[ToME 2.0.0 Character Dump] Name : Avenger Age 16 STR: 18/*** Sex : Male Height 79 Int: 18/*** 18/*** Race : Maia Weight 153 WIS: 18/*** Class : Paladin Social Class 100 DEX: 18/169 Body : Player CON: 18/*** CHR: 18/216 + To Melee Hit 103 Level 50 Max Hit Points 1076 + To Melee Damage 73 Experience 7118281 Cur Hit Points -14 + To Ranged Hit 84 Max Exp 7118281 Max SP (Mana) 426 + To Ranged Damage 51 Exp to Adv. ***** Cur SP (Mana) 352 AC 23+116 Gold 4624256 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[32]Perception : Poor Blows/Round: 8+2 Bows/Throw : Legendary[20]Searching : Poor Shots/Round: 1 Saving Throw: Superb Disarming : Fair Wpn.dmg/Rnd: 32d5+584 Stealth : Bad Magic Device: Heroic Infra-Vision: 50 feet Tactic: berserker Explor: running (Character Background) You are a celebrated assistant to Mandos. In the past you dwelt on earth in the form of a Wizard of legend. [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 25 (1250') Mordor: Level 66 (3300') Angband: Level 102 (5100') Barrow-Downs: Level 1 (50') Submerged Ruins: Level 50 (2500') Cirith Ungol: Level 50 (2500') Heart of the Earth: Level 36 (1800') 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 50 (2500') 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 49th Yavie of the 2890th year of the third age. Your adventured lasted 6 days. Your Attributes: You are dead. You can spit acid. You can breath fire. You can feel the danger of evil magic. You can drive yourself into a berserk frenzy. You can polymorph yourself at will. You can turn ordinary items to gold. You can cause mold to grow near you. You can freeze things with a touch. You can mystify pets. You can wake up a pet. You attract demons. You have horns (dam. 2d6). You have a beak (dam. 2d4). You move faster or slower randomly. You sometimes cause nearby creatures to vanish. You are superhumanly strong (+4 STR). Your brain is a living computer (+4 INT/WIS). Your voice is a silly squeak (-4 CHR). You are resistant to magic. You have remarkable infravision (+3). You are susceptible to damage from the elements. You are confused. You aggravate monsters. You feel rightous. 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 have free action. You regenerate quickly. Your appetite is small. You have ESP. You are lucky. You know everything. You have a firm hold on your life force. You reflect arrows and bolts. You are surrounded with a fiery aura. You are carrying a permanent light. You are completely immune to acid. You resist lightning exceptionally well. 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 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 intelligence is affected by your equipment. Your wisdom 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 has been blessed by the gods. Your weapon freezes your foes. Your weapon strikes at evil with extra force. Your weapon strikes at undead with holy wrath. Your weapon is especially deadly against trolls. Your weapon is a great bane of demons. Skills (points left: 0) - Combat 24.400 [0.800] - Weaponmastery 01.000 [0.800] . Barehand-combat 50.000 [0.900] - Sneakiness 00.000 [0.200] - Magic 50.000 [0.900] . Magic-Device 24.100 [1.100] . Spell-power 04.200 [0.600] - Spirituality 12.900 [1.000] . Prayer 50.000 [1.400] . Mindcraft 50.000 [0.600] - Monster-lore 00.000 [0.500] - Misc 00.000 [0.000] You abandoned Gondolin when it most needed you, thus causing its destruction. The sword that was broken is now reforged. You saved the beautiful Mallorns of Lothlorien. You saved Bree from a dreadful Nazgul. You saved a young hobbit from an horrible fate. You saved no princesses. You have defeated 5876 enemies. [Corruptions] You can spit acid (dam lvl). You can breathe fire (dam lvl * 2). You can feel the danger of evil magic. You can drive yourself into a berserk frenzy. You can polymorph yourself at will. You can cause mold to grow near you. You can freeze things with a touch. You attract demons. You have horns (dam. 2d6). You have a beak (dam. 2d4). You move faster or slower randomly. You sometimes cause nearby creatures to vanish. You are superhumanly strong (+4 STR). Your brain is a living computer (+4 INT/WIS). Your voice is a silly squeak (-4 CHR). You are resistant to magic. You have remarkable infravision (+3). Your body is enveloped in flames. You are completely fearless. You are telepathic. You are susceptible to damage from the elements. [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+19,+22) (+10) {!d} 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. d) The Drum of Piemur (+2 to speed) Piemur's drum is much like the harp of Master Robinton. It protects its wearer in many ways; by making him less noticable and shielding them from the elements. The beat of this drum also sounds a call toaction that increases the wearer's speed. It can be activated for... singing a *godness* song ...if it is being worn. It affects your wisdom. It affects your charisma. It affects your stealth. It affects your speed. It affects your luck. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to sound. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. e) The Ring 'Minduil' [+13] (+3 attacks) {!d} It affects your stealth. It affects your searching. It affects your attack speed. It sustains your charisma. It provides resistance to light. It provides resistance to chaos. It provides resistance to disenchantment. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. f) 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. k) The Amulet of Brilina (+2) It affects your intelligence. It affects your wisdom. It affects your constitution. It affects your charisma. It affects your infravision. It sustains your strength. It sustains your intelligence. It sustains your wisdom. It sustains your charisma. It provides immunity to paralysis. It provides resistance to life draining. It provides resistance to acid. It provides resistance to fire. It provides resistance to poison. It provides resistance to light. It provides resistance to dark. It provides resistance to nexus. It provides resistance to chaos. It allows you to levitate. It provides light. It allows you to see invisible monsters. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. m) The Star of Elendil (+1) {@w2 !d} 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 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 provides resistance to disenchantment. 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. o) The Cloak of Mimicry [Goat] of Celemen [1,+8] {im_fire} It sustains your strength. It sustains your dexterity. It provides immunity to fire. It provides resistance to light. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. p) The Large Metal Shield of Foros [5,+9] It sustains your strength. It sustains your dexterity. It provides immunity to acid. It provides immunity to cold. It provides resistance to life draining. 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. 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 Gauntlets 'Pauraegen' [Wraithform] [2,+15] A set of handgear with sparks surrounding it, able to fire bolts of electricity. It can be activated for... lightning bolt (4d8) every 6+d6 turns ...if it is being worn. It has a spell stored inside. It provides resistance to electricity. It cannot be harmed by acid, cold, lightning or fire. x) (nothing) z) (nothing) {) (nothing) |) a Shovel of Digging (1d2) (+9,+10) (+3) It affects your ability to tunnel. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) a Tome of the Impenetrable Earth {!k!d} b) a War Tome of Tulkas {!k!d} c) 9 Rations of Food d) 9 Potions of Healing e) 14 Potions of Restore Life Levels f) a Scroll of *Identify* g) an Aluminium Rod of the Istari of Recall (150/150) {@z3 !k!d 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. h) a Mithril Rod of the Istari of Teleport Other (320/320) {@z1 !k!d 30} It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. i) an Adamantite Rod of the Istari of Healing (202/400) {@z2 !k!d 60} 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 Staff of Teleportation (0 charges) k) a Staff of Curing (0 charges) l) a Staff of *Destruction* (0 charges) m) a Ring of Extra Attacks (+2 attacks) n) 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. o) Dwarven Ribbed Plate Armour (-3) [28,+22] (+2) It affects your strength. It affects your constitution. It affects your infravision. It sustains your strength. It sustains your constitution. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to dark. It cannot be harmed by acid, cold, lightning or fire. p) a Golden Crown of Telepathy [0,+16] It gives telepathic powers. It cannot be harmed by acid. q) a Slaughter Axe of the Thunderlords (5d7) (+12,+16) (+2 to searching) It can be activated for... teleport every 50+d50 turns ...if it is being worn. It affects your searching. It does extra damage from electricity. It is a great bane of dragons. It fights against evil with holy fury. It is especially deadly against natural creatures. It provides immunity to paralysis. It provides resistance to shards. It provides resistance to nexus. It allows you to fly. It allows you to sense the presence of dragons. It slows your metabolism. It speeds your regenerative powers. It induces random teleportation. r) a Dark Sword of Westernesse (3d7) (+20,+17) (+1) It generates an antimagic field. It affects your strength. It affects your dexterity. It affects your constitution. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It provides immunity to paralysis. It allows you to see invisible monsters. It allows you to sense the presence of orcs. It allows you to sense the presence of trolls. It allows you to sense the presence of giants. s) a Venomous Trident (1d8) (+9,+10) It can be wielded two-handed. It poisons your foes. It provides resistance to poison. t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Gondolin ] a) The Ring of Flare (+3) {!d} 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. b) Dwarven Metal Brigandine Armour (-3) [19,+20] (+1) It affects your strength. It affects your constitution. It affects your infravision. It sustains your strength. It sustains your constitution. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to dark. It cannot be harmed by acid, cold, lightning or fire. c) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed} 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 is heavily cursed. It cannot be harmed by acid, cold, lightning or fire. d) a Dark Sword of *Slay Demon* (3d7) (+14,+16) (+2) It generates an antimagic field. It affects your intelligence. It is a great bane of demons. It provides resistance to fire. It provides resistance to chaos. It allows you to sense the presence of demons. [Home Inventory - Minas Anor ] a) Benetar's Portable Plague {restoration} It can be activated for... restoration b) 3 Sprigs of Athelas c) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. d) 2 Scrolls of Mass Genocide e) 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. f) 2 Wands of Wall Creation (8 charges) g) The Wand of Digging of Thrain (6 charges) 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. h) a Staff of Curing (5 charges) i) The Ring of Power of Ji Indur Dawndeath (+1 to speed) It affects your wisdom. It affects your constitution. It affects your speed. It affects your attack speed. It makes you invisible. It sustains your intelligence. It provides resistance to cold. It provides resistance to dark. It provides resistance to blindness. It allows you to fly. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. j) The Ring of Power of Uvatha the Horseman (+2) {@w3 !d} It affects your strength. It affects your intelligence. It makes you invisible. It sustains your wisdom. It sustains your dexterity. It provides resistance to nether. It provides resistance to chaos. 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 Ring of Power of Akhorahil the Blind (+3 to infravision) {@w3 !d} It affects your infravision. It makes you invisible. It sustains your wisdom. It provides resistance to acid. It provides resistance to fire. It provides resistance to cold. It provides resistance to sound. It provides resistance to shards. It provides resistance to nexus. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. l) 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. m) 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. n) The Amulet of Ancalair (+4 to stealth) It affects your strength. It affects your stealth. It affects your infravision. 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 life draining. It provides resistance to sound. It provides resistance to nether. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. o) The Phial of Galadriel (+4) {@w2 !d} 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. p) 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 shards. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. q) 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. 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 confusion. 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 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. t) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3) The pair of boots used by Grima son of Galmod, also named the Wormtongue: a treacherous but persuasive counsellor, ever ready to betray, sneak, lie, cheat and steal - but never ready to actually fight. It grants you the power of... panic hit ...if it is being worn. It affects your intelligence. It affects your dexterity. It affects your charisma. It affects your stealth. It affects your searching. It affects your speed. It provides immunity to paralysis. It provides resistance to light. It provides resistance to dark. It allows you to levitate. It allows you to sense the presence of good beings. It allows you to sense the presence of unique beings. It cannot be harmed by acid, cold, lightning or fire. u) The Small Sword 'Sting' (E:18199, L:22) (1d6) (+23,+14) (+2 to speed) {!d} "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: Acid Lightning 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 electricity. It can cause earthquakes. It is especially deadly against orcs. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It provides immunity to paralysis. It provides resistance to acid. It provides resistance to electricity. It provides resistance to light. 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 spiders. It allows you to sense presence of undead. It produces an electric sheath. It induces random teleportation. It cannot be harmed by acid, cold, lightning or fire. v) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4) The famed "Flame of the West", the sword that was broken and is forged again. It glows with the essence of fire, its wearer is mighty in combat, and no creature of Sauron can withstand it. It will never be stained or broken even in defeat. It can be activated for... fire ball (72) every 400 turns ...if it is being worn. It affects your strength. It affects your dexterity. It affects your luck. It does extra damage from fire. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It sustains your dexterity. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to fire. It provides resistance to disenchantment. It provides light. It allows you to see invisible monsters. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. w) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2) A giant sword once wielded by mighty Turin, and a great dragonbane which bathed in Glaurung's blood: but beware, it will drink the blood of those who wield it eventually. It affects your strength. It does extra damage from fire. It poisons your foes. It is very sharp and can cut your foes. It is a great bane of dragons. It is especially deadly against trolls. It provides immunity to paralysis. It provides resistance to fire. It provides resistance to poison. It provides resistance to dark. It allows you to sense the presence of dragons. It slows your metabolism. It speeds your regenerative powers. It drains life. It cannot be harmed by acid, cold, lightning or fire. x) 26 Seeker Bolts of Wounding (4d5) (+15,+17) [Home Inventory - Lothlorien ] a) an Unholy Tome of the Hellflame {!k!d} b) a War Tome of Tulkas c) a War Tome of Tulkas d) 4 Sprigs of Athelas e) 2 Potions of Cure Insanity f) a Potion of *Healing* g) 6 Potions of Restore Mana h) a Staff of Curing (6 charges) i) a Staff of *Destruction* (3 charges) j) 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. k) 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. l) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed) "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 cannot be harmed by acid, cold, lightning or fire. m) 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. n) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4) The weapon of one of the great dwarven priests, with powers to preserve body, soul and enchantments, and the bane of those who seek life beyond death. It can be activated for... dispel evil (x4) every 100+d100 turns ...if it is being worn. It affects your strength. It affects your wisdom. It affects your speed. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides resistance to life draining. It provides resistance to electricity. It provides resistance to fire. It provides resistance to nether. It provides resistance to disenchantment. It provides light. It cannot be harmed by acid, cold, lightning or fire. o) 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. p) Climbing Set {!d} [Home Inventory - Gondolin ] a) The Ring of Flare (+3) {!d} 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. b) Dwarven Metal Brigandine Armour (-3) [19,+20] (+1) It affects your strength. It affects your constitution. It affects your infravision. It sustains your strength. It sustains your constitution. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to dark. It cannot be harmed by acid, cold, lightning or fire. c) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed} 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 is heavily cursed. It cannot be harmed by acid, cold, lightning or fire. d) a Dark Sword of *Slay Demon* (3d7) (+14,+16) (+2) It generates an antimagic field. It affects your intelligence. It is a great bane of demons. It provides resistance to fire. It provides resistance to chaos. It allows you to sense the presence of demons.