[ToME 2.0.0 Character Dump] Name : Aether Age 17 STR: 18/*** Sex : Male Height 63 Int: 18/104 18/109 Race : Maia Weight 165 Wis: 18/195 18/200 Class : Mindcrafter Social Class 100 DEX: 18/*** Body : Player Con: 18/*** 18/*** CHR: 18/*** + To Melee Hit 98 Level 50 Max Hit Points 1153 + To Melee Damage 99 Experience 14496295 Cur Hit Points -16 + To Ranged Hit 80 Max Exp 14600223 Max SP (Mana) 278 + To Ranged Damage 71 Exp to Adv. ***** Cur SP (Mana) 211 AC 45+94 Gold 5088642 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[42]Perception : Good Blows/Round: 13 Bows/Throw : Legendary[17]Searching : Good Shots/Round: 1 Saving Throw: Excellent Disarming : Fair Wpn.dmg/Rnd: 78d5+1287 Stealth : Bad Magic Device: Superb Infra-Vision: 40 feet Tactic: berserker Explor: running (Character Background) You are a celebrated assistant to Manwe. In the past you dwelt on earth in the form of a spirit of forest and river. [Miscellaneous information] Cth monsters: ON Zlike monsters: ON Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: OFF Arena Levels: OFF Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 30 (1500') Mordor: Level 58 (2900') Angband: Level 96 (4800') Barrow-Downs: Level 1 (50') Submerged Ruins: Level 50 (2500') Cirith Ungol: Level 50 (2500') Paths of the Dead: Level 70 (3500') Illusory Castle: Level 52 (2600') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') Erebor: Level 72 (3600') The Old Forest: Level 25 (1250') Moria: Level 45 (2250') Dol Guldur: Level 70 (3500') 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 body was a Player. You started your adventure the 43rd Yavie of the 2890th year of the third age. You ended your adventure the 53rd Yavie of the 2890th year of the third age. Your adventured lasted 10 days. Your Attributes: You are dead. You can teleport yourself short distances. You can feel the danger of evil magic. You can harden yourself to the ravages of the elements. You can bring down the dungeon around your ears. You can mystify pets. You can wake up a pet. You can sense what is beyond walls. You are subject to berserker fits. You have a hallucinatory insanity. You sometimes cause nearby creatures to vanish. Your health is subject to chaotic forces. You occasionally stumble into other shadows. You are moronic (-4 INT/WIS). You aggravate monsters. You are in a battle rage. You are protected by a mystic shield. Your eyes are sensitive to infrared light. You can see invisible creatures. You can fly. You can climb hight mountains. You have free action. You regenerate quickly. You can sense the presence of orcs. You can sense the presence of dragons. You can sense the presence of evil beings. You are lucky. You know everything. You have a firm hold on your life force. You are surrounded with a fiery aura. 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 resist poison exceptionally well. 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 nexus attacks. You are resistant to nether forces. You are completely fearless. Your eyes are resistant to blindness. Your strength is sustained. Your strength is affected by your equipment. Your intelligence is affected by your equipment. Your wisdom is affected by your equipment. Your dexterity is affected by your equipment. Your constitution is affected by your equipment. Your charisma is affected by your equipment. Your stealth is affected by your equipment. Your 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 is branded with the Sign of Chaos. Your weapon is very sharp. Your weapon burns your foes. Your weapon freezes your foes. Your weapon poisons your foes. 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. Skills (points left: 0) - Combat 30.350 [0.700] - Weaponmastery 35.300 [0.700] - Sneakiness 00.000 [0.200] - Magic 50.000 [0.900] . Magic-Device 17.500 [1.100] . Spell-power 00.000 [0.600] . Necromancy 00.000 [0.400] - Spirituality 24.000 [1.000] . Prayer 50.000 [0.900] . Mindcraft 50.000 [0.900] - Monster-lore 00.000 [0.500] - 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 the beautiful Mallorns of Lothlorien. You saved Bree from a dreadful Nazgul. You saved a young hobbit from an horrible fate. You saved no princesses. You have defeated 9316 enemies. [Corruptions] You can teleport yourself short distances. You can harden yourself to the ravages of the elements. You can bring down the dungeon around your ears. You are subject to berserker fits. You have a hallucinatory insanity. You sometimes cause nearby creatures to vanish. Your health is subject to chaotic forces. You occasionally stumble into other shadows. You are moronic (-4 INT/WIS). Your body is enveloped in flames. [Character Equipment] a) 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. 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) The Ring 'Dengolman' (+13) (+3 attacks) It affects your intelligence. It affects your dexterity. It affects your attack speed. It allows you to fly. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. f) The Ring of Power of Dwar, Dog Lord of Waw (+3 attacks) It affects your dexterity. It affects your searching. It affects your attack speed. It makes you invisible. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to confusion. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. k) 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. m) The Arkenstone of Thrain (+3) {@w2 !d} 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. n) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] A massive suit of heavy dragon scales deeply saturated with many colors. It throbs with angry energies, and you feel the raw elemental might of untamed Lightning as you put it on. It can be activated for... star ball (150) every 1000 turns ...if it is being worn. It provides immunity to electricity. 