The Angband Ladder: Baewan, Petty-Dwarf Warper by <mcantrell@netzero.net>

  [ToME 2.3.3 Character Sheet]

 Name  : Baewan                 Age                 42       Str:     40     40
 Sex   : Male                   Height              48       INT!     40       
 Race  : Vampire Petty-Dwarf    Weight              82       WIS!     40       
 Class : Warper                 Social Class        71       Dex:     40     40
 Body  : Player                                              Con!     40     40
 God   : Eru Iluvatar                                        Chr:     40     40
                                                                               
 + To Melee Hit          15 Level             50    Hit Points     -241/  1177 
 + To Melee Damage      -10 Experience  35500950    Spell Points   1414/  1414 
 + To Ranged Hit         30 Max Exp     36615521    Sanity          930/   930 
 + To Ranged Damage      12 Exp to Adv.    *****    Piety                10866 
   AC                17+118 Gold          750811    Speed           Fast (+26) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Fair         Perception  : Bad          Blows/Round:  4         
 Bows/Throw  : Excellent    Searching   : Bad          Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Good         Mel.dmg/Rnd:  4d4-40    
 Stealth     : Superb       Magic Device: Heroic       Infra-Vision: 1310 feet 
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Petty-Dwarf Miner.              
          You are a well liked child.  You have dark brown eyes,               
          straight black hair, a two foot beard, and a dark                    
          complexion.                                                          


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 115 (5750')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 98 (4900')
        Nether Realm: Level 691 (34550')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        The Void: Level 148 (7400')
        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 19 (950')
        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 33 (1650')

 Your body was a Player.
 You have defeated 16565 enemies.
 You tried to destroy Melkor forever, but died in the attempt.
 Arda will be quiet, but not free from evil.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 97 princesses.
 You saved Arda and became a famed King.
 You found 4 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 35th Quelle of the 2890th year of the third age.
 Your adventure lasted 49 days.

     Your Attributes:
You are dead, killed by a Water hound on level 691 of Nether Realm.
You can drain life from a foe.
You can detect hidden doors and traps.
You can restore lost life forces.
You can sense what is beyond walls.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are unlucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to nexus attacks.
You are resistant to nether forces.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.


                    adefkmnopsuxz{|@            
        Add Str   : ........4*......            
        Add Int   : ....234..*......            
        Add Wis   : ....23...*.....+            
        Add Dex   : .4.......*......            
        Add Con   : ......4.4*.3....            
        Add Chr   : .....3...*......            
        Mul Mana  : +...+..........+            
        Mul SPower: +...............            
        Add Stea. : ......4....3....            
        Add Infra : ..1......*......            
        Add Tun.. : ..............8.            
        Add Speed : .4.*..4....3....            
        Sust Str  : ..+.............            
        Sust Int  : ....+...........            
        Sust Wis  : ....+...........            
        Sust Dex  : ................            
        Sust Con  : ..+.......+.....            
        Sust Chr  : ................            
        Invisible : ..+.............            
        Mul life  : ...............+            
        Sens Fire : ................            
        Reflect   : ......+.........            
        Free Act  : ........+.+.....            
        Hold Life : ....+..........+            
        Imm Acid  : .+....+.*+......            
        Res Elec  : .++...+..+......            
        Imm Fire  : .+....*..+......            
        Res Cold  : .+....+..+.....+            
        Res Pois  : .........+.....+            
        Res Fear  : ................            
        Res Light : ........+++.....            
        Res Dark  : .........+.....+            
        Res Blind : ................            
        Res Conf  : ........++......            
        Res Sound : ..+.....+.......            
        Res Shard : ................            
        Res Neth  : .........+.....+            
        Res Nexus : ..+...+..+......            
        Res Chaos : ........+.......            
        Res Disen : ...............+            
        Aura Fire : ......+.........            
        Auto Curse: ....+...........            
        Lite      : ....+....++....+            
        See Invis : .........+......            
        Digestion : ..+.+...........            
        Regen     : ....+...........            
        Activate  : ..........+.....            
        Drain Exp : ..+.............            
        Cursed    : ..+...+..+......            
        Hvy Curse : ..+.+....+......            
        Prm Curse : .........+......            
        Fly       : ......+.........            
        Orc.ESP   : ........+.......            
        Evil.ESP  : ....+...........            
        TLord.ESP : ......+.........            
        Good.ESP  : ....+...........            
        Full ESP  : .........+......            

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

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

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


Skills (points left: 0)
 - Combat                                        02.000 [0.300]
          . Weaponmastery                        01.100 [0.500]
          . Archery                              01.000 [0.300]
          . Barehand-combat                      01.000 [0.300]
 - Sneakiness                                    04.200 [0.900]
          . Stealth                              02.900 [0.500]
          . Disarming                            00.300 [0.000]
 - Magic                                         50.000 [0.900]
          . Magic-Device                         31.950 [1.050]
          . Spell-power                          01.000 [0.700]
          . Mana                                 01.000 [0.700]
                   . Fire                        01.600 [0.800]
                   . Water                       06.400 [0.800]
                   . Air                         00.000 [0.800]
                   . Earth                       00.000 [0.800]
          . Meta                                 00.000 [0.800]
          . Conveyance                           50.000 [1.200]
          . Divination                           00.000 [1.200]
          . Temporal                             00.000 [1.200]
          . Mind                                 00.000 [0.700]
          . Nature                               00.000 [0.800]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          50.000 [0.700]
 - Spirituality                                  10.400 [0.550]
          . Prayer                               50.000 [0.500]
 - Monster-lore                                  02.900 [0.500]
          . Summoning                            01.300 [0.400]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            25.700 [0.500]
          . Mimicry                              01.000 [0.300]

