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The Angband Ladder: Acauwyr, DeathMold Possessor by <siphal@wxs.nl>

  [ToME 2.0.0 Character Dump]

 Name  : Acauwyr                Age                 14       STR: 18/***       
 Sex   : Neuter                 Height              14       INT:  18/80       
 Race  : DeathMold              Weight              50       WIS: 18/***       
 Class : Possessor              Social Class         9       DEX: 18/180       
 Body  : The Watcher in the Water                            CON: 18/***       
                                                             CHR:  18/70       
                                                                               
 + To Melee Hit          65 Level             50    Max Hit Points      1095   
 + To Melee Damage       95 Experience  15609156    Cur Hit Points    -30943   
 + To Ranged Hit         39 Max Exp     15609156    Max SP (Mana)         16   
 + To Ranged Damage      86 Exp to Adv.    *****    Cur SP (Mana)         16   
   AC                126+138Gold         5439807    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[27]Perception  : Superb       Blows/Round:  15        
 Bows/Throw  : Heroic       Searching   : Superb       Shots/Round:  1         
 Saving Throw: Very Good    Disarming   : Superb       Wpn.dmg/Rnd:  15d4+1425 
 Stealth     : Legendary[32]Magic Device: Superb       Infra-Vision: 130 feet  
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You were born in dirty straw, created by a curious                   
          adventurer. Since then you have given life to dozens of              
          foul offspring.                                                      
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 70 (3500')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 86 (4300')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 21 (1050')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 62 (3100')
        The Small Water Cave: Level 33 (1650')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your opponents are behaving stupidly.
 Your body was The Watcher in the Water.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 19th Quelle of the 2890th year of the third age.
 Your adventured lasted 33 days.

     Your Attributes:
You are dead.
You cannot speak.
You are cold blooded.
You cannot open doors.
You cannot bash doors.
You are an animal.
You are inherently evil.
You are resistant to teleportation.
You are resistant to water.
You are resistant to nexus.
You are immune to fear.
You are immune to confusion.
You can breathe poison.
You can cast a ball of water.
You can cast a bolt of water.
You can cast a bolt of ice.
You can touch to paralyze.
You can go between.
You are aquatic.
You can swim.
You are immortal.
You can switch locations with another being.
You can cast magic missiles.
You can mystify pets.
You can wake up a pet.
Your position is very uncertain.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
Your appetite is small.
You can sense the presence of orcs.
You can sense the presence of evil beings.
You can sense the presence of dragonriders.
You are lucky.
You have a firm hold on your life force.
You are surrounded with a fiery aura.
You are surrounded with electricity.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon shocks your foes.
Your weapon freezes your foes.
Your weapon strikes at animals with extra force.

Skills (points left: 60)
 - Combat                                        26.500 [0.600]
	  - Weaponmastery                               44.800 [0.600]
	  - Archery                                     04.600 [0.400]
 - Sneakiness                                    09.225 [0.700]
	  . Stealth                                     11.500 [0.700]
	  . Disarming                                   14.000 [0.500]
	  . Trapping                                    01.000 [0.500]
 - Magic                                         05.118 [0.600]
	  . Magic-Device                                30.000 [1.000]
	  . Necromancy                                  00.600 [0.200]
 - Spirituality                                  07.250 [0.500]
	  . Prayer                                      02.500 [0.500]
 - Monster-lore                                  12.220 [1.100]
	  . Corpse-preservation                         30.700 [0.900]
	  . Possession                                  16.200 [0.800]
 - Misc                                          00.000 [0.000]

 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 69 princesses.

 You have defeated 16130 enemies.


  [Fates]

You are fated to meet a Mangy-looking leper on level 1.
You may find a Bolt on level 1.
You may find a Potion of Corruption on level 25.
You are fated to find a Scroll of *Identify* on level 86.
You may find a Scroll of Phase Door on level 18.