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 light. It allows you to see invisible monsters. It allows you to sense the presence of dragons. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. o) The Cloak of Mimicry [Ghost] of Daiquenwe [1,+8] (+3 to stealth) It affects your stealth. It sustains your strength. It provides immunity to fire. It makes you completely fearless. It provides resistance to electricity. It provides resistance to nexus. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. p) 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 blindness. It provides resistance to sound. 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 Iron Helm of Knowledge [6,+20] (-6) {@w1 !d} 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. u) 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. x) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4) A set of iron-shod boots stamped by Gimli's combat prowess, a peerless ally to those journeying through halls of stone under mountains. It grants you the power of... magic map ...if it is being worn. It affects your searching. It affects your infravision. It affects your ability to tunnel. It allows you to climb high mountains. It cannot be harmed by acid, cold, lightning or fire. z) (nothing) {) The Bolt of Elumen (1d5) (+10,+18) (+2 attacks) It affects your strength. It affects your charisma. It affects your attack speed. It does extra damage from fire. It produces chaotic effects. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It provides light. It cannot be harmed by acid, cold, lightning or fire. |) a Dwarven Pick (1d4) (+6,+8) (+3) {@w3} [Character Inventory] a) 2 Songbooks [Lays of Beleriand] b) a Fireproof Tome of Meta Spells {!k!d} It cannot be harmed by fire. c) a Holy Tome of Manwe Sulimo {!k!d} d) Kenault's Cantrip Generator {genocide !d} It can be activated for... genocide e) Raistlin's Ready Ranger (charging) {mass genocide !d} It can be activated for... mass genocide f) Jor's Book of Impossible Occurences {mass genocide !d} It can be activated for... mass genocide g) a Potion of Cure Insanity h) 3 Potions of Healing i) 3 Potions of *Healing* j) 3 Potions of Restore Mana k) 7 Potions of Restore Life Levels l) an Aluminium Rod of the Istari of Recall (132/150) {@z3 !k!d} 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 Teleport Other (200/200) {@z1 !k!d} 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) 2 Wands of Teleport Other (0 charges) o) a Wand of Wall Creation (2 charges) p) a Staff of Teleportation (4 charges) q) a Staff of Curing (2 charges) r) an Indestructible Ring of Speed (+10) It affects your speed. It cannot be harmed by acid, cold, lightning or fire. s) a Ring of Speed (+6) t) The Anchor of Space-Time {@w2 !d} 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. u) Blue Dragon Scale Mail (-2) [30,+15] v) White Dragon Scale Mail of Defense (-2) [30,+22] It can be activated for... breathe frost (110) every 90+d90 turns ...if it is being worn. It sustains your dexterity. It provides resistance to cold. It allows you to fly. It cannot be harmed by acid, cold, lightning or fire. w) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {@w1 !d} 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. [Home Inventory - Bree ] a) a Book of Recall b) The Gem of Fire {something weird} It can be activated for... something weird c) a Sprig of Athelas d) 2 Potions of Enlightenment e) an Iron Rod of Nothing (50/50) f) an Iron Rod of Nothing (50/50) g) an Iron Rod of Nothing (50/50) h) a Mithril Rod of Nothing (160/160) i) The Wand of Digging of Thrain (24 charges) {@a1} The miner's friend. This wand was used by Thrain to dig into the walls of the dungeon and is quite useful because it will never be destroyed. j) a Staff of Perception (7 charges) k) The Ring of Power of Uvatha the Horseman (+2 to infravision) It affects your dexterity. It affects your infravision. It makes you invisible. It provides resistance to shards. It provides resistance to nether. It allows you to levitate. It speeds your regenerative powers. It drains experience. It cannot be droped while cursed. 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 Steel Helm 'Lebohaum' [20,+80] With the Helm 'Lebohaum' your head is safe! It can be activated for... sing a funny song every 3 turns ...if it is being worn. It cannot be harmed by acid, cold, lightning or fire. n) 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. o) a Spectral Glaive of Slay Dragon (2d6) (+6,+10) It can be wielded two-handed. It can be activated for... wraith-form every 50+d50 turns ...if it is being worn. It is especially deadly against dragons. It strikes at undead with holy wrath. It provides resistance to life draining. It allows you to see invisible monsters. It drains life. [Home Inventory - Gondolin ] a) a Tome of the Blowing Wind b) a Tome of Translocation c) Benetar's Mana Battery {something weird} It can be activated for... something weird d) 5 Sprigs of Athelas e) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. f) a Wand of Wall Creation (7 charges) g) a Staff of Teleportation (7 charges) h) a Staff of Curing (5 charges) i) a Staff of Curing (0 charges) j) a Staff of the Magi of Plenty (4 charges) k) a Ring of Damage (+17) 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) an Amulet of the Serpents [+3] (+5) n) 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. o) an Amulet of Trickery (+3) p) 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. q) Elven Blue Dragon Scale Mail (-2) [30,+14] (+3 to stealth) It can be activated for... breathe lightning (100) every 90+d90 turns ...if it is being worn. It affects your stealth. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to shards. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. r) The Robe of Auruinael [2,+11] {im_elec_fire} It sustains your wisdom. It sustains your charisma. It provides immunity to electricity. It provides immunity to fire. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to poison. It provides resistance to confusion. It provides resistance to nether. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. s) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) This powerful piece of armour was made using the remains of the Sandworm Queen. It affects your strength. It affects your stealth. It affects your infravision. It affects your ability to tunnel. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to poison. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. t) 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. u) The Steel Helm of Hammerhand [6,+20] (+3) {@w1 !d} 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. 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 Dagger 'Belangil' (2d4) (+6,+9) (+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. x) The Long Bow of Bard (x5) (+17,+19) (+2) The great yew bow of grim-faced Bard, who shot the mightiest arrow that songs record. It is from a group of items rumored to be the bane of dragons. It affects your dexterity. It affects your luck. 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. [Home Inventory - Minas Anor ] a) 4 Spellbooks of Manwe's Blessing b) 3 Sprigs of Athelas c) a Scroll of *Identify* d) an Adamantite Rod of Nothing (200/200) e) a Staff of Teleportation (9 charges) f) 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. g) The Necklace 'Nauglamir' (+3) A carencet of gold, set with a multitude of shining gems of Valinor. Despite its size, its weight seems as that of gossamer. It affects your strength. It affects your dexterity. It affects your constitution. It affects your infravision. It affects your speed. It provides immunity to paralysis. It makes you completely fearless. 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. h) 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. i) The Palantir of Orthanc (+2) A shining white ball of unbreakable crystal, the ancient Palantiri were used by kings of Numenor and later by the Exiles for rapid communication between distant lands. Nothing is hidden from one who gazes into a Palantir: but the observed will also be aware of the observer, as was Sauron when Saruman tried to spy on him with this particular Palantir. It can be activated for... clairvoyance every 100+d100 turns ...if it is being worn. It provides light (radius 2) forever. It affects your intelligence. It affects your wisdom. It affects your searching. It affects your infravision. 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. j) 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 poison. It provides resistance to dark. It provides resistance to disenchantment. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. k) The Beaked Axe of Hurin (2d6) (+12,+20) (+3) Wielded by Hurin Thalion in the Fifth Battle of Beleriand, this troll-bane smoked in the black blood of Gothmog's guards. It can be activated for... berserker and +10 to speed (50) every 100+d200 turns ...if it is being worn. It affects your strength. It affects your constitution. It does extra damage from acid. It is especially deadly against orcs. It is especially deadly against trolls. It is a great bane of demons. It provides resistance to acid. It provides light. It drains mana. It cannot be harmed by acid, cold, lightning or fire. l) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} This sword has runes of power incused on its ornate hint, and a single blood channel that gleams coldly blue as you grasp this mighty weapon of peril. It affects your constitution. 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. It allows you to sense the presence of demons. It drains life. It aggravates nearby creatures. It is heavily cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. m) The Lance of Eorlingas (3d8) (+3,+21) (+2) "Forth Eorlingas!". To the field of Cormallen came Eorl the Youngto save beleaguered Gondor, and from his lance fled massive trolls and dire wolves. It affects your strength. It affects your dexterity. It affects your speed. 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. n) The Short Bow of Amrod (x4) (+12,+15) (+2) This bow, and its twin, belonged to Feanor's last two twin sons, Amrod and Amras, who both hunted with the Green-elves for a time. Like the twins, the bows are similar, for both protect their wielders from the elements: and yet they are also unlike, for this bow gives enduranceand strength, while the other gives quickness and subtlety. It affects your strength. It affects your constitution. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It speeds your regenerative powers. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Lothlorien ] a) Kelek's Wormhole Machine {restoration !d} It can be activated for... restoration b) the Medallion of Good Will {corruption} It can be activated for... corruption c) a Sprig of Athelas d) 5 Potions of Cure Insanity e) a Scroll of *Remove Curse* f) a Mithril Rod of the Istari of Nothing (320/320) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. g) a Mithril Rod of the Istari of Nothing (320/320) It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. h) a Staff of Teleportation (9 charges) i) 2 Staffs of Curing (7 charges) j) The Ring of Power of Akhorahil the Blind (+3 attacks) It affects your dexterity. It affects your attack speed. It makes you invisible. It provides resistance to poison. It provides resistance to chaos. It speeds your regenerative powers. