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The Angband Ladder: Yannir, High-Elf Sorceror by <matt@nightrealms.com>

  [ToME 2.3.3 Character Sheet]

 Name  : Yannir                 Age                129       STR!     40       
 Sex   : Male                   Height              81       INT!     40       
 Race  : High-Elf               Weight             183       WIS!     40       
 Class : Sorceror               Social Class        36       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Eru Iluvatar                                        CHR!     40       
                                                                               
 + To Melee Hit         -28 Level             50    Hit Points      791/   791 
 + To Melee Damage      -36 Experience  40611609    Spell Points   2334/  2952 
 + To Ranged Hit         10 Max Exp     40611609    Sanity          930/   930 
 + To Ranged Damage      14 Exp to Adv.    *****    Piety                 5245 
   AC                20+216 Gold         2700502    Speed           Fast (+74) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Excellent    Blows/Round:  4         
 Bows/Throw  : Poor         Searching   : Excellent    Shots/Round:  1         
 Saving Throw: Legendary[5] Disarming   : Good         Mel.dmg/Rnd:  4d4-144   
 Stealth     : Heroic       Magic Device: Superb       Infra-Vision: 1410 feet 
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the only child of a Telerin Ranger.  You have light          
          grey eyes, wavy black hair, and a fair complexion.                   
                                                                               
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mordor: Level 65 (3250')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 4 (200')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 696 (34800')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        The Void: Level 150 (7500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 21 (1050')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 24 (1200')

 Your body is a Player.
 You are currently on level 126 of Angband.
 You have defeated 11929 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 no princesses.
 You saved Arda and became a famed King.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 25th Quelle of the 2890th year of the third age.
 You have been adventuring for 39 days.

                    adefkmnopsuxz{|@            
        Add Str   : ...3....4*....5.            
        Add Int   : *..32..7.*33.4..            
        Add Wis   : *..32....*......            
        Add Dex   : ...3.....*.3.4..            
        Add Con   : ...3....4*......            
        Add Chr   : *..3.....*.3....            
        Mul Mana  : +...+.....+....+            
        Mul SPower: +...............            
        Add Stea. : .......7...3....            
        Add Sear. : .......7...3....            
        Add Infra : *........*......            
        Add Tun.. : ..............5.            
        Add Speed : .**3...7...3.4..            
        Chaotic   : .............+..            
        Slay Und. : .............+..            
        Slay Giant: .............+..            
        Cold Brand: .............+..            
        Sust Str  : ...+..........+.            
        Sust Int  : ....+.++........            
        Sust Wis  : ....+...........            
        Sust Dex  : ...+............            
        Sust Con  : ...+............            
        Sust Chr  : ................            
        Invisible : ................            
        Mul life  : ......+........+            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ...+..+++.++....            
        Hold Life : .++++.+.........            
        Imm Acid  : +.....+.*+......            
        Imm Elec  : +..*..+..++.....            
        Imm Fire  : *+....*..+......            
        Imm Cold  : +.....*..+......            
        Res Pois  : ...+.....++.....            
        Res Fear  : ................            
        Res 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     : ..+++...........            
        Activate  : ++.+......+...+.            
        Drain Exp : ..+.............            
        Cursed    : ..+......+......            
        Hvy Curse : ..+.+....+......            
        Prm Curse : .........+......            
        No blows  : +...............            
        Precogn.  : +...............            
        Climb     : ..............+.            
        Orc.ESP   : ........+.......            
        Demon.ESP : +...............            
        Evil.ESP  : +...+...........            
        Good.ESP  : ....+......+....            
        Unique.ESP: ...........+....            
        Full ESP  : .........+......            

Skills (points left: 0)
          . Archery                              02.500 [0.000]
 - Sneakiness                                    01.300 [0.900]
          . Stealth                              04.000 [0.400]
          . Disarming                            00.400 [0.000]
 - Magic                                         50.000 [1.000]
          . Magic-Device                         19.000 [1.000]
          . Spell-power                          50.000 [0.600]
          . Sorcery                              50.000 [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]
          . Necromancy                           30.600 [0.900]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          00.000 [0.900]
 - Spirituality                                  50.000 [0.550]
          . Prayer                               15.000 [0.500]
 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting
 * Undead Form


  [Fates]

You are fated to find a Book of Summoning on level 7.
You may meet a Bullywug shaman on level 9.


  [Character Equipment]

a) The Mage Staff of Eternity (1d4) (-19,-19)(240%) (+12 to infravision)
{!d!v!k}
        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 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 life draining and fire.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
e) 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.
f) The Ring of Power 'Vilya' (+12,+12) (+3) {=ELEC}
    
    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 lying in a vault on level 90 of Mount Doom.
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 Anchor of Space-Time {@w0 !d!v!k!p}
    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 29 of The Sandworm lair.
n) The Rhino Hide Armour of Falaquend (-9,-6) [8,+19](40%) {@w1 !d!v!k!p}
    It
    increases your hit points by 40%.  It sustains your intelligence.  It
    provides immunity to fire and cold.  It provides immunity to
    paralysis.  It provides resistance to life draining, acid, electricity
    , dark, confusion, sound, shards, nether and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 95 of Mount Doom.
o) an Elven Cloak of the Magi (-5,-2) [4,+24] (+7) {!d}
    It increases 
    your intelligence, stealth, searching, speed and luck by 7.  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 127 of Angband.
p) The Small Metal Shield of Thorin [3,+25] (+4) {=ACID}
    It increases 
    your strength and constitution by 4.  It provides immunity to acid.  
    It provides immunity to paralysis.  It provides resistance to sound, 
    chaos 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 29 of The Sandworm lair.
s) 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 126 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.  
    You found it lying in a vault on level 70 of Erebor.
x) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3)
    It grants you the
    power of panic hit if it is being worn.  It increases your 
    intelligence, dexterity, charisma, stealth, searching and speed by 3.  
    It provides immunity to paralysis.  It provides resistance to light
     and dark.  It allows you to levitate.  It allows you to sense the
    presence of good beings and unique beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
z) (nothing)
{) The Seeker Bolt of Margormen (4d5) (+20,+21) (+4 to speed)
    It increases your 
    intelligence, dexterity and speed by 4.  It does extra damage from 
    frost.  It produces chaotic effects.  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 126 of Angband.
|) The Dwarven Pick of Erebor (+5)
    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 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.  
    You found it lying in a vault on level 69 of Erebor.