Abilities
 * Perfect casting


  [Fates]

You are fated to meet a Newt on level 16.
You may meet a Singing, happy drunk on level 1.
You may meet a Pitiful-looking beggar on level 1.
You may meet a Jackal on level 10.
You may find a Wand of Confuse on level 1.
You are fated to meet a Giant black ant on level 13.
You may meet a Large kobold on level 1.
You are fated to find something special on level 6.
You may meet a Giant black ant on level 14.
You may meet a Pike on level 1.


  [Character Equipment]

a) a Mage Staff of Wizardry [See the Music] (1d4) (-5,-12)(60%) (+3) {!*}
    It can be wielded two-handed.  It has a spell stored inside.
    It increases your spell power by 3.  It increases your mana capacity
     by 60%.  
    You found it lying on the ground on level 29 of The Sandworm lair.
d) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) {!*}
    It 
    increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) The Ring of Power of Khamul, the Black Easterling (+1 to infravision)
{cursed}
    It 
    increases your infravision by 1.  It makes you invisible.  It sustains 
    your strength and constitution.  It provides resistance to electricity
    , sound and nexus.  It slows your metabolism.  It drains experience.  
    It is heavily cursed.  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 128
    of The Void.
f) a Ring of Speed (+15) {!*}
    It increases your speed by 15.  
    You stole it from the Rare Jewelry Shop.
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) a Dwarven Lantern of the Magi (+3) {!*}
    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 cannot be harmed by fire.  
    
    It was given to you as a reward.
n) The Thunderlord Coat of Trone [9,+20] (+4 to speed) {cursed, !*}
    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 is cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
o) a Cloak of Mist of Air [1,+10] {!*}
    It allows you to breathe without air.  
    It was given to you as a reward.
p) The Small Metal Shield of Thorin [3,+25] (+4) {!*}
    It increases your strength and 
    constitution by 4.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to light, sound and 
    chaos.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
s) The Massive Iron Crown of Morgoth [0,+9] (+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 118 of
    Angband.
u) 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.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3) {!*}
    It increases your 
    constitution, stealth and speed by 3.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 27 of The Sandworm lair.
z) (nothing)
{) (nothing)
|) a Dwarven Shovel of Digging (+8) {!*}
    It 
    increases your ability to tunnel by 8.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.


  [Character Inventory]

a) a Fireproof Tome of Translocation {!d!k!k!k!k!k}
    It
    cannot be harmed by fire.  
    You bought it from the Library.
b) 4 Fireproof Tomes of Knowledge {!d!k}
    It cannot be harmed by fire.  
    You bought it from the Library.
c) 3 Fireproof Holy Tomes of Eru Iluvatar {!d!k}
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
d) a Fireproof Book of Beginner Cantrips {!d}
    It cannot be harmed by fire.  
    
    You found it in the remains of a Grave wight in the town of Bree .
e) The Gem of Rage {!d}
    It
    can be activated for curing every 110 turns.  
    You found it lying in a vault on level 30 of The Sandworm lair.
f) Baalzebub's Tormented Skullcap (charging) {!d}
    It can
    be activated for genocide every 500 turns.  
    You bought it from the Magic shop.
g) The Jester's Cap of Insanity {!d}
    It can be activated for restore
    stats and life levels every 200 turns.  
    You found it lying on the ground on level 1 of Barrow-Downs.
h) 5 Sprigs of Athelas
    
i) 44 Potions of Cure Serious Insanity
    
j) 14 Potions of *Healing*
    
k) 13 Potions of Restore Mana
    
l) 20 Potions of Resistance
    It cannot
    be harmed by acid, cold, lightning or fire.  
m) a Mithril Rod of the Istari of Healing (108/320)
    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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
n) a Partial Totem of a Sky Drake
    
o) The Ring 'Rinelin' (+9) {cursed}
    It increases your intelligence and speed by 9.  
    It sustains your intelligence, wisdom and constitution.  It provides
    resistance to fire and blindness.  It allows you to see invisible
    monsters.  It slows your metabolism.  It is cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Sky Drake on level 77 of Angband.
p) a Mage Staff (1d4) (+10,+3)
    It
    can be wielded two-handed.  It can be used to store a spell.  
q) a Mage Staff (1d4) (+8,+7)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Demonshield of Gothmog [13,+13] (+4) {!*}
    It 
    increases your dexterity by 4.  It makes you invisible.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to life draining.  It allows you to
    levitate.  It produces a fiery sheath.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 22 of The Sandworm lair.
b) a Greater rotting quylthulg (1500 hp)
c) a Greater demonic quylthulg (1500 hp)
d) a Death sword (324 hp)
e) an Eye druj (1000 hp)
f) a Hand druj (600 hp)
g) The Crumpled Scroll of Mass Resurrection
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
h) a True Totem of The Minotaur of the Labyrinth
    
i) The Ring of Power of Adunaphel the Quiet (+2 attacks)
    It 
    increases your dexterity, constitution, attack speed and ability to
    score critical hits by 2.  It makes you invisible.  It provides
    resistance to acid, electricity and dark.  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 60 of Dol
    Guldur.
j) The Ring of Power of Adunaphel the Quiet (+3)
    It increases your wisdom and dexterity by 3.  It makes you
    invisible.  It provides resistance to blindness, nexus, chaos and 
    disenchantment.  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 49 of Moria.
k) The Ring of Power of Uvatha the Horseman (+1 to stealth)
    
