The Angband Ladder: Bolt XXVII, Dark-Elf Sorceror by <bolt@danielrosenberry.com>

  [ToME 2.3.2 Character Sheet]

 Name  : Bolt XXVII             Age                 90       STR! 18/***       
 Sex   : Neuter                 Height              65       INT! 18/***       
 Race  : Vampire Dark-Elf       Weight              94       WIS! 18/***       
 Class : Sorceror               Social Class        51       DEX: 18/155       
 Body  : Player                                              CON! 18/***       
 God   : Eru Iluvatar                                        CHR! 18/***       
                                                                               
 + To Melee Hit         -60 Level             50    Hit Points     1023/  1023 
 + To Melee Damage      -20 Experience  40029568    Spell Points   3578/  3578 
 + To Ranged Hit        -12 Max Exp     40029568    Sanity          930/   930 
 + To Ranged Damage      27 Exp to Adv.    *****    Piety               292838 
   AC                32+112 Gold         8368341    Speed           Fast (+24) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Bad          Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Bad          Shots/Round:  2         
 Saving Throw: Heroic       Disarming   : Good         Mel.dmg/Rnd:  4d4-80    
 Stealth     : Superb       Magic Device: Legendary[12]Infra-Vision: 170 feet  
                                                       Tactic:       coward    
                                                       Explor:       slow      
                         (Character Background)                                
          You are the only child of a Dark Elven Noble.  You have              
          black eyes, wavy black hair and a very dark complexion.              
                                                                               
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 679 (33950')
        Submerged Ruins: Level 50 (2500')
        The Void: Level 150 (7500')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 32 (1600')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 29 (1450')
        A lost temple: Level 28 (1400')

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 13088 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.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 98 princesses.
 You saved Arda and became a famed Ruler.
 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 32nd Hrive of the 2890th year of the third age.
 You have been adventuring for 100 days.

                    adefkmnopsuxz{|@            
        Add Str   : .33.....43....5.            
        Add Int   : *33.2.....3.....            
        Add Wis   : *33.2....3.....+            
        Add Dex   : .33.............            
        Add Con   : .33.....43.3....            
        Add Chr   : *33.............            
        Mul Mana  : +...+.....+....+            
        Mul SPower: +...............            
        Add Stea. : ...........3....            
        Add Infra : *...............            
        Add Tun.. : ..............5.            
        Add Speed : .33*.3...3.3....            
        Slay Demon: ..............+.            
        Slay Orc  : ..............+.            
        Slay Troll: ..............+.            
        Acid 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 Light : .....+...+....+.            
        Res Dark  : .....++...+...++            
        Res Blind : .........+......            
        Res Conf  : .....+..++....+.            
        Res Sound : ........++......            
        Res Shard : .......+........            
        Imm Neth  : ...*...........+            
        Res Nexus : ......+.........            
        Res Chaos : .....+..++....+.            
        Res Disen : ..+....+........            
        Auto Curse: ....+...........            
        WraithForm: ...+............            
        Levitate  : ..+.......+.....            
        Lite      : .+..+....+....++            
        See Invis : +.++.+...+.....+            
        Digestion : ..+.+...........            
        Regen     : ..+++....+......            
        Xtra Might: .+..............            
        Xtra Shots: .+..............            
        Activate  : +.+..+...++...+.            
        Drain Exp : ...+............            
        Cursed    : ...+............            
        Hvy Curse : ...++...........            
        No blows  : +...............            
        Precogn.  : +...............            
        Climb     : ..............+.            
        Orc.ESP   : .....+..+.......            
        Demon.ESP : +...............            
        Evil.ESP  : +...+...........            
        Good.ESP  : ....+...........            

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

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

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


Skills (points left: 5)
          . Archery                              01.000 [0.000]
 - Sneakiness                                    01.935 [0.900]
          . Stealth                              04.900 [0.500]
          . Disarming                            00.500 [0.000]
 - Magic                                         44.776 [1.200]
          . Magic-Device                         40.500 [1.000]
          . Spell-power                          50.000 [0.600]
          . Sorcery                              35.300 [0.700]
          . Mana                                 00.000 [0.900]
                   . Fire                        00.000 [1.000]
                   . Water                       00.000 [1.000]
                   . Air                         00.000 [1.000]
                   . Earth                       00.000 [1.000]
          . Meta                                 00.000 [1.000]
          . Conveyance                           00.000 [1.000]
          . Divination                           00.000 [1.000]
          . Temporal                             00.000 [1.000]
          . Mind                                 00.000 [1.000]
          . Nature                               00.000 [1.000]
          . Udun                                 14.800 [0.400]
          . Necromancy                           30.600 [0.900]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          00.000 [0.900]
 - Spirituality                                  42.350 [0.550]
          . Prayer                               15.000 [0.500]
 - Monster-lore                                  01.850 [0.500]
          . Summoning                            01.000 [0.300]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            05.000 [0.400]

Abilities
 * Perfect casting
 * Undead Form


  [Character Equipment]

a) The Mage Staff of Eternity (1d4) (-19,-19)(240%) (+12 to infravision)
    
    It is part of the trinity of the ultimate weapons.  It can be wielded
    two-handed.  It can be activated for restore mana every 666 turns if
    it is being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, infravision, luck and spell power by 
    12.  It increases your mana capacity by 240%.  It provides immunity to 
    fire.  It provides resistance to acid, electricity and cold.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of demons and evil beings.  It can't attack.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.
d) The Long Bow of Gormengos (x6) (+20,+27) (+3 to speed)
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma and speed by 3.  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 Storm Wyrm on level 95 of Angband.
e) 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.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
f) The Ring of Phasing (+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 Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
    
    It grants you the power of restore life if it is being worn.  It
    provides light (radius 1) forever.  It can be used to store a spell.  
    It increases your intelligence, wisdom and luck by 2.  It increases
     your mana capacity by 40%.  It sustains your intelligence and wisdom.
    It provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    good beings.  It slows your metabolism.  It speeds your regenerative
    powers.  It is heavily cursed.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) The Arkenstone of Thrain (+3) {!k!d!v!s}
    It can be activated for detection every 30+d30 turns
     if it is being worn. It provides light (radius 3) forever.  It 
    increases your speed and luck by 3.  It provides resistance to life
    draining, light, dark and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black reaver on level 70 of Angband.
n) The Partial Plate Armour of Helevar (-53,-5) [22,+9](40%) {crypt}
    
    It increases your hit points by 40%.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to poison, dark and 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
o) The Mouse Fur of Cilydh [1,+10]
    It sustains your 
    intelligence and wisdom.  It provides immunity to fire and cold.  It
    provides resistance to poison, shards and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It 
    increases your strength and constitution by 4.  It provides immunity 
    to acid.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to 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 lying in a vault on level 30 of The Sandworm lair.
s) The Golden Crown of Gondor [0,+15] (+3)
    It can
    be activated for heal 700 hit points every 250 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your 
    strength, wisdom, constitution and speed by 3.  It provides resistance 
    to electricity, fire, cold, poison, light, blindness, confusion, sound
     and chaos.  It allows you to see invisible monsters.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 127 of Angband.
u) 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.  
    It was given to you as a reward.
x) 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 29 of The Sandworm lair.
z) a Master quylthulg (3000 hp)
{) (nothing)
|) The Dwarven Pick of Erebor (+5,+20) (+5) {74}
    It can
    be activated for open a secret passage every 75 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your 
    strength and ability to tunnel by 5.  It does extra damage from acid.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It sustains your 
    strength.  It provides resistance to light, dark and chaos.  It allows
    you to climb mountains.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.


