[ToME 2.1.0 Character Dump] Name : Veish Age 20 STR: 18/*** Sex : Neuter Height 204 INT: 18/129 Race : Thunderlord Weight 248 WIS: 18/90 Class : Warrior Social Class 61 DEX: 18/170 Body : Player CON: 18/*** CHR: 18/100 + To Melee Hit 43 Level 43 Max Hit Points 1071 + To Melee Damage 50 Experience 7621839 Cur Hit Points 1071 + To Ranged Hit 41 Max Exp 7621839 Max SP (Mana) 115 + To Ranged Damage 12 Exp to Adv. 8400000 Cur SP (Mana) 115 AC 49+160 Gold 1504213 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[45]Perception : Poor Blows/Round: 10 Bows/Throw : Legendary[7] Searching : Excellent Shots/Round: 2 Saving Throw: Superb Disarming : Very Good Wpn.dmg/Rnd: 40d5+500 Stealth : Bad Magic Device: Heroic Infra-Vision: 0 feet Tactic: normal Explor: normal (Character Background) You are the one of the most known manwe maia. Your eagle looks very good. //115 SP and I never studied magic except for magic-device and a little necro [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: OFF Autoscum: ON Small Levels: ON Arena Levels: OFF Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Mordor: Level 60 (3000') Barrow-Downs: Level 10 (500') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') The Old Forest: Level 25 (1250') Moria: Level 50 (2500') 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 17th Quelle of the 2890th year of the third age. It now is 31 days that you are adventuring. adefkmnopsuxz{|@ Add Str : ...+.....+++.... Add Int : ...+............ Add Wis : ................ Add Dex : ..+......+...... Add Con : .........+.+.... Add Chr : ................ Mul Mana : ................ Mul SPower: ................ Add Stea. : ................ Add Sear. : ................ Add Infra : ................ Add Tun.. : ..............+. Add Speed : +..+.+.....+.... Add Blows : ...+............ Chaotic : ................ Vampiric : ................ adefkmnopsuxz{|@ Slay Anim.: ................ Slay Evil : +............+.. Slay Und. : +............... Slay Demon: ................ Slay Orc : ................ Slay Troll: +............... Slay Giant: ................ Slay Drag.: ................ Kill Drag.: ................ Sharpness : ................ Impact : ................ Poison Brd: ................ Acid Brand: ................ Elec Brand: ................ Fire Brand: ................ Cold Brand: +............... adefkmnopsuxz{|@ Sust Str : ...+....++...... Sust Int : ........+....... Sust Wis : ........+....... Sust Dex : ........++...... Sust Con : ........++...... Sust Chr : ...+....+....... Invisible : ................ Mul life : ................ Imm Acid : ................ Imm Elec : ................ Imm Fire : ...............+ Imm Cold : ................ Sens Fire : ................ Reflect : ................ Free Act : +............... Hold Life : .....+.......... adefkmnopsuxz{|@ Res Acid : .......+++.....+ Res Elec : .......++......+ Res Fire : .......++....... Res Cold : +......+++.....+ Res Pois : .......+.......+ Res Fear : +........+.+...+ Res Lite : +............... Res Dark : .........+...... Res Blind : ..........+..... Res Conf : ................ Res Sound : ......+......... Res Shard : ......+......... Res Neth : ...+............ Res Nexus : .........+...... Res Chaos : ......+.+....... Res Disen : ......+......... adefkmnopsuxz{|@ Aura Fire : ...............+ Aura Elec : ................ NoTeleport: ................ AntiMagic : ................ WraithForm: ................ EvilCurse : ................ Easy Know : ................ Hide Type : +.+..+...+++.... Show Mods : ++........+..++. Insta Art : .....+.......... Levitate : ...............+ Lite : +....+.......... See Invis : +..+.+.......... adefkmnopsuxz{|@ Digestion : +..+.....+...... Regen : +..............+ Xtra Might: ................ Xtra Shots: .+.............. Ign Acid : +..+++++++.+..+. Ign Elec : +..+++++++.+..+. Ign Fire : +..+++++++.+..+. Ign Cold : +..+++++++.+..+. Activate : +....+++........ Drain Exp : ................ Teleport : ................ Aggravate : ...............+ Blessed : +............... Cursed : ................ Hvy Curse : ................ Prm Curse : ................ adefkmnopsuxz{|@ No blows : ................ Precogn. : ................ B.Breath : ................ Recharge : ................ Fly : ......+........+ Mrg.Curse : ................ Climb : ................ adefkmnopsuxz{|@ Imm Neth : ................ Corruption list: Balrog Aura: Surrounds you with a fiery aura But it can burn scrolls when you read them Balrog Wings: Creates ugly, but working, wings allowing you to fly But it reduces charisma by 4 and dexterity by 2 Balrog Strength: Provides 3 strength and 1 constitution But it reduces charisma by 1 and dexterity by 3 Balrog Form: Allows you to turn into a balrog at will You need Balrog Wings, Balrog Aura and Balrog Strength to activate it Demon Spirit: Increases your intelligence by 1 But reduce your charisma by 2 Demon Hide: Increases your armor class by your level Provides immunity to fire at level 40 But reduces speed by your level / 7 Demon Breath: Provides fire breath But gives a small chance to spoil potions when you quaff them Demon Realm: Provides access to the demon school skill and the use of demonnlades You need Demon Spirit, Demon Hide and Demon Breath to activate it Anti-teleportation: Prevents all teleportations, be it of you or monsters Troll Blood: Troll blood flows in your veins, granting increased regeneration It also enables you to feel the presense of other troll beings But it will make your presense more noticable and aggravating Skills (points left: 0) - Combat 48.400 [0.800] - Weaponmastery 48.600 [0.850] - Sword-mastery 00.000 [0.400] . Axe-mastery 00.000 [0.400] . Hafted-mastery 00.000 [0.400] . Polearm-mastery 00.000 [0.400] - Archery 01.000 [0.600] . Antimagic 00.000 [0.550] - Sneakiness 01.270 [0.900] . Stealth 03.500 [0.500] . Disarming 01.000 [0.900] - Magic 01.780 [0.300] . Magic-Device 48.150 [1.150] . Demonology 00.000 [1.500] . Necromancy 05.500 [0.500] //a little magic on the side never hurt a warrior //not high enough for any good spells yet though . Runecraft 02.500 [0.500] //fumblefingers strikes again! - Spirituality 37.000 [0.400] //the added saving throw has probably saved my butt several times . Prayer 00.000 [0.500] - Monster-lore 00.000 [0.500] The sword that was broken is now reforged. You saved the beautiful Mallorns of Lothlorien. You saved Bree from a dreadful Nazgul. You saved 60 princesses. You have defeated 20327 enemies. [Fates] You may meet an Agent of the black market on level 1. You may find a Filthy Rag on level 6. //these are some pretty stupid fates DarkGod //my other was a large kobold on lvl52, but I met that one [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+15,+16) (+10) It's a bladed weapon. A long straight sword, tapering to a pronounced point. Mainly good for piercing attacks, but it can be used for slashing, too. It is a very popular design and has become standard issue in many armies. 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 provides light (radius 1) forever. It increases your speed by 10. 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 and 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) a Sling of Extra Shots (x2) (+13,+12) A simple cloth or leather pouch with two strings attached. It is used to hurl pebbles or iron shots. You can 'f'ire with it after you 'w'ield it. It fires missiles excessively fast. e) a Ring of Dexterity (+6) f) The Ring of Ruthalin [+8] (+2 to speed) This ring creates a magical aura around you, protecting you against the blows of your enemies. It increases your strength, intellence, speed and attack speed by 2. It sustains your strength and charisma. It provides resistance to nether. It allows you to see invisible monsters. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. k) an Amulet of ESP m) The Star of Elendil (+1) The shining Star of the West, a famed heirloom of Elendil's house. It can be activated for magic mapping and light every 50+d50 turns if it is being worn. It grants you the power of detect curses if it is being worn. It provides light (radius 4) forever. It increases your speed by 1. It provides resistance to life draining. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. n) Balance Dragon Scale Mail (-2) [30,+10] //gives me lots of high resists, hoping I can find PDSM someday //I'm finding lots of red, green, and bronze though o) The Cloak 'Colluin' [1,+19] A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. A cape worn by a hero from Valinor, a land utterly beyond the strife of Elements. It can be activated for resistance (20+d20 turns) every 111 turns if it is being worn. It provides resistance to acid, electricity, fire, cold and poison. It allows you to sense the presence of good beings. It cannot be harmed by acid, cold, lightning or fire. p) The Large Metal Shield of Anarion [5,+20] A large piece of wood, rectangular or oval in shape, and covered with metal to strengthen it. It's to be worn strapped to the arm not occupied by the weapon when fighting. The great metal-bound shield of Anarion, son of Elendil, who Sauron found himself powerless to wither or diminish. It sustains your strength, intelligence, wisdom, dexterity, constitution and charisma. It provides resistance to acid, electricity, fire, cold and chaos. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. //pretty useless to me now, but just found another randart shield //can't wait to *id* it s) The Steel Helm of Hammerhand [6,+20] (+3) A helmet which protects the entire head. The expensive steel as base material allows it to offer very good protection while being fairly light. 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 increases your strength, dexterity and constitution by 3. It sustains your strength, dexterity and constitution. It makes you completely fearless. It provides resistance to acid, cold, dark and nexus. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. u) a Set of Leather Gloves of Power (+2,+5) [1,+8] (+1) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. It increases your strength by 1. It provides resistance to blindness. //my only source of blindness resistance x) The Pair of Metal Shod Boots of Thror [6,+20] (+3) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Sturdy footwear of leather and steel as enduring as the long-suffering Dwarven King-in-exile who wore them. Of dwarven make, the wearer of these boots will be completely at home in the mountains. It increases your strength, constitution and speed by 3. It makes you completely fearless. It allows you to climb high mountains. It cannot be harmed by acid, cold, lightning or fire. z) (nothing) {) 16 Iron Shots of Slay Evil (1d4) (+11,+14) Metal balls, made for shooting with slings. You can use it for 'f'iring a sling. It fights against evil with holy fury. |) a Dwarven Pick of Digging (1d4) (+13,+7) (+6) The dwarves, miners of legend, have made this pick, which is so expertly crafted even weaklings can bore through solid rock with it. It increases your ability to tunnel by 6. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) The Tome of Elven Household Magic It can be activated for mass genocide. b) 6 Scrolls of Satisfy Hunger c) a Moonstone Rod of Perception (75/75) {!k!d!v} d) a Golden Rod of Disarming (125/125) {!d!k!v} e) an Adamantite Rod of Trap Location (200/200) f) The Amulet of Nanwe (+3) g) an Amulet of Trickery (+3) h) Green Dragon Scale Mail of Defense (-2) [30,+26] i) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) j) The Large Leather Shield 'Ardhol' [4,+12] k) The Set of Cesti 'Annahanel' (+4,+6) [5,+12] l) The Dagger 'Belangil' (2d4) (+6,+9) (+2) m) The Basillard of Eradorth (1d8) (+11,+9) (+1) n) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) //everything f-n came from a great hell wyrm quest on level 60 //this is my best haul ever [Home Inventory - Bree ] a) The Deck of Wild Magic b) A parchment titled ''Immortality For Dummies'' c) 7 Wands of Teleport Other (60 charges) d) The Wand of Digging of Thrain (25 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. e) an Indestructible Ring of Nexus Resistance f) an Amulet of the Serpents [+4] (+4) g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) A suit of interlinked metal rings, with additional metal plates or scales covering vulnerable parts of the wearer. A hauberk, leggings, and sleeves of interlocking steel rings, strategically reinforced at vital locations with a second layer of chain. Magics to enhance body and mind lie within, and no door can hope to resist the wearer. It can be activated for door and trap destruction every 10 turns if it is being worn. It increases your intellence, wisdom and constitution by 3. It provides resistance to acid, poison, confusion and sound. It cannot be harmed by acid, cold, lightning or fire. h) The Hard Leather Cap of Thranduil [2,+10] (+2) A piece of protective headgear made from hardened leather, just covering the skull. The hunting cap of King Thranduil, to whose ears come all the secrets of his forest domain. It increases your intellence and wisdom by 2. It provides resistance to blindness and confusion. It allows you to sense the presence of orcs, trolls and evil beings. It cannot be harmed by acid, cold, lightning or fire. i) The Metal Cap of Thengel [3,+12] (+3) A metal skullcap, it has added nose and cheekguards. A ridged helmet made of steel, and embossed with scenes of valor in fine-engraved silver. It grants the wearer nobility, clearness of thought and understanding. It increases your wisdom, charisma and luck by 3. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. j) The Set of Gauntlets 'Paurhach' [2,+15] Metal gloves protecting the hands up to the middle of the lower arm. 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. k) The Set of Gauntlets 'Paurnen' [2,+15] Metal gloves protecting the hands up to the middle of the lower arm. A set of handgear so corrosive that it may fire bolts of acid. It can be activated for acid bolt (5d8) every 5+d5 turns if it is being worn. It can be used to store a spell. It provides resistance to acid. It cannot be harmed by acid, cold, lightning