    It increases your dexterity, stealth and searching by 1.  It makes you
    invisible.  It sustains your strength.  It provides resistance to acid
    , electricity, cold, dark, confusion, sound, nether 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 Uvatha the Horseman in the town of Bree .
l) The Ring of Durin (+2)
    
    It grants you the power of Midas touch if it is being worn.  It 
    increases your strength, constitution and charisma by 2.  It sustains 
    your strength, constitution and charisma.  It provides resistance to 
    life draining, acid, cold, dark, nether and chaos.  It allows you to
    sense the presence of evil beings.  It drains experience.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
m) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every
    10+d10 turns if it is being worn. It provides light (radius 3)
    forever.  It increases your searching and luck by 4.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
n) The Phial of Undeath (-5) {cursed}
o) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    It increases your strength, stealth, 
    infravision and ability to tunnel by 5.  It provides resistance to 
    acid, electricity, fire and poison.  It allows you to sense the
    presence of animals.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
p) a Fur Cloak of Air [3,+9]
    It allows you to breathe without air.  
    You found it lying in a vault on level 29 of The Sandworm lair.
q) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It 
    increases your intelligence and wisdom by 2.  It provides resistance 
    to blindness and shards.  It allows you to sense the presence of orcs, 
    trolls and evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Itangast the Fire Drake on level 48 of The
    Sacred Land Of Mountains.
r) 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 29 of The Sandworm lair.
s) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
t) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can
    be wielded two-handed.  It increases your charisma by 3.  It does
    extra damage from fire.  It is especially deadly against giants.  It
    strikes at undead with holy wrath.  It provides resistance to fire and 
    sound.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of giants.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog in the town of Gondolin .
u) The Lead-Filled Mace of Bargorme (3d4) (+15,+0) (+3)
    
    It can be wielded two-handed.  It increases your wisdom by 3.  It does
    extra damage from acid.  It produces chaotic effects.  It is
    especially deadly against orcs.  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 cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
v) The Light Crossbow of Ciruir (x3) (+4,+7) (+1)
    It increases your strength, wisdom, dexterity, constitution and 
    charisma by 1.  It cannot be harmed by acid, cold, lightning or fire.  
    
    It was given to you as a reward.
w) The Bolt of Aingil (1d5) (+23,+14) (+2)
    It increases your dexterity by 2.  It 
    poisons your foes.  It drains life from your foes.  It is especially
    deadly against giants.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Master mindcrafter in the town of
    Gondolin .
x) a Parchment - Adventurer's Guide to Middle-earth


  [Home Inventory - Gondolin ]

a) The Ring of Power of Ren the Unclean (+3% of critical hits)
    It increases your ability to score critical hits by 3.  It
    makes you invisible.  It sustains your strength.  It provides
    resistance to electricity, poison, confusion, sound and nether.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 63 of Mordor.
b) The Ring of Power of Akhorahil the Blind (+2 to searching)
    
    It increases your wisdom, dexterity, searching and infravision by 2.  
    It makes you invisible.  It sustains your strength and intelligence.  
    It provides resistance to dark and blindness.  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 117 of Angband.
c) The Ring of Power of Akhorahil the Blind (+1)
    
    It increases your strength and charisma by 1.  It makes you invisible.
    It provides immunity to paralysis.  It provides resistance to light.  
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 49 of Mordor.
d) The Ring of Arsil (+7) {100% off}
    