  [Character Equipment]

a) The Dagger 'Nimthanc' (E:828504, L:34) (1d4) (+26,+9) (+3)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It affects your constitution.
   It affects your charisma.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to sound.
   It slows your metabolism.
   It produces a fiery sheath.
   It drains experience.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Whip 'Lasher' (1d6) (+0,+1) (+3) {cursed}
   
   A powerful whip that is deadly against orcs.  It poisons
   your foes and is said to go "snicker snack".  
   It affects your dexterity.
   It affects your attack speed.
   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 is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Dagger 'Narthanc' (E:1588712, L:37) (1d4) (+11,+1) (+4 attacks)
   
   A fiery dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Air
   Earth
   
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It affects your strength.
   It affects your attack speed.
   It does extra damage from electricity.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It makes you invisible.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides light.
   It slows your metabolism.
   It produces an electric sheath.
   It induces random teleportation.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Horn of Helm (+2)
   
   Heedless of cold, fearless of darkness -- besiegers fled at
   the wind of the solitary coming of King Helm Hammerhand,
   proclaimed by a single horn-blast in the dead of winter.
   It can be activated for...
   sound ball (300) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It provides immunity to cold.
   It makes you completely fearless.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
e) an Indestructible Ring of Damage (+17)
   
   It cannot be harmed by acid, cold, lightning or fire.
f) a Ring of Damage (+17)
g) a Ring of Damage (+17)
h) The Ring of Flare (+3)
   
   The mighty ring of the Thunderlord Flare that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to Flare by Celegorm when he arrived on
   Minddle-earth with a full weyr of Thunderlords.
   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 affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   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 dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
i) a Ring of Speed (+10)
j) The Ring of Power of Dwar, Dog Lord of Waw (+3 to speed)
   
   It affects your infravision.
   It affects your speed.
   It affects your attack speed.
   It makes you invisible.
   It sustains your strength.
   It provides resistance to nexus.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Jewel 'Evenstar' (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to nexus.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Shield of Deflection of Gil-galad [10,+20] (+5)
   
   
   It can be activated for...
   starlight (75) every 75+d75 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your luck.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   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 affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
|) a Gnomish Shovel of Digging (1d2) (+5,+7) (+5)
   
   It affects your ability to tunnel.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) 7 Songbooks [Harps of Rivendell]
b) 2 Symbiotic Spellbooks [Perfect Symbiosis]
c) an Unholy Tome of the Hellflame
d) a Holy Tome of Eru Iluvatar
e) Raal's Black Candle {level tp}
   
   It can be activated for...
   level teleportation
f) Boccob's Magical Mish-mash
   
   It can be activated for...
   acquirement
g) the Immortal Skull of Benetar {genocide}
   
   It can be activated for...
   genocide
h) 51 Rations of Food
i) a Potion of Cure Insanity
j) 33 Potions of Cure Critical Wounds {25% off}
k) 31 Scrolls of Teleportation {25% off}
l) an Aluminium Rod of the Istari of Teleport Other (150/150) {@z6}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
m) a Silver Rod of the Istari of Disarming (200/200) {@z5}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
n) a Silver Rod of the Istari of Perception (200/200) {@z3}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
o) a Silver Rod of Recall (100/100) {@z2}
p) a Golden Rod of the Istari of Detection (250/250) {@z4}
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
q) a Wand of Stone to Mud (3 charges)
r) The Ring of Menyathim (+4)
   
   It affects your strength.
   It affects your attack speed.
   It makes you invisible.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to sound.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
s) an Indestructible Ring of Speed (+9)
   
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   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.
v) The Great Axe of Cireth (4d4) (+14,+11) (+1)
   
   It must be wielded two-handed.
   It affects your dexterity.
   It affects your constitution.
   It drains life from your foes.
   It is very sharp and can cut your foes.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
   
   A flail whose head befuddles those who stare as you whirl
   it around, and becomes a fiery comet as you bring it down.
   It can be activated for...
   confuse monster every 15 turns
   ...if it is being worn.
   It affects your stealth.
   It does extra damage from fire.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to confusion.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Bree ]

a) Bigby's Big Book of Brutality {teleport}
   
   It can be activated for...
   teleportation
b) 6 Sprigs of Athelas
c) 13 Potions of Cure Serious Insanity
d) a Potion of Cure Insanity
e) 3 Potions of Speed
f) 7 Potions of Healing
g) a Scroll of Reset Recall
h) 2 Rod Tips of Teleport Other (60 Mana to cast)
i) a Staff of Teleportation (8 charges)
j) a Dwarven Lantern of the Magi (+3)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It cannot be harmed by fire.
k) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the 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.
l) The Filthy Rag of the Wight [1,-1] (+6 to searching)
   
