[T.o.M.E. 1.0.0 Character Dump] Name : Raudon Age 19 STR: 18/*** Sex : Female Height 12 INT: 18/*** Race : DeathMold Weight 51 WIS: 18/*** Class : Possessor Social Class 1 DEX: 18/*** Body : Marilith CON: 18/*** CHR: 18/*** + To Hit 98 Level 50 Max Hit Points 1467 + To Damage 121 Experience 30914153 Cur Hit Points 873 + To AC 102 Max Exp 30914153 Max SP (Mana) 24 Base AC 22 Exp to Adv. ***** Cur SP (Mana) 0 Gold 11049478 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[55]Perception : Poor Blows/Round: 11+1 Bows/Throw : Legendary[45]Searching : Poor Shots/Round: 2 Saving Throw: Heroic Disarming : Heroic Wpn.dmg/Rnd: 99d9+1331 Stealth : Legendary[5] Magic Device: Superb Infra-Vision: 1350 feet Tactic: berserker Explor: normal (Character Background) You were born in a pile of dust, created by rotting flesh. Since then you have given life to uncounted multitudes of foul offspring. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF 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 105 (5250') Barrow-Downs: Level 10 (500') Cirith Ungol: Level 50 (2500') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') Dol Guldur: Level 70 (3500') Your body was a Marilith. Your Attributes: You are dead. You cannot speak. You have strong breath. You can open doors. You can bash doors. You have demon blood in your veins. You are inherently evil. You are not living. You cannot be slept. You are immune to confusion. You are immune to sleep. You can cause serious wounds. You can blind. You can magically summon a demon. You are immortal. You can breath fire. You can emit hard radiation at will. You can turn ordinary items to gold. You can cause mass impotence. You can destroy walls. You can cast magic missiles. You can wreck the world around you. You can mystify pets. You can wake up a pet. You have an elephantine trunk (dam 1d4). Your brain is a living computer (+4 INT/WIS). Your appearance is masked with illusion. You make a lot of strange noise (-3 stealth). You have wings. You aggravate monsters. 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 have ESP. You are unlucky. You have a firm hold on your life force. You are surrounded with a fiery aura. You are surrounded by an anti-magic shell. You are carrying a permanent light. You are completely immune to acid. You are completely immune 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. You suffer from Black Breath. Your strength is affected by your equipment. Your intelligence is affected by your equipment. Your wisdom is affected by your equipment. Your dexterity is affected by your equipment. Your constitution is affected by your equipment. Your charisma is affected by your equipment. Your 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. The impact of your weapon can cause earthquakes. Your weapon strikes at animals with extra force. Your weapon strikes at evil with extra force. Your weapon is especially deadly against orcs. Your weapon is especially deadly against trolls. Your weapon is a great bane of dragons. Your weapon is a great bane of demons. Your weapon is a great bane of undeads. One of your companion(s) has been killed. You felt under the evil influence of the One Ring and decided to wear it. You saved Gondolin from destruction. You saved Bree from a dreadful Nazgul. You saved a young hobbit from an horrible fate. You saved 61 princesses. You became a new force of darkness and enslaved all free people. You have defeated 21427 enemies. [Corruptions] You can breathe fire (dam lvl * 2). You can emit hard radiation at will. You can turn ordinary items to gold. You can cause mass impotence. You have an elephantine trunk (dam 1d4). Your brain is a living computer (+4 INT/WIS). Your appearance is masked with illusion. You make a lot of strange noise (-3 stealth). You have wings. Your body resists serious damage. [Fates] You are fated to meet an Agent of the black market on level 11. You may find a Rod Tip of Trap Location on level 1. You are fated to meet a Hill troll on level 46. You may find a Potion of Cure Serious Wounds on level 2. You are fated to die on level 31. [Character Equipment] a) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10](40%) The mighty Hammer of the Underworld, blackened by doomspells of shattering, whose wielder holds the lives of all Morgoth's servants in his hand. It is sentient. It can be activated for... alter reality every 100 turns ...if it is being worn. It can cause earthquakes. It is a great bane of dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is a great bane of demons. It is a great bane of undead. It fights against evil with holy fury. It is especially deadly against natural creatures. It affects your hit points. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It allows you to see invisible monsters. It gives telepathic powers. It produces an anti-magic shell. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. b) The Small Sword 'Sting' (E:1979121, L:38) (1d6) (+17,+0) (+5 to speed) "I will give you a name, and I shall call you Sting." The perfect size for Bilbo, and stamped forever by the courage he found in Mirkwood, this sturdy little blade grants the wearer combat prowess and survival abilities they did not know they had. It is from a group of Elven items once entrusted to Hobbits It is sentient and can have access to the realms of: Fire Cold Acid Lightning Poison Air Earth It affects your strength. It affects your dexterity. It affects your constitution. It affects your speed. It affects your attack speed. It does extra damage from acid. It does extra damage from fire. It drains life from your foes. 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 makes you invisible. It sustains your wisdom. It provides immunity to paralysis. It provides resistance to fire. It provides resistance to cold. It provides resistance to poison. It provides resistance to light. It provides resistance to dark. It provides resistance to blindness. It provides light. It allows you to see invisible monsters. 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 spiders. It allows you to sense presence of undead. It produces a fiery sheath. It induces random teleportation. It cannot be harmed by acid, cold, lightning or fire. c) The Long Sword 'Vorpal Blade' (5d5) (+22,+21) (+2 to speed) {cursed} "One, two! One, two! And through, and through, the vorpal bladewent snicker-snack!" It affects your strength. It affects your dexterity. It affects your speed. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It fights against evil with holy fury. It provides immunity to paralysis. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It is cursed. It cannot be harmed by acid, cold, lightning or fire. d) The Light Crossbow of Huorost (x5) (+12,+16) (+2) It affects your strength. It affects your dexterity. It affects your constitution. It affects your charisma. It provides light. It fires missiles with extra might. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. e) an Indestructible Ring of Speed (+13) It affects your speed. It cannot be harmed by acid, cold, lightning or fire. f) a Ring of Damage (+23) g) The Ring of Power of Hoarmurath of Dir (+3 attacks) {cursed} It affects your strength. It affects your intelligence. It affects your attack speed. It makes you invisible. It provides immunity to paralysis. It provides resistance to fire. It provides resistance to cold. It provides resistance to blindness. It provides resistance to nether. It provides resistance to chaos. It provides resistance to disenchantment. It drains experience. It is heavily cursed. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. h) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed} "Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh burzum-ishi krimpatul". Unadorned, made of massive gold, set with runes in the foul speech of Mordor, with power so great that it inevitably twists and masters any earthly being who wears it. It can be activated for... powerful things ...if it is being worn. It grants you the power of... change the world ...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 speed. It affects your mana capacity. It affects your spell power. It makes you invisible. 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 immunity to acid. It provides immunity to electricity. It provides immunity to fire. It provides immunity to cold. It provides immunity to paralysis. It provides resistance to poison. It provides resistance to blindness. It provides resistance to nether. It provides resistance to disenchantment. It allows you to see invisible monsters. It gives telepathic powers. It speeds your regenerative powers. It drains mana. It drains life. It drains experience. It is permanently cursed. It cannot be droped while cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. k) The Jewel 'Evenstar'(60%) (+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 affects your hit points. 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 Small Metal Shield of Elthiryar [3,+10] It sustains your constitution. It provides immunity to cold. It provides immunity to paralysis. It provides resistance to poison. It provides resistance to light. It provides resistance to confusion. It provides resistance to nether. It cannot be harmed by acid, cold, lightning or fire. q) 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 chaos. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. r) 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. s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} Two Silmarils of Feanor blaze from the thunderous crown of twisted iron. The corrupted metal feels at once as infernal as hellfire and as chilling as the Outer Darkness. One protrusion from the crown is abruptly ended where a third jewel might have shone. 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 infravision. 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 light. It provides resistance to dark. It provides resistance to confusion. It provides resistance to nether. It provides resistance to nexus. It provides light. It allows you to see invisible monsters. It gives telepathic powers. It is permanently cursed. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Cesti 'Argeloth' (+8) [5,+11] It sustains your dexterity. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to poison. It provides resistance to dark. It provides resistance to sound. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. v) 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. 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 allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. |) a Magical Pick (1d3) (+7,+8) (+1) It grants you the power of... stone to mud ...if it is being worn. It affects your ability to tunnel. [Character Inventory] a) A parchment titled ''Immortality For Dummies'' {Tlevel} It can be activated for... level teleportation b) 16 Potions of Healing c) 5 Potions of *Healing* d) 2 Potions of Life e) a Potion of Enlightenment f) 32 Potions of Resistance g) 24 Scrolls of Phase Door {25% off} h) 13 Scrolls of Teleportation i) 21 Scrolls of Satisfy Hunger {90% off} j) 2 Scrolls of Mass Genocide k) a Copper Rod of the Istari of Illumination (40/40) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. l) an Aluminium Rod of Capacity of Recall (150/150) {!*} It can hold more mana. m) an Aluminium Rod of the Istari of Perception (54/150) {@z@2} 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 Cheapness of Teleport Other (100/100) It can cast spells for a lesser mana cost. o) a Golden Rod of the Istari of Healing (250/250) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. p) an Adamantite Rod of the Istari of Detection (232/400) {@z@1} 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) The Ring of Power 'Narya' (+6,+6) (+1) The Ring of Fire, set with a ruby that glows like flame. Narya is one of the three Rings of Power created by the Elves and hidden by them from Morgoth. It can be activated for... healing (500) every 200+d100 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 speed. It affects your luck. It sustains your strength. It sustains your wisdom. It sustains your constitution. It sustains your charisma. It provides immunity to fire. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to nether. It allows you to see invisible monsters. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. r) The Ring of F'lar (+3) The mighty ring of the Dragonrider F'lar that makes the wearer strong and healthy. It was once a ring of power and has been given to F'lar by Celegorm when he arrived on Arda with a full weyr of Dragonrider. 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. s) The Elfstone 'Elessar' (+7,+7) [+10] (+4) This green gem glows with inner light. Aragorn son of Arathorn wore it at the Battle of the Pelennor Fields, and he was himself given the name of 'Elessar' by the people of Gondor because of this. It can be activated for... heal and cure black breath every 200 turns ...if it is being worn. It affects your strength. It affects your wisdom. It affects your charisma. It affects your speed. It makes you completely fearless. It provides resistance to fire. It provides resistance to poison. It provides resistance to disenchantment. It provides light. It cannot be harmed by acid, cold, lightning or fire. t) 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. u) The Small Sword of Hilir (1d6) (+0,+0) (+3 attacks) It affects your strength. It affects your charisma. It affects your attack speed. It does extra damage from electricity. It drains life from your foes. It is especially deadly against dragons. It cannot be harmed by acid, cold, lightning or fire. v) a Lead-Filled Mace of *Slay Orc* (3d4) (+13,+14) (+1) It can be wielded two-handed. It affects your dexterity. It is especially deadly against orcs. It sustains your dexterity. It allows you to sense the presence of orcs. w) a Harp of the Eldar (+1) It can be activated for... singing a godness song ...if it is being worn. It affects your charisma. It provides resistance to acid. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Bree ] a) The Ring of Power of Adunaphel the Quiet (+4% of critical hits) It affects your wisdom. It affects your ability to score critical hits. It makes you invisible. It sustains your wisdom. It sustains your dexterity. It provides resistance to acid. It provides resistance to electricity. It provides resistance to nether. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. b) 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. c) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) A suit of imperishable adamant, with conquerable strength to endure evil and disruptive magics, that protects the life force of its wearer like nothing else can. It can be activated for... heal (1000) every 888 turns ...if it is being worn. It affects your constitution. It sustains your constitution. It provides resistance to life draining. It makes you completely fearless. It provides resistance to acid. It provides resistance to cold. It provides resistance to dark. It provides resistance to confusion. It provides resistance to nether. It provides resistance to nexus. It provides resistance to chaos. It allows you to sense presence of undead. It cannot be harmed by acid, cold, lightning or fire. d) The Robe of Great Luck [2,+5] (+60) Once created by a powerful wizard this robe to grant him incredible luck...It seems he forgot to wear it. It affects your luck. 