    It increases your dexterity, searching and speed by 7.  It sustains 
    your strength and intelligence.  It provides resistance to fire, 
    confusion and sound.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You stole it from the Speed Ring Market.
e) The Ring 'Erimar' (+3) {100% off}
    It increases your wisdom and 
    speed by 3.  It sustains your intelligence.  It provides resistance to 
    shards.  It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You stole it from the Rare Jewelry Shop.
f) The Ring of Helereth (+5) {100% off}
    It increases your strength, 
    searching and speed by 5.  It makes you invisible.  It provides
    immunity to paralysis.  It provides resistance to electricity, light, 
    shards and chaos.  It allows you to see invisible monsters.  It slows
    your metabolism.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You stole it from the Rare Jewelry Shop.
g) The Ring of Herad (+6) {100% off}
    It increases your wisdom and 
    speed by 6.  It provides resistance to cold, blindness, shards and 
    nether.  It allows you to levitate.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Speed Ring Market.
h) The Ring of Osgas (+1) {100% off}
    It increases your strength and 
    stealth by 1.  It makes you invisible.  It provides resistance to 
    electricity, cold, dark, blindness and nether.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
i) The Ring called 'Flappywings'
    It sustains your intelligence.
    It makes you completely fearless.  It provides resistance to nether.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You made it yourself.
j) The Amulet of Hurth (+5) {.}
    It increases your intelligence and charisma by 5.
    It provides resistance to acid, light, nether, nexus and chaos.  It
    induces random teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 27 of The Sandworm lair.
k) The Amulet of Mingbar (+2) {100% off}
    It
    provides light (radius 1) forever.  It increases your intelligence, 
    wisdom and constitution by 2.  It sustains your wisdom.  It provides
    resistance to electricity, light, blindness and sound.  It allows you
    to see invisible monsters.  It slows your metabolism.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
l) The Amulet of Ormaeglar (+4) {100% off}
    It provides light (radius 1)
    forever.  It increases your strength, intelligence, wisdom, stealth
     and searching by 4.  It sustains your strength.  It provides
    resistance to fire, light and dark.  It allows you to levitate.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
m) The Amulet 'Minon' (-4,-4) (+3 to searching) {100% off}
    It can be used to store a
    spell.  It increases your intelligence and searching by 3.  It
    sustains your intelligence.  It provides immunity to paralysis.  It
    provides resistance to poison, blindness and confusion.  It allows you
    to levitate.  It allows you to see invisible monsters.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
n) The Amulet of Radaglath (+1) {100% off}
    It increases your charisma by 
    1.  It sustains your dexterity.  It provides resistance to poison, 
    confusion, nether and nexus.  It reflects bolts and arrows.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
o) The Amulet of Echor (+5) {100% off}
    It increases your dexterity by 
    5.  It sustains your strength, intelligence, wisdom, dexterity, 
    constitution and charisma.  It provides resistance to life draining, 
    acid and blindness.  It allows you to see invisible monsters.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You stole it from the Rare Jewelry Shop.
p) The Amulet 'Emeth' {100% off}
    It sustains your strength, 
    intelligence, wisdom, dexterity, constitution and charisma.  It
    provides resistance to life draining, electricity, fire, light, dark
     and disenchantment.  It slows your metabolism.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
q) The Amulet of Ninar (+5) {100% off}
    It increases your strength and 
    constitution by 5.  It sustains your strength, intelligence, wisdom, 
    dexterity, constitution and charisma.  It provides resistance to life
    draining and shards.  It allows you to see invisible monsters.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You stole it from the Rare Jewelry Shop.
r) The Amulet 'Thamir' (+1) {100% off}
    It increases your dexterity, 
    stealth, searching, infravision and speed by 1.  It sustains your 
    dexterity and constitution.  It makes you completely fearless.  It
    provides resistance to acid, electricity, poison, light and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
s) The Amulet 'Nacir' (+4) {100% off}
    It increases your intelligence
     and wisdom by 4.  It sustains your wisdom and dexterity.  It provides
    resistance to fire, confusion, sound and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You stole it from the Rare Jewelry Shop.
t) a Green Dragon Scale Mail of Defense (-2 to accuracy) [30,+17]
    It can be activated for 
    breathe poison gas (150) every 90+d90 turns if it is being worn. It
    sustains your charisma.  It provides resistance to poison.  It allows
    you to fly.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be activated for restore life
    levels every 450 turns if it is being worn. It can be used to store a
    spell.  It increases your intelligence, wisdom, charisma, stealth, 
    speed and luck by 2.  It makes you invisible.  It provides resistance 
    to acid, fire, cold and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
v) a Feathers Cloak of Air [1,+5]
    It allows you to
    breathe without air.  
    It was given to you as a reward.
w) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt
    (5d8) every 5+d5 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
x) The Whip of Gothmog (3d6) (+15,+16) (-2)
    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 cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Home Inventory - Minas Anor ]

a) The Tome of Collected Weird Magic
    It can be activated for teleport
    (range 100) every 100 turns.  
    You found it lying on the ground on level 62 of The Sacred Land Of
    Mountains.
b) The Golden Horn of the Thunderlords (6 charges) {!*!*!*}
    
    It was given to you as a reward.
c) The Ring of Power of Dwar, Dog Lord of Waw (+1 to speed)
d) The Ring of Tulkas (+4)
    It can be activated for haste self
    (75+d75 turns) every 150+d150 turns if it is being worn. It increases 
    your strength, dexterity, constitution and speed by 4.  It allows you
    to sense the presence of evil beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
e) The Ring of Power 'Narya' (+6,+6) (+1)
    
    It can be activated for healing (500) every 200+d100 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, speed and luck by 1.  It sustains 
    your strength, wisdom, constitution and charisma.  It provides
    immunity to fire.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to nether.  It allows you
    to see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
f) The Ring of Flare (+3)
    It can be activated
    for dimension door every 100 turns if it is being worn. It grants you
    the power of swap position if it is being worn.  It increases your 
    strength, constitution, charisma and searching by 3.  It provides
    immunity to fire.  It allows you to fly.  It allows you to see
    invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Archlich on level 69 of Angband.
g) The Amulet of Ingwe (+3)
    It
    can be activated for dispel evil (level*5) every 300+d300 turns if it
    is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Black reaver on level 71 of Angband.
h) The Arkenstone of Thrain (+3)
    
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed
     and luck by 3.  It provides resistance to life draining, light, dark
     and chaos.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Black reaver on level 71 of Angband.
i) The Palantir of Orthanc (+2)
    
