The Angband Ladder: Alannon, Thunderlord Sorceror by <rickynumber24@jesnetplus.com>

  [ToME 2.3.3 Character Sheet]

 Name  : Alannon                Age                 16       STR!     32       
 Sex   : Female                 Height             132       INT!     40       
 Race  : Thunderlord Hermit     Weight             245       WIS!     40       
 Class : Sorceror               Social Class        72       DEX!     29       
 Body  : Player                                              CON!     40       
 God   : Eru Iluvatar                                        CHR!     40       
                                                                               
 + To Melee Hit         -71 Level             50    Hit Points      753/   753 
 + To Melee Damage      -32 Experience  27914945    Spell Points   2049/  2049 
 + To Ranged Hit        -41 Max Exp     27914945    Sanity          930/   930 
 + To Ranged Damage      19 Exp to Adv.    *****    Piety               115388 
   AC                28+105 Gold         4664134    Speed           Fast (+10) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Poor         Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Poor         Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Good         Mel.dmg/Rnd:  12d4-128  
 Stealth     : Bad          Magic Device: Heroic       Infra-Vision: 40 feet   
                                                       Tactic:       coward    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of many Manwe Maia.  Your eagle looks very               
          good.  In the past you dwelt on earth in the form of a wise          
          and ancient counsellor.                                              
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 82 (4100')
        Barrow-Downs: Level 10 (500')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 30 (1500')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 36 (1800')

 Your body is a Player.
 You are currently in the town of Bree.
 You have defeated 32956 enemies.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 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 81 princesses.
 You found 4 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 42nd Hrive of the 2890th year of the third age.
 You have been adventuring for 110 days.

                    adefkmnopsuxz{|@            
        Add Str   : ..3........3....            
        Add Int   : 3...2....1......            
        Add Wis   : 3..42..........+            
        Add Dex   : .2..............            
        Add Con   : ..34......43....            
        Add Chr   : ..3.............            
        Mul Mana  : +...+..........+            
        Mul SPower: +........+......            
        Add Stea. : .......3........            
        Add Sear. : ..3....3........            
        Add Infra : 3...............            
        Add Tun.. : ..............6.            
        Add Speed : .....3.....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  : ......*+.+.....+            
        Imm Elec  : ...+...+.+.....*            
        Imm Fire  : ..*...**.+......            
        Imm 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 Elec : .......+........            
        Auto Curse: ....+...........            
        Levitate  : ...+...........+            
        Lite      : ....+...........            
        See Invis : +.+..+...+......            
        Digestion : ....+...........            
        Regen     : ....+.....+.....            
        Xtra Might: .+..............            
        Activate  : ..+..+....+.....            
        Hvy Curse : ....+...........            
        Fly       : ..+............+            
        Climb     : ...........+....            
        Orc.ESP   : .....+..........            
        Dragon.ESP: .+.............+            
        Evil.ESP  : ....+...........            
        TLord.ESP : ..+.............            
        Good.ESP  : ....+...........            

Skills (points left: 62)
 . Combat                                        01.300 [0.400]
 - Sneakiness                                    04.400 [0.900]
          . Stealth                             -13.000 [0.400]
          . Disarming                            01.100 [0.000]
 - Magic                                         50.000 [1.000]
          . Magic-Device                         26.000 [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                           33.300 [0.900]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          14.400 [0.900]
 - Spirituality                                  08.150 [0.550]
          . Prayer                               10.000 [0.500]
 - Monster-lore                                  03.500 [0.500]
          . Summoning                            03.200 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            01.300 [0.400]

Abilities
 * Perfect casting
 * Undead Form


  [Fates]

You are fated to meet a Pitiful-looking beggar on level 2.
You are fated to find a Scroll of Object Detection on level 19.
You may meet an Aimless-looking merchant on level 1.
You may meet a Novice ranger on level 4.
You may meet a Boil-covered wretch on level 4.
You may find a Potion of Slowness on level 2.
You are fated to meet a Giant green frog on level 13.
You may meet an Agent of the black market on level 1.
You are fated to find an Essence of Cold on level 16.
You may find a Cloak on level 1.
You may meet a Giant white mouse on level 1.
You may meet a Jackal on level 17.
You may find a Staff of Reveal Ways on level 17.
You are fated to meet a Newt on level 13.
You may meet a Cave bear on level 1.
You are fated to find a Lembas on level 1.
You are fated to find something special on level 17.
You are fated to find a Wooden Rod of Nothing on level 1.
You may meet a Boil-covered wretch on level 4.
You may find a Ring of Nothing on level 7.
You may meet a Dark elven druid on level 15.
You are fated to find a Potion of Cure Light Insanity on level 1.
You may find a Small Wooden Boomerang on level 9.
You are fated to meet a Blubbering idiot on level 7.
You may find a Scroll of Nothing on level 1.


  [Character Equipment]

a) The Mage Staff of Forochel (3d4) (-9,-5)(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 Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your 
    dexterity and luck by 2.  It provides immunity to paralysis.  It
    allows you to sense the presence of dragons.  It fires missiles with
    extra might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 60 of Mordor.
e) 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 Saruman of Many Colours on level 56 of
    Mordor.
f) The Ring of Ivrithar (+4)
    It increases your wisdom and constitution by 4.  It provides
    resistance to electricity, cold, poison, sound and shards.  It allows
    you to levitate.  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.
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
    It grants you the power of restore life if it is being worn.  
    It provides light (radius 1) forever.  It can be used to store a
    spell.  It increases your intelligence, wisdom and luck by 2.  It
    increases your mana capacity by 40%.  It sustains your intelligence
     and wisdom.  It provides resistance to life draining.  It allows you
    to breathe underwater.  It allows you to sense the presence of evil
    beings and good beings.  It slows your metabolism.  It speeds your
    regenerative powers.  It is heavily cursed.  It can re-curse itself.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns
     if it is being worn. It provides light (radius 3) forever.  It 
    increases your speed and luck by 3.  It provides resistance to life
    draining, light, dark and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 59 of Mordor.
n) The Chain Mail of Mordantir (-54,-9) [14,+10](40%)
    
    It increases your hit points by 40%.  It sustains your strength, 
    wisdom and charisma.  It provides immunity to acid and fire.  It
    provides immunity to paralysis.  It provides resistance to life
    draining, cold, poison, sound, nether and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 69 of Paths of the
    Dead.
o) The Elven Cloak 'Thrimbar' [4,+12] (+3 to stealth)
    It increases your stealth, searching and luck by 3.  It provides
    immunity to fire.  It provides resistance to acid, electricity, nether
    , nexus and chaos.  It produces an electric sheath.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
p) The Small Leather Shield of Ressin [2,+12]
    It
    sustains your dexterity.  It provides resistance to poison, nether, 
    chaos and disenchantment.  It reflects bolts and arrows.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 52 of Paths of the Dead.
s) a Golden Crown of the Magi [0,+14] (+1)
    
    It can be used to store a spell.  It increases your intelligence and 
    spell power by 1.  It sustains your intelligence.  It provides
    resistance to acid, electricity, fire, cold and shards.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) 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.  
z) a Skull druj (1400 hp)
{) (nothing)
|) a Pick of Digging (+6)
    It increases 
    your ability to tunnel by 6.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mountain ogre on level 48 of Moria.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy
    It
    cannot be harmed by fire.  
    It was given to you as a reward.
b) 2 Tomes of the Eternal Flame
c) a Fireproof Tome of the Blowing Wind
    It cannot be harmed by electricity.  
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
d) a Fireproof Tome of the Impenetrable Earth
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
e) a Fireproof Tome of the Everrunning Wave
    It cannot be harmed by fire.  
    
    You bought it from the Black Market.
f) 2 Fireproof Tomes of Translocation
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
g) a Fireproof Tome of the Tree
    It cannot be harmed by fire.  
    
    You found it in the remains of Saruman of Many Colours on level 56 of
    Mordor.
h) 2 Fireproof Tomes of Knowledge
    It cannot be harmed by fire.  
    You bought it from the Black Market.
i) a Fireproof Tome of the Time
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) a Fireproof Tome of Meta Spells
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) The Gem of Knowledge
    It can
    be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 32 of The Land Of Rhun.
l) The Tome of Elven Household Magic
    It
    can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Dark elven sorcerer on level 43 of Mordor.
m) The Crystal Ball of The Witch-King of Angmar
    
    It can be activated for genocide every 500 turns.  
    You found it in the remains of a Black orc on level 34 of Cirith Ungol.
n) a Potion of Cure Critical Wounds
o) 26 Potions of Healing
p) 15 Potions of Restore Mana
q) 20 Potions of Curing
r) The Ring of Power of Ji Indur Dawndeath (+1 to speed)
    
    It increases your speed by 1.  It makes you invisible.  It sustains 
    your charisma.  It provides resistance to cold and poison.  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 Ji Indur Dawndeath on level 67 of Angband.
s) The Ring of Power of Dwar, Dog Lord of Waw (+4)
    
    It increases your intelligence and dexterity by 4.  It makes you
    invisible.  It provides resistance to fire, poison and disenchantment.
    It allows you to see invisible monsters.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 67 of
    Angband.
t) The Ring of Power of Ren the Unclean (+5)
    It increases your strength by 5.  It makes you invisible.  It
    sustains your strength.  It provides resistance to fire, poison, 
    confusion and disenchantment.  It allows you to see invisible
    monsters.  It slows your metabolism.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Ren the Unclean on level 43 of Paths of the
    Dead.
u) The Ring of Power of Ren the Unclean (+2 to searching)
    It increases your intelligence and searching by 2.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to acid, 
    electricity, sound and nether.  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 Ren the Unclean on level 65 of The Sacred
    Land Of Mountains.
v) 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 a Great Ice Wyrm on level 71 of Angband.
w) The Ring of Erandan (+1)
    
    It increases your intelligence by 1.  It makes you invisible.  It
    sustains your dexterity.  It makes you completely fearless.  It
    provides resistance to cold, dark and blindness.  It allows you to
    levitate.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 80 of Angband.