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 immunity to paralysis. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. e) 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. f) 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. g) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) A giant's weapon, with a long blade tall and straight thrusting out from a massive double-pronged hint. On its blade are written doomspells against both the living and undead. It poisons your foes. It is very sharp and can cut your foes. It is very sharp and 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. h) a Player corpse i) a Parchment - Adventurer's guide to Middle Earth [Home Inventory - Lothlorien ] a) The Gem of Knowledge It can be activated for... cure corruption b) Raal's Tome of Unconventional Warfare (charging) It can be activated for... corruption c) 20 Sprigs of Athelas d) 2 Potions of Cure Insanity e) 3 Scrolls of Genocide f) a Ring of Speed (+9) g) The Ring of Power 'Nenya' (+9,+9) (+2) The Ring of Adamant, with a pure white stone as centerpiece. Nenya is one of the three Rings of Power created by the Elves and hidden by them from Morgoth. It can be activated for... healing (800) every 100+d200 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 speed. It affects your luck. It sustains your intelligence. It sustains your wisdom. It sustains your charisma. It provides immunity to cold. It provides immunity to paralysis. It provides resistance to life draining. It provides resistance to blindness. It allows you to see invisible monsters. It gives telepathic powers. It cannot be harmed by acid, cold, lightning or fire. h) 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. i) The Cloak of Mimicry [Hound] of Mireth [1,+11] It sustains your strength. It sustains your intelligence. It provides immunity to acid. It provides immunity to fire. It provides immunity to paralysis. It provides resistance to electricity. It provides resistance to confusion. It provides resistance to nether. It provides resistance to nexus. It produces an electric sheath. It cannot be harmed by acid, cold, lightning or fire. j) 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 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 provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. k) The Metal Cap of Celebrimbor [3,+18] (+3 to searching) This once belonged to Celebrimbor, maker of the Rings of Power. One who knows both fire and acid, from the business of forging and engraving, will fear neither: nor have his enchantments ever faded. Celebrimbor was even aware of Sauron before Sauron became aware of him, when Sauron put on the One Ring for the first time. It can be activated for... temporary ESP (dur 20+d20) every 50+d20 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 spell power. It provides resistance to acid. It provides resistance to fire. It provides resistance to shards. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. l) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+6,+6) A dagger covered in sparks and finely balanced for deadly throws. It is one of the 3 legendary daggers. It is sentient. It can be activated for... lightning bolt (4d8) every 6+d6 turns ...if it is being worn. It does extra damage from electricity. It provides resistance to electricity. It provides resistance to poison. It cannot be harmed by acid, cold, lightning or fire. m) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks) A damascened scimitar that seems wondrously easy to hold. Famed in song as the "Sickle of Harad", and a deadly foe to the undead. It affects your intelligence. It affects your wisdom. It affects your attack speed. 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. It provides resistance to chaos. It provides resistance to 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. n) The Mace 'Taratol' (3d4) (+12,+12) A great ridged mace that calls around you a nimbus of living lightning; you remain utterly untouched even as fat sparks arc around your fingers and eyebrows. It can be activated for... haste self (20+d20 turns) every 100+d100 turns ...if it is being worn. It does extra damage from electricity. It is a great bane of dragons. It provides immunity to electricity. It cannot be harmed by acid, cold, lightning or fire. o) a Gnomish Shovel of Earthquakes (1d2) (+11,+18) (+3) It affects your strength. It affects your ability to tunnel. It can cause earthquakes. p) 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. q) The Long Bow of Valarost (x3) (+10,+20) (+4) It affects your strength. It affects your wisdom. It affects your dexterity. It affects your charisma. It provides light. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. r) Climbing Set s) Eol, the Dark Elf's corpse It cannot be harmed by acid, cold, lightning or fire.