   It affects your intelligence.
   It affects your searching.
   It affects your spell power.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to dark.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Cloak 'Holcolleth' [1,+4] (+2)
   
   This elven-grey mantle possesses great powers of
   tranquility and of concealment, and grants the wearer the
   knowledge and understanding of the Sindar.
   It can be activated for...
   Sleep II every 55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cloak of Mimicry [Vampire] of Namir [1,+12] (+3 to stealth)
   
   It affects your stealth.
   It sustains your strength.
   It provides immunity to cold.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Iron Helm of Knowledge [6,+20] (-6)
   
   This helm, designed by Petty-Dwarves ages ago to act as the
   brain of a long lost project, is made of finest glass. Its
   light banishes all secrets, and makes audible whispers from
   the deceased.
   It can be activated for...
   whispers from beyond 100+d200 turns
   ...if it is being worn.
   It affects your luck.
   It provides light.
   It identifies all items for you.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
   
   Forged by the dwarves of Khazad-dum in a time of
   desperation, this axe turned many a battle against the
   invading orcs.
   It can be activated for...
   detect orcs every 10 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your searching.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Fauchard 'Rebreth' (1d10) (+10,-1) (+2)
   
   It can be wielded two-handed.
   It affects your strength.
   It affects your intelligence.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from acid.
   It poisons your foes.
   It produces chaotic effects.
   It is very sharp and make your foes bleed.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It strikes at undead with holy wrath.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
s) a Long Bow of Extra Might (x4) (+18,+17)
   
   It provides resistance to light.
   It fires missiles with extra might.
t) 12 Arrows of Slay Undead (1d4) (+6,+12)
   
   It strikes at undead with holy wrath.
u) a small wooden Boomerang of Gondolin (1d4) (+14,+11) (+2)
   
   It affects your strength.
   It affects your constitution.
   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 provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to dark.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid.
   It cannot be harmed by fire.
v) Ulfang the Black's corpse
   
   
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) The Gem of Ice {cure insanity}
   
   It can be activated for...
   cure insanity
b) The Jester's Cap of Insanity {light absorption}
   
   It can be activated for...
   light absortion
c) 4 Potions of Cure Serious Insanity
d) 6 Potions of Healing
e) 2 Potions of *Healing*
f) a Potion of Life
g) 2 Scrolls of Rune of Protection
h) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
i) an Aluminium Rod of the Istari of Nothing (150/150)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
j) a Silver Rod of the Istari of Nothing (200/200)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
k) a Rod Tip of Teleport Other (60 Mana to cast)
l) a Wand of Wall Creation of Plenty (15 charges)
   
m) The Ring of Power of Hoarmurath of Dir (+2 attacks)
   
   It affects your dexterity.
   It affects your infravision.
   It affects your attack speed.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to sound.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Ring of Power of Ren the Unclean (+2 attacks)
   
   It affects your searching.
   It affects your attack speed.
   It makes you invisible.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to cold.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
o) a Ring of Speed (+9)
p) a Ring of Extra Attacks (+2 attacks)
q) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to 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.
r) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It makes you completely fearless.
   It provides resistance to blindness.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dragon Helm of Thrain [8,+11]
   
   It sustains your strength.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Battle Axe of Balli Stonehand (3d8) (+6,+9) [+3] (+3)
   
   The twin blades of this weapon were forged in Belegost, and
   powerful forces to resist and endure lie ready for he who
   shall wield it once more.
   It affects your strength.
   It affects your constitution.
   It affects your stealth.
   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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to 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.
v) The Dagger of Rilia (2d4) (+4,+3)
   
   A large stiletto dagger that glistens with odourless
   poison, to which the wearer seems oddly immune.
   It can be activated for...
   stinking cloud (12) every 4+d4 turns
   ...if it is being worn.
   It poisons your foes.
   It is especially deadly against orcs.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks)
   
   It affects your strength.
   It affects your constitution.
   It affects your attack speed.
   It produces chaotic effects.
   It drains life from your foes.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It prevents teleportation.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Three Piece Rod of Tindorol (3d3) (+22,+1) (+2 attacks)
   
   It affects your charisma.
   It affects your attack speed.
   It does extra damage from fire.
   It drains life from your foes.
   It is a great bane of demons.
   It is especially deadly against natural creatures.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) The Ring of Power of Uvatha the Horseman (+4 to searching)
   