  [Character Inventory]

a) 3 Fireproof Tomes of Magical Energy {!k!v!d!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) 2 Fireproof Tomes of the Eternal Flame {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
c) 2 Fireproof Tomes of the Blowing Wind {!k!v!d!s}
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You bought it from the Black Market.
d) 2 Fireproof Tomes of the Impenetrable Earth {!k!v!d!s}
    It cannot be harmed by acid.  It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
e) 2 Fireproof Tomes of the Everrunning Wave {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
f) 2 Fireproof Tomes of Translocation {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
g) 2 Fireproof Tomes of the Tree {!k!v!d!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
h) 2 Fireproof Tomes of Knowledge {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
i) 2 Fireproof Tomes of the Time {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) 2 Fireproof Tomes of Meta Spells {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) 2 Fireproof Unholy Tomes of the Hellflame {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
l) The Skull of Ancient Wisdom {curing/110}
    It can
    be activated for curing every 110 turns.  
    You found it lying on the ground on level 99 of Angband.
m) 50 Potions of Cure Insanity {!k!d!v!s!q}
n) a Potion of Resist Heat
o) 21 Potions of *Healing*
p) 39 Potions of Restore Mana {!k!d!v!s!q}
q) an Adamantite Rod of the Istari of Recall (400/400) {!k!d!v!s!z}
    It can hold
    more mana.  It can cast spells for a lesser mana cost.  It can cast
    spells faster.  It regenerates its mana faster.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
r) The Golden Horn of the Thunderlords (5 charges) {!k!d!v!s!u}
    
    It was given to you as a reward.
s) a Ring of Poison Resistance
t) a Ring of Slaying (+17,+12)
u) 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 Thuringwethil, the Vampire Messenger on
    level 70 of Angband.
v) The Anchor of Space-Time {!k!d!v!s}
    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 lying in a vault on level 30 of The Sandworm lair.
w) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It can
    be activated for cure serious wounds every 3+d3 turns if it is being
    worn. It increases your strength and dexterity by 1.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Melkor, Lord of Darkness on level 150 of
    The Void.


  [Home Inventory - Bree ]

a) 5 Fireproof Tomes of Magical Energy {!k!v!d!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) 5 Fireproof Tomes of the Eternal Flame {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
c) 5 Fireproof Tomes of the Blowing Wind {!k!v!d!s}
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You bought it from the Black Market.
d) 5 Fireproof Tomes of the Impenetrable Earth {!k!v!d!s}
    It cannot be harmed by acid.  It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
e) 5 Fireproof Tomes of the Everrunning Wave {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
f) 5 Fireproof Tomes of Translocation {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
g) 5 Fireproof Tomes of the Tree {!k!v!d!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
h) 5 Fireproof Tomes of Knowledge {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
i) 5 Fireproof Tomes of the Time {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) 5 Fireproof Tomes of Meta Spells {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) 5 Fireproof Tomes of the Mind {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
l) 5 Fireproof Unholy Tomes of the Hellflame {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) 5 Fireproof Holy Tomes of Eru Iluvatar {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.


  [Home Inventory - Gondolin ]

a) 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.
b) 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 Sauron, the Sorcerer on level 99 of Angband.
c) 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 Blue Thunderlord in a forest.
d) 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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
e) The Metal Lamellar Armour of Aegoldin (-62,-6) [23,+15](40%)
    It increases your hit points by 40%.  It sustains 
    your constitution and charisma.  It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to life
    draining and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
f) an Elven Cloak of the Magi (-1,-2) [4,+16] (+4)
    It increases 
    your intelligence, stealth, searching, speed and luck by 4.  It
    sustains your intelligence.  It provides immunity to paralysis.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) The Elven Cloak of Sorithal [4,+20] (+2 to stealth)
    It 
    increases your stealth, searching and luck by 2.  It sustains your 
    constitution.  It provides immunity to acid and fire.  It provides
    resistance to poison.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
h) 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 chaos.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
i) 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.
    
    You found it lying in a vault on level 30 of The Sandworm lair.
j) The Large Metal Shield of Avantelos [5,+10]
    It
    sustains your intelligence.  It provides immunity to electricity and 
    fire.  It provides resistance to poison, confusion, sound and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of an Olog in the town of Gondolin .
k) The Large Metal Shield of Anarion [5,+20]
    It
    sustains your strength, intelligence, wisdom, dexterity, constitution
     and charisma.  It provides resistance to acid, electricity, fire, 
    cold and sound.  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 Ancalagon the Black on level 85 of Angband.
l) 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 lying in a vault on level 30 of The Sandworm lair.
m) The Steel Helm of Hammerhand [6,+20] (+3)
    It
    grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
n) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3 turns if
    it is being worn. It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
o) The Dragon Helm of Dor-Lomin [8,+20] (+4)
    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, 
    dexterity and constitution by 4.  It provides resistance to acid, 
    electricity, fire, cold, light and blindness.  It allows you to see
    invisible monsters.  It allows you to sense the presence of dragons
     and thunderlords.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 92 of Mount Doom.
p) The Dragon Helm of Thrain [8,+10]
    It sustains 
    your wisdom.  It provides resistance to electricity, blindness, sound
     and chaos.  It allows you to breathe underwater.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and 
    constitution by 2.  It provides immunity to paralysis.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
r) 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 Lesser Balrog on level 43 of Mordor.
s) a Pair of Soft Leather Boots of Elvenkind [2,+15] (+4)
    
    It increases your stealth and speed by 4.  It allows you to levitate.  
    It allows you to see invisible monsters.  It cannot be harmed by acid.
    It cannot be harmed by fire.  
    You found it lying in a vault on level 127 of Angband.
t) 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 allows you to climb mountains.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
u) The Mattock of Nain (+12,+18) (+6 to searching) {acquirement@89}
    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.  
v) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It 
    increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Ice Wyrm on level 60 of Erebor.
w) 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 lying in a vault on level 30 of The Sandworm lair.
x) 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.  
    It allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 53 of Mordor.