  [Character Inventory]

a) 2 Fireproof Tomes of Magical Energy {!d!v!k!p}
    It cannot be
    harmed by fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
b) 2 Tomes of the Eternal Flame {!d!v!k!p}
c) 2 Fireproof Tomes of the Blowing Wind {!d!v!k!p}
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) 2 Fireproof Tomes of the Impenetrable Earth
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) 2 Fireproof Tomes of the Everrunning Wave {!d!v!k!p}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 8 of A lost temple.
f) 2 Fireproof Tomes of Translocation {!d!v!k!p}
    It cannot be
    harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
g) 2 Fireproof Tomes of the Tree {!d!v!k!p}
    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 {!d!v!k!p}
    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 {!d!v!k!p}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
j) 2 Fireproof Tomes of Meta Spells {!d!v!k!p}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
k) Raal's Voodoo Doll of Revenge {GENO !d!v!k!p}
    It can
    be activated for genocide every 500 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
l) Tenser's Alteration Manual {SANITY !d!v!k!p !!}
    It can
    be activated for cure insanity every 200 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
m) 38 Potions of *Healing* {!d}
n) 43 Potions of Restore Mana {!d}
o) an Adamantite Rod of the Istari of Home Summoning (400/400) {@z1 !d!v!k!p}
    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 an Archlich on level 71 of Erebor.
p) The Ring of Elethoth (+8)
    It 
    increases your strength, charisma, speed, attack speed and ability to
    score critical hits by 8.  It sustains your intelligence and dexterity
    .  It provides resistance to poison.  It allows you to fly.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nycadaemon on level 126 of Angband.
q) The Arkenstone of Thrain (+3) {@w0 !d!v!k!p}
    It
    can be activated for detection every 30+d30 turns if it is being worn. 
    It provides light (radius 3) forever.  It increases your speed and 
    luck by 3.  It provides resistance to life draining, light, dark and 
    chaos.  It allows you to see invisible monsters.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
r) a Gold Dragon Scale Mail [30]
s) The Robe of Great Luck [-30,-20] (+60) {@w1 !d!v!k!p}
    It increases your 
    luck by 60.  It provides immunity to paralysis.  It drains mana and 
    life.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) Balrilbon's Bag of Wondrous Tricks (charging) {MASS-GENO}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 71 of Erebor.
b) Balrilbon's Bag of Wondrous Tricks (charging) {MASS-GENO}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it in the remains of a Hezrou on level 99 of Mount Doom.
c) a Parchment titled ``Secrets of the Gnomish Wizards'' {DEST}
    It
    can be activated for Destruction every 100 turns.  
    You found it lying on the ground on level 70 of Erebor.
d) Pytar's Portable Pandemonium {MASS-GENO}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 25 of The Sandworm lair.
e) 22 Sprigs of Athelas {!d!v!k!p}
f) 5 Potions of Life
g) 17 Scrolls of Reset Recall
h) 2 Scrolls of Mass Genocide
i) a Silver Rod of the Istari of Disarming (200/200) {@z2}
    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 lying in a vault on level 30 of The Sandworm lair.
j) The Elfstone 'Elessar' (+7,+7) [+10] (+4) {BREATH}
    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 lying in a vault on level 71 of Erebor.
k) a Polished Power Dragon Scale Mail of Defense (-3 to accuracy) [40,+32]
    It can be
    activated for breathe the elements (300) every 60+d90 turns if it is
    being worn. It sustains your charisma.  It provides resistance to acid
    , electricity, fire, cold, poison, light, dark, confusion, sound, 
    shards, nether, nexus, chaos and disenchantment.  It allows you to
    fly.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 121 of Angband.
l) an Elven Cloak of Air [4,+20] (+3 to stealth) {@ AIR @ !d!v!k!p}
    It increases 
    your stealth, searching and luck by 3.  It allows you to breathe
    without air.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 90 of Mount Doom.
m) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    It increases 
    your searching, infravision, ability to tunnel and luck by 3.  It does
    extra damage from acid.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It allows you to sense the presence 
    of orcs and trolls.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 127 of Angband.
n) a Mage Staff (1d4) (+9,+6)


  [Home Inventory - Gondolin ]

a) The Ring of Calemmor (+3,+1) (+3)
    It increases 
    your intelligence by 3.  It sustains your intelligence.  It provides
    resistance to light, confusion and nexus.  It slows your metabolism.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
b) The Ring of Barahir (+1)
    It can be activated
    for dispel small life every 55+d55 turns if it is being worn. It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma, stealth and searching by 1.  It provides resistance to 
    poison and dark.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
c) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
d) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
e) The Hard Leather Armour of Narodron (-50,-5) [6,+16](40%)
    It increases your 
    hit points by 40%.  It sustains your intelligence and charisma.  It
    provides immunity to acid and fire.  It provides immunity to
    paralysis.  It provides resistance to poison.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
f) 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.
g) 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 29 of The Sandworm lair.
h) The Cloak of Meglas [1,+5]
    It
    sustains your constitution.  It provides resistance to fire, cold, 
    poison, sound 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.
i) 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 29 of The Sandworm lair.
j) The Shadow Cloak of Tuor [6,+12] (+4) {=ACID}
    It 
    increases your dexterity and stealth by 4.  It makes you invisible.  
    It provides immunity to acid.  It provides immunity to paralysis.  It
    allows you to breathe underwater.  It allows you to climb mountains.  
    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 126 of Angband.
k) The Cloak of Mist of Amiring [1,+22] {=FIRE=ELEC=COLD}
    It sustains your 
    strength and wisdom.  It provides immunity to electricity, fire and 
    cold.  It provides resistance to confusion.  It produces an electric
    sheath.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
l) a Mage Staff (1d4) (+13,+11) [+3](20%) (+1)
m) The Mage Staff of Culadori [Manathrust] (1d4) (-5,-10) [+5](80%) (+4)
    It can be
    wielded two-handed.  It has a spell stored inside.  It increases your 
    intelligence and spell power by 4.  It increases your mana capacity by 
    80%.  It provides resistance to blindness and 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.
n) 38 Empty Bottles