  [Home Inventory - Bree ]

a) 3 Fireproof Tomes of Magical Energy
    
    It cannot be harmed by fire.  
    It was given to you as a reward.
b) 8 Tomes of the Eternal Flame
c) 2 Fireproof Tomes of the Blowing Wind
    It cannot be harmed by electricity.  
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
d) 3 Fireproof Tomes of the Impenetrable Earth
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
e) 3 Fireproof Tomes of the Everrunning Wave
    It cannot be harmed by fire.  
    
    You bought it from the Black Market.
f) 2 Fireproof Tomes of Translocation
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
g) 2 Fireproof Tomes of the Tree
    It cannot be harmed by fire.  
    
    You found it in the remains of Saruman of Many Colours on level 56 of
    Mordor.
h) 3 Fireproof Tomes of Knowledge
    It cannot be harmed by fire.  
    You bought it from the Black Market.
i) 5 Fireproof Tomes of the Time
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) 6 Fireproof Tomes of Meta Spells
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
k) a Fireproof Holy Tome of Eru Iluvatar
l) 2 Fireproof Books of Beginner Cantrips
    It
    cannot be harmed by fire.  
    You bought it from the Book Store.
m) The Tome of Alannon
    It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
n) a Parchment titled ``Magic for the Layman''
    It can be activated for teleport
    (range 100) every 100 turns.  
    You found it in the remains of a Gnome mage on level 21 of Mirkwood.
o) Raistlin's Ready Ranger (charging)
    It
    can be activated for light absorption every 80 turns.  
    You found it lying on the ground on level 26 of The Sandworm lair.
p) Agannazar's Altruistic Assassin
    It
    can be activated for Destruction every 100 turns.  
    You found it lying on the ground on level 42 of Paths of the Dead.
q) Tenser's Top-Heavy Teaspoon
    It
    can be activated for mass genocide every 1000 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
r) a Golden Rod of the Istari of Nothing (250/250)
s) an Adamantite Rod of Simplicity of Nothing (200/200)
    
    You found it in the remains of a Nightwing on level 56 of Paths of the
    Dead.
t) 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.  
    It was given to you as a reward.
u) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, 
    electricity, fire, cold, light, dark and blindness.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 59 of Dol Guldur.
v) The Large Metal Shield of Elmar [5,+9]
    
    It sustains your strength.  It provides immunity to electricity.  It
    provides resistance to poison and nether.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon on level 71 of
    Angband.


  [Home Inventory - Gondolin ]

a) The Ring 'Ornona' (+2)
    It increases your strength and dexterity by 2.  It provides
    immunity to paralysis.  It provides resistance to electricity, poison
     and dark.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mountain ogre on level 39 of The Land Of
    Rhun.
b) a Ring of Speed (+5)
c) The Ring of Barahir (+1)
    It can be activated for dispel small life every 55+d55 turns if
    it is being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
d) a Ring of Lordly Protection [+19] {25% off}
    It provides immunity to paralysis.  It
    provides resistance to life draining, poison, dark and disenchantment.
    
    You bought it from the Jewelry Shop.
e) The Ring of Dinaxe (+5)
    It can be used to store a spell.  
    It increases your intelligence by 5.  It sustains your wisdom.  It
    provides immunity to paralysis.  It provides resistance to dark.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 29 of The Helcaraxe.
f) 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.  
    It was given to you as a reward.
g) 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 on the ground on level 30 of The Sandworm lair.
h) The Bar Chain Mail of Guned (-71,-54) [18,+11](40%)
    It
    increases your hit points by 40%.  It sustains your wisdom, dexterity, 
    constitution and charisma.  It provides immunity to fire.  It makes
    you completely fearless.  It provides resistance to poison and shards.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave troll on level 40 of Moria.
i) The Full Plate Armour of Andor (-48,-22) [25,+12](40%)
    It
    increases your hit points by 40%.  It sustains your charisma.  It
    provides resistance to dark, sound, shards and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hell knight on level 66 of Mordor.
j) The Robe of Great Luck [-30,-20] (+60)
    It 
    increases your luck by 60.  It provides immunity to paralysis.  It 
    drains mana and life.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
k) 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 sound, shards 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
l) The Large Metal Shield of Earth [5,+10]
    It sustains your strength and wisdom.  It
    provides immunity to acid and cold.  It provides resistance to life
    draining, light, dark and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Young red dragon on level 37 of The Land
    Of Rhun.
m) The Large Metal Shield of Ohtarnas [5,+4]
    It sustains your charisma.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to confusion.  
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mature white dragon on level 34 of A lost
    temple.
n) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and luck by 3.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Young red dragon on level 24 of Mirkwood.
o) The Steel Helm of Celennath [6,+9]
    
    It provides light (radius 3) forever.  It sustains your dexterity.  It
    provides resistance to fire, sound, nether, chaos and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 40 of Submerged Ruins.
p) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can
    be activated for arrows (150) every 90+d90 turns if it is being worn. 
    It grants you the power of magic missile if it is being worn.  It 
    increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to acid.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Ice Wyrm on level 59 of Mordor.
q) a Short Bow of Lothlorien (x4) (+21,+16) (+2)
    
    It increases your dexterity by 2.  It provides immunity to paralysis.  
    It gives telepathic powers.  It fires missiles with extra might.  It
    has been blessed by the gods.  It cannot be harmed by acid.  It cannot
    be harmed by fire.  
    It was given to you as a reward.
r) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It increases your strength and 
    constitution by 2.  It provides resistance to electricity, fire and 
    cold.  It speeds your regenerative powers.  It fires missiles with
    extra might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Forest troll on level 32 of Moria.
s) The Light Crossbow of Amragon (x3) (+18,+6) (+1 to speed)
    It
    provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity and speed by 1.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Black ogre on level 60 of Mordor.
t) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It
    can be activated for magic arrow (10d10) every 20+d20 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    provides resistance to electricity, light, dark and blindness.  It
    fires missiles with extra might.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
u) The Bolt of Ering (1d5) (+12,+15) (+5)
    
    It increases your strength and dexterity by 5.  It does extra damage 
    from fire.  It is especially deadly against dragons.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 32 of A lost temple.
v) a Fiery Small Metal Boomerang of Westernesse (3d4) (+7,+11) (+2)
    It
    provides light (radius 1) forever.  It increases your strength, 
    dexterity and constitution by 2.  It does extra damage from fire.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to fire.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs, trolls and giants.  It
    cannot be harmed by fire.  
    You bought it from the Weaponsmith.
w) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It increases your dexterity and 
    speed by 4.  It provides resistance to acid, electricity, fire and 
    cold.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 63 of Mordor.
x) a Drum of Power (+5)
    It 
    increases your strength and charisma by 5.  It sustains your charisma.
    It provides resistance to acid, electricity, fire, cold and nexus.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 26 of The Helcaraxe.


  [Home Inventory - Minas Anor ]

a) 10 Potions of Cure Insanity
b) 50 Potions of Healing
c) 16 Potions of *Healing* {25% off}
d) 2 Potions of Life
e) 22 Potions of Restore Mana
f) a Potion of Augmentation
g) 10 Potions of Resistance
h) 26 Potions of Curing
i) a Potion of Invulnerability
j) 12 Scrolls of Reset Recall
k) 2 Fireproof Scrolls of *Destruction*
l) 9 Scrolls of *Destruction*
m) 2 Fireproof Scrolls of Genocide
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
n) 2 Scrolls of Genocide
o) 3 Scrolls of Mass Genocide
p) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal and
    cure black breath every 200 turns if it is being worn. It provides
    light (radius 3) forever.  It increases your strength, wisdom, 
    charisma and speed by 4.  It makes you completely fearless.  It
    provides resistance to fire, poison and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 75 of Angband.
q) a Dwarven Lantern of the Magi (+2)
    
    It grants you the power of magic map if it is being worn.  It provides
    light (radius 2) forever.  It can be used to store a spell.  It 
    increases your intelligence, wisdom and charisma by 2.  It cannot be
    harmed by fire.  
    It was given to you as a reward.
r) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It can be activated for identify spell
    every 10 turns if it is being worn. It can be used to store a spell.  
    It increases your intelligence and wisdom by 4.  It fights against
    evil with holy fury.  It provides resistance to light.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    evil beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 75 of Angband.
s) The Sling of the Thain (x6) (+15,+15) (+4)
    
    It increases your dexterity and constitution by 4.  It provides
    resistance to nether.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
t) The Long Bow 'Nathirth' (x6) (+15,+13) (+3 to speed)
    It increases your strength, intelligence, wisdom, dexterity, 
    charisma and speed by 3.  It fires missiles with extra might.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 71 of Angband.
u) The Harp of Daeron (+1 to speed)
    
    It increases your wisdom, charisma, stealth, speed and luck by 1.  It
    provides resistance to acid, electricity, fire, cold and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dreadlord on level 74 of Angband.
v) The Mage Staff 'Telmith' (1d4) (-2,-9)(60%) (+3)
    It
    can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 3.  It increases your mana capacity by 
    60%.  It sustains your intelligence and wisdom.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.


