience.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black Balrog on level 60 of Barad-Dur.
j) The Ring of the Firebeards (+5,+10) (+3)
    
    It increases your strength and ability to tunnel by 3.  It makes you
    invisible.  It sustains your strength.  It makes you completely
    fearless.  It provides resistance to fire.  It allows you to sense the
    presence of good beings.  It drains mana.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of Angband.
k) The Ring of the Broadbeams [+10] (+3)
    It increases your 
    intelligence and ability to tunnel by 3.  It makes you invisible.  It
    sustains your intelligence.  It provides resistance to blindness and 
    sound.  It allows you to sense the presence of non-living things.  It 
    drains experience.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 63 of Barad-Dur.
l) The Ring of the Ironfists (+10,+10) (+3)
    
    It increases your wisdom and ability to tunnel by 3.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to cold
     and chaos.  It allows you to sense the presence of orcs.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of Angband.
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 Dracolisk on level 46 of Barad-Dur.
n) The Ring of the Stiffbeards (+5,+10) [+5] (+3)
    It 
    increases your constitution and ability to tunnel by 3.  It makes you
    invisible.  It sustains your constitution.  It provides resistance to 
    disenchantment.  It allows you to sense the presence of undead.  It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 69 of Angband.
o) The Ring of Power 'Nenya' (+9,+9) (+2)
    It can be
    activated for healing (800) every 100+d200 turns if it is being worn. 
    It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma, stealth, speed and luck by 2.  It sustains 
    your intelligence, wisdom and charisma.  It provides immunity to cold.
    It provides immunity to paralysis.  It provides resistance to life
    draining and blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 88 of
    Angband.
p) 2 Rings of Invisibility
    It makes you invisible.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Smeagol on level 9 of Barrow-Downs.
q) The Necklace of Girion [10,+0] (+5)
    It
    can be activated for grow mushrooms every 50+d50 turns if it is being
    worn. It increases your charisma by 5.  It sustains your charisma.  It
    provides resistance to poison and nexus.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Fire Phantom in the town of Gondolin .
r) 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 46 of Barad-Dur.
s) 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 Black Balrog on level 60 of Barad-Dur.
t) 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 Naugladur, Lord of Nogrod on level 70 of
    Emyn Luin.
u) The Brass Lantern 'Dimargon' (with 0 turns of light) (+1 to infravision)
    It provides light (radius 5) when fueled.  It increases your 
    infravision by 1.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Prince Imrahil the Proud on level 35 of Dol
    Amroth.
v) 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 can be used to store a spell.  
    It increases your intelligence, wisdom and charisma by 2.  It provides
    resistance to nexus.  It cannot be harmed by fire.  
    It was given to you as a reward.
w) 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 Bert the Stone Troll in the town of Bree .
x) 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 Saruman of Many Colours on level 40 of
    Isengard.
a) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the
    space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Tom the Stone Troll in the town of Bree .
b) The Palantir of Minas Ithil [-30](-60%) (-3)
    
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 4) forever.  It decreases your 
    intelligence, wisdom and constitution by 3.  It decreases your hit
    points by 60%.  It provides resistance to blindness.  It allows you to
    see invisible monsters.  It gives telepathic powers.  It drains 
    experience.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
c) The Pearl 'Nimphelos' (+1)
    It grants you the power of dazzle if
    it is being worn.  It provides light (radius 3) forever.  It increases 
    your searching and infravision by 1.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Fire Phantom in the town of Gondolin .
d) The Multi-Hued Dragon Scale Mail 'Lothronfaun' (-4 to accuracy) [30,+25]
    