  [Home Inventory - Minas Anor ]

a) The Golden Horn of the Thunderlords (6 charges) {100% off}
    
    It was given to you as a reward.
b) 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 lying in a vault on level 70 of Erebor.
c) The Ring of Halmo (+3 to stealth)
    It can be used to
    store a spell.  It increases your wisdom and stealth by 3.  It
    provides immunity to paralysis.  It provides resistance to electricity
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient red dragon on level 71 of Erebor.
d) 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 lying in a vault on level 71 of Erebor.
e) The Necklace 'Nauglamir' (+3)
    It provides light
    (radius 3) forever.  It increases your strength, dexterity, 
    constitution, infravision and speed by 3.  It provides immunity to
    paralysis.  It makes you completely fearless.  It allows you to see
    invisible monsters.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
f) The Phial of Galadriel (+4) {@w0 !d!v!k!p}
    It can be
    activated for light area (dam 2d15) every 10+d10 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
g) The Fur Cloak 'Eilin' [3,+14] {=ACID=COLD}
    It
    provides immunity to acid and cold.  It provides resistance to life
    draining, electricity, dark, confusion and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
h) The Shield of Deflection of Aerion [10,+22] {=ELEC}
    It sustains your 
    charisma.  It provides immunity to electricity.  It provides immunity
    to paralysis.  It provides resistance to cold, sound and nether.  It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
i) 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 71 of Erebor.


  [Home Inventory - Lothlorien ]

a) 99 Potions of Cure Insanity
b) 13 Potions of Cure Insanity {!d}
c) 99 Potions of Restore Mana
d) The Ring of Edhrosse (+7)
    It increases your 
    strength, wisdom, infravision, speed and attack speed by 7.  It
    sustains your strength.  It provides resistance to electricity, light
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 98 of Mount Doom.
e) The Ring of Power 'Narya' (+6,+6) (+1) {=FIRE}
    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.
f) The Ring of Flare (+3) {=FIRE}
    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 lying in a vault on level 71 of Erebor.
g) The Fur Cloak 'Amros' [3,+12]
    It sustains your 
    intelligence and constitution.  It provides immunity to electricity.  
    It provides resistance to fire, poison and 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.
h) 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 lying in a vault on level 71 of Erebor.
i) The Golden Crown 'Golfir' [0,+8] {!LOTS}
    It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    provides resistance to fire, cold, dark, confusion, sound, nexus 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 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.
k) 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 95 of Mount Doom.
l) 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 30 of The Sandworm lair.
m) The Pair of Hard Leather Boots of Dirdan [3,+11]
    It
    sustains your intelligence and wisdom.  It provides immunity to
    paralysis.  It provides resistance to electricity, cold, confusion, 
    nether and disenchantment.  It allows you to levitate.  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 Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It 
    increases your strength, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to confusion.  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 98 of Mount Doom.
o) The Long Sword of the Dawn (E:37, 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, light and blindness.  It allows you to see
    invisible monsters.  It speeds your regenerative powers.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 124 of Angband.


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides
    light (radius 1) forever.  It decreases your luck by 20.  It does
    extra damage from fire.  It poisons your foes.  It produces chaotic
    effects.  It is very sharp and can make your foes bleed.  It strikes
    at demons with holy wrath.  It fights against evil with holy fury.  It
    can re-curse itself.  It can resist being shattered by morgul beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
b) The Demonshield of Gothmog [13,+13] (+4)
    It 
    increases your dexterity by 4.  It makes you invisible.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to life draining.  It allows you to
    levitate.  It produces a fiery sheath.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
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 a Hell knight on level 127 of Angband.
d) 20 Mushrooms of Cure Serious Wounds {QUEST}
e) a Rod Tip of Recall (80 Mana to cast) {QUEST}
f) The Wand of Digging of Thrain (18 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
g) 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 72 of Erebor.
h) 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 126 of Angband.
i) 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 25 of The Sandworm lair.
j) The Ring of Power of Adunaphel the Quiet (+3 to speed)
    It 
    increases your infravision, speed and ability to score critical hits
     by 3.  It makes you invisible.  It makes you completely fearless.  It
    provides resistance to dark, blindness, shards 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 Adunaphel the Quiet on level 127 of Angband.
k) The Ring of Power of The Witch-King of Angmar (+3 attacks)
    
    It increases your strength and attack speed by 3.  It makes you
    invisible.  It sustains your constitution.  It provides resistance to 
    acid, poison, nether and nexus.  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 Hoarmurath of Dir (+4% of critical hits)
    It increases your strength, stealth and ability to score
    critical hits by 4.  It makes you invisible.  It sustains your wisdom.
    It provides resistance to blindness, sound and shards.  It allows you
    to fly.  It speeds your regenerative powers.  It drains experience.  
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 71 of Erebor.
m) The Ring of Power of Khamul, the Black Easterling (+5 to searching)
    