  [Home Inventory - Lothlorien ]

a) The Necklace 'Nauglamir' (+3)
    It
    provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 81 of
    Angband.
b) The Amulet of Handorn (+4)
    It increases your strength and charisma by 4.  It sustains 
    your intelligence.  It provides resistance to light and blindness.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
c) The Amulet 'Hyavar' (+3)
    It 
    increases your strength, dexterity, searching and infravision by 3.  
    It provides resistance to fire, dark and confusion.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
d) The Amulet of Andan (+1)
    It
    can be used to store a spell.  It increases your charisma by 1.  It
    sustains your intelligence, wisdom, constitution and charisma.  It
    provides resistance to fire, nexus and chaos.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 25 of The Sandworm lair.
e) The Phial of Galadriel (+4)
    It
    can be activated for light area (dam 2d15) every 10+d10 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
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.  
    It was given to you as a reward.
g) The Partial Plate Armour 'Thebrolor' (-53,-11) [22,+7](40%)
    It increases your hit points by 40%.  
    It sustains your intelligence and dexterity.  It provides resistance 
    to cold, poison, confusion, nether, chaos and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
h) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) {cursed}
    
    It increases your intelligence and searching by 2.  It increases your 
    mana capacity by 40%.  It provides resistance to blindness and 
    confusion.  It renders you especially vulnerable to fire.  It allows
    you to see invisible monsters.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity
     and speed by 3.  It provides resistance to acid, blindness and shards
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
j) 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 on the ground on level 30 of Mirkwood.
k) 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 shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) a Cloak of Mist of Air [1,+11]
    It allows you to
    breathe without air.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) The Large Metal Shield of Angbarimo [5,+8]
    It
    sustains your wisdom and constitution.  It provides immunity to acid
     and cold.  It makes you completely fearless.  It provides resistance 
    to life draining, fire and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mature blue dragon on level 51 of Paths
    of the Dead.
n) 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 a Young bronze dragon on level 79 of
    Angband.
o) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to 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 64 of Mordor.
p) 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.
q) 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 on the ground on level 47 of Paths of the Dead.
r) 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.
s) 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.  
    It was given to you as a reward.
t) 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 in the remains of Harowen the Black Hand on level 73 of
    Angband.
u) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides
    resistance to disenchantment.  It fires missiles excessively fast.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Uruk on level 48 of The Sacred Land Of
    Mountains.
v) a Mage Staff of Power (1d4) (-8,-20) (+11)
    It can be wielded two-handed.  It can be used to store a
    spell.  It increases your spell power by 11.  


  [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 on the ground on level 32 of The Land Of Rhun.
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 in the remains of an Imp on level 37 of Moria.
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 lying in a vault on level 30 of The Sandworm lair.
d) The Rune [Sphere] 'Aedhron'
    It
    cannot be harmed by acid, cold, lightning or fire.  
e) The Bag of Tricks
    It can be
    activated for poison.  
    You found it in the remains of a Spectre on level 32 of The Land Of Rhun.
f) Kenault's Cantrip Generator
    
    It can be activated for cure serious wounds every 75 turns.  
    You found it in the remains of a Hill orc on level 19 of Orc Cave.
g) The Deck of Wild Magic
    It
    can be activated for experience loss.  
    You found it in the remains of a Ghoul on level 37 of Maze.
h) Baalzebub's Tormented Box
    It can be
    activated for cure blindness every 100 turns.  
    You found it lying on the floor of a special level.
i) Baalzebub's All-seeing Servant
    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.
j) The Gem of Fire
    It
    can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Half-orc on level 35 of Moria.
k) The Gem of Ice
    It can
    be activated for cuts.  
    You found it in the remains of a Hill orc on level 37 of Moria.
l) The Gem of Venom
    It can
    be activated for experience loss.  
    You found it in the remains of a Gelatinous cube on level 32 of The
    Helcaraxe.
m) The Gem of Knowledge
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Half-orc on level 49 of Cirith Ungol.
n) The Gem of Knowledge
    
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Bullywug on level 40 of Submerged Ruins.
o) The Gem of Rage
    
    It can be activated for death.  
    You found it in the remains of a Mimic on level 52 of Mordor.
p) The Gem of Hate
    It can be
    activated for decreasing Dexterity.  
    You found it lying on the ground on level 14 of Mirkwood.
q) The Gem of Hate
    It can be
    activated for decreasing Dexterity.  
    You found it in the remains of a White wraith on level 56 of Paths of the
    Dead.
r) The Gem of Wisdom
    It can be activated for poison.  
    You found it lying in a vault on level 29 of The Sandworm lair.
s) The Gem of Ghosts
    It can
    be activated for decreasing Intelligence.  
    You found it in the remains of a Hezrou on level 53 of Mordor.
t) The Shrunken Head of Nightmares
    It can
    be activated for cure confusion every 500 turns.  
    You found it in the remains of a Ghoul on level 20 of Mirkwood.
u) Raal's Voodoo Doll of Revenge
    It can
    be activated for decreasing Wisdom.  
v) The Mirror of Alternate Dimensions
    It can be activated for 
    decreasing Strength.  
    You found it in the remains of a Skeleton Dark elven warlock on level 32
    of The Land Of Rhun.
w) The Ebon Cube of Darkness
    It can be activated for blindness.  
    You found it in the remains of a Dark elven priest on level 64 of Mordor.
x) The Diamond Prism of Light
    
    It can be activated for cure blindness every 100 turns.  
    You found it lying in a vault on level 26 of The Land Of Rhun.
a) Gruumsh's Bottle of Death
    It can
    be activated for create hunger.  
    You found it lying in a vault on level 30 of The Sandworm lair.
b) The Devil's Pentagram
    It can
    be activated for decreasing Wisdom.  
    You found it in the remains of a Dread on level 43 of Mordor.
c) The Devil's Pentagram
    It can be
    activated for decreasing Wisdom.  
    You found it lying in a vault on level 50 of Cirith Ungol.
d) Mordekainen's Sneaking Eye
    It can be
    activated for stat loss.  
    You found it lying on the ground on level 30 of The Sandworm lair.
e) Kelek's Practical Joke
    It
    can be activated for cure serious wounds every 75 turns.  
    You found it in the remains of a Black wraith in the town of Gondolin .
f) Kelek's Wormhole Machine
    
    It can be activated for death.  
    You found it in the remains of a Hell knight on level 63 of Mordor.
g) Tenser's Alteration Manual
    It
    can be activated for stun.  
    You found it in the remains of an Ice skeleton on level 23 of The
    Helcaraxe.
h) Raal's Tome of Unconventional Warfare
    It can be activated for confusion.  
    You found it in the remains of an Emperor wight in the town of Bree .
i) The Tome of Collected Weird Magic
    
    It can be activated for cure stun every 100 turns.  
    You found it in the remains of a Dreadlord on level 54 of Mordor.
j) The Pendulum of Orcus
    It
    can be activated for blindness.  
    You found it lying on the ground on level 14 of Orc Cave.
k) Mordekainen's Pocket Magician
    It can be
    activated for cuts.  
    You found it in the remains of a Dread on level 35 of The Helcaraxe.
l) Benetar's Death Ray Experiment
    It
    can be activated for cure hallucination every 100 turns.  
    You found it lying in a vault on level 30 of The Sandworm lair.
m) Valdarbon's Automatic Alchemist
    It can
    be activated for confusion.  
    You found it in the remains of a Priest on level 64 of Mordor.
n) Lloth's Ceremonial Dagger
    It can
    be activated for decreasing Wisdom.  
    You found it lying on the ground on level 32 of The Land Of Rhun.
o) a Parchment titled ``Demigods and their Uses''
    It
    can be activated for cure confusion every 500 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
p) a Parchment titled ``Magic for the Layman''
    It
    can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Forest wight on level 70 of Paths of the
    Dead.
q) The Skull of Ancient Wisdom
    It can be activated for decreasing Strength.  
    You found it in the remains of a Dreadlord on level 67 of The Sacred Land
    Of Mountains.
r) Benetar's Mana Battery
    It can be activated for decreasing Constitution.  
    You found it lying on the ground on level 70 of The Sacred Land Of
    Mountains.
s) Benetar's Portable Plague
    It can be activated for high experience loss.  
    You found it lying on the ground on level 32 of The Land Of Rhun.
t) Gamenlon's Summoning Manual
    It
    can be activated for poison.  
    You found it in the remains of a Mummified human on level 32 of The
    Helcaraxe.
u) Gamenlon's Summoning Manual
    It can be activated for poison.  
    You found it in the remains of a Ghoul on level 40 of Paths of the Dead.
v) Balrilbon's Soulgem
    