  [Home Inventory - Minas Anor ]

a) The Gem of Fire {darkness}
    It
    can be activated for darkness.  
    You found it in the remains of a Hill orc on level 22 of Orc Cave.
b) The Shrunken Head of Nightmares {light absorb/80}
    It
    can be activated for light absorption every 80 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
c) Kelek's Practical Joke {aggrevate}
    It
    can be activated for aggravate.  
    You found it in the remains of a Spectral Dark elven mage on level 89 of
    Angband.
d) Raal's Tome of Unconventional Warfare {light absorb/80}
    It can be activated for light absorption every 80 turns.  
    You found it in the remains of an Old Sorcerer on level 49 of Mordor.
e) The Tome of Collected Weird Magic {light/100}
    
    It can be activated for light area (dam 2d15) every 100 turns.  
    You found it in the remains of a Novice mage on level 9 of Barrow-Downs.
f) Lloth's Ceremonial Dagger {heal 700/100}
    
    It can be activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Hell knight on level 55 of Mordor.
g) Balrilbon's Bag of Wondrous Tricks {restoring/200}
    It
    can be activated for restore stats and life levels every 200 turns.  
    You found it in the remains of a Spectre on level 99 of Mount Doom.
h) a Parchment titled ``Planar Travel Made Easy'' {restoring/200}
    It
    can be activated for restore stats and life levels every 200 turns.  
    You found it in the remains of a Master lich on level 36 of Mordor.
i) Raal's Tormented Spirits {genocide/500}
    It
    can be activated for genocide every 500 turns.  
    You found it lying on the ground on level 127 of Angband.
j) The Grail of Kenault {mass geno/1000}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it in the remains of a Hezrou on level 70 of Angband.
k) a Parchment titled ''Immortality For Dummies'' {Destruction/100}
    It can
    be activated for Destruction every 100 turns.  
    You found it lying on the ground on level 127 of Angband.
l) Jor's Compendium of Strange Behaviour {summon pet/101}
    It can be
    activated for summon pet every 101 turns.  
    You found it lying on the ground on level 29 of The Sandworm lair.
m) Pytar's Portable Pandemonium {xp loss}
    It
    can be activated for experience loss.  
    You found it in the remains of an Old Sorcerer on level 80 of Angband.
n) 7 Morphic Oils of Spider
o) The Crumpled Scroll of Mass Resurrection
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Old Sorcerer on level 60 of Mordor.
p) 5 Rod Tips of Healing (120 Mana to cast)
q) a Rod Tip of Restoration (140 Mana to cast)
r) The Wand of Digging of Thrain (20 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
s) a Fireproof Staff of Teleportation[3|22] of Plenty (21 charges) {!k!d!v!s!u}
    It cannot be harmed by fire.  
    You found it in the remains of a Dark elven druid on level 28 of Mirkwood.
t) a Staff of Mana[5|35] (4 charges)
u) a Staff of Mana[1|20] (4 charges)
v) an Amulet of the Magi (-4,-4) (+4 to searching)
    
    It can be used to store a spell.  It increases your intelligence and 
    searching by 4.  It sustains your intelligence.  It provides immunity
    to paralysis.  It provides resistance to blindness and confusion.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You bought it from the Rare Jewelry Shop.
w) 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 100 of
    Angband.


  [Home Inventory - Lothlorien ]

a) 3 Fireproof Tomes of Magical Energy {!k!v!d!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) 3 Fireproof Tomes of the Eternal Flame {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
c) 3 Fireproof Tomes of the Blowing Wind {!k!v!d!s}
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You bought it from the Black Market.
d) 3 Fireproof Tomes of the Impenetrable Earth {!k!v!d!s}
    It cannot be harmed by acid.  It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
e) 3 Fireproof Tomes of the Everrunning Wave {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
f) 3 Fireproof Tomes of Translocation {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
g) 3 Fireproof Tomes of the Tree {!k!v!d!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
h) 3 Fireproof Tomes of Knowledge {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
i) 3 Fireproof Tomes of the Time {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) 3 Fireproof Tomes of Meta Spells {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) 5 Fireproof Tomes of the Mind {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
l) 3 Fireproof Unholy Tomes of the Hellflame {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) 5 Fireproof Holy Tomes of Eru Iluvatar {!k!v!d!s}
    It
    cannot be harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
n) 11 Sprigs of Athelas {!k!d!v!s!E}
o) 99 Potions of Cure Serious Insanity
p) 72 Potions of Cure Insanity {!k!d!v!s!q}
q) 2 Potions of Life
r) 76 Potions of Restore Mana {!k!d!v!s!q}
s) The Ring of Flare (+3)
    It
    can be activated for dimension door every 100 turns if it is being
    worn. It grants you the power of swap position if it is being worn.  
    It increases your strength, constitution, charisma and searching by 3.
    It provides immunity to fire.  It allows you to fly.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 53 of Mordor.
t) The Thunderlord Coat 'Ciryon' (-39,-21) [9,+20](20%)
    It
    increases your hit points by 20%.  It sustains your wisdom.  It
    provides immunity to acid.  It provides resistance to electricity, 
    fire, cold and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 696 of Nether Realm.
u) 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 lying in a vault on level 30 of The Sandworm lair.
v) 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 lying in a vault on level 696 of Nether Realm.
w) The Mage Staff of Hilin (1d4) (+2,-4) [+4](100%) (+5)
    It can be
    wielded two-handed.  It can be used to store a spell.  It increases 
    your spell power by 5.  It increases your mana capacity by 100%.  It
    sustains your intelligence.  It provides resistance to blindness and 
    confusion.  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 30 of The Sandworm lair.