    It increases your strength, dexterity and searching by 5.  It makes
    you invisible.  It sustains your strength and dexterity.  It provides
    resistance to fire, poison, light and chaos.  It allows you to fly.  
    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 Khamul, the Black Easterling on level 127
    of Angband.
n) The Ring of Power of Akhorahil the Blind (+5 to searching)
    It increases your strength, dexterity and searching by 5.  
    It makes you invisible.  It sustains your intelligence and charisma.  
    It allows you to levitate.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Akhorahil the Blind on level 127 of Angband.
o) Ring of Power of Ring~ of Power (+4 to infravision)
    
    It increases your dexterity, charisma and infravision by 4.  It makes
    you invisible.  It sustains your strength and wisdom.  It provides
    resistance to cold and nether.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
p) The Ring of Power of Ren the Unclean (+5)
    
    It increases your constitution by 5.  It makes you invisible.  It
    sustains your intelligence.  It makes you completely fearless.  It
    provides resistance to shards and disenchantment.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 95 of Mount Doom.
q) Ring of Power of Ring~ of Power (+4 to infravision)
    
    It increases your constitution and infravision by 4.  It makes you
    invisible.  It sustains your intelligence, wisdom and charisma.  It
    provides resistance to light, blindness and confusion.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 85 of Angband.
r) The Ring of Power of Ji Indur Dawndeath (+4)
    
    It increases your wisdom by 4.  It makes you invisible.  It provides
    resistance to nether and disenchantment.  It allows you to see
    invisible monsters.  It speeds your regenerative powers.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 127 of Angband.
s) The Ring of Power of Ren the Unclean (+1% of critical hits)
    
    It increases your stealth, searching and ability to score critical hits
     by 1.  It makes you invisible.  It sustains your dexterity and 
    constitution.  It provides resistance to light and disenchantment.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 98 of Mount Doom.
t) The Ring of Power of Dwar, Dog Lord of Waw (+2)
    