    It can be activated for decreasing Strength.  
    You found it in the remains of a Hezrou on level 46 of Moria.
w) The Lost Works of Kenault
    It can be
    activated for cure hallucination every 100 turns.  
    You found it in the remains of an Acidic cytoplasm on level 32 of The
    Helcaraxe.
x) The Crystal Ball of Godly Sights
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Shade on level 65 of Mordor.
a) The Crystal Ball of Godly Sights
    It can be
    activated for cure insanity every 200 turns.  
    You found it in the remains of a Grave wight on level 60 of Erebor.
b) The Box of Many Wonders
    It
    can be activated for paralyze.  
    You found it lying on the ground on level 25 of The Old Forest.
c) Baalzebub's Tormented Skullcap
    It can
    be activated for cure stun every 100 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) The Jester's Cap of Insanity
    It can
    be activated for something weird every 5 turns.  
    You found it in the remains of a Death quasit on level 39 of Mordor.
e) The Bottomless Bottle
    It
    can be activated for something weird every 5 turns.  
    You found it in the remains of a Gelatinous cube on level 32 of The
    Helcaraxe.
f) a Parchment titled ``Planar Travel Made Easy''
    It can be activated for death.  
    You found it in the remains of a Priest on level 64 of Mordor.
g) The Wand Construction Kit
    It can
    be activated for confusion.  
    You found it in the remains of an Acidic cytoplasm on level 32 of The
    Helcaraxe.
h) The Clay Tablets of Antiquity
    It can be activated for Ruination.  
    You found it in the remains of a Skeleton Novice mage on level 40 of The
    Land Of Rhun.
i) Boccob's Magical Mish-mash
    It can be activated for summon pet every 101 turns.  
    You found it lying on the ground on level 29 of The Sandworm lair.
j) Boccob's Magical Mish-mash
    It
    can be activated for summon pet every 101 turns.  
    You found it in the remains of a Bullywug on level 40 of Submerged Ruins.
k) The Grail of Kenault
    
    It can be activated for high experience loss.  
    You found it lying on the ground on level 31 of The Helcaraxe.
l) a Parchment titled ``Household Magic''
    It can
    be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 43 of Mordor.
m) The Hand of Vecna
    It can be
    activated for decreasing Charisma.  
    You found it in the remains of a Master lich on level 40 of The Helcaraxe.
n) The Skull of Vecna
    
    It can be activated for high stat loss.  
    You found it in the remains of a Master vampire on level 39 of The Land Of
    Rhun.
o) The Eye of Vecna
    It can be activated for cure poison every 100 turns.  
    You found it in the remains of a Half-orc on level 42 of Mordor.
p) The Crystal Ball of The Witch-King of Angmar
    It can
    be activated for genocide every 500 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
q) a Parchment titled ``Secrets of the Gnomish Wizards''
    It
    can be activated for decreasing Wisdom.  
    You found it in the remains of a Zombie Priest on level 46 of Moria.
r) The Medallion of Good Will
    It
    can be activated for summon monster.  
    You found it in the remains of a Mind flayer on level 48 of Mordor.
s) The Medallion of Good Will
    It
    can be activated for summon monster.  
    You found it in the remains of a Dread on level 61 of Erebor.
t) The Immortal Skull of Benetar
    It can be
    activated for teleport (range 100) every 100 turns.  
    You found it lying on the ground on level 23 of The Sandworm lair.
u) The Immortal Skull of Benetar
    It
    can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Headless ghost on level 54 of Paths of
    the Dead.
v) Heward's Excellent Experimental Earmuffs
    It can be activated for gain corruption every 10 turns.  
    You found it lying on the ground on level 40 of The Land Of Rhun.
w) The Cunning Plan of Zog
    It
    can be activated for satisfy hunger every 100 turns.  
    You found it in the remains of a Ghoul on level 44 of Moria.
x) a Parchment titled ''Immortality For Dummies''
    It can be
    activated for hallucination every 10 turns.  
    You found it lying in a vault on level 29 of The Sandworm lair.
a) a Parchment titled ''Immortality For Dummies''
    It can
    be activated for hallucination every 10 turns.  
    You found it in the remains of a Dreadmaster on level 57 of The Sacred
    Land Of Mountains.
b) Mordenkainen's Mysterious Mind-Masher
    It can be activated for decreasing Dexterity.  
    You found it lying on the ground on level 21 of The Helcaraxe.
c) Jor's Buckler of Missile Attraction
    It can
    be activated for gain corruption every 10 turns.  
    You found it in the remains of a Snaga Shaman on level 22 of A lost temple.
d) Agannazar's Antique Acorn
    
    It can be activated for cure stun every 100 turns.  
    You found it lying in a vault on level 30 of The Sandworm lair.
e) Cathal's Corrupting Cymbal
    It can
    be activated for teleport (range 100) every 100 turns.  
    You found it lying on the ground on level 25 of The Old Forest.
f) Pytar's Portable Pandemonium
    It can
    be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Nether wraith on level 46 of Moria.
g) The Toenail of Vecna
    It
    can be activated for confusion.  
    You found it in the remains of a Grave wight in the town of Bree .
h) Jor's Book of Impossible Occurences
    It
    can be activated for light area (dam 2d15) every 100 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
i) a Parchment titled ''Finer Points of Munchkinism''
    It
    can be activated for satisfy hunger every 100 turns.  
    You found it in the remains of a Death quasit on level 47 of Mordor.
j) Olive's Omnipotent Ostrich
    It
    can be activated for decreasing Dexterity.  
    You found it lying on the ground on level 30 of The Sandworm lair.
k) 98 Potions of Water Curing {quest}
l) The Crumpled Scroll of Mass Resurrection
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dreadlord on level 54 of Mordor.
m) The Golden Horn of the Thunderlords (4 charges) {100% off}
    
    It was given to you as a reward.
n) 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 29 of The Sandworm lair.
o) The Ring of Power of Akhorahil the Blind (+4 to speed)
    It 
    increases your strength and speed by 4.  It makes you invisible.  It
    sustains your strength and charisma.  It provides resistance to light, 
    blindness and sound.  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 Akhorahil the Blind on level 67 of Dol
    Guldur.
p) The Ring of Power of Adunaphel the Quiet (+3 attacks)
    It increases your infravision and attack speed by 3.  It makes
    you invisible.  It provides resistance to cold and nexus.  It slows
    your metabolism.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 52 of Paths of
    the Dead.
q) The Ring of Power of Dwar, Dog Lord of Waw (+3 attacks)
    It increases your attack speed by 3.  It makes you invisible.
    It sustains your constitution.  It makes you completely fearless.  It
    provides resistance to electricity, fire, light 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 Dwar, Dog Lord of Waw on level 60 of Dol
    Guldur.
r) The Ring of Power of Dwar, Dog Lord of Waw (+2 attacks)
    It increases your dexterity and attack speed by 2.  It makes
    you invisible.  It sustains your constitution.  It makes you
    completely fearless.  It provides resistance to fire, light, confusion
     and sound.  It allows you to see invisible monsters.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 56 of Paths
    of the Dead.
s) The Ring of Power of Adunaphel the Quiet (+2)
    It increases your intelligence, dexterity and charisma by 
    2.  It makes you invisible.  It provides resistance to poison.  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 Adunaphel the Quiet on level 56 of Paths of
    the Dead.
t) The Ring of Power of Hoarmurath of Dir (+4 to infravision)
    It increases your strength and infravision by 4.  It makes
    you invisible.  It provides immunity to paralysis.  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 60 of Dol Guldur.
u) The Ring of Power of Adunaphel the Quiet (+2 to stealth)
    
    It increases your dexterity, charisma and stealth by 2.  It makes you
    invisible.  It provides resistance to electricity and sound.  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 59 of Paths of
    the Dead.
v) The Ring of Power of Adunaphel the Quiet (+4)
    It increases your strength by 4.  It makes you invisible.  It
    provides resistance to poison, dark and nexus.  It slows your
    metabolism.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 56 of Paths of
    the Dead.
w) The Ring of Power of Adunaphel the Quiet (+1 to searching)
    It increases your strength and searching by 1.  It makes you
    invisible.  It sustains your intelligence.  It provides resistance to 
    acid, electricity and chaos.  It allows you to see invisible monsters.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 35 of The
    Helcaraxe.
x) The Ring of Power of Hoarmurath of Dir (+2 to stealth)
    It increases your stealth by 2.  It makes you invisible.  It
    sustains your strength.  It provides resistance to fire, light, dark, 
    blindness and sound.  It allows you to levitate.  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 Hoarmurath of Dir on level 70 of Dol Guldur.
a) The Ring of Power of Ren the Unclean (+1)
    
    It increases your dexterity by 1.  It makes you invisible.  It
    provides resistance to cold, poison, shards and chaos.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 56 of Paths of the
    Dead.
b) The Ring of Power of Uvatha the Horseman
    It makes you invisible.  It sustains your constitution.  It
    provides resistance to electricity, poison and light.  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 Uvatha the Horseman in the town of Bree .
c) The Ring of Power of Akhorahil the Blind
    
    It makes you invisible.  It makes you completely fearless.  It
    provides resistance to light, confusion 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 Akhorahil the Blind on level 56 of Paths of
    the Dead.
d) The Ring of Power of Akhorahil the Blind
    It makes you invisible.  It sustains your wisdom and 
    dexterity.  It provides resistance to nether and chaos.  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 Akhorahil the Blind on level 67 of Angband.
e) The Ring of Nieng (+1 attack)
    
    It increases your intelligence, searching and attack speed by 1.  It
    provides resistance to electricity, fire, poison and shards.  It slows
    your metabolism.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Mature white dragon on level 57 of The
    Sacred Land Of Mountains.
f) The Ring 'Rhorie' (+1 to searching)
    It increases your searching and infravision
     by 1.  It sustains your wisdom, dexterity and charisma.  It provides
    resistance to acid and poison.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Nether wraith on level 70 of Angband.
g) The Ring of Aidras (+9 to accuracy) (+2)
    