  [Home Inventory - Khazad-dum ]

a) Maeglin, the Traitor of Gondolin's corpse
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
b) Marda, rider of gold Laronth's corpse
    It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Marda, rider of gold Laronth on level 99 of
    Angband.
c) Kavlax the Many-Headed's corpse
d) Glaurung, Father of the Dragons's corpse
e) 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 85 of Angband.
f) Draebor, the Imp's corpse
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Draebor, the Imp on level 92 of Angband.
g) Ulfast, Son of Ulfang's corpse


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    
    It provides light (radius 1) forever.  It decreases your luck by 20.  
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Master lich on level 36 of Mordor.
b) The Demonshield of Gothmog [13,+13] (+4)
    It 
    increases your dexterity by 4.  It makes you invisible.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to life draining.  It allows you to
    levitate.  It produces a fiery sheath.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
c) The Demonhorn of Gothmog [2,+13] (-5)
    It provides light
    (radius 2) forever.  It decreases your charisma by 5.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    demons.  It slows your metabolism.  It speeds your regenerative
    powers.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Old Sorcerer on level 98 of Angband.
d) The Catapult Trap Set of Ahromarwar (+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 lying in a vault on level 30 of The Sandworm lair.
e) The Bolt Trap Set 'Merlion Karc's Demonbane' (+17,+27) [+37] (+2)
    It is
    well-hidden. It can only be set off by demons.  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 in a vault on level 30 of The Sandworm lair.
f) The Device Trap Set 'Hanisbroner's Surprise' [+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 in a vault on level 30 of The Sandworm lair.
g) The Ring of Power of Ji Indur Dawndeath (+5 to speed)
    It 
    increases your intelligence and speed by 5.  It makes you invisible.  
    It sustains your wisdom.  It allows you to fly.  It drains experience.
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 127 of Angband.
h) The Ring of Power of Dwar, Dog Lord of Waw (+2 to speed)
    
    It increases your intelligence, stealth, speed and attack speed by 2.  
    It makes you invisible.  It provides resistance to confusion, sound
     and shards.  It allows you to levitate.  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 65 of Dol
    Guldur.
i) The Ring of Power of Adunaphel the Quiet (+2 to speed)
    It increases your dexterity, infravision and speed by 2.  It
    makes you invisible.  It sustains your strength and wisdom.  It
    provides resistance to fire and shards.  It allows you to fly.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 95 of Angband.
j) The Ring of Power of Uvatha the Horseman (+3 to stealth)
    
    It increases your intelligence, dexterity, constitution and stealth by 
    3.  It makes you invisible.  It sustains your constitution and 
    charisma.  It provides resistance to cold and nexus.  It slows your
    metabolism.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
k) The Ring of Power of The Witch-King of Angmar (+1 attack)
    
    It increases your attack speed by 1.  It makes you invisible.  It
    sustains your constitution and charisma.  It provides resistance to 
    light.  It allows you to fly.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Witch-King of Angmar on level 127 of
    Angband.
l) The Ring of Power of Adunaphel the Quiet (+3)
    It increases your intelligence and wisdom by 3.  It makes you
    invisible.  It provides resistance to poison and nexus.  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 Adunaphel the Quiet on level 127 of Angband.
m) The Ring of Power of Ren the Unclean (+2% of critical hits)
    
    It increases your ability to score critical hits by 2.  It makes you
    invisible.  It provides resistance to cold and blindness.  It slows
    your metabolism.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 92 of Mount Doom.
n) The Ring of Power of Ji Indur Dawndeath (+2 to stealth)
    
    It increases your strength, stealth and searching by 2.  It makes you
    invisible.  It sustains your wisdom and charisma.  It provides
    resistance to electricity and cold.  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 95 of Angband.
o) The Ring of Power of Khamul, the Black Easterling (+3 to stealth)
    
    It increases your stealth and infravision by 3.  It makes you
    invisible.  It provides immunity to paralysis.  It provides resistance 
    to poison and light.  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 Khamul, the Black Easterling on level 99 of
    Mount Doom.
p) The Ring of Power of Hoarmurath of Dir
    It makes you invisible.  It sustains your strength.  It
    provides resistance to cold and nexus.  It allows you to fly.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 65 of Dol Guldur.
q) The Ring of Hiryond (+5)
    
    It increases your strength by 5.  It makes you invisible.  It sustains 
    your wisdom and constitution.  It provides resistance to electricity
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
r) The Ring of Galdalan (+2)
    It increases your intelligence and charisma by 2.  It
    sustains your charisma.  It provides resistance to cold and blindness.
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient bronze dragon on level 38 of
    Mordor.
s) 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.  
    It was given to you as a reward.
t) The Ring of Tulkas (+4)
    It can be activated for haste self
    (75+d75 turns) every 150+d150 turns if it is being worn. It increases 
    your strength, dexterity, constitution and speed by 4.  It allows you
    to sense the presence of evil beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
u) The Ring of Durin (+2) {cursed}
    
    It grants you the power of midas touch if it is being worn.  It 
    increases your strength, constitution and charisma by 2.  It sustains 
    your strength, constitution and charisma.  It provides resistance to 
    life draining, acid, cold, dark, nether and chaos.  It allows you to
    sense the presence of evil beings.  It drains experience.  It
    aggravates nearby creatures.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
v) 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 an Elder vampire on level 52 of Mordor.
w) The Amulet of Findollas
    
    It sustains your constitution and charisma.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    blindness, confusion, sound and shards.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Law on level 127 of Angband.
x) 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 Demilich on level 54 of Mordor.
a) The Amulet 'Shelval' (+4)
    It
    provides light (radius 1) forever.  It increases your wisdom, 
    dexterity and charisma by 4.  It sustains your strength, wisdom and 
    charisma.  It provides resistance to life draining, electricity, fire, 
    light, dark and nether.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 127 of Angband.
b) The Phial of Galadriel (+4)
    It can be
    activated for light area (dam 2d15) every 10+d10 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
c) 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 lying in a vault on level 30 of The Sandworm lair.
d) The Phial of Undeath (-5) {princess 21}
    It can
    be activated for ruination every 10+d10 turns if it is being worn. It
    provides light (radius 5) forever.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It carries an ancient morgothian curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
e) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance
    every 100+d100 turns if it is being worn. It provides light (radius 2)
    forever.  It increases your intelligence, wisdom, searching and 
    infravision by 2.  It provides resistance to blindness.  It allows you
    to see invisible monsters.  It gives telepathic powers.  It drains 
    mana.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
f) The Red Dragon Scale Mail 'Hyarth' (-2 to accuracy) [30,+23]
    
    It can be activated for breathe fire (200) every 90+d90 turns if it is
    being worn. It sustains your intelligence.  It provides immunity to 
    fire.  It provides resistance to electricity, shards, nexus and 
    disenchantment.  It allows you to fly.  It reflects bolts and arrows.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) The Multi-Hued Dragon Scale Mail 'Razorback' (-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.
h) The Rusty Chain Mail of Aurumet (+1 to accuracy) [14,+13] {cursed}
    It sustains your 
    wisdom.  It provides immunity to electricity.  It provides resistance 
    to nether and disenchantment.  It drains experience.  It induces
    random teleportation.  It is heavily cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient red dragon on level 60 of Erebor.
i) The Ring Mail of Eonaramda (-2 to accuracy) [12,+15]
    