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
j) 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.
k) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases your 
    strength, dexterity and speed by 2.  It makes you completely fearless.
    It provides resistance to acid, electricity, fire, cold, confusion, 
    sound and nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Master vampire on level 70 of Angband.
l) The Full Plate Armour of Isildur [25,+25] (+1)
    
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Fire giant on level 70 of Angband.
m) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It 
    increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    blindness, confusion and nexus.  It allows you to sense the presence 
    of thunderlords.  It reflects bolts and arrows.  It produces a fiery
    sheath.  It drains mana.  It aggravates nearby creatures.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Morgoth, Lord of Darkness on level 118 of
    Angband.
n) 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 shards.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Ancient black dragon on level 70 of
    Angband.
o) 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.
p) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    It decreases your strength and dexterity by 3.  It provides
    immunity to fire and cold.  It provides immunity to paralysis.  It
    provides resistance to poison, nether and disenchantment.  It drains 
    mana.  It induces random teleportation.  It aggravates nearby
    creatures.  It is heavily cursed.  It carries an ancient foul curse.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black reaver on level 70 of Angband.
q) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    
    It increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 118 of
    Angband.
r) 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 in the remains of a Master vampire on level 70 of Angband.
s) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    
    It can be activated for ball of fire (72) every 400 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, dexterity and luck by 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 sustains your 
    dexterity.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to fire and 
    disenchantment.  It allows you to see invisible monsters.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
t) 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 Glaurung, Father of the Dragons on level 72
    of Erebor.
u) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be wielded two-handed.  It can be activated for word
    of recall every 200 turns if it is being worn. It increases your 
    dexterity and charisma by 3.  It does extra damage from fire and frost
    .  It provides immunity to paralysis.  It provides resistance to fire, 
    cold and light.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 118 of
    Angband.
v) 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.  
w) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity
     and constitution by 4.  It provides resistance to nether.  It fires
    missiles with extra might.  It fires missiles excessively fast.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
x) Draugluin, Sire of All Werewolves's corpse


  [Home Inventory - Lothlorien ]

a) a Potion of Water Curing {quest}
    
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 in the remains of Scatha the Worm on level 63 of The Sacred
    Land Of Mountains.
c) The Jewel 'Evenstar' (+3) {!*}
    It can be activated for restore stats and life
    levels every 750 turns if it is being worn. It provides light (radius
    1) forever.  It increases your constitution by 3.  It sustains your 
    intelligence, wisdom and constitution.  It provides resistance to life
    draining, cold, dark and nether.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog in the town of Khazad-dum .
d) The Star of Elendil (+1)
    
    It can be activated for light (dam 2d15) & map area every 50+d50 turns
     if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases 
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
e) The Anchor of Space-Time
    It
    provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
f) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+11] (+1 to stealth)
    It can
    be activated for breathe lightning (100) every 90+d90 turns if it is
    being worn. It increases your stealth by 1.  It provides resistance to 
    acid, electricity, fire, cold, poison and sound.  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.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and 
    charisma by 2.  It provides resistance to acid, electricity, fire, 
    cold, shards, nether and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Armoury.
h) The Metal Brigandine Armour 'Atand' (-3 to accuracy) [19,+0]
    It provides immunity to electricity.  
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to life draining, confusion, sound, nether and 
    disenchantment.  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.
i) The Filthy Rag of Dornin [1,+2]
    It provides immunity to cold.  It makes you completely fearless.  
    It provides resistance to acid and fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
j) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if it is being worn.  
    It can be used to store a spell.  It increases your intelligence, 
    wisdom and searching by 3.  It sustains your intelligence and wisdom.  
    It provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Azriel, Angel of Death on level 70 of The
    Sacred Land Of Mountains.
k) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {!*}
    It increases your dexterity and speed by 3.  
    It provides resistance to acid, confusion and shards.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) 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 in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
m) 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.
n) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear in every direction if it
    is being worn. It decreases your intelligence, wisdom and searching by 
    5.  It provides immunity to cold.  It provides immunity to paralysis.  
    It makes you completely fearless.  It provides resistance to acid, 
    fire, poison and disenchantment.  It allows you to see invisible
    monsters.  It produces an anti-magic shell.  It drains life.  It
    induces random teleportation.  It is heavily cursed.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Eldrak in the town of Gondolin .
o) 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 bought it from the Weaponsmith.
p) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, 
    charisma and stealth by 2.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It allows you to levitate.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of orcs and trolls.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
q) 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 .
r) The Bastard Sword of Beron (3d4) (+14,+18) (+1 attack)
    
    It can be wielded two-handed.  It increases your strength and attack
    speed by 1.  It is very sharp and can make your foes bleed.  It is
    especially deadly against trolls.  It strikes at demons with holy
    wrath.  It fights against evil with holy fury.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord in a plain of grass.
s) 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.
t) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    It can be activated for fire ball (300) every
    200+d200 turns if it is being worn. It decreases your charisma by 4.  
    It does extra damage from fire.  It provides immunity to fire.  It is
    cursed.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from acid, 
    electricity, fire and frost.  It poisons your foes.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It is a great bane of demons.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Blue Thunderlord in a plain of grass.
v) 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.  
w) a Wyvern Egg
x) a Great Wyrm of Thunder corpse