    It can be activated for star ball (150) every 1000 turns if it is
    being worn. It provides light (radius 1) forever.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to fire, cold, poison, light and dark.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    dragons.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
e) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your 
    strength and charisma by 2.  It provides resistance to acid, 
    electricity, fire, cold, poison, shards and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire troll in the town of Gondolin .
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    
    It can be activated for destroy doors and traps every 10 turns if it
    is being worn. It increases your intelligence, wisdom and constitution
     by 3.  It provides resistance to acid, poison, confusion and nexus.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 52 of Barad-Dur.
g) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases 
    your constitution by 1.  It provides resistance to acid, electricity, 
    fire, cold, confusion, sound and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Bile Worm on level 63 of Barad-Dur.
h) 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.  
    It was given to you as a reward.
i) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every
    500 turns if it is being worn. It increases your strength and charisma
     by 4.  It provides resistance to acid, electricity, fire, cold, dark
     and disenchantment.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
j) The Robe of Belegaer [2,+20] (+5)
    It provides light
    (radius 1) forever.  It increases your stealth, searching and luck by 
    5.  It provides immunity to acid, electricity and cold.  It provides
    immunity to paralysis.  It provides resistance to dark and blindness.  
    It allows you to breathe underwater.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Marda, rider of gold Laronth on level 45 of
    Tol Eressea.
k) The Robe of Great Luck [2,+0] (+60)
    It increases your luck by 60.  It provides immunity to
    paralysis.  It drains mana and life.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 129 of The Void.
l) 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 Great crystal drake on level 53 of
    Barad-Dur.
m) The Hard Leather Armour of Himring [6,+15]
    It can be activated for protection from evil (dur level*3 +
    d25) every 225+d225 turns if it is being worn. It provides resistance 
    to poison, nether and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Bronze Thunderlord on level 66 of
    Barad-Dur.
n) The Hard Studded Leather of Rielduin (-1 to accuracy) [7,+3]
    It sustains your strength, wisdom and charisma.  It provides
    resistance to light, dark and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
o) The Leather Jerkin of Tom Bombadil [40,+0] (+1)
    It grants you the power of teleport if it is being worn.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
     and charisma by 1.  It provides resistance to chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 75 of Angband.
p) 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.  
    You found it lying in a vault on level 129 of The Void.
q) The Cloak 'Holcolleth' [1,+4] (+2)
    It can be
    activated for sleep nearby monsters every 55 turns if it is being
    worn. It increases your intelligence, wisdom, stealth and speed by 2.  
    It provides resistance to acid.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 129 of The Void.
r) The Cloak 'Menelcol' [1,+25] (+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 charisma, 
    searching and infravision by 5.  It sustains your charisma.  It
    provides immunity to electricity.  It provides resistance to cold, 
    light and dark.  It allows you to breathe without air.  It allows you
    to fly.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 129 of The Void.
s) 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.
t) 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 Death drake on level 41 of Barad-Dur.
u) The Large Leather Shield of Celegorm [4,+20]
    
    It provides resistance to acid, electricity, fire, cold, light, dark
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
v) 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 poison.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
w) The Large Mithril Shield 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 lying on the ground on level 72 of Angband.
x) The Iron Crown of Beruthiel [0,+20] (-5)
    It decreases 
    your strength, dexterity and constitution by 5.  It provides immunity
    to paralysis.  It allows you to see invisible monsters.  It gives
    telepathic powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
a) 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 Great Bile Worm on level 65 of Barad-Dur.
b) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    
    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 carries an ancient foul curse.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 52 of
    Barad-Dur.
c) The Set of Gauntlets of Eol [3,+15](60%) (+3)
    It can be activated for mana bolt (9d8) 7+d7 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence and luck by 3.  It increases your mana capacity by 60%.  
    It provides immunity to paralysis.  It provides resistance to 
    electricity, poison and dark.  It allows you to levitate.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Death on level 127 of Utumno.
d) 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.  
    It was given to you as a reward.
e) The Hatchet of the Night (2d6) (+34,+22) (+4)
    It can be activated for vampiric drain
    (3*100) every 250 turns if it is being worn. It increases your 
    dexterity and stealth by 4.  It drains life from your foes.  It is a
    great bane of undead.  It provides resistance to dark.  It allows you
    to see invisible monsters.  It drains experience.  It cannot be harmed
    by acid, cold, lightning or fire.  
f) The Light War Axe of Helcar (2d5) (+3,+15) (+3)
    It increases your intelligence and 
    charisma by 3.  It does extra damage from frost.  It sustains your 
    dexterity.  It provides immunity to cold.  It provides resistance to 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Naugladur, Lord of Nogrod on level 70 of
    Emyn Luin.
g) The Light War Axe 'Cam-tal-crist' (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 Black Balrog on level 60 of Barad-Dur.
h) 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 an Ancient multi-hued dragon on level 40 of
    Barad-Dur.
i) 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 a Forest troll in the town of Bree .
j) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
    It
    must be wielded two-handed.  It increases your strength, constitution
     and ability to tunnel by 3.  It does extra damage from acid and fire.
    It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is a great
    bane of demons.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, fire, light, 
    dark and chaos.  It allows you to sense the presence of evil beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 129 of The Void.
k) 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 Nick LeYeek, Second Last of the Yeeks on
    level 66 of Barad-Dur.
l) 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.  
m) The Dagger of Peregrin (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
    makes you completely fearless.  It provides resistance to cold.  It
    cannot be harmed by acid, cold, lightning or fire.  
n) 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 .
o) 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 on the ground on level 69 of Angband.
p) 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.  
q) The Long Sword 'Herugrim' (3d5) (+8,+9) (+2)
    It can be activated for cure insanity every 200 turns if it is
    being worn. It increases your intelligence by 2.  It is very sharp and
    can cut your foes.  It provides immunity to paralysis.  It provides
    resistance to dark and confusion.  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 vampire on level 70 of Angband.
r) 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.
s) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It increases your strength, 
    constitution and speed by 2.  It does extra damage from electricity.  
    It is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It strikes at demons with holy wrath.  It fights
    against evil with holy fury.  It provides immunity to paralysis.  It
    provides resistance to electricity, light and dark.  It allows you to
    see invisible monsters.  It aggravates nearby creatures.  It is
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
t) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed)
    