   It affects your constitution.
   It affects your searching.
   It affects your infravision.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Power of Adunaphel the Quiet (+2)
   
   It affects your intelligence.
   It affects your wisdom.
   It makes you invisible.
   It sustains your strength.
   It makes you completely fearless.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Ring of Elydhrost (+2)
   
   It affects your strength.
   It affects your dexterity.
   It affects your charisma.
   It affects your speed.
   It provides resistance to chaos.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
d) an Indestructible Ring of Speed (+9)
   
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Amulet of Tumor (+2)
   
   It affects your strength.
   It affects your dexterity.
   It affects your searching.
   It sustains your strength.
   It sustains your wisdom.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to sound.
   It provides resistance to nether.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Amulet of Gondenwe (+1)
   
   It affects your constitution.
   It affects your searching.
   It sustains your intelligence.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to fire.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Double Chain Mail 'Losse' (-2) [16,+10]
   
   It sustains your strength.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   
   A shimmering suit of true-silver, forged long ago by
   dwarven smiths of legend.  It gleams with purest white as
   you gaze upon it, and mighty are it powers to protect and
   banish.
   It can be activated for...
   genocide every 500 turns
   ...if it is being worn.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth)
   
   The flying suit of Mardra, very powerful armour that
   protects the wearer from cold.  Wonderful as this mighty
   armour is, beware wearing it, for it has been cursed by a
   powerful wizard since Mardra had it and is said to have
   gained a couple of undesirable side-effects... 
   It can be activated for...
   summon a dragonrider every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It sustains your intelligence.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Leather Shield of Durin [2,+9]
   
   It sustains your wisdom.
   It sustains your dexterity.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Large Leather Shield 'Ithirient' [4,+11]
   
   It sustains your charisma.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to sound.
   It provides resistance to chaos.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Iron Helm 'Holhenneth' [5,+10] (+2)
   
   A famous helm of forged iron granting extraordinary powers
   of mind and awareness.
   It can be activated for...
   detection every 55+d55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dagger 'Belangil' (2d4) (+6,+7) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   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.
u) The Main Gauche of Maedhros (2d5) (+0,+2) (+3)
   
   A short thrusting blade with a large guard worn by Maedhros
   the Tall, eldest son of Feanor, and wielded with his left
   hand after the loss of his right hand in the pits of
   Thangorodrim.
   It affects your intelligence.
   It affects your dexterity.
   It affects your speed.
   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 gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   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.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to 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.
w) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   
   This weapon of wrath, cursed with a violent anger, dives
   hungrily into the flesh of its enemies. It gathers shadows
   of death into itsowner as they inflict wounds that will
   never heal.
   It does extra damage from fire.
   It does extra damage from 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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to 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.
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   
   A crossbow that grants fiery speed to he who finds it, and
   from which shoot bolts that blaze with flame unquenchable.
   It can be activated for...
   fire branding of bolts every 999 turns
   ...if it is being worn.
   It affects your speed.
   It provides resistance to fire.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) 5 Potions of Cure Serious Insanity
b) 2 Potions of Cure Critical Insanity
c) 99 Potions of Water Curing
d) 16 Potions of Healing
e) a Potion of *Healing* {75% off}
f) a Potion of Life
g) 3 Potions of Resistance
h) 3 Scrolls of Rune of Protection
i) a Mithril Rod of Capacity of Detection (320/320) {@z4}
   
   It can hold more mana.
j) a Ring of Critical Hits (+7% of critical hits)
k) an Indestructible Ring of Critical Hits (+1% of critical hits)
   
   It affects your ability to score critical hits.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Ring of Durin (+2)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to 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.
m) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   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.
o) The Thunderlord Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Cloak of Mimicry [Demon] of Andorthil [1,+9]
   
   It sustains your wisdom.
   It provides immunity to acid.
   It provides immunity to fire.
   It provides resistance to electricity.
   It provides resistance to nether.
   It allows you to fly.
   It produces an electric sheath.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   
   A crown of massive gold, set with wondrous jewels of
   thought and warding, worn by the kings of ancient Numenor.
   Its wearer may go into battle always knowing what he faces
   - unless his own folly blinds him to the nature and
   magnitude of the task.
   It can be activated for...
   analyze monster every 500+d100 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your speed.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides light.
   It allows you to see invisible monsters.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Metal Cap of Thengel [3,+12] (+3)
   