  [Home Inventory - Khazad-dum ]

a) The Ring of Daidre (+3 attacks)
    It increases your searching and attack speed by 3.  It sustains 
    your charisma.  It makes you completely fearless.  It provides
    resistance to poison and shards.  It allows you to levitate.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
b) a Ring of Speed (+10)
    It 
    increases your speed by 10.  
    You found it in the remains of Kavlax the Many-Headed on level 50 of Moria.
c) The Amulet of Orthath (+1) {100% off}
    
    It increases your constitution, charisma and searching by 1.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to cold, shards and chaos.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You stole it from the Rare Jewelry Shop.
d) The Stone of Lore
    It can be activated for 
    perilous identify every turn if it is being worn. It provides light
    (radius 1) forever.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
e) The Iron Crown of Dallos [0,+11]
    It sustains your 
    intelligence, dexterity and constitution.  It provides resistance to 
    electricity and poison.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Kavlax the Many-Headed on level 50 of Moria.
f) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    
    It can be wielded two-handed.  It increases your constitution by 3.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It fights against
    evil with holy fury.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend in the town of Khazad-dum .
g) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
h) 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 in the remains of a Water troll Priest on level 50 of Moria.
i) The Three Piece Rod of Eoninin (3d3) (+19,+6) (+4)
    
    It increases your constitution, charisma and ability to tunnel by 4.  
    It can cause earthquakes.  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 Water troll on level 50 of Moria.


  [The Mathom-house Inventory - Bree ]

a) The Bag of Tricks
    It
    can be activated for confusion.  
    You found it lying on the ground on level 1 of Barrow-Downs.
b) Baalzebub's Tormented Box
    It can be
    activated for cure insanity every 200 turns.  
    You found it in the remains of a Vampire on level 38 of Mordor.
c) Boccob's Unfinished Works
    It can
    be activated for confusion.  
    You found it lying on the ground on level 30 of The Sandworm lair.
d) The Gem of Ice
    It
    can be activated for aggravate.  
    You found it lying on the ground on level 30 of The Sandworm lair.
e) The Gem of Venom
    It
    can be activated for cuts.  
    You found it lying on the ground on level 30 of The Sandworm lair.
f) The Gem of Ghosts
    It
    can be activated for cure hallucination every 100 turns.  
    You found it in the remains of a Dark elven warlock on level 19 of A lost
    temple.
g) The Shrunken Head of Nightmares
    It can be activated for cure cuts every 100 turns.  
    You found it lying on the ground on level 27 of The Sandworm lair.
h) The Mirror of Alternate Dimensions
    It
    can be activated for gain corruption every 10 turns.  
    You found it lying in a vault on level 28 of The Sandworm lair.
i) The Diamond Prism of Light
    It can
    be activated for something weird every 5 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
j) Gruumsh's Bottle of Death
    It
    can be activated for confusion.  
    You found it in the remains of a Dreadmaster on level 55 of The Sacred
    Land Of Mountains.
k) Tenser's Alteration Manual
    It can be activated for stun.  
    You found it lying in a vault on level 30 of The Sandworm lair.
l) Raal's Tome of Unconventional Warfare
    It can
    be activated for cuts.  
    You found it lying on the ground on level 1 of Barrow-Downs.
m) The Pendulum of Orcus
    It can be
    activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 29 of The Sandworm lair.
n) Benetar's Death Ray Experiment
    It
    can be activated for darkness.  
    You found it lying on the ground on level 29 of The Sandworm lair.
o) Valdarbon's Automatic Alchemist
    It
    can be activated for decreasing Intelligence.  
    You found it lying on the ground on level 29 of The Sandworm lair.
p) a Parchment titled ``Demigods and their Uses''
    It
    can be activated for high stat loss.  
    You found it in the remains of a Ranger chieftain on level 39 of Mordor.
q) Benetar's Mana Battery
    
    It can be activated for confusion.  
    You found it lying on the ground on level 30 of The Sandworm lair.
r) Gamenlon's Summoning Manual
    It
    can be activated for high experience loss.  
    You found it lying on the ground on level 1 of Barrow-Downs.
s) The Box of Many Wonders
    It can be
    activated for high experience loss.  
    You found it lying on the ground on level 29 of The Sandworm lair.
t) The Clay Tablets of Antiquity
    It
    can be activated for cure blindness every 100 turns.  
    You found it lying in a vault on level 30 of The Sandworm lair.
u) Tenser's Mechanical Magician
    It can
    be activated for cure confusion every 100 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
v) The Grail of Kenault
    It
    can be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
w) The Hand of Vecna
    It
    can be activated for cure serious wounds every 75 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
x) The Skull of Vecna
    It
    can be activated for stat loss.  
    You found it in the remains of a Dreadmaster on level 55 of The Sacred
    Land Of Mountains.
a) The Eye of Vecna
    It can be activated for teleport (range 100) every
    100 turns.  
    You found it lying on the ground on level 58 of Dol Guldur.
b) The Crystal Ball of The Witch-King of Angmar
    It can be
    activated for cuts.  
    You found it in the remains of a Mind flayer on level 30 of Mirkwood.
c) a Parchment titled ``Secrets of the Gnomish Wizards''
    