    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 carries
    an ancient morgothian curse.  It can clone monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 99 of Angband.
u) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    It increases your 
    intelligence, wisdom and attack speed by 2.  It is especially deadly
    against dragons.  It strikes at demons with holy wrath.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It provides resistance 
    to sound, nexus, chaos and disenchantment.  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 Death drake on level 43 of Barad-Dur.
v) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5)
    
    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 can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master vampire on level 70 of Angband.
w) The Two-Handed Sword 'Anglachel' (3d6) (+13,+17) (+2)
    
    It must be wielded two-handed.  It increases your strength by 2.  It
    does extra damage from fire.  It poisons your foes.  It is very sharp
    and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It provides immunity to paralysis.  
    It provides resistance to fire, poison and disenchantment.  It allows
    you to sense the presence of dragons.  It slows your metabolism.  It
    speeds your regenerative powers.  It drains life.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 96 of
    Angband.
x) 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 a Dracolisk on level 46 of Barad-Dur.
a) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks)
    It 
    increases your strength, constitution and attack speed by 2.  It
    produces chaotic effects.  It drains life from your foes.  It provides
    immunity to paralysis.  It provides resistance to life draining, 
    confusion, nether, nexus and chaos.  It prevents teleportation.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Stormbringer on level 70 of Angband.
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 a Red Balrog on level 89 of Angband.
c) The Beaked Axe of Dain Ironfoot (2d6) (+8,+10) (+3)
    It
    can be activated for drain life (120) every 400 turns if it is being
    worn. It increases your wisdom and constitution by 3.  It is
    especially deadly against dragons.  It allows you to sense the
    presence of undead and evil beings.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death drake on level 41 of Barad-Dur.
d) 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 Great Storm Worm on level 76 of Angband.
e) 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 Worm on level 63 of Barad-Dur.
f) 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 a Young bronze dragon in the town of
    Gondolin .
g) 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 lying in a vault on level 129 of The Void.
h) 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 a Vampire troll in the town of Gondolin .
i) 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.  
    It was given to you as a reward.
j) 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.
k) 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 Water troll on level 52 of Barad-Dur.
l) 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 lying on the ground on level 51 of Barad-Dur.
m) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It increases 
    your strength and constitution by 2.  It provides resistance to 
    electricity, fire and cold.  It speeds your regenerative powers.  It
    fires missiles with extra might.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Sky Drake on level 95 of Angband.
n) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It 
    increases your dexterity and stealth by 3.  It provides resistance to 
    disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
o) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity
     and luck by 2.  It provides immunity to paralysis.  It allows you to
    sense the presence of dragons.  It fires missiles with extra might.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Forest ogre in the wilderness or in a
    town.
p) 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 shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Storm Worm on level 71 of Angband.
q) 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 Herumor, Lord of the Haradrim on level 25
    of Near Harad.
r) The Silver Bolt 'Dailir' (8d5) (+15,+20) (+5)
    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.  
s) The Seeker Arrow of Bard (8d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  
    It poisons your foes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It strikes at demons
    with holy wrath.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of Angband.
t) 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 a Great Storm Worm on level 76 of Angband.
u) The Harp of Thorin (+2 to stealth)
    