    It increases your wisdom by 2.  It makes you invisible.  It sustains 
    your strength.  It provides resistance to electricity and light.  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 126 of
    Angband.
u) The Ring of Power of Akhorahil the Blind
    It makes you invisible.  It sustains your strength, 
    intelligence and wisdom.  It provides resistance to fire and 
    disenchantment.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 99 of Mount
    Doom.
v) The Ring of Power 'Nenya' (+9,+9) (+2) {DUPLICATE?!}
    It can be activated for healing (800) every 100+d200 turns if it
    is being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Power on level 99 of Mount
    Doom.
w) an Indestructible Ring of Invisibility {SMEAGOL}
    It makes you invisible.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Smeagol on level 49 of Moria.
x) 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.
a) 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 lying in a vault on level 50 of Moria.
b) 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 lying in a vault on level 49 of Moria.
c) The Amulet of Bedhru (+3,+2) [+1] (+2)
    It increases your 
    strength and constitution by 2.  It sustains your strength, dexterity
     and constitution.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to fire, light, blindness
     and disenchantment.  It allows you to levitate.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 20 of A lost temple.
d) a Dwarven Lantern of the Magi (+3) {QUEST}
    It grants
    you the power of magic map if it is being worn.  It provides light
    (radius 2) forever.  It increases your intelligence, wisdom and 
    charisma by 3.  It makes you invisible.  It provides resistance to 
    blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
e) 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.
f) The Phial of Undeath (-5) {cursed}
    It can
    be activated for ruination every 10+d10 turns if it is being worn. It
    provides light (radius 5) forever.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It is cursed.  It carries an ancient Morgothian
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
g) 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 lying in a vault on level 70 of Erebor.
h) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+16] (+2 to stealth)
{QU}
    It can be
    activated for breathe lightning (100) every 90+d90 turns if it is
    being worn. It increases your stealth by 2.  It provides resistance to 
    acid, electricity, fire, cold, poison and confusion.  It allows you to
    fly.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
i) The 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.
j) The Power Dragon Scale Mail 'Mediator' (-8 to accuracy) [50,+35]
    It can be activated
    for breathe elements (300), berserk rage, bless, and resistance every
    400 turns if it is being worn. It provides resistance to confusion, 
    sound, shards, nexus, chaos and disenchantment.  It allows you to
    levitate.  It allows you to fly.  It allows you to sense the presence 
    of dragons.  It speeds your regenerative powers.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 126 of Angband.
k) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases 
    your strength and charisma by 2.  It provides resistance to acid, 
    electricity, fire, cold, poison, shards and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
l) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {@w1 !d!v!k!p}
    It increases your 
    strength, dexterity and speed by 2.  It makes you completely fearless.
    It provides resistance to acid, electricity, fire, cold, poison, 
    confusion and sound.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 49 of Moria.
m) 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 49 of Moria.
n) 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 lying in a vault on level 98 of Mount Doom.
o) 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 makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    dark and disenchantment.  It allows you to sense the presence of orcs.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
p) 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 95 of Mount Doom.
q) 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 71 of Erebor.
r) 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 48 of Moria.
s) The Hard Leather Armour of Himring [6,+15]
    It can be activated
    for protection from evil (dur level*3 + d25) every 225+d225 turns if
    it is being worn. It provides resistance to poison, nether and chaos.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
t) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases 
    your dexterity and speed by 3.  It provides resistance to acid, shards
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
u) 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 lying in a vault on level 71 of Erebor.
v) 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 95 of Mount Doom.
w) 2 Cloaks 'Colluin' [1,+20]
    It can be
    activated for resistance (20+d20 turns) every 111 turns if it is being
    worn. It provides resistance to acid, electricity, fire, cold and 
    poison.  It allows you to sense the presence of good beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightcrawler on level 99 of Mount Doom.
x) 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 life draining, acid, fire and 
    cold.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 125 of Angband.
a) 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 dark.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
b) 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 lying in a vault on level 48 of Moria.
c) The Large Leather Shield of Celegorm [4,+20]
    It provides
    resistance to acid, electricity, fire, cold, light, dark and sound.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
d) 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 
    disenchantment.  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 70 of Erebor.
e) 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 levitate.  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 lying in a vault on level 49 of Moria.
f) 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, light, blindness, confusion, sound and chaos.  It allows
    you to see invisible monsters.  It gives telepathic powers.  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 Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It can be
    activated for analyze monster every 500+d200 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 50 of Moria.
h) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your 
    intelligence and wisdom by 2.  It provides resistance to light and 
    blindness.  It allows you to sense the presence of orcs, trolls and 
    evil beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
i) 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 71 of Erebor.
j) 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 49 of Moria.
k) 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 lying in a vault on level 49 of Moria.
l) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated
    for whispers from beyond(sanity drain) 100+d200 turns if it is being
    worn. It provides light (radius 1) forever.  It decreases your luck by 
    6.  It identifies all items for you.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
m) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear in every direction if it
    is being worn. It decreases your intelligence, wisdom and searching by 
    5.  It provides immunity to cold.  It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to acid, 
    fire, poison and disenchantment.  It allows you to see invisible
    monsters.  It produces an anti-magic shell.  It drains life.  It
    induces random teleportation.  It is heavily cursed.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 71 of Erebor.
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 48 of Moria.
o) 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 60 of Erebor.
p) 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.
q) 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 lying on the ground on level 49 of Moria.
r) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be
    activated for fire bolt (9d8) every 8+d8 turns if it is being worn. It
    can be used to store a spell.  It provides resistance to fire.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Erebor.
s) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be
    activated for acid bolt (5d8) every 5+d5 turns if it is being worn. It
    can be used to store a spell.  It provides resistance to acid.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Wormtongue, Agent of Saruman on level 25 of
    Maze.
t) 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 lying in a vault on level 48 of Moria.
u) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    It decreases your 
    strength and dexterity by 3.  It provides immunity to fire and cold.  
    It provides immunity to paralysis.  It provides resistance to poison, 
    nether and disenchantment.  It drains mana.  It induces random
    teleportation.  It aggravates nearby creatures.  It is heavily cursed.
    It carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
v) 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 provides light
    (radius 1) forever.  It increases your dexterity and luck by 4.  It
    provides immunity to paralysis.  It provides resistance to acid.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Erebor.
w) The Pair of Metal Shod Boots of the Machine [6,+24] (+3)
    It increases your 
    intelligence, ability to tunnel and speed by 3.  It provides
    resistance to confusion, shards and chaos.  It allows you to sense the
    presence of non-living things.  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.
x) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the
    power of magic map if it is being worn.  It increases your searching, 
    infravision and ability to tunnel by 4.  It allows you to climb
    mountains.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
a) The Hatchet of the Night (2d6) (+34,+22) (+4)
    It can be
    activated for vampiric drain (3*100) every 250 turns if it is being
    worn. It increases your dexterity and stealth by 4.  It drains life
    from your foes.  It is a great bane of undead.  It provides resistance 
    to dark.  It allows you to see invisible monsters.  It drains 
    experience.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 48 of Moria.
b) 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 127 of Angband.
c) 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 lying in a vault on level 29 of The Sandworm lair.
d) 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 71 of Erebor.
e) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded
    two-handed.  It can be activated for detect orcs every 10 turns if it
    is being worn. It increases your dexterity and searching by 4.  It is
    especially deadly against orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
f) 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 Many Colours on level 99 of
    Mount Doom.
g) 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 124 of Angband.
h) 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 lying in a vault on level 72 of Erebor.
i) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It can be
    activated for frost ball (48) every 5+d5 turns if it is being worn. It 
    increases your dexterity, speed and attack speed by 2.  It does extra
    damage from frost.  It poisons your foes.  It provides resistance to 
    cold.  It allows you to see invisible monsters.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Erebor.
j) The Dagger of Rilia (2d4) (+4,+3)
    It can be
    activated for stinking cloud (12), rad. 3, every 4+d4 turns if it is
    being worn. It poisons your foes.  It is especially deadly against
    orcs.  It provides resistance to poison and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) The Dagger 'Dethanc' (E:15, L:1) (1d4) (+4,+6)
    It can
    be activated for lightning bolt (4d8) every 6+d6 turns if it is being
    worn. It does extra damage from electricity.  It provides resistance 
    to electricity and poison.  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.
l) The Dagger 'Narthanc' (E:15, L:1) (1d4) (+4,+6)
    