    It provides immunity to electricity and cold.  It makes you completely
    fearless.  It provides resistance to fire and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
j) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases 
    your strength and charisma by 2.  It provides resistance to acid, 
    electricity, fire, cold, shards, nether and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
k) The Chain Mail 'Rundil' [14,+0] {cursed}
    It
    provides immunity to acid.  It provides resistance to light.  It 
    drains experience.  It induces random teleportation.  It aggravates
    nearby creatures.  It fills you with the Black Breath.  It is heavily
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ulfang the Black on level 40 of The Land Of
    Rhun.
l) The Augmented Chain Mail of Thisil (-2 to accuracy) [16,+20]
    It provides immunity to acid and cold.  It provides resistance to 
    fire, light and dark.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Greater titan on level 81 of Angband.
m) The Augmented Chain Mail 'Hilmar' (-2 to accuracy) [16,+18]
    
    It provides immunity to electricity.  It provides immunity to
    paralysis.  It provides resistance to cold, sound, shards, nether and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
n) 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 sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
o) The Augmented Chain Mail 'Galad' (-2 to accuracy) [16,+16]
    It
    sustains your constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to electricity, 
    cold, confusion and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 62 of Mordor.
p) The Double Chain Mail of Mirneg (-2 to accuracy) [16,+17]
    
    It sustains your strength.  It provides immunity to acid and fire.  It
    makes you completely fearless.  It provides resistance to life draining
    , dark and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
q) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases 
    your strength, dexterity and speed by 2.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    dark, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
r) The Full Plate Armour of Isildur [25,+25] (+1)
    It 
    increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
s) The Full Plate Armour of Telros (-3 to accuracy) [25,+14]
    It
    sustains your constitution and charisma.  It provides immunity to fire
    .  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to cold, poison, confusion and sound
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
t) The Ribbed Plate Armour of Echalerch (-3 to accuracy) [28,+13]
    It provides
    immunity to electricity and fire.  It provides resistance to life
    draining, acid, cold, dark and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 92 of
    Mount Doom.
u) The Ribbed Plate Armour of Nienya (-3 to accuracy) [28,+11]
    It sustains your constitution.  It provides immunity to 
    electricity.  It provides resistance to fire, cold and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 72 of Erebor.
v) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to stealth)
    
    It can be activated for heal (777), curing and heroism every 300 turns
     if it is being worn. It increases your intelligence, wisdom and 
    stealth by 4.  It makes you completely fearless.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison and 
    dark.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Bronze Thunderlord on level 93 of Angband.
w) 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, nether and disenchantment.  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 30 of The Sandworm lair.
x) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
    It can
    be activated for heal 1000 hit points every 888 turns if it is being
    worn. It increases your constitution by 2.  It sustains your 
    constitution.  It makes you completely fearless.  It provides
    resistance to life draining, acid, cold, dark, confusion, nether, 
    nexus and chaos.  It allows you to sense the presence of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
a) The Filthy Rag of the Wight [1,+0] (+6 to searching)
    It increases 
    your intelligence, searching and spell power by 6.  It provides
    resistance to blindness and confusion.  It renders you especially
    vulnerable to fire.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
b) The Filthy Rag 'Elundond' (-59,-28) [1,+10](40%)
    It increases your 
    hit points by 40%.  It sustains your strength.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to cold, sound and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Hezrou on level 92 of Mount Doom.
c) 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 lying in a vault on level 30 of The Sandworm lair.
d) The Robe 'Turth' [2,+7]
    It
    sustains your intelligence.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
e) The Robe 'Riondirth' (-69,-20) [2,+18](20%)
    It
    increases your hit points by 20%.  It sustains your dexterity.  It
    makes you completely fearless.  It provides resistance to cold and 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
f) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    It 
    increases your strength, stealth, infravision and ability to tunnel by 
    5.  It provides resistance to acid, electricity, fire and poison.  It
    allows you to sense the presence of animals.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It increases your stealth and searching by 4.  It
    provides resistance to acid, electricity, fire, cold and dark.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
h) The Hard Studded Leather of Guindor (-1 to accuracy) [7,+4]
    It
    sustains your wisdom and dexterity.  It provides immunity to cold.  It
    makes you completely fearless.  It provides resistance to life draining
    , light, confusion, shards and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord on level 92 of Mount
    Doom.
i) The Padded Armour of Braithor [4,+19]
    It provides immunity to acid and fire.  It provides resistance to 
    life draining, cold, poison, sound and nether.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases 
    your dexterity and speed by 3.  It provides resistance to acid, shards
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your 
    intelligence, constitution, stealth and speed by 4.  It provides
    immunity to fire.  It provides resistance to acid, electricity, cold
     and nexus.  It allows you to fly.  It allows you to sense the
    presence of thunderlords.  It reflects bolts and arrows.  It produces
    a fiery sheath.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
l) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your intelligence, 
    constitution and charisma by 5.  It sustains your intelligence, 
    constitution and charisma.  It provides immunity to cold.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity, blindness, confusion and nexus.  It
    allows you to sense the presence of thunderlords.  It reflects bolts
    and arrows.  It produces a fiery sheath.  It drains mana.  It
    aggravates nearby creatures.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
m) 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 30 of The Sandworm lair.
n) 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 127 of Angband.
o) The Cloak 'Colluin' [1,+20]
    It can be
    activated for resistance (20+d20 turns) every 111 turns if it is being
    worn. It provides resistance to acid, electricity, fire, cold and 
    poison.  It allows you to sense the presence of good beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
p) The Cloak of Thingol [1,+18] (+3)
    It can
    be activated for recharging every 70 turns if it is being worn. It 
    increases your dexterity and charisma by 3.  It provides immunity to
    paralysis.  It provides resistance to acid, fire and cold.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
q) The Cloak 'Mancar' [1,+13]
    It sustains your 
    dexterity.  It provides immunity to paralysis.  It provides resistance 
    to shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
r) 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.  
    You found it lying in a vault on level 30 of The Sandworm lair.
s) The Cloak of Mist 'Gelwarund' [1,+11]
    It
    sustains your dexterity and charisma.  It provides immunity to cold.  
    It provides immunity to paralysis.  It provides resistance to 
    electricity.  It produces an electric sheath.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
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 Great Wyrm of Thunder on level 71 of
    Angband.
u) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75) every 75+d75 turns if
    it is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom, charisma, searching and luck by 5.  It sustains your 
    wisdom, dexterity and charisma.  It provides resistance to acid, 
    electricity, dark and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
v) The Iron Crown 'Siacar' [0,+4]
    It sustains your dexterity.  It provides
    immunity to paralysis.  It provides resistance to confusion, chaos and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 30 of The Sandworm lair.
w) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
    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 is cursed.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 70 of
    Angband.
x) The Jewel Encrusted Crown of Angilwil [0,+18]
    It provides resistance to acid, fire and light.  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 127 of Angband.
a) The Jewel Encrusted Crown of Arnevor [0,+16] {cursed}
    It provides
    immunity to paralysis.  It provides resistance to confusion.  It 
    drains experience.  It induces random teleportation.  It aggravates
    nearby creatures.  It is heavily cursed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
b) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases 
    your intelligence and wisdom by 2.  It provides resistance to 
    blindness and nexus.  It allows you to sense the presence of orcs, 
    trolls and evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
c) The Metal Cap of Arast [3,+13]
    It
    sustains your strength.  It provides resistance to acid, electricity, 
    dark, nexus and disenchantment.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 62 of Mordor.
d) The Iron Helm 'Holhenneth' [5,+10] (+2)
    