   A ridged helmet made of steel, and embossed with scenes of
   valor in fine-engraved silver.  It grants the wearer
   nobility, clearness of thought and understanding.
   It affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Sabre 'Careth Asdriag' (2d7) (+0,+0) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   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.
u) The Khopesh of Hiathim (2d4) (+9,+9) (+2 attacks)
   
   It affects your charisma.
   It affects your attack speed.
   It does extra damage from electricity.
   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.
v) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
   
   The weapon of Fingolfin, High King of the Noldor; it shines
   like a column of ice lit by light unquenchable.  Morgoth
   came but unwillingly to meet it of old; his lame foot will
   remind him of its might should be meet it again.
   It can be activated for...
   frost ball (100) every 300 turns
   ...if it is being worn.
   It affects your speed.
   It does extra damage from frost.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
   
   The great bow of Beleg, made of black yew and strung with
   elven hair that faintly shines a pale clear gold.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to disenchantment.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
x) Climbing Set


  [Home Inventory - Gondolin ]

a) The Gem of Ice {cure insanity}
   
   It can be activated for...
   cure insanity
b) The Jester's Cap of Insanity {light absorption}
   
   It can be activated for...
   light absortion
c) 4 Potions of Cure Serious Insanity
d) 6 Potions of Healing
e) 2 Potions of *Healing*
f) a Potion of Life
g) 2 Scrolls of Rune of Protection
h) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
i) an Aluminium Rod of the Istari of Nothing (150/150)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
j) a Silver Rod of the Istari of Nothing (200/200)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
k) a Rod Tip of Teleport Other (60 Mana to cast)
l) a Wand of Wall Creation of Plenty (15 charges)
   
m) The Ring of Power of Hoarmurath of Dir (+2 attacks)
   
   It affects your dexterity.
   It affects your infravision.
   It affects your attack speed.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to sound.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Ring of Power of Ren the Unclean (+2 attacks)
   
   It affects your searching.
   It affects your attack speed.
   It makes you invisible.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to cold.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
o) a Ring of Speed (+9)
p) a Ring of Extra Attacks (+2 attacks)
q) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to 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.
r) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It makes you completely fearless.
   It provides resistance to blindness.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dragon Helm of Thrain [8,+11]
   
   It sustains your strength.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Battle Axe of Balli Stonehand (3d8) (+6,+9) [+3] (+3)
   
   The twin blades of this weapon were forged in Belegost, and
   powerful forces to resist and endure lie ready for he who
   shall wield it once more.
   It affects your strength.
   It affects your constitution.
   It affects your stealth.
   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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to 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.
v) The Dagger of Rilia (2d4) (+4,+3)
   
   A large stiletto dagger that glistens with odourless
   poison, to which the wearer seems oddly immune.
   It can be activated for...
   stinking cloud (12) every 4+d4 turns
   ...if it is being worn.
   It poisons your foes.
   It is especially deadly against orcs.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks)
   
   It affects your strength.
   It affects your constitution.
   It affects your attack speed.
   It produces chaotic effects.
   It drains life from your foes.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It prevents teleportation.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Three Piece Rod of Tindorol (3d3) (+22,+1) (+2 attacks)
   
   It affects your charisma.
   It affects your attack speed.
   It does extra damage from fire.
   It drains life from your foes.
   It is a great bane of demons.
   It is especially deadly against natural creatures.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 17.11.2002 23:32
Last updated on 1.12.2002 09:47

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1847. on the Ladder (of 12509)
732. on the ToME Ladder (of 2972)
Third best for this player (out of 36)

Comments

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On 1.12.2002 09:47 siphal@wxs.nl wrote:
Whew, a chaos vortex bringing me down from +1000 to -13000 in one breath, not bad ;-) I *want* that breath!

On 1.12.2002 09:50 siphal@wxs.nl wrote:
err.. make that -30000 even

On 1.12.2002 21:13 michael_embley@yahoo.com wrote:
what! so even though you resistant to chaos...it did 31000 points of damage....I dont play TOME but isnt this a bug?

On 1.12.2002 21:39 siphal@wxs.nl wrote:
Either a bug or the monster I had just killed (some dragon I think) dropped a potion of Death at my feet which got breathed upon and shattered. The only possible non-bug explanation for such an amount of damage I think....

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