    It can be activated for create hunger.  
    You found it lying on the ground on level 26 of The Sandworm lair.
d) The Medallion of Good Will
    It
    can be activated for teleport (range 100) every 100 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
e) The Cunning Plan of Zog
    It
    can be activated for blindness.  
    You found it lying on the ground on level 27 of The Sandworm lair.
f) a Parchment titled ''Immortality For Dummies''
    It
    can be activated for confusion.  
    You found it lying on the ground on level 27 of The Sandworm lair.
g) Jor's Compendium of Strange Behaviour
    It
    can be activated for high stat loss.  
    You found it lying on the ground on level 29 of The Sandworm lair.
h) Agannazar's Antique Acorn
    It
    can be activated for decreasing Constitution.  
    You found it lying on the ground on level 22 of The Sandworm lair.
i) Tenser's Top-Heavy Teaspoon
    It
    can be activated for summon monster.  
    You found it in the remains of a Bat of Gorgoroth on level 35 of Heart of
    the Earth.



Posted on 21.4.2006 10:53
Last updated on 23.4.2006 05:29

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On 21.4.2006 10:53 mcantrell@netzero.net wrote:
Here is my current running character, a Warper/Thaum. Went Vampire for a bit of an extra boost, since, well, I've been dying a lot. :) Turned off Ironman rooms -- I'd like to win once before turning them on again.

Just finished the Orc Caves. I think I am looking pretty good so far. I am using Manathrust for most of my damage, with the exception of a really good Area and View spell I have -- I have one that does 6d49 View - Nexus, but not enough mana to reliably cast it (it uses over 60 mana!) My current is a 18 mana 3d31 Magic Missles, it seems to work well. I have a similar Area - Magic Missles spell (4d46) for 23 mana. For laughs, stair scum the Orc Caves on small dungeons for a single huge room full of orcs, then cast either of those spells. Whammo, instantly cleared dungeon. Gotta be careful of the Firebirds, though.

Also have my favorite spell type -- Beam - Force. It bounced the affected monster away for the ENTIRE range, or until it hits a wall, whatever comes first. at 4d27 per bounce they usually take enough to drop them before they finish "riding the wave".

Kinda torn between what armor to wear. Talkettoth gives me good speed, great armor value, and some resistances, but the Elven Paper Armor fills out the base 4. Kinda torn between the two.

Not sure what to do now. I think this character is doing better than my standard characters -- getting gear before levels, this time. I have a god quest I should go do, but no reliable item detection. I'd like to wait for See the Music's Enlightenment version -- that's 7 levels of prayer away. But, at that point (level 27)... I'm almost better off just not DOING the God quests. I'd also really like to go to the Sandworm lair soon and scum for some books -- I'd like a book contianing all the Conveyance spells, and a book containing all Eru's spells, at the very least. A full divination book would also be faboo.

On 21.4.2006 20:08 mcantrell@netzero.net wrote:
Finished the Sandworm Lair (barely, had to go nuts with create-wall spells to stop the horde), finished my God quest after hitting 24 (and accidently 26, thanks to a group of Wall monsters I didn't see getting nailed by my view spell) and gaining the Enlightenment version of See the Music.

Not sure what to do next, to be honest. My gut is telling me to scum the bottom of Sandworm Lair for a while, until I get some good books and maybe some stat up potions.

On 21.4.2006 21:02 mcantrell@netzero.net wrote:
Just finished God Quest 2 for the first time ever. Still scumming the bottom of Sandworm Lair for books. Nothing is a threat down there at this point, really. I've been told to snag better resistances, will I'll do soon -- I have the elven Armor which I can switch to for a AC and speed hit, just kinda hesitant to do so. :)

The search for a book of Eru continues. :) Not sure what hotkeys to set -- currently I have MAnathrust as F1, a Beam - Force for 1d10 damage as F2 (not much damage but it sure gets monsters away from me fast), a cheap view - Magic Missles spell on F5, a more expensive View - Lightning on F6 (6d56!!)... Phase door on Shift-F1, Listen to the Music on S-F2 (which is up to "ID the entire map's items" -- useful but expensive), See the Music on S-F3 (which is up to Enlightenment level), Know the Music on S-F4, and Ent's Potion on S-F5. Thinking about putting Teleport Away on S-F9. Still missing an area spell and wall destruction, which is a bummer. Soon, maybe.

On 21.4.2006 22:27 mcantrell@netzero.net wrote:
Stupid trap on a chest cost me my nice staff of mana... looking for a new one now. Still searching for decent books...

On 22.4.2006 01:18 mcantrell@netzero.net wrote:
Still hunting for books... :(

On 22.4.2006 02:12 mcantrell@netzero.net wrote:
Taking a break from the Sandworm searching for a bit of questing. The house quest in Gondolin was easy (view spells > dragons), and Eol was equally easy since I filled his entire map with rock before going after him -- two of my new 7d77 Area - Arrow spells did him in.

Tempted to try the troll army quest in Gondolin... I am not sure that I can survive the giants in it though. Supposedly if I fill my area with lava they can't cross it, we'll see.

On 22.4.2006 02:26 mcantrell@netzero.net wrote:
Troll quest was easy (view spells took out the weak stuff, my Area - Arrow 7d77 spell took out the big stuff). Didn't get anything out of it except for a cursed artifact helm, though. Considering abusing stealing and the new ring store that just opened, though... need 2 more Dex to make it 100% though.