    It increases your constitution and stealth by 2.  It sustains your 
    charisma.  It provides resistance to electricity, dark and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 24 of The Helcaraxe.
h) The Ring of Valia
    It makes
    you completely fearless.  It provides resistance to poison, blindness
     and sound.  It allows you to levitate.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Young blue dragon on level 32 of Maze.
i) The Ring of Hithel (+1 to stealth)
    
    It increases your stealth and infravision by 1.  It sustains your 
    dexterity and charisma.  It allows you to fly.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Mature bronze dragon on level 60 of
    Mordor.
j) 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.
k) The Ring 'Umirin' (+3% of critical hits)
    It can be used to store a spell.  It increases your 
    strength and ability to score critical hits by 3.  It sustains your 
    constitution and charisma.  It provides resistance to sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master vampire on level 61 of The Sacred
    Land Of Mountains.
l) The Amulet of Fearamir (+3 to infravision)
    It increases your infravision by 3.  It sustains 
    your intelligence and dexterity.  It provides resistance to acid and 
    shards.  It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient dragon turtle on level 42 of
    Submerged Ruins.
m) The Amulet of Carlammas (+2)
    It can be activated for protection from evil (dur
    level*3 + d25) every 225+d225 turns if it is being worn. It increases 
    your constitution by 2.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 51 of Mordor.
n) The Amulet of Ingwe (+3)
    It
    can be activated for dispel evil (level*5) every 300+d300 turns if it
    is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Demilich on level 67 of Dol Guldur.
o) The Amulet of Hunar (+2)
    It 
    increases your strength and dexterity by 2.  It sustains your wisdom
     and constitution.  It allows you to see invisible monsters.  It slows
    your metabolism.  It produces an anti-magic shell.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 45 of Paths of the Dead.
p) The Amulet of Thmor (+4 to searching)
    It 
    increases your searching by 4.  It makes you completely fearless.  It
    provides resistance to cold, blindness, confusion and nexus.  It
    allows you to see invisible monsters.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lizard king on level 42 of Mordor.
q) The Amulet 'Earet' (+1 to searching)
    It
    can be activated for venom breathing every 40+d60 turns if it is being
    worn. It increases your dexterity and searching by 1.  It provides
    resistance to poison, blindness, chaos and disenchantment.  It slows
    your metabolism.  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.
r) 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 Durin's Bane on level 50 of Moria.
s) The Palantir of Orthanc (+2)
    It
    can be activated for clairvoyance every 100+d100 turns if it is being
    worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 56 of
    Mordor.
t) 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.
u) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+18] (+3 to stealth)
    It can be activated
    for breathe lightning (100) every 90+d90 turns if it is being worn. It 
    increases your stealth by 3.  It provides resistance to acid, 
    electricity, fire, cold and nether.  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.
v) The Green Dragon Scale Mail of Rhuia (-2 to accuracy) [30,+21]
    It can be activated for breathe poison
    gas (150) every 90+d90 turns if it is being worn. It sustains your 
    strength.  It provides resistance to electricity, poison, confusion, 
    sound and nether.  It allows you to fly.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
w) The Rusty Chain Mail 'Eglost' (-14,-31) [14,-3](20%)
    It increases your 
    hit points by 20%.  It sustains your dexterity and charisma.  It
    provides resistance to nether, nexus and chaos.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Shadow drake on level 33 of The Small
    Water Cave.
x) The Ring Mail of Dilmaegor (-2 to accuracy) [12,+15]
    It sustains your intelligence and dexterity.  It provides
    resistance to acid, confusion, sound and chaos.  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.
a) The Metal Scale Mail of Denglorth (-54,-28) [13,+12](20%)
    
    It increases your hit points by 20%.  It sustains your constitution.  
    It provides resistance to cold, dark, confusion and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 64 of Mordor.
b) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It 
    increases your strength and charisma by 2.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    shards and nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Quasit on level 39 of The Land Of Rhun.
c) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    
    It can be activated for destroy doors and traps every 10 turns if it
    is being worn. It increases your intelligence, wisdom and constitution
     by 3.  It provides resistance to acid, poison, confusion and chaos.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-ogre Priest on level 34 of Moria.
d) The Augmented Chain Mail 'Nirin' (-2 to accuracy) [16,+12]
    
    It sustains your dexterity.  It provides resistance to fire, light, 
    sound and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Polyphemus, the Blind Cyclops on level 72
    of Erebor.
e) The Augmented Chain Mail 'Niendir' (-2 to accuracy) [16,+15]
    It provides immunity to acid.  It provides resistance to 
    dark and chaos.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of an Ancient blue dragon on level 58 of Dol
    Guldur.
f) The Bar Chain Mail of Amros (-22,-56) [18,+8](40%)
    It increases your hit points by 40%.  It sustains your strength
    , intelligence, wisdom, dexterity and constitution.  It provides
    immunity to electricity and cold.  It makes you completely fearless.  
    It provides resistance to life draining, fire, poison, light, 
    confusion, nether and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 60 of Erebor.
g) 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 Dracolisk on level 51 of Mordor.
h) The Metal Brigandine Armour 'Nivras' (-3 to accuracy) [19,+11]
    It
    provides resistance to fire, nether and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 60 of Erebor.
i) The Splint Mail of Thalach (-2 to accuracy) [19,+12]
    It
    sustains your strength and constitution.  It provides immunity to fire
    .  It makes you completely fearless.  It provides resistance to dark
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hezrou on level 53 of Mordor.
j) The Partial Plate Armour of Eguin (-3 to accuracy) [22,+18]
    It
    provides immunity to acid and electricity.  It provides resistance to 
    nether, nexus and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Law on level 71 of Angband.
k) The Partial Plate Armour of Eledhelor [22,+10]
    
    It sustains your constitution.  It provides resistance to light.  It
    prevents teleportation.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 57 of The
    Sacred Land Of Mountains.
l) The Metal Lamellar Armour of Vinquen (-3 to accuracy) [23,+17]
    It provides immunity to electricity and fire.
    It provides resistance to shards and nether.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Expensive Black Market.
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.  
    It was given to you as a reward.
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every
    500 turns if it is being worn. It increases your strength and charisma
     by 4.  It provides resistance to acid, electricity, fire, cold, dark, 
    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 in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
o) The Mithril Plate Mail 'Eldost' (-3 to accuracy) [35,+10]
    It sustains your strength, dexterity and 
    constitution.  It provides resistance to electricity, fire, shards and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Thunder on level 69 of
    Erebor.
p) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if it is being worn.  It
    can be used to store a spell.  It increases your intelligence, wisdom
     and searching by 3.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 67 of The Sacred
    Land Of Mountains.
q) The Robe of Gliengil [2,+11]
    It sustains your strength and charisma.  It provides
    resistance to acid, poison, light and dark.  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.
r) 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.
s) 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.  
    It was given to you as a reward.
t) The Soft Studded Leather of Galiengil [5,+3]
    It provides resistance to acid and 
    chaos.  It prevents teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mummified orc on level 33 of Mirkwood.
u) The Hard Leather Armour of Orodrique (-67,-11) [6,+13](20%)
    
    It increases your hit points by 20%.  It sustains your strength and 
    charisma.  It provides immunity to fire.  It provides immunity to
    paralysis.  It provides resistance to confusion, nexus and chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient blue dragon on level 41 of
    Mordor.
v) The Cord Armour of Horoth [6,+13]
    It sustains your dexterity.  It provides immunity to cold.  It
    provides resistance to acid, electricity, fire, light, confusion, 
    shards and nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 69 of
    Angband.
w) The Leather Scale Mail of Bredh (-1 to accuracy) [11,+11]
    It sustains your constitution.  It provides immunity to 
    electricity and fire.  It provides resistance to acid, light, nether
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Itangast the Fire Drake on level 49 of
    Mordor.
x) The Leather Jacket of Arwaeras (-1 to accuracy) [12,+8]
    It sustains your intelligence.  It provides resistance to acid
     and poison.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Uruk on level 30 of Maze.
a) 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.
b) The Thunderlord Coat 'Garmog' [9,+11]
    It sustains your intelligence.  It makes
    you completely fearless.  It provides resistance to fire, cold, poison
     and dark.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Cat Lord on level 67 of The Sacred Land
    Of Mountains.
c) 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 an Eldrak on level 50 of The Sacred Land Of
    Mountains.
d) 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 in the remains of a Ghoul on level 70 of Angband.
e) The Cloak 'Colluin' [1,+20]
    It can
    be activated for resistance (20+d20 turns) every 111 turns if it is
    being worn. It provides resistance to acid, electricity, fire, cold
     and poison.  It allows you to sense the presence of good beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
f) The Cloak of Dorecth [1,+8]
    It
    sustains your constitution.  It provides immunity to electricity.  It
    provides resistance to dark and confusion.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
g) The Cloak of Anaelmar [1,+17] (+2 to stealth)
    It 
    increases your stealth by 2.  It sustains your intelligence, wisdom, 
    dexterity and constitution.  It provides resistance to chaos.  It
    cannot be harmed by acid, cold, lightning or fire.  
h) The Small Metal Shield of Tilmen [3,+10]
    It sustains your 
    intelligence and dexterity.  It provides immunity to electricity.  It
    provides immunity to paralysis.  It provides resistance to poison.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature red dragon on level 66 of Erebor.
i) The Large Leather Shield of the Haradrim [4,+15] (+2)
    