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 62 of Mordor.
e) The Steel Helm of Cellegon [6,+10]
    
    It provides immunity to paralysis.  It provides resistance to acid, 
    fire, poison and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dreadlord on level 61 of Mordor.
f) The Steel Helm of Himaraxar [6,+15]
    It
    provides light (radius 1) forever.  It sustains your strength.  It
    makes you completely fearless.  It provides resistance to light, dark
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
g) The Set of Leather Gloves 'Cammithrim' [1,+10]
    It can be
    activated for magic missile (2d6) every 2 turns if it is being worn. 
    It provides light (radius 1) forever.  It sustains your constitution.  
    It provides immunity to paralysis.  It provides resistance to light.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
h) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated
    for lightning bolt (4d8) every 6+d6 turns if it is being worn. It can
    be used to store a spell.  It provides resistance to electricity.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 77 of Angband.
i) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It
    can be activated for arrows (150) every 90+d90 turns if it is being
    worn. It grants you the power of magic missile if it is being worn.  
    It increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to life draining and acid.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
j) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    
    It can be activated for remove fear and cure poison every 5 turns if
    it is being worn. It increases your dexterity and charisma by 5.  It
    sustains your constitution and charisma.  It provides immunity to
    paralysis.  It provides resistance to confusion, nether and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) 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.  
    It was given to you as a reward.
l) The Pair of Metal Shod Boots of Dalmar [6,+8]
    It sustains your constitution.  It
    provides immunity to paralysis.  It provides resistance to life
    draining, fire, cold and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) The Cleaver of Mothirim (2d4) (+0,+0)
    It
    provides light (radius 1) forever.  It does extra damage from acid.  
    It poisons your foes.  It produces chaotic effects.  It drains life
    from your foes.  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.
n) The Light War Axe of Ice (2d5) (+3,+15) (+3)
    It increases your intelligence and charisma by 3.  It does
    extra damage from frost.  It sustains your dexterity.  It provides
    immunity to cold.  It provides resistance to nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
o) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It 
    increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 61 of
    Erebor.
p) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    It can be wielded two-handed.  It increases your constitution
     by 3.  It is especially deadly against orcs.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It fights
    against evil with holy fury.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
q) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2)
    It can
    be activated for mass genocide every 1000 turns if it is being worn. 
    It increases your strength, intelligence, wisdom, dexterity, 
    constitution and charisma by 2.  It does extra damage from frost.  It
    is especially deadly against orcs.  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 cold.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It allows you to
    sense the presence of non-living things.  It has been blessed by the
    gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 99 of
    Angband.
r) 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 30 of The Sandworm lair.
s) The Great Axe of Berith (4d4) (+7,+5) (-7) {cursed}
    It must
    be wielded two-handed.  It decreases your wisdom by 7.  It poisons
    your foes.  It is very sharp and can cut your foes.  It is especially
    deadly against orcs.  It induces random teleportation.  It is heavily
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 78 of Angband.
t) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    
    It increases your dexterity, stealth and searching by 4.  It does
    extra damage from acid.  It poisons your foes.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    fights against evil with holy fury.  It sustains your dexterity.  It
    provides immunity to paralysis.  It provides resistance to dark.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 74 of Angband.
u) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
    It
    can be activated for frost bolt (6d8) every 7+d7 turns if it is being
    worn. It does extra damage from frost.  It provides resistance to cold
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 91 of Angband.
v) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and 
    speed by 3.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It provides immunity to paralysis.  It
    provides resistance to poison.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
w) 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.  
    It was given to you as a reward.
x) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It
    is especially deadly against natural creatures.  It provides
    resistance to cold and light.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
a) 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.  
    It was given to you as a reward.
b) The Tulwar 'Turhuil' (2d4) (+15,+10) (+3 attacks)
    It provides light (radius 1) forever.  
    It increases your strength and attack speed by 3.  It does extra
    damage from acid.  It is very sharp and can cut your foes.  It is
    especially deadly against giants.  It is a great bane of demons.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
c) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    It increases your strength, dexterity and 
    constitution by 4.  It does extra damage from frost.  It is especially
    deadly against dragons.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It sustains your strength and constitution.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to life draining, cold, nether and chaos.  It allows you to
    see invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It has been blessed by the gods.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
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 resistance to cold, dark and 
    confusion.  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 Master lich on level 36 of Mordor.
e) 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 lying in a vault on level 29 of The Sandworm lair.
f) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
    It 
    increases your strength, dexterity and speed by 2.  It is very sharp
    and can cut your foes.  It is very sharp and can make your foes bleed.
    It fights against evil with holy fury.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
g) The Long Sword of the Dawn (E:25, L:2) (3d5) (+20,+20) (+3 to infravision)
    It can be
    activated for summon the Legion of the Dawn every 500+d500 turns if it
    is being worn. It increases your charisma and infravision by 3.  It
    does extra damage from fire.  It is very sharp and can cut your foes.  
    It is especially deadly against dragons.  It strikes at demons with
    holy wrath.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It sustains your charisma.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to fire, poison, light and blindness.  It speeds your
    regenerative powers.  It can clone monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 92 of Mount Doom.
h) The Long Sword 'Mindir' (2d5) (+9,+19) (+3)
    
    It increases your intelligence, wisdom and constitution by 3.  It
    produces chaotic effects.  It drains life from your foes.  It is
    especially deadly against trolls.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolisk on level 127 of Angband.
i) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It 
    increases your dexterity, charisma and stealth by 2.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs and trolls.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
j) The Long Sword 'Durandil' (2d5) (+5,+6) (+3) {princess 14}
    