    It can be activated for mass charm every 750 turns if it is being
    worn. It grants you the power of remove fear if it is being worn.  It 
    increases your charisma, stealth, infravision, ability to tunnel and 
    luck by 2.  It sustains your charisma.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Ulik the Troll in the town of Gondolin .
v) The Rod of Annuminas (+4)
    
    It can be activated for rune of protection every 400 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    charisma and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to confusion.  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 Greater titan on level 59 of Barad-Dur.
w) The Key of Thorin
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
x) The Cup of Thror
    It can be activated
    for alchemy every 500 turns.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
a) Bert the Stone Troll's corpse
    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 .
b) Tom the Stone Troll's corpse
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Tom the Stone Troll in the town of Bree .
c) The Parchment - Map of Thror
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
d) The Mage Staff of Saruman (1d4) (+5,+5)(80%) (+4)
    It can be activated
    for ball of cold (48) every 400 turns if it is being worn. It grants
    you the power of weigh magic if it is being worn.  It can be used to
    store a spell.  It increases your intelligence, speed and spell power
     by 4.  It increases your mana capacity by 80%.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.


  [The Museum Inventory - Caras Galadhon ]

a) The Demonshield of Gothmog [13,+13] (+4)
    
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Oathbreaker on level 47 of Barad-Dur.
b) 99 Potions of Water Curing {quest}
c) The Device Trap Set of the Noegyth Nibin [+25] (+3)
    
    It is well-hidden. It rearms itself.  It can teleport monsters to you.
    It fires missiles excessively fast.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
d) The Ring of Power 'Narya' (+6,+6) (+1)
    It can be activated
    for healing (500) every 200+d100 turns if it is being worn. It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma, speed and luck by 1.  It sustains your strength, wisdom, 
    constitution and charisma.  It provides immunity to fire.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to nether.  It allows you to see invisible monsters.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
e) 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.
f) The Blue Stone 'Coimir'(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 luck by 2.  It increases your hit points
     by 40%.  It sustains your strength, dexterity and constitution.  It
    provides immunity to paralysis.  It provides resistance to life
    draining and nether.  It allows you to breathe underwater.  It slows
    your metabolism.  It speeds your regenerative powers.  It carries an
    ancient morgothian curse.  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.
g) The Key of Orthanc
    It can be activated for perilous identify every turn
     if it is being worn. It provides light (radius 1) forever.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
h) Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+22] (+3 to stealth)
    It can be activated
    for breathe lightning (100) every 90+d90 turns if it is being worn. It 
    increases your stealth by 3.  It provides resistance to acid, 
    electricity, fire, cold and disenchantment.  It allows you to fly.  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.
i) The Chain Mail of Peregrin Took (+3,+5) [14,+11] (+2)
    It can be activated for rays of fear
    in every direction if it is being worn. It provides light (radius 1)
    forever.  It increases your strength by 2.  It sustains your strength.
    It makes you completely fearless.  It allows you to sense the presence 
    of trolls.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient blue dragon on level 86 of
    Angband.
j) 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 Ethereal dragon on level 37 of Barad-Dur.
k) The Galvorn Plate Mail of Eol (-4 to accuracy) [40,+20] (+2)
    
    It can be activated for heal 1000 hit points every 888 turns if it is
    being worn. It increases your constitution by 2.  It sustains your 
    constitution.  It makes you completely fearless.  It provides
    resistance to life draining, acid, cold, dark, confusion, nether, 
    nexus and chaos.  It allows you to sense the presence of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) The Robe of Curunir (-40,-40) [38,+0] (+10)
    It can be activated for ball of
    lightning (100) every 500 turns if it is being worn. It can be used to
    store a spell.  It increases your speed by 10.  It sustains your 
    strength, intelligence, dexterity, constitution and charisma.  It
    provides immunity to electricity and cold.  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 Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if
    it is being worn.  It can be used to store a spell.  It increases your 
    intelligence, wisdom and searching by 3.  It sustains your 
    intelligence and wisdom.  It provides immunity to paralysis.  It
    provides resistance to acid, electricity, fire 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 Worm of Perplexity on level 88 of
    Angband.
n) The Robe of Relon (-70,-5) [2,+0](20%)
    It increases your hit points by 20%.  It sustains your 
    intelligence.  It provides immunity to fire.  It provides resistance 
    to life draining, fire, poison, confusion and nether.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Melkor, Lord of Darkness on level 150 of
    The Void.
o) 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
    Withered Heath.
p) The Cloak of Ghan-buri-Ghan (+5,+5) [14,+0] (+5)
    It grants you the power of berserk if it is being worn.
    It increases your dexterity, stealth and speed by 5.  It makes you
    invisible.  It sustains your dexterity.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
q) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and 
    luck by 3.  It provides resistance to confusion.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Black orc on level 15 of Mirkwood.
r) 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.
s) 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 Ethereal dragon on level 37 of Barad-Dur.
t) The Dragon Helm of Thrain [8,+10]
    