    It can be activated for berserk strength every 50+d50 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    sustains your strength and constitution.  It makes you completely
    fearless.  It provides resistance to poison and blindness.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 48 of
    Submerged Ruins.
j) 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 a Great Wyrm of Law on level 71 of Angband.
k) The Iron Crown of Marodreb [0,+10]
    
    It sustains your wisdom, dexterity, constitution and charisma.  It
    provides resistance to fire, poison, sound and shards.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mature green dragon on level 67 of Dol
    Guldur.
l) The Iron Crown of Beruthiel [0,+20] (-5)
    It decreases your strength, dexterity and constitution by 5.  
    It provides immunity to paralysis.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black wraith on level 63 of Paths of the
    Dead.
m) The Hard Leather Cap of Palad [2,+5]
    It sustains your strength.  It provides resistance to acid, 
    poison, nexus and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Cave troll Chieftain on level 39 of The
    Land Of Rhun.
n) The Metal Cap of Cirim [3,+11]
    It sustains your constitution.  It makes you completely
    fearless.  It provides resistance to acid and poison.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 36 of
    Mordor.
o) 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 26 of The Land Of Rhun.
p) The Dragon Helm of Thrain [8,+10]
    It
    sustains your wisdom and constitution.  It provides resistance to cold
    , light and confusion.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and 
    constitution by 2.  It provides immunity to paralysis.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Watcher in the Water on level 34 of The
    Small Water Cave.
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 on the ground on level 56 of Paths of the Dead.
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 an Ancient red dragon in the town of
    Gondolin .
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 in the remains of an Ancient multi-hued dragon on level 36 of
    Mordor.
u) 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 in the remains of a Death knight on level 54 of Paths of the
    Dead.
v) The Pair of Metal Shod Boots 'Errion' [6,+4]
    It sustains your charisma.  It provides immunity to paralysis.  
    It provides resistance to electricity and nexus.  It allows you to
    fly.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black orc on level 46 of Cirith Ungol.
w) The Cleaver of Farwe (2d4) (+7,+6) (+3 to speed)
    
    It increases your speed by 3.  It poisons your foes.  It is very sharp
    and can make your foes bleed.  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 cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The Watcher in the Water on level 34 of The
    Small Water Cave.
x) The Cleaver of Mahiathol (2d4) (+8,+7) (+2)
    It increases your strength by 2.  It does extra
    damage from frost.  It produces chaotic effects.  It is especially
    deadly against dragons.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Snaga on level 32 of Cirith Ungol.
a) 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 in the remains of a Great Ice Wyrm on level 61 of Mordor.
b) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    
    It increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ogrillon on level 21 of Orc Cave.
c) The Broad Axe of Queloth (2d6) (+18,+8) (+1)
    It
    can be wielded two-handed.  It increases your intelligence, dexterity
     and charisma by 1.  It does extra damage from fire.  It produces
    chaotic effects.  It drains life from your foes.  It is a great bane
    of dragons.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 67 of Dol Guldur.
d) 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 lying on the ground on level 29 of Mirkwood.
e) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It increases 
    your dexterity, stealth and searching by 4.  It does extra damage from 
    acid.  It poisons your foes.  It is especially deadly against orcs.  
    It is especially deadly against trolls.  It fights against evil with
    holy fury.  It sustains your dexterity.  It provides immunity to
    paralysis.  It provides resistance to dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Hoarmurath of Dir on level 70 of Dol Guldur.
f) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    
    It can be activated for frost ball (48) every 5+d5 turns if it is
    being worn. It increases your dexterity, speed and attack speed by 2.  
    It does extra damage from frost.  It poisons your foes.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature blue dragon on level 52 of Mordor.
g) 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 in the remains of Smaug the Golden on level 44 of Mordor.
h) 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 blindness.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Wormtongue, Agent of Saruman on level 9 of
    Barrow-Downs.
i) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and speed by 3.
    It is especially deadly against trolls.  It is especially deadly
    against giants.  It provides immunity to paralysis.  It provides
    resistance to disenchantment.  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.
j) The Rapier of Ranya (1d6) (+11,+13) (+1)
    It increases your 
    intelligence by 1.  It poisons your foes.  It drains life from your
    foes.  It is very sharp and can make your foes bleed.  It is a great
    bane of dragons.  It fights against evil with holy fury.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient bronze dragon in the town of
    Gondolin .
k) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It is especially deadly
    against natural creatures.  It provides resistance to cold and light.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Young red dragon on level 24 of Mirkwood.
l) 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 nexus.  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.  
    It was given to you as a reward.
m) a Small Sword (*Defender*) (1d6) (+3,-2) [+10] (+1 to stealth)
    It increases your wisdom, dexterity, 
    constitution and stealth by 1.  It sustains your wisdom and 
    constitution.  It provides immunity to paralysis.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison, 
    confusion and shards.  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 Stone troll on level 37 of Moria.
n) The Small Sword 'Serath' (1d6) (+4,+7)
    It 
    poisons your foes.  It produces chaotic effects.  It is especially
    deadly against dragons.  It is especially deadly against trolls.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  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 Cloaker on level 15 of Orc Cave.
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 found it in the remains of a Mature green dragon on level 36 of Maze.
p) 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 on the ground on level 34 of Mordor.
q) 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 in the remains of a Great Ice Wyrm on level 59 of Mordor.
r) 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 nether.
    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 Smaug the Golden on level 44 of Mordor.
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 'Anguirel' (2d5) (+8,+12) (+2)
    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 cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Novice paladin on level 48 of Moria.
u) 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 an Uruk on level 37 of Moria.
v) The Long Sword of Aukar (2d5) (+8,+12) (+5)
    It
    provides light (radius 1) forever.  It increases your strength by 5.  
    It is especially deadly against dragons.  It is especially deadly
    against trolls.  It is a great bane of undead.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
w) 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 Mature blue dragon in the town of
    Gondolin .
x) 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 lying on the ground on level 34 of Mordor.
a) 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 nexus, chaos and disenchantment.  It allows you to see
    invisible monsters.  It has been blessed by the gods.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ice troll on level 36 of Moria.
b) The Scimitar of Culkas (2d5) (+12,+15) (+5)
    It 
    increases your wisdom and constitution by 5.  It is very sharp and can
    make your foes bleed.  It is a great bane of dragons.  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 Bile Wyrm on level 65 of The Sacred
    Land Of Mountains.
c) 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 in the remains of an Ice troll on level 34 of Mordor.
d) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5)
    It
    can be wielded two-handed.  It increases your constitution by 5.  It
    is a great bane of dragons.  It is especially deadly against trolls.  
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to disenchantment.  It allows you
    to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature gold dragon on level 58 of Dol
    Guldur.
e) The Bastard Sword 'Gothil' (3d4) (+13,+21) (+2 attacks)
    It can be wielded two-handed.  It increases your attack speed
     by 2.  It does extra damage from electricity.  It produces chaotic
    effects.  It is very sharp and can cut your foes.  It is especially
    deadly against orcs.  It is a great bane of demons.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Algroth on level 49 of Mordor.
f) The Claymore of Dilmarth (2d8) (+27,+10) (+2 attacks)
    It can
    be wielded two-handed.  It increases your wisdom and attack speed by 2
    .  It does extra damage from fire.  It produces chaotic effects.  It
    is a great bane of undead.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Oriental vampire on level 69 of Paths of
    the Dead.
g) 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 and poison.  It gives telepathic
    powers.  It slows your metabolism.  It speeds your regenerative
    powers.  It drains life.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
h) The Two-Handed Sword of Nendor (3d6) (+9,+17) (+1)
    
    It must be wielded two-handed.  It increases your wisdom and charisma
     by 1.  It does extra damage from electricity and frost.  It is very
    sharp and can make your foes bleed.  It is especially deadly against
    dragons.  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 Dread on level 64 of Paths of the Dead.
i) The Two-Handed Sword of Ibinion (3d6) (+15,+19) (+4)
    
    It must be wielded two-handed.  It increases your constitution by 4.  
    It does extra damage from frost.  It is especially deadly against
    orcs.  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 64 of Paths of the Dead.
j) The Flamberge of Elegil (3d7) (+2,+5) (+1 to speed)
    It must
    be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your intelligence, wisdom and speed by 1.  It does extra
    damage from acid and electricity.  It is very sharp and can cut your
    foes.  It fights against evil with holy fury.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
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 in the remains of Smaug the Golden on level 44 of Mordor.
l) The Executioner's Sword of Ranrunta (4d5) (+5,+14) (+2 attacks)
    
    It must be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your dexterity, charisma and attack speed by 2.  It does
    extra damage from acid and frost.  It produces chaotic effects.  It is
    very sharp and can cut your foes.  It is especially deadly against
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Spectral Green Thunderlord in a plain of
    grass.
m) The Executioner's Sword of Elebrin (4d5) (+13,+20) (+1 attack)
    It must be wielded two-handed.  It provides light (radius 1)
    forever.  It increases your attack speed by 1.  It does extra damage 
    from electricity and fire.  It is especially deadly against dragons.  
    It strikes at undead with holy wrath.  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 .
n) The Zweihander of Gandorith (4d6) (+6,+6) (+3 attacks)
    It must be wielded two-handed.  It increases your 
    attack speed by 3.  It does extra damage from fire.  It is a great
    bane of dragons.  It is especially deadly against giants.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Cave ogre Mage on level 50 of Moria.
o) The Zweihander 'Lumende' (4d6) (+18,+15) (+4)
    