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
k) 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 lying in a vault on level 30 of The Sandworm lair.
l) The Katana of Vinahil (3d4) (+2,+5) (+1)
    It can
    be wielded two-handed.  It increases your intelligence and wisdom by 1
    .  It does extra damage from fire.  It produces chaotic effects.  It
    is very sharp and can cut your foes.  It is very sharp and can make
    your foes bleed.  It strikes at undead with holy wrath.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can
    be wielded two-handed.  It increases your constitution by 5.  It is a
    great bane of dragons.  It is especially deadly against trolls.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It provides resistance to disenchantment.  It allows you to
    sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
n) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    It must
    be wielded two-handed.  It increases your strength by 2.  It does
    extra damage from fire.  It poisons your foes.  It is very sharp and
    can cut your foes.  It is a great bane of dragons.  It is especially
    deadly against trolls.  It provides immunity to paralysis.  It makes
    you completely fearless.  It provides resistance to fire and poison.  
    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 Wyrm of Balance on level 79 of
    Angband.
o) 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 lying on the floor of a special level.
p) The Executioner's Sword of Manalme (4d5) (+18,+25)
    It must be wielded
    two-handed.  It does extra damage from fire.  It poisons your foes.  
    It is especially deadly against dragons.  It is especially deadly
    against orcs.  It strikes at demons with holy wrath.  It is a great
    bane of undead.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 127 of Angband.
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It does extra
    damage from fire and frost.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can cut your foes.  It is a
    great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
r) The Dark Sword of Lodril (3d7) (+16,+22) (+2 attacks)
    It provides light (radius 1) forever.  It
    generates an antimagic field.  It increases your strength, dexterity
     and attack speed by 2.  It does extra damage from acid and 
    electricity.  It produces chaotic effects.  It is very sharp and can
    cut your foes.  It is especially deadly against dragons.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
s) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an
    antimagic field.  It increases your speed and attack speed by 2.  It
    does extra damage from fire.  It is especially deadly against dragons.
    It provides immunity to fire.  It makes you completely fearless.  It
    provides resistance to chaos and disenchantment.  It drains mana, life
     and experience.  It aggravates nearby creatures.  It is heavily
    cursed.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 60 of Erebor.
t) 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 lying in a vault on level 29 of The Sandworm lair.
u) The Pike 'Ranen' (2d5) (+18,+6) (+2)
    It can
    be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your dexterity by 2.  It does extra damage from acid.  It 
    poisons your foes.  It drains life from your foes.  It is a great bane
    of undead.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient red dragon on level 99 of Mount
    Doom.
v) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It must be wielded two-handed.  It can be activated for berserker
    and +10 to speed (50) every 100+d200 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength and 
    constitution by 3.  It does extra damage from acid.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is a
    great bane of demons.  It provides resistance to acid.  It drains mana
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
w) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
    It can be
    activated for drain life (120) every 400 turns if it is being worn. It 
    increases your wisdom and constitution by 3.  It is especially deadly
    against dragons.  It allows you to sense the presence of undead and 
    evil beings.  It slows your metabolism.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 92 of Mount Doom.
x) The Glaive of Tunimorie (2d6) (+14,+8) (+4)
    
    It can be wielded two-handed.  It increases your dexterity by 4.  It
    does extra damage from frost.  It is very sharp and can make your foes
    bleed.  It is especially deadly against giants.  It strikes at undead
    with holy wrath.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
a) The Scythe of Feith (5d3) (+10,+13) (+6)
    It can
    be wielded two-handed.  It increases your constitution by 6.  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
    undead with holy wrath.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Medusa, the Gorgon on level 104 of Angband.
b) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
c) The Lance of Eorlingas (3d8) (+3,+21) (+2)
    It must be wielded two-handed.  It increases your 
    strength, dexterity and speed by 2.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It fights against evil
    with holy fury.  It makes you completely fearless.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 71 of
    Angband.
d) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be wielded two-handed.  It increases your strength, 
    constitution and stealth by 3.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It strikes at demons with
    holy wrath.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and blindness.  It allows
    you to levitate.  It allows you to see invisible monsters.  It allows
    you to sense the presence of non-living things.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 127 of Angband.
e) 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 91 of Angband.
f) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
    It increases your attack speed by 2.  It is a
    great bane of dragons.  It provides resistance to acid, electricity, 
    fire, cold and poison.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 92 of Mount Doom.
g) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    It can be
    activated for fire ball (300) every 200+d200 turns if it is being
    worn. It decreases your charisma by 4.  It does extra damage from fire
    .  It provides immunity to fire.  It is cursed.  It carries an ancient
    foul curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
h) The Heavy Lance of Apand (4d8) (+1,-1) (+2 attacks)
    It must
    be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your dexterity and attack speed by 2.  It does extra damage 
    from frost.  It poisons your foes.  It is especially deadly against
    orcs.  It strikes at demons with holy wrath.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
i) 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 lying in a vault on level 29 of The Sandworm lair.
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 Dracolich on level 77 of Angband.
k) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It
    can be activated for identify spell every 10 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
     and wisdom by 4.  It fights against evil with holy fury.  It provides
    resistance to light.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
l) The Mace 'Taratol' (3d4) (+12,+12)
    It can
    be wielded two-handed.  It can be activated for speed (dur 20+d20)
    every 250 turns if it is being worn. It does extra damage from 
    electricity.  It is a great bane of dragons.  It provides immunity to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
    It can
    be wielded two-handed.  It increases your wisdom and ability to tunnel
     by 4.  It does extra damage from electricity.  It is a great bane of
    dragons.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity, fire, cold, dark and nexus.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 61 of Mordor.
n) The War Hammer 'Lagor' (3d3) (+21,+0) (+3 attacks)
    
    It can be wielded two-handed.  It increases your attack speed by 3.  
    It does extra damage from electricity and fire.  It is a great bane of
    dragons.  It is especially deadly against trolls.  It is especially
    deadly against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 62 of Mordor.
o) The Lucerne Hammer of Carein (2d5) (+23,+5) (+5)
    