    It provides light (radius 2) forever.  It sustains your strength, 
    constitution and charisma.  It makes you completely fearless.  It
    provides resistance to dark, blindness and confusion.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt
    (6d8) every 7+d7 turns if it is being worn. It can be used to store a
    spell.  It increases your constitution by 4.  It sustains your 
    constitution.  It provides resistance to cold.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Vermicious Knid on level 150 of The Void.
v) 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.  
    It was given to you as a reward.
w) The Slaughter Axe 'Lavandagnir' (5d7) (+31,+27) (+3)
    It can be activated for dispel
    monsters (300) every 200+d200 turns if it is being worn. It increases 
    your strength by 3.  It is especially deadly against natural
    creatures.  It sustains your strength.  It provides resistance to 
    shards and nexus.  It allows you to levitate.  It drains life.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Hunter on level 80 of Forodwaith.
x) The Dagger of Samwise (E:10, L:1) (1d4) (+4,+6)
    It
    can be activated for fire bolt (9d8) every 8+d8 turns if it is being
    worn. It provides light (radius 1) forever.  It does extra damage from 
    fire.  It provides resistance to fire and dark.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 149 of The Void.
a) 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.  
    It was given to you as a reward.
b) 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 a Zombie Great crystal drake on level 86 of
    Angband.
c) The Broad Sword 'Guthwine' (2d6) (+6,+7) (+1)
    It provides light (radius 1) forever.  It increases your 
    ability to score critical hits by 1.  It is very sharp and can make
    your foes bleed.  It is especially deadly against orcs.  It makes you
    completely fearless.  It provides resistance to blindness.  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 Ethereal dragon on level 37 of Barad-Dur.
d) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
    
    It provides light (radius 1) forever.  It increases your searching by 
    3.  It does extra damage from frost.  It is especially deadly against
    dragons.  It is especially deadly against orcs.  It fights against
    evil with holy fury.  It provides immunity to paralysis.  It provides
    resistance to cold and dark.  It allows you to sense the presence of 
    orcs and dragons.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Fire on level 85 of Angband.
e) The Blade of Chaos 'Daedheloth' (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.
f) a Vampiric Shadow Blade of the Noldor (4d4) (+25,+31) [+18](80%) (+4 to
stealth
    It increases your wisdom, dexterity, constitution
     and stealth by 4.  It increases your hit points by 80%.  It drains
    life from your foes.  It is very sharp and can make your foes bleed.  
    It fights against evil with holy fury.  It sustains your dexterity, 
    constitution and charisma.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to life draining, acid, 
    electricity, fire, cold, poison, light, dark and nexus.  It allows you
    to levitate.  It allows you to see invisible monsters.  It speeds your
    regenerative powers.  It has been blessed by the gods.  It can't
    attack.  It cannot be harmed by acid, cold, lightning or fire.  
g) The Dark Sword 'Mormegil' (E:60443, L:26) (6d7) (+37,+23) [-20] (+5 to
speed)
    It
    generates an antimagic field.  It increases your speed and attack speed
     by 5.  It does extra damage from electricity and fire.  It is
    especially deadly against dragons.  It fights against evil with holy
    fury.  It provides immunity to fire.  It makes you completely
    fearless.  It provides resistance to fire, blindness, chaos and 
    disenchantment.  It allows you to levitate.  It drains mana, life and 
    experience.  It aggravates nearby creatures.  It carries an ancient
    foul curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire troll on level 36 of Barad-Dur.
h) 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 Gothmog, the High Captain of Balrogs on
    level 77 of Angband.
i) 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 a Master lich on level 50 of Barad-Dur.
j) 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 Vampire yeek on level 21 of Mirkwood.
k) The Quarterstaff of Thranduil (1d9) (+10,+20)
    