    It must be wielded two-handed.  It increases your wisdom by 4.  It
    does extra damage from electricity and fire.  It is especially deadly
    against giants.  It is a great bane of demons.  It is a great bane of
    undead.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 56 of Paths of the
    Dead.
p) 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.
q) a Venomous Dark Sword of Aman (3d7) (+6,+10) [+1] (+1)
    It generates an antimagic field.  It increases 
    your wisdom by 1.  It poisons your foes.  It strikes at demons with
    holy wrath.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It sustains your intelligence.  It makes you
    completely fearless.  It provides resistance to poison.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    evil beings.  It has been blessed by the gods.  
    You found it in the remains of a Forest troll on level 37 of The Land Of
    Rhun.
r) The Dark Sword of Elingros (3d7) (+5,+16) (+2)
    It generates an antimagic field.  It increases your strength, 
    intelligence and dexterity by 2.  It does extra damage from fire.  It
    is a great bane of dragons.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 72 of Erebor.
s) 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 in the remains of a Mature bronze dragon on level 43 of
    Mordor.
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 in the remains of a Cherub on level 39 of The Land Of Rhun.
u) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
    
    It can be activated for drain life (120) every 400 turns if it is
    being worn. It increases your wisdom and constitution by 3.  It is
    especially deadly against dragons.  It allows you to sense the
    presence of undead and evil beings.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snotling Shaman on level 32 of The Land
    Of Rhun.
v) 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 an Ancient white dragon on level 43 of
    Mordor.
w) a Guisarme of Westernesse (2d5) (+13,+11) (+1)
    It can be wielded two-handed.  It increases your strength, 
    dexterity and constitution by 1.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It provides immunity to paralysis.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    orcs, trolls and giants.  It can resist being shattered by morgul
    beings.  
    You found it lying on the ground on level 35 of The Land Of Rhun.
x) The Lance of Eglorgor (2d8) (+11,+2) (+3 to speed)
    It
    must be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your charisma and speed by 3.  It does extra damage from 
    acid and electricity.  It produces chaotic effects.  It strikes at
    demons with holy wrath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 66 of
    Erebor.
a) The Lance of Eorlingas (3d8) (+3,+21) (+2)
    It must be wielded two-handed.  It increases your strength, 
    dexterity and speed by 2.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It fights against evil with holy
    fury.  It makes you completely fearless.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Snaga on level 59 of Paths of the Dead.
b) 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.  
c) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It can be activated for cure serious wounds every 3+d3 turns if
    it is being worn. It increases your strength and dexterity by 1.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature red dragon on level 69 of Angband.
d) 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 35 of The Land Of Rhun.
e) The Lochaber Axe of Loros (3d8) (+8,+6) (+1 attack)
    It can
    be wielded two-handed.  It increases your attack speed by 1.  It does
    extra damage from acid.  It produces chaotic effects.  It drains life
    from your foes.  It is especially deadly against orcs.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 49 of Mordor.
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 Swamp Wyrm on level 72 of Erebor.
g) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    
    It can be activated for fire ball (300) every 200+d200 turns if it is
    being worn. It decreases your charisma by 4.  It does extra damage 
    from fire.  It provides immunity to fire.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
h) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It 
    increases your dexterity and attack speed by 3.  It poisons your foes.
    It is very sharp and can cut your foes.  It is especially deadly
    against orcs.  It is especially deadly against natural creatures.  It
    provides immunity to paralysis.  It provides resistance to poison.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 61 of Mordor.
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 in the remains of a Death quasit on level 58 of The Sacred
    Land Of Mountains.
j) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
    It can be wielded two-handed.  It increases your 
    intelligence by 3.  It does extra damage from fire.  It is especially
    deadly against natural creatures.  It provides resistance to fire.  It
    cannot be harmed by acid, cold, lightning or fire.  
k) a Quarterstaff (Defender) (1d9) (+4,+7) [+2] (+3 to stealth)
    It can be wielded
    two-handed.  It increases your stealth by 3.  It sustains your 
    intelligence.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold, poison and chaos.  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 Wormtongue, Agent of Saruman on level 9 of
    Barrow-Downs.
l) 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.  
m) The Ball-and-Chain of Halalad (2d4) (-9,+0) (-6) {cursed}
    It can be wielded two-handed.  It 
    decreases your intelligence by 6.  It does extra damage from 
    electricity.  It produces chaotic effects.  It induces random
    teleportation.  It is heavily cursed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 44 of Moria.
n) The War Hammer 'Agorim' (3d3) (+19,+2) (+5)
    It can be
    wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your constitution and ability to tunnel by 5.  It does extra
    damage from electricity.  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 is a great bane
    of demons.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
o) The War Hammer of Anden (3d3) (+20,+13) (+1)
    It can
    be wielded two-handed.  It increases your intelligence and wisdom by 1
    .  It produces chaotic effects.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Thuringwethil, the Vampire Messenger on
    level 70 of Angband.
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 provides resistance to cold, 
    light and chaos.  It allows you to sense the presence of orcs, trolls
     and giants.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Balance drake on level 35 of Maze.
q) The Lucerne Hammer of Varos (2d5) (+21,+8) (+5)
    It
    can be wielded two-handed.  It provides light (radius 1) forever.  It 
    increases your dexterity by 5.  It does extra damage from electricity.
    It drains life from your foes.  It is a great bane of dragons.  It
    strikes at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 34 of Mordor.
r) a Lucerne Hammer (Defender) (2d5) (+7,+11) [+7] (+3 to stealth)
    It can be
    wielded two-handed.  It increases your stealth by 3.  It sustains your 
    charisma.  It provides immunity to paralysis.  It makes you completely
    fearless.  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 on the ground on level 32 of The Land Of Rhun.
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 in the remains of an Ogrillon on level 48 of Mordor.
t) The Lead-Filled Mace of Sernostir (3d4) (+12,-9) (+3 attacks)
    It
    can be wielded two-handed.  It increases your wisdom, ability to tunnel
     and attack speed by 3.  It does extra damage from electricity.  It
    drains life from your foes.  It strikes at demons with holy wrath.  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.
u) The Lead-Filled Mace of Estan (3d4) (+20,+7)
    It can be wielded two-handed.  It provides light (radius 1)
    forever.  It does extra damage from frost.  It poisons your foes.  It
    strikes at demons with holy wrath.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ogre on level 35 of Moria.
v) 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 lying in a vault on level 64 of Mordor.
w) The Two-Handed Flail of Fuilmar (3d6) (+40,+13) (+2 to speed)
    It must be wielded
    two-handed.  It increases your strength, speed and attack speed by 2.  
    It does extra damage from fire.  It produces chaotic effects.  It can
    cause earthquakes.  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 cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 67 of Paths of the Dead.
x) The Bolt 'Gelingil' (1d5) (+20,+16)
    
    It does extra damage from acid and electricity.  It is especially
    deadly against giants.  It is a great bane of demons.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
a) The Arrow 'Mingwe' (1d4) (+16,+6)
    It does extra damage from acid.  It is
    especially deadly against dragons.  It is especially deadly against
    giants.  It strikes at undead with holy wrath.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
b) 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 Fangorn the Treebeard, Lord of the Ents on
    level 57 of Mordor.
c) 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 on the ground on level 67 of Angband.
d) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra
    damage from acid, electricity, fire and frost.  It poisons your foes.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 19 of Orc Cave.
e) The Small Wooden Boomerang of Lornath (1d4) (+14,+12)
    It does extra
    damage from acid and frost.  It is especially deadly against dragons.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  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 a Black reaver on level 69 of Paths of the
    Dead.
f) The Wooden Boomerang 'Andori' (1d8) (+14,+7)
    It does extra damage from electricity and fire.  It is a great
    bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against giants.  It is a great bane of demons.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ogrillon on level 46 of Cirith Ungol.
g) The Small Metal Boomerang of Ekkast (3d4) (+7,+7)
    
    It does extra damage from fire.  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 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 Cave orc on level 45 of Cirith Ungol.
h) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
    
    It increases your dexterity and speed by 3.  It poisons your foes.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    acid, electricity, fire, cold and sound.  It speeds your regenerative
    powers.  It prevents teleportation.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
i) The Metal Boomerang of Daruing (4d5) (+18,+15)
    It does extra damage from electricity and 
    fire.  It poisons your foes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It strikes at demons with holy wrath.
    It strikes at undead with holy wrath.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Cyclops on level 69 of The Sacred Land Of
    Mountains.
j) The Metal Boomerang of Sulim (4d5) (+19,+13)
    It does extra damage from electricity and frost.  It poisons
    your foes.  It is a great bane of dragons.  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 lying on the ground on level 64 of Erebor.
k) 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 Ghoul on level 70 of Paths of the Dead.
l) The Mage Staff of Lieneth (1d4) (-4,-4) [+4](20%)
    
    It can be wielded two-handed.  It increases your mana capacity by 20%.
    It sustains your wisdom.  It provides resistance to confusion.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
m) The Mage Staff 'Nenya' (1d4) (+7,+10)(20%)
    It
    can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity by 20%.  It sustains your intelligence.  
    It provides resistance to blindness and confusion.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
n) The Mage Staff of Belamo (1d4) (-2,-4) [+2](60%)
    It can be wielded two-handed.  It provides light (radius 1)
    forever.  It increases your mana capacity by 60%.  It sustains your 
    intelligence and wisdom.  It provides immunity to paralysis.  It
    provides resistance to blindness.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
o) The Mage Staff of Rimrancar (1d4) (+8,+10) (+0)
    It can be wielded two-handed.  It can be used to store a
    spell.  It decreases your intelligence and spell power by 0.  It
    allows you to see invisible monsters.  It drains experience.  It
    induces random teleportation.  It fills you with the Black Breath.  It
    carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 40 of Cirith Ungol.