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. k) 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. l) The Blue Stone 'Toris Mejistos' [Globe of Light](40%) (+2) A blue stone, with an incredible number of incredibly small runes of power on it. It carries many secrets. It grants you the power of... restore life ...if it is being worn. It has a spell stored inside. It affects your intelligence. It affects your wisdom. It affects your luck. It affects your mana capacity. It sustains your intelligence. It sustains your wisdom. It provides resistance to life draining. It provides light. It allows you to sense the presence of evil beings. It allows you to sense the presence of good beings. It slows your metabolism. It speeds your regenerative powers. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. m) 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 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. n) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2) The opaque midnight folds, inset with a multitude of tiny diamonds, of this cloak swirl around you and you feel a hint, a fragment of the knowledge and power to restore that lay in Luthien, the most beautiful being that ever knew death. It can be activated for... restore life levels every 450 turns ...if it is being worn. It has a spell stored inside. It affects your intelligence. It affects your wisdom. It affects your charisma. It affects your stealth. It affects your speed. It affects your luck. It makes you invisible. It provides resistance to acid. It provides resistance to fire. It provides resistance to cold. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. o) The Large Leather Shield of Wilomen [4,+15] {im_acid} It sustains your strength. It sustains your dexterity. It provides immunity to acid. It provides immunity to paralysis. It provides resistance to cold. It reflects bolts and arrows. It cannot be harmed by acid, cold, lightning or fire. p) The Large Leather Shield of the Haradrim [4,+15] (+2) A great shield from the far lands of the South, whose wielder will go charging into battle heedless of danger, with the strength and endurance of a madman. Nor will he fear poison, for the Southron barbarians handle poisoned darts naturally. It can be activated for... berserk strength every 50+d50 turns ...if it is being worn. It affects your strength. It affects your constitution. It sustains your strength. It sustains your constitution. It makes you completely fearless. It provides resistance to poison. It provides resistance to blindness. It aggravates nearby creatures. 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 light. It allows you to sense the presence of evil beings. 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 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. t) The Scimitar 'Haradekket' (2d5) (+10,+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 poison. 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. u) 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 drains experience. It cannot be harmed by acid, cold, lightning or fire. v) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4) The wondrous hammer of Aule, creator of the wise Dwarven lords of old. It bears magics of demolishing that no serpent or demon can withstand, and invokes the strength of mountains to ward off the tumult of the elements. It affects your wisdom. It affects your ability to tunnel. It does extra damage from electricity. It is a great bane of dragons. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to nexus. It provides resistance to chaos. It provides light. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. w) Climbing Set {@w3} [Home Inventory - Gondolin ] a) a Tome of the Blowing Wind b) a Tome of Translocation c) Benetar's Mana Battery {something weird} It can be activated for... something weird d) 5 Sprigs of Athelas e) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. f) a Wand of Wall Creation (7 charges) g) a Staff of Teleportation (7 charges) h) a Staff of Curing (5 charges) i) a Staff of Curing (0 charges) j) a Staff of the Magi of Plenty (4 charges) k) a Ring of Damage (+17) 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) an Amulet of the Serpents [+3] (+5) n) 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. o) an Amulet of Trickery (+3) p) 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. q) Elven Blue Dragon Scale Mail (-2) [30,+14] (+3 to stealth) It can be activated for... breathe lightning (100) every 90+d90 turns ...if it is being worn. It affects your stealth. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to shards. It allows you to fly. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. r) The Robe of Auruinael [2,+11] {im_elec_fire} It sustains your wisdom. It sustains your charisma. It provides immunity to electricity. It provides immunity to fire. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to poison. It provides resistance to confusion. It provides resistance to nether. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. s) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) This powerful piece of armour was made using the remains of the Sandworm Queen. It affects your strength. It affects your stealth. It affects your infravision. It affects your ability to tunnel. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to poison. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. t) 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. u) The Steel Helm of Hammerhand [6,+20] (+3) {@w1 !d} 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. 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 Dagger 'Belangil' (2d4) (+6,+9) (+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. x) The Long Bow of Bard (x5) (+17,+19) (+2) The great yew bow of grim-faced Bard, who shot the mightiest arrow that songs record. It is from a group of items rumored to be the bane of dragons. It affects your dexterity. It affects your luck. 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.