    It can be wielded two-handed.  It poisons your foes.  It is especially
    deadly against natural creatures.  It provides resistance to 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 Gothmog, the High Captain of Balrogs on
    level 77 of Angband.
l) 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 chaos.  It allows you to sense the presence of orcs, trolls
     and giants.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 88 of
    Angband.
m) The Morning Star 'Naurgil' (2d6) (+5,+7) [+2]
    It can be activated for large fire ball (72) every 100 turns
     if it is being worn. It provides light (radius 1) forever.  It does
    extra damage from fire.  It provides immunity to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Marylene, Heartbreakeress of the
    Netherworld on level 149 of The Void.
n) The Morning Star 'Maegnas-in-sereg' (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.  
    You found it in the remains of a White Balrog on level 127 of Utumno.
o) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
    
    It can be wielded two-handed.  It can be activated for confuse monster
    every 15 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your stealth by 2.  It does extra damage from 
    fire.  It fights against evil with holy fury.  It provides resistance 
    to fire and confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Worm of Fire on level 85 of Angband.
p) The Lead-Filled Mace 'Dolcrist' (5d4) (+11,+23) [+20] (+5)
    
    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 cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
q) The Mace of Disruption 'Nguruthos' (7d8) (+18,+18) (+6)
    It must be wielded two-handed.  It 
    increases your strength and ability to tunnel by 6.  It does extra
    damage from fire.  It poisons your foes.  It drains life from your
    foes.  It is especially deadly against dragons.  It is a great bane of
    undead.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It provides immunity to fire.  It
    provides resistance to dark, chaos and disenchantment.  It prevents
    teleportation.  It drains mana.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Greater Balrog on level 79 of Angband.
r) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    
    It must be wielded two-handed.  It can be activated for alter reality
    every 100 turns if it is being worn. It can cause earthquakes.  It is
    a great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
s) 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.
t) The Long Bow of Legolas (x6) (+17,+19) (+3)
    It increases your dexterity, stealth
     and infravision by 3.  It provides immunity to paralysis.  It allows
    you to sense the presence of orcs.  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 Bile Worm on level 65 of Barad-Dur.
u) The Light Crossbow of Brand (x3) (+5,+7) (+10)
    
    It can be activated for explosive rune every 200 turns if it is being
    worn. It increases your stealth by 10.  It provides resistance to cold
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black drake on level 31 of Mirkwood.
v) 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 an Ancient black dragon on level 85 of
    Angband.
w) 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 a Great Worm of Law on level 72 of Erebor.
x) 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 24 of Mirkwood.
a) 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.  
    You found it lying on the ground on level 127 of Utumno.
b) The Horn of Boromir (+3)
    It can be
    activated for mass human summoning every 1000 turns if it is being
    worn. It increases your strength and constitution by 3.  It makes you
    completely fearless.  It provides resistance to fire.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 696 of Nether Realm.
c) The Sceptre of Numenor (-3 to speed) {cursed}
    It can be
    activated for dispel good (level*5) every 300+d300 turns if it is
    being worn. It can be used to store a spell.  It decreases your 
    strength, constitution, charisma, speed and luck by 3.  It renders you
    incorporeal.  It is heavily cursed.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
d) Ufthak of Cirith Ungol's corpse
    It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ufthak of Cirith Ungol on level 22 of
    Mirkwood.
e) Lokkak, the Ogre Chieftain's corpse
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Lokkak, the Ogre Chieftain on level 28 of
    Mirkwood.



Posted on 27.6.2005 04:22

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219. on the Ladder (of 18915)
4. on the Theme Ladder (of 186)
Third best for this player (

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On 27.6.2005 04:22 seth@auto-trim.com wrote:
My first ultimate winner. Melkor took quite the pounding, but I didn't even have to break into my artifact arrows.

On 27.6.2005 05:29 seth@auto-trim.com wrote:
I spent QUITE a while scumming Utumno and Angband for junk to make arrow, then went to Utumno 127 and made copious amounts of ammo, pitching anything that wasn't double ego or artifact.



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