Posted on 1.6.2006 09:24
Last updated on 17.7.2006 04:12

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On 1.6.2006 09:24 rickynumber24@jesnetplus.com wrote:
My Nth time trying to play a Thunderlord Sorcerer...
All of my characters seem to die shortly after getting out of Mirkwood, but I find spellcasters, especially sorcerors, fun to play, although partly because I can be lazy about stuff like, say, food...
This one seems promising, though, because of the "very good" luck he has (spent some of my oodles of cash on a potion of self knowledge), as well as some real luck, from time to time, with the RNG. I just wish I could have found a library by now... when I bought a water spellbook, it was the first thing that burned on my next trip across lava to a princess island!
Is using the Dwarven armor wise? I think it's the best way I have to cover all my resists, but I sacrifice 10 SP for it due to overburdening. I guess 10 SP is small potatoes for this guy, but I often like having all of it that I can get. (I've definitely used my special ability out of health before to get myself out of a tight spot or two...)

Advice and comments would be appreciated. (getting above level 35 is still my next milestone in capability playing this game)

On 2.6.2006 01:54 rickynumber24@jesnetplus.com wrote:
I don't know how to update things for sure, so I'm hoping this works... Finished with Mirkwood and not entirely sure where to go next because I don't know what I can take. (also realized that Dwarven mail doesn't give blind resist like I thought it did.. I may go back to Thakketoth for that, noticing my lack of worthwhile rings and amulets.) Cloak means I'll try to get some Magic Device skill now, though.

On 2.6.2006 02:32 Bandobras wrote:
I'm nor sure if Hermit is a good idea for a Sorceror. That was a long time ago, but I seem to remember Hermits have lower HP.

I see you explore with normal speed, instead of running. If stealth is important for you then perhaps pump the stealth skill, instead (after one more FF bonus to the skill modifier).

And what do you collect the relics for? What prayers do you intend to do?

On 2.6.2006 02:33 Bandobras wrote:
Oh, and you do not have to risk crossing lava with your books. Just leave the books outside the lava pool, get back and recall... :)

On 2.6.2006 03:07 rickynumber24@jesnetplus.com wrote:
I saw a decent explanation of how the hermit HP hit is actually fairly negligible after you apply the 50% HP hit from Sorcery. (It turns out to be a loss of less than 1 hp per level in the end, rather than the one to two that most people would lose.) As for speed, I don't know why I do it... probably (and this is a bad reason) so that I don't have to stop to cast Ent's Potion as often when travelling in the overworld. I do turn it up when I run into fast monsters, though.
The god spells can be handy, and I figure it's free skill points... Besides, with a large light radius, or with high-level vision, Eru quests become fairly trivial.
Thanks for the recall tip, too... I haven't tended to get that far, usually, so I've never run into that.

Anyway, this is back from a vault in the sandworm lair (which I decided to wander over to after consulting some spoilers). Check out that amulet I found! It's a million headaches solved, I'd say, and I'll probably be wearing it for awhile... lets me switch back to Thakketoth, too...


On 2.6.2006 03:59 Bandobras wrote:
You mean the amulet that grants nexus resistance? That is nice, indeed, in the mid-game.

And with the lava pools I meant you could WOR instead of going down the staircase. Or just go up and then twice down (though with connected stairs off, that I use to play with, this is some trouble and diving slowdown).

On 2.6.2006 04:02 rickynumber24@jesnetplus.com wrote:
I was looking more at the confusion/chaos and fire resistance, though fire isn't actually all that rare, since fire was what I was worried about.

You're right about the lava pit stuff... I guess I'm too impatient with that, though part of it was just remarking on the irony of the first thing to burn up being the silly-expensive thing I'd just bought from the black market. Finagle's law, I guess. (The perversity of the universe tends toward a maximum.)

On 2.6.2006 08:07 rickynumber24@jesnetplus.com wrote:
Yeah, I know this is the third update in a day, but it's some interesting progress...
Much of the difference from before is after visiting the bottom of the Sandworm Lair repeatedly. My head is still exploding with some of the stuff in those vaults. (Look at that randart cloak! I guess that solves my fire problems for quite awhile.)

I'm not entirely sure I got my kit set up entirely right. It will probably stay this way because things seem to be working, but that pval 10 Mage Staff of Power is pretty impressive to me right now. (On the other hand, the simple 20% boost in SP gives me an extra 120ish SP, and I'm a bit loath to give that up...) I could also go straight mana and grab the 60% one, though.
I also either need more house space or I need to mathom some of those artifacts... Do you think either of the other house quests are safe for me? (I could also probably ditch some junkarts of teleportation, considering I'm not using them anyway... probably same with the "cure serious wounds" ones.)

On 2.6.2006 15:47 Bandobras wrote:
Myself I'm the fan of Power. You end up saving *lots* of SP, because monsters die in fewer turns. Years ago, somewhere on the TOME forum I made some calculations to that effect...

All home quests are safe for you now, except, perhaps, the dragons quest (but with stone prison, void gates, some planning and some LOS abuse that one is really easy, even if some ancient dragons show up).

On 3.6.2006 03:24 rickynumber24@jesnetplus.com wrote:
Went through a few more dungeons... finally found some dungeon towns, and I should probably go back to one of those Forbidden Libraries to see if they have any Tomes of Knowledge...
I swapped out the +10 mage staff for the artifact one because I rather like getting some MP boost, and it provides a second source of see invisible in case I find a replacement for that drum. Also found a nice replacement for the Ring of Free Action in a dungeon town jewlery shop which covers the rest of my resists.

I couldn't resist buying that armor, considering my current cash quantity, because it's ridiculous. (and will likely be useless for me, but...)

Need to figure out where to go next because I'm kind of avoiding the Helcaraxe. (I don't think armor resistances stack, so I'd need to be constantly quaffing those potions of resistance if I were to go there, and I don't have very many...)

In other games with characters that like to fight at range (like Sorcerers), I've been burned by either the Wight's Grave (concentrated firepower; I might be able to get away with just fireflashing the whole thing this time) or the Dragons quest, but recently I haven't actualy had any hard battles. I could probably get through the dragon one on sheer firepower (and manathrust) with those potions of restore mana, though.

This is the farthest I've ever gotten with any character, I'd say.

On 3.6.2006 04:34 Bandobras wrote:
Congratulations. :)

The armour you are really looking for is one that gives 40% (or better 60% IIRC) HP boost. Once I got one with two immunities, too (IIRC). Beat that. :>

I strongly discourage doing anything on sheer firepower as a sorceror. 1 in 100 you will receive three breaths at once, etc. and RIP. You are sorceror --- you are fragile.

On 3.6.2006 10:13 rickynumber24@jesnetplus.com wrote:
Went through some more dungeons and got some more stuff... At this point I'm not sure whether I should be as surprised and amused that the stuff I got has the immunities it does. Not sure how I'm going to decide on which of the sets of armor I should wear, but I'm going to stick with the speed for the moment. Still wishing I could find a Tome of Knowledge so that I can combine all the divination spells I use...

(Oh, and good point on the firepower... I've lost enough characters to the spiders as well that I tend to ignore that quest.)

On 4.6.2006 09:04 rickynumber24@jesnetplus.com wrote:
Dipped into the Helcaraxe and decided it was really easy, though I've heard the Galeon is hard, so I'm putting that off... I finally found a Tome of Knowledgee! Swapped some books around so I have access now to (I think) all the spells I'd be allowed to cast.

Haven't run into serious resistance or chain-summoning yet, though I still get worried every time I see a few of those ancient dragons together. (last princess quest was for Dracolisks...)

Mordor is currently breezing by, though I do have to watch what I'm doing. As an interesting side note, the only times my spellbinder has activated have been when I got careless. (It is set at 50%, and one of them was 3 ancient dragons of some sort breathing on me at once. Another was a force ball trap in Helcaraxe.)

On 4.6.2006 20:35 rickynumber24@jesnetplus.com wrote:
I was looking through to figure out how I should optimize my equipment and discovered a distressing lack of blind, shard, and sound resistant equipment. I must remember to hang onto any more I find, because I Mathomed a few things I now wish I had kept...

Thankfully, that armor and the shield cover a lot of nice stuff, including nether and nexus as well as 3 immunities.

On 7.6.2006 04:38 rickynumber24@jesnetplus.com wrote:
Yay! Level 45! Need to do some equipment reshuffling, now that I have innate lightening resistance. (Slowness is because I'm in town and being cheap for a few extra piety points.)

Things have been going quite well recently, though I think I'll go back to looking for the Ring for awhile before I do the Maeglin quest. I'm also amused by the duplicate junkarts. Evidently junkart abilities are a function of the name...

On 17.7.2006 04:12 rickynumber24@jesnetplus.com wrote:
I'd stopped playing ToME for awhile, but I decided to pull it back out and try finishing the game...
It seems I've maxed out my mathom space, so I kind of regret dropping some stuff there. I've had to start leaving useless randarts behind.

It's also time to do a major equipment shuffle again, seeing as I have a bunch more rings to choose from now.

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