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is
    being worn. It provides light (radius 1) forever.  It does extra
    damage from fire.  It provides resistance to fire and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 19 of A lost temple.
m) The Dagger 'Nimthanc' (E:15, 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 
    sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
n) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your 
    intelligence, dexterity and speed by 3.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It provides
    immunity to paralysis.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
o) The Main Gauche of Azaghal (2d5) (+12,+14)
    It is a great bane
    of dragons.  It provides immunity to fire.  It makes you completely
    fearless.  It allows you to sense the presence of dragons.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
p) 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 49 of Moria.
q) The Small Sword 'Sting' (E:15, L:1) (1d6) (+7,+8) (+2 to speed)
    It provides light
    (radius 1) forever.  It increases your strength, dexterity, 
    constitution, speed and attack speed by 2.  It is especially deadly
    against orcs.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It provides immunity to paralysis.  It provides resistance 
    to light and nether.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs, spiders and undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 126 of Angband.
r) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases 
    your attack speed by 2.  It is especially deadly against natural
    creatures.  It provides resistance to disenchantment.  It allows you
    to see invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
s) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It 
    increases your dexterity, constitution, speed and attack speed by 2.  
    It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  It allows you to sense the presence of animals.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
t) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
    It increases your 
    dexterity and stealth by 3.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to levitate.  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 95 of Mount Doom.
u) 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 25 of The Sandworm lair.
v) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+4)
    It
    provides light (radius 1) forever.  It increases your searching by 4.  
    It does extra damage from electricity.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It makes you completely fearless.  
    It provides resistance to electricity, fire and blindness.  It allows
    you to sense the presence of orcs, trolls and giants.  It slows your
    metabolism.  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 126 of Angband.
w) 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 Young bronze dragon in the town of
    Gondolin .
x) 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 127 of Angband.
a) 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 98 of Mount Doom.
b) 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 lying in a vault on level 49 of Moria.
c) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated
    for sing a cheerful song every 3 turns if it is being worn. It 
    increases your luck by 3.  It makes you completely fearless.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Stone troll Priest on level 49 of Moria.
d) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    
    It increases your strength, constitution and speed by 2.  It does
    extra damage from electricity.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It strikes at
    demons with holy wrath.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It provides resistance to electricity
    , light and dark.  It allows you to see invisible monsters.  It
    aggravates nearby creatures.  It is cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
e) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    
    It decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient Morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 72 of Erebor.
f) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    
    It increases your intelligence, wisdom and attack speed by 2.  It is
    especially deadly against dragons.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It provides resistance to nether, nexus, chaos and disenchantment.  It
    allows you to see invisible monsters.  It has been blessed by the
    gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
g) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
    It can be wielded
    two-handed.  It increases your dexterity, ability to tunnel and speed
     by 5.  It sustains your dexterity.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
h) 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.
i) 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
    provides resistance to fire, poison and chaos.  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 lying in a vault on level 30 of The Sandworm lair.
j) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
    It must
    be wielded two-handed.  It increases your strength, charisma and 
    infravision by 4.  It does extra damage from fire.  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 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 provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to fire and chaos.  It
    allows you to see invisible monsters.  It drains mana.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 127 of Angband.
k) 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 in a vault on level 70 of Erebor.
l) 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.
m) The Dark Sword 'Mormegil' (E:67, 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 lying in a vault on level 30 of The Sandworm lair.
n) The Spear of Orome (4d6) (+15,+15) (+4)
    It can
    be activated for stone to mud every 5 turns if it is being worn. It 
    increases your intelligence, wisdom, searching, infravision, ability
    to tunnel and speed by 4.  It does extra damage from fire.  It is
    especially deadly against dragons.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to life draining, fire
     and light.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 125 of Angband.
o) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
    It can be
    activated for ball of lightning (100) every 500 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your wisdom
     and dexterity by 4.  It does extra damage from electricity and frost.
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It is a great bane
    of undead.  It provides immunity to paralysis.  It provides resistance 
    to electricity, cold and light.  It slows your metabolism.  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 126 of Angband.
p) 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 98 of Mount Doom.
q) The Spear of Melkor (4d6) (+12,+24) (-4 to stealth) {cursed}
    It decreases 
    your wisdom and stealth by 4.  It poisons your foes.  It provides
    resistance to light, dark, blindness, confusion and nether.  It allows
    you to sense the presence of good beings.  It drains mana and life.  
    It is heavily 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 127 of Angband.
r) The Trident of Ulmo (4d8) (+15,+19) (+4)
    It can be
    activated for teleport away every 200 turns if it is being worn. It 
    increases your dexterity by 4.  It is especially deadly against
    dragons.  It is especially deadly against natural creatures.  It
    provides immunity to acid.  It provides immunity to paralysis.  It
    provides resistance to life draining and nether.  It allows you to
    breathe underwater.  It allows you to levitate.  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 126 of Angband.
s) The Trident of Wrath (3d8) (+16,+18) (+2)
    It can be
    wielded two-handed.  It increases your strength and dexterity by 2.  
    It produces chaotic effects.  It is a great bane of undead.  It fights
    against evil with holy fury.  It provides resistance to light and dark
    .  It allows you to see invisible monsters.  It drains mana.  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 70 of Erebor.
t) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    It can be wielded
    two-handed.  It increases your intelligence by 2.  It does extra
    damage from fire and frost.  It is especially deadly against trolls.  
    It is especially deadly against giants.  It strikes at demons with
    holy wrath.  It sustains your intelligence.  It provides resistance to 
    fire and cold.  It allows you to sense the presence of giants.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 71 of Erebor.
u) 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 126 of Angband.
v) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
    It can be
    activated for drain life (120) every 400 turns if it is being worn. It 
    increases your wisdom and constitution by 3.  It is especially deadly
    against dragons.  It allows you to sense the presence of undead and 
    evil beings.  It slows your metabolism.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 71 of Erebor.
w) The Glaive of Pain (E:67, L:3) (9d6) (+0,+30)
    It can be wielded
    two-handed.  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.
x) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can be
    wielded two-handed.  It increases your charisma by 3.  It does extra
    damage from fire.  It is especially deadly against giants.  It strikes
    at undead with holy wrath.  It provides resistance to fire and sound.  
    It allows you to levitate.  It allows you to see invisible monsters.  
    It allows you to sense the presence of giants.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
a) 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 lying in a vault on level 48 of Moria.
b) 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 lying in a vault on level 124 of Angband.
c) 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 49 of Moria.
d) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It can be activated
    for cure serious wounds every 3+d3 turns if it is being worn. It 
    increases your strength and dexterity by 1.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
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 lying in a vault on level 30 of The Sandworm lair.
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 in the remains of a Great Storm Wyrm on level 70 of Erebor.
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 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 49 of Moria.
i) The Whip of Gothmog (3d6) (+15,+16) (-2) {cursed}
    It provides light
    (radius 1) forever.  It decreases your intelligence, dexterity and 
    infravision by 2.  It does extra damage from fire.  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 is especially deadly against
    natural creatures.  It provides resistance to fire and light.  It
    allows you to sense the presence of spiders and demons.  It speeds
    your regenerative powers.  It drains life.  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 49 of Moria.
j) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
    It can be activated
    for detection, probing and identify true every 1000 turns if it is
    being worn. It provides light (radius 1) forever.  It can be used to
    store a spell.  It increases your intelligence, wisdom, charisma and 
    searching by 4.  It does extra damage from fire.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    fights against evil with holy fury.  It provides resistance to life
    draining, fire and nether.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
k) 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 lying in a vault on level 49 of Moria.
l) 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 48 of Moria.
m) 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.
n) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
    It can
    be wielded two-handed.  It can be activated for dispel evil (x4) every
    100+d100 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your strength, wisdom and speed by 4.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides resistance to life draining, electricity, fire, 
    nether and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 126 of Angband.
o) 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, shards and nexus.  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 49 of Moria.
p) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    It can be wielded
    two-handed.  It can be activated for drain life (90) every 70 turns if
    it is being worn. It increases your wisdom and infravision by 4.  It
    does extra damage from frost.  It is especially deadly against orcs.  
    It makes you completely fearless.  It provides resistance to cold and 
    light.  It allows you to sense the presence of orcs, trolls and giants
    .  It speeds your regenerative powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
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 125 of Angband.
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 lying in a vault on level 127 of Angband.
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.
    