On 22.4.2006 02:53 mcantrell@netzero.net wrote:
... Stealing rings probably shouldn't be allowed. Ah well. Found 2 +10 Speed Rings, but, I need the resistances my current rings give, I think.

Hm.

On 22.4.2006 05:14 mcantrell@netzero.net wrote:
After a bit of ring steal-scumming, courtesy of one of my customers keeping me on a call for 2 hours straight. Lost flight, but gained +30 speed. Probably going back to the Sandworm lair for a bit (books~~~~) for the off chance I can find another Scroll of Artifact Creation for my Ring of Speed +15.

On 22.4.2006 09:15 mcantrell@netzero.net wrote:
Punched through the Maze, was going to go to Rhun but decided against it, burned through Moria, and did the Heart of the Earth for fun. Haven't done the Water Cave yet, maybe shortly. Furthest I've ever gotten in Tome right here.

On 22.4.2006 10:56 mcantrell@netzero.net wrote:
Just took out Trone, wearing his coat. It's not even fair how easy that was, I basically got him almost, but not quite into a corridor with me, then cast a create wall spell that has a 9 square radius. Then I just tunneled to him and cast my Area - Sound 10d95 spell twice. Fell before he could move. Finally replaced Talkettoth and capped Int, woot! Not sure what I just killed that sent my piety into the negative THREE THOUSAND range -- I think it was the horde of High Elven Rangers. Hasn't Eru ever heard of self defense?

On 22.4.2006 10:58 mcantrell@netzero.net wrote:
Oh, you'll note that I have my books(~~~) finally. After all that wasted time scumming for them, I found a market level with them readily available. Figures.

On 22.4.2006 13:36 mcantrell@netzero.net wrote:
Looking good I think. Just finished Mordor. Had a close call when I got jumped by some Ice Wyrms -- got knocked down to 10 hp, and had to back off and drink a potion of *Healing*.

Maxed my big 4 skills, now looking at Symbiosis, if FF gives me it two more times -- that's about the only way I can ge tit to 25, which would be nice. But to get it I'll need to head into Angband... Eh...

I still cannot find the place to go for the quest "Poisoned Water", I've looked everywhere for that stairs, I just can't find it. Maybe I'm missing something obvious, I dunno.

On 22.4.2006 14:33 HektorLorenzo(at)web.de wrote:
If you are looking for poisoned water in Lothorien you should look for water near Lorien, obviously. It is not necessarily found subterannean. Like most water sources it is likely to be found on the surface.

On 22.4.2006 21:47 mcantrell@netzero.net wrote:
Hektor> Yeah, I found it after I looked a bit harder. Stilly that I didn't think to follow the river outside of wilderness mode. ;)

Anyway, going around killing guardians. Only two places the ring can be now -- Erebor, and Angband/Mount Doom. I think. Going to try Erebor now.

On 22.4.2006 22:13 mcantrell@netzero.net wrote:
The plus side: First L50 character!
The minus side: No ring from Erebor.

Ah well, looks like I might be able to get Symbiosis after all. ;)

On 23.4.2006 02:16 mcantrell@netzero.net wrote:
A long uneventful treck through Angband later, and I have the ring. Sauron was a pushover, just sealed him in rock and then chain cast my 10d95 Sound Attack. Sound dazes - and Sauron's not immune to being Dazed. He literally didn't get to move the 3 times I killed him.

I got Symbiosis up enough from FF -- the LAST FF quest possible -- to get Symbiosis up to exactly 25. So, I can now summon scads of Wyrns and Ancient Dragons -- which I don't dare do, since all my attacks are huge area spells. Ah well, they do make good distractions, and 30% of all damage is taken by my Symbiot now.

Heading into Mount Doom next...

On 23.4.2006 03:10 mcantrell@netzero.net wrote:
My first winner. Mt. Doom was scary, as my GWoP turned on me, and, well, I felt an obligation to clean up the mess. I skipped most of the level though, using Sense Monsters and Recall (which works on special levels) to bounce across the map in two turns, drop the ring in, then start cleaning things up. Gandalf the Grey was there, and survived -- although he became aggressive at me when I removed the rock walls around him using Stone to Mud.

Morgoth was a very, very big pushover. I sealed myself in rock, he came at me, and I spammed my Area Sound Spell. He's not immune to being Dazed either. He got a few hits off but didn't take me much further down than 200 HP below max or so.

Considering going on to the void, not sure if that would be sane or not. :)

On 23.4.2006 04:35 mcantrell@netzero.net wrote:
Void kit complete. Gameplan is to seal the entire level with rock then run like heck for the exit. Hopefully I'll not tab past the graveyard scene when I die. ;)

On 23.4.2006 05:29 mcantrell@netzero.net wrote:
Aaand got screwed because I like picking up special items. Got a ringwraith's ring (one of two I was missing), picked it up, somehow all my gear got shuffled around, lost Blind Resistance... found the blood of life, drunk it, died right afterwards after being chain blinded. Got down a bit further, and of course, the bane of my existance, Water Hounds. As far as I can tell I got breathed on by, well, they just kept breathing on me until I was dead.

Best run yet. :)

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