    It can be wielded two-handed.  It increases your constitution by 5.  
    It does extra damage from electricity and fire.  It is especially
    deadly against giants.  It strikes at demons with holy wrath.  It is a
    great bane of undead.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient bronze dragon on level 38 of
    Mordor.
p) The Three Piece Rod of Barnenon (3d3) (+4,+9) (-4) {cursed}
    It provides light (radius 1) forever.  It decreases your 
    intelligence by 4.  It is heavily cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Horned Reaper on level 70 of Angband.
q) The Morning Star 'Firestar' (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 lying in a vault on level 30 of The Sandworm lair.
r) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    It 
    increases your strength by 4.  It poisons your foes.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against natural creatures.  It provides resistance 
    to nexus.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 53 of Mordor.
s) 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.  
    It was given to you as a reward.
t) The Two-Handed Flail of Halata (3d6) (+19,+6) (+2)
    It must be wielded two-handed.  It 
    increases your wisdom by 2.  It does extra damage from acid and frost.
    It drains life from your foes.  It is a great bane of demons.  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 30 of The Sandworm lair.
u) 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.  
v) 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.
w) The Short Bow 'Naelwenwe' (x2) (+11,+17) (+3) {75}
    It provides light (radius 1) forever.  
    It increases your intelligence, wisdom and dexterity by 3.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) The Long Bow of Carmor (x5) (+21,+18) (+2 to speed)
    It provides light (radius 1) forever.  
    It increases your strength, intelligence, wisdom, dexterity, charisma
     and speed by 2.  It fires missiles with extra might.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 127 of
    Angband.
a) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides
    resistance to disenchantment.  It fires missiles excessively fast.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 90 of Angband.
b) 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.  
    It was given to you as a reward.
c) 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 an Ancient multi-hued dragon on level 99 of
    Mount Doom.
d) The Heavy Crossbow of Nienduil (x7) (+26,+8) (+3)
    It provides light (radius 1) forever.  It increases your 
    strength and intelligence by 3.  It fires missiles with extra might.  
    It fires missiles excessively fast.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 86 of Angband.
e) The Bolt of Dundor (1d5) (+23,+16)
    
    It does extra damage from acid.  It drains life from your foes.  It is
    a great bane of dragons.  It is a great bane of demons.  It strikes at
    undead with holy wrath.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 100 of
    Angband.
f) 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.  
    It was given to you as a reward.
g) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from acid, 
    electricity, fire and frost.  It poisons your foes.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It is a great bane of demons.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 70 of
    Angband.
h) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Thunder on level 71 of
    Angband.
i) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire and frost.  
    It poisons your foes.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Mature multi-hued dragon in the town of
    Gondolin .
j) The Small Wooden Boomerang of Garebris (1d4) (+14,+14)
    It does extra damage from acid and fire.  It is a great bane
    of dragons.  It is especially deadly against giants.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) The Small Metal Boomerang of Suluin (3d4) (+16,+9)
    It is a
    great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against giants.  It is a great bane of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Brown Thunderlord on level 71 of Erebor.
l) 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 Brown Thunderlord in a forest.
m) 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 lying in a vault on level 30 of The Sandworm lair.
n) 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 floor of a special level.
o) The Mage Staff of Forochel (3d4) (-12,-8)(60%) (+3 to infravision)
    It can be wielded
    two-handed.  It increases your intelligence, wisdom, infravision and 
    spell power by 3.  It increases your mana capacity by 60%.  It
    sustains your intelligence and wisdom.  It provides immunity to cold.  
    It provides resistance to blindness.  It renders you especially
    vulnerable to fire.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
p) The Mage Staff of Rondor (1d4) (+1,+0) (+4)
    It can be wielded
    two-handed.  It provides light (radius 1) forever.  It can be used to
    store a spell.  It increases your intelligence and spell power by 4.  
    It sustains your intelligence and wisdom.  It provides resistance to 
    confusion.  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 29 of The Sandworm lair.
q) The Mage Staff of Ostelen (1d4) (+6,+2)(60%) (+3)
    It can
    be wielded two-handed.  It provides light (radius 1) forever.  It can
    be used to store a spell.  It increases your intelligence and spell
    power by 3.  It increases your mana capacity by 60%.  It sustains your 
    intelligence and wisdom.  It allows you to fly.  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.
r) The Mage Staff of Eldor (1d4) (+9,+1) [+2] (+3)
    
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 3.  It provides immunity to paralysis.  
    It provides resistance to blindness and confusion.  It allows you to
    fly.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Demilich on level 54 of Mordor.
s) The Mage Staff 'Nelur' (1d4) (+3,+14) (+3)
    It can
    be wielded two-handed.  It provides light (radius 1) forever.  It can
    be used to store a spell.  It increases your spell power by 3.  It
    provides immunity to paralysis.  It provides resistance to confusion.  
    It allows you to fly.  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.
t) The Mage Staff of Orfinquen (1d4) (+4,+2) [+3] (+3)
    
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It increases your intelligence and 
    spell power by 3.  It sustains your wisdom.  It provides resistance to 
    confusion.  It allows you to fly.  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.
u) The Mage Staff of Eonwen (1d4) (+14,+13) [+6] (+5)
    
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It increases your spell power by 5.  
    It sustains your wisdom.  It provides immunity to paralysis.  It
    provides resistance to blindness and confusion.  It allows you to see
    invisible monsters.  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.
v) The Mage Staff of Arwendis (1d4) (+10,+13) [+2](20%)
    
    It can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity by 20%.  It sustains your intelligence
     and wisdom.  It provides resistance to blindness and confusion.  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 in the remains of Sauron, the Sorcerer on level 99 of Angband.
w) The Mage Staff of Gornin (1d4) (+6,+11)(40%) (+2)
    
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It increases your spell power by 2.  
    It increases your mana capacity by 40%.  It provides immunity to
    paralysis.  It provides resistance to confusion.  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 127 of Angband.
x) The Mage Staff 'Helen' (1d4) (+7,+7)(40%)
    It can be
    wielded two-handed.  It provides light (radius 1) forever.  It can be
    used to store a spell.  It increases your mana capacity by 40%.  It
    sustains your wisdom.  It provides immunity to paralysis.  It provides
    resistance to confusion.  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 30 of The Sandworm lair.
a) The Mage Staff of Uinin (1d4) (+16,+15) {cursed}
    It can
    be wielded two-handed.  It can be used to store a spell.  It drains 
    experience.  It is heavily cursed.  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.
b) The Mage Staff of Ollen (1d4) (+19,+19) {cursed}
    
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It decreases your mana capacity by 
    0%.  It provides resistance to blindness.  It drains experience.  It
    induces random teleportation.  It is heavily cursed.  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.



Posted on 25.8.2005 01:51

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590. on the Ladder (of 18940)
243. on the ToME Ladder (of 3146)
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On 25.8.2005 01:51 bolt@danielrosenberry.com wrote:
Caveat: I had a modified Lost Adventurer quest where there was a reward option of "e) One skill point". Other than that it's 100% stock 2.3.2 code.

Without the points dumped into Symbiosis to get Share life, the skill allocation would be possible without my change. My next sorcerer will be 100% stock code so that I don't need this caveat. But oh I hates the adventurer's choice of rewards.



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