    You found it lying in a vault on level 71 of Erebor.
t) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5) {cursed}
    It can be wielded
    two-handed.  It can be activated for destruction every 200+d200 turns
     if it is being worn. It increases your strength, infravision and 
    ability to tunnel by 5.  It does extra damage from electricity.  It 
    poisons your foes.  It is a great bane of dragons.  It is especially
    deadly against natural creatures.  It provides resistance to blindness
    , sound and nexus.  It produces an anti-magic shell.  It aggravates
    nearby creatures.  It is cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
u) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
    It must be wielded two-handed.  It increases your 
    strength and constitution by 4.  It does extra damage from electricity
     and fire.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It is especially deadly against natural
    creatures.  It makes you completely fearless.  It provides resistance 
    to electricity, fire and dark.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
v) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
    It must be
    wielded two-handed.  It increases your strength and ability to tunnel
     by 6.  It does extra damage from fire.  It poisons your foes.  It
    drains life from your foes.  It is especially deadly against dragons.  
    It is a great bane of undead.  It fights against evil with holy fury.  
    It is especially deadly against natural creatures.  It provides
    immunity to fire.  It provides resistance to dark, chaos and 
    disenchantment.  It prevents teleportation.  It drains mana.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
w) The Mighty Hammer 'Grond' (E:37, 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.  
x) 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 126 of Angband.
a) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {QUEST}
    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.
b) The Sling of Tumlach (x-5) (+19,+16) (-7) {cursed, HEE!}
    It provides light (radius 1) forever.  
    It decreases your constitution by 7.  It fires missiles with extra
    might.  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 124 of Angband.
c) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases 
    your intelligence, wisdom, dexterity and speed by 1.  It provides
    resistance to electricity, fire and cold.  It slows your metabolism.  
    It fires missiles with extra might.  It fires missiles excessively
    fast.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 49 of Moria.
d) 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.
e) 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 lying in a vault on level 49 of Moria.
f) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your 
    dexterity and luck by 2.  It provides immunity to paralysis.  It
    allows you to sense the presence of dragons.  It fires missiles with
    extra might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of Erebor.
g) 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 lying in a vault on level 71 of Erebor.
h) The Seeker Bolt 'Scale-piercer' (8d5) (+15,+20)
    It is a great bane
    of dragons.  It makes you completely fearless.  It allows you to sense
    the presence of dragons.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 127 of Angband.
i) The Seeker Bolt 'Heart's Blood' (8d5) (+15,+20) (+5% of critical hits)
    It increases 
    your ability to score critical hits by 5.  It is very sharp and can
    cut your foes.  It is very sharp and can make your foes bleed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
j) The Silver Bolt 'Balefire' (6d5) (+20,+15)
    It provides
    light (radius 1) forever.  It does extra damage from fire.  It is a
    great bane of demons.  It is a great bane of undead.  It allows you to
    sense the presence of demons and undead.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
k) The Seeker Arrow of Bard (8d4) (+20,+15)
    It does extra
    damage from acid, electricity, fire and frost.  It poisons your foes.  
    It is a great bane of dragons.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It is especially deadly
    against giants.  It strikes at demons with holy wrath.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
l) 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 lying in a vault on level 49 of Moria.
m) 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 lying in a vault on level 49 of Moria.
n) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra
    damage from acid, electricity, fire and frost.  It poisons your foes.  
    It cannot be harmed by acid, cold, lightning or fire.  
o) 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 lying in a vault on level 49 of Moria.
p) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) {cursed}
    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 is cursed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Smeagol on level 49 of Moria.
q) The Drum of the Sky (+2 to speed)
    It 
    increases your wisdom, charisma, stealth, speed and luck by 2.  It
    provides resistance to acid, electricity, fire, cold and sound.  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.
r) The Drum of the Druedain (+4 to stealth)
    It can be
    activated for detection every 99 turns if it is being worn. It 
    increases your stealth, searching and infravision by 4.  It provides
    resistance to poison and dark.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Ghast on level 124 of Angband.
s) The Harp of Maglor (+3 to speed)
    It 
    increases your wisdom, charisma, stealth, speed and luck by 3.  It
    provides resistance to acid, electricity, fire, cold and sound.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of unique beings.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 127 of Angband.
t) The Horn of Rohan (+2)
    It can be
    activated for heroism, berserker, and haste every 250 turns if it is
    being worn. It increases your wisdom and charisma by 2.  It allows you
    to sense the presence of dragons.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 126 of Angband.
u) The Horn of Boromir (+3)
    It can be
    activated for mass human summoning every 1000 turns if it is being
    worn. It increases your strength and constitution by 3.  It makes you
    completely fearless.  It provides resistance to fire.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 127 of Angband.
v) The Horn of Helm (+2)
    It can be
    activated for sound ball (300) every 300 turns if it is being worn. It 
    increases your strength and constitution by 2.  It provides immunity 
    to cold.  It makes you completely fearless.  It provides resistance to 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 125 of Angband.
w) Lugdush, the Uruk's corpse
    It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Lugdush, the Uruk on level 25 of Maze.
x) Itangast the Fire Drake's corpse
    
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Itangast the Fire Drake on level 71 of
    Erebor.
a) Ulfang the Black's corpse
    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.
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 126
    of Angband.
c) 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.
d) The Human Skeleton 'Galleg' {WHAT?}
    It cannot be harmed
    by acid, cold, lightning or fire.  



Posted on 21.2.2006 07:50

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473. on the Ladder (of 12804)
216. on the ToME Ladder (of 2975)
Second best for this player (out of 4)

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On 21.2.2006 07:50 matt@nightrealms.com wrote:
So, this is my first time both to try Ironman rooms (the always special rooms option), and to do a Void dive as a Sorcer (I tried before with a Symbiant, but finding the stairs was so frustrating that I gave up). There were some false starts, including when I got ambushed on the way to the Sandworm Hole. The time that I made it all the way, I got up to clvl 20 by killing things in the lake south of Bree before trying for the SwH (clvl 20, since I was pretty sure I wouldn't get ambushed on the way by that level). All those vaults in the SwH, with only dragon worms, purple worms, wereworms and sandworms to guard them meant lots of easy loot. After looting and leveling there for a while, I went to the Orc Caves to get the artifact armor from Death Watch, and to get the Wand of Thrain. Some more scumming at SwH, then I used a Thunderlord nest to go to level 49 of Moria, completely skipping Orc Town. I looted there until clvl 35, then went to the Lonely Mountain, and discovered that making all rooms vaults means many less fountains to scum for potions; also, the Disarm spell destroys trapped fountains, so I had to carry around a Rod of Disarming to disarm those traps.

After that, everything went like my previous wins, except for the fact that I found artifacts, good ego items and uniques a lot more frequently. After winning, I scummed the bottom of Angband and Mt Doom to kill of all the uniques before going into the Void, but some of them just wouldn't show up, including such nasties as Kronos and Ancalagon the Black. After getting sick and tired of scumming for uniques, I decided to go into the Void anyways. I got up Necromancy enough to buy the "Undead Form" skill, then put the rest of my skill points in Spirituality for the savings throws.

I made a big mistake when I forgot that the Rod of Home Summoning summons from the last *town* you visit, even if you don't go into the home there, and all extra !ofCureSanity and such were in my Bree home; oops. I figured I'd just deal with it, since I had plenty of !o*Healing and !oResotreMana with me, and proceeded. The 'lights the whole level' effect of the Vision Spell, plus the Find Ways Spell, made finding stairs *much* easier than when I tried the void it with a Symbiant. I avoid fighting most things, and used Stone Prison, the Recall's "swap position" effect, if anything nasty came upon me.

In the Nether Realms, I came across a Dungeon Town (which seems kind of stupid, a town in the Void or the Nether Realms?), and this that the Rod of Home Summoning now accessed a completely empty home, and not even my Lothlorien home (but it's not like there was anything useful in that home). I also forgot to detect traps once, and tripped a piety trap, knocking my piety down from around 26,000 to around 2,000, and reducing my Max MP by about 500 or so, but at least it didn't kill me.

When I got to the bottom of the Nether Realsm, I lured Tik'srvzllat into a part of a vault where I was surrounded on six sides by permanent walls, so there was only room for Tik and one other incorporeal monster to attack. Beating Tik was no problem, and he didn't summon any uniques, but it did knock away a bunch of Sanity with no way to restore it. I went to the dungeon town and scummend the potions shop for sanity potions and got my santiy back to full, plus some spar Cure Light and Cure Serious Insanity potions, but those wouldn't do me much good if Melkor actually hit me.

So, back up through the Nether Realms, then down to the botom of the void. I partially cleared out one vault, laid a series of Runes of Protection down one long corridor which was mostly bordered by permanent walls, lead in Melkor (who was kept out of the vault while I set everything up), and then scooted to the end of the corridor. I was doing okay against him until he invoked a mana-storm which installed killed me and put me into undead form (even though I had 805 HP). Through a combination of unfamiliarity with Undead Form, and plain stupidity, he killed me right after that, but I had found the Blood of Life on the way down through the void, so the game wasn't over.

Monster detection showed Melkor in a vault that wasn't of a shape that I felt was good for fighting him, so I decided to stair scum until I found a good looking vault. I didn't realize that you can't leave the bottom of the Void until killing Melkor, so tried it anyways, and found that the when the Blood of Life had regenerated the level, it had placed my on a *down* stair, and going down it placed my back in Lothlorien.

I blinked at that, then went to Bree to move some potions over to the Lothlorien home, and to switch me Elven Cloak of Air for my Elven Cloak of the Magi, since I now had magical breathing from the Ring of Phase. Dove back down to the bottom of the Void, and decided to use the Shake + Stone Prison + Void Jumpgate strategy as described in one of the threads on the ToME forums. I had it set up so that Melkor would come into line of sight four squares away from me, I hit him twice with a manathrust, then use the jumpgate to lure him away, and repeat. He never attempted to summon anything, only cast a few spells at me, and occasionally healed himself, and I soon killed him; didn't really leave anything interesting in what he dropped.

After returning to the surface, I used the Precognition from my Mage Staff of Eternity to scum for artifacts I hadn't yet found, and quickly found a bunch of intstrument artifacts. Turns out I hadn't set my automizer to auto-destroy musical instruments, so I didn't realize that any artifact insturments I'd come across were indesturctable, and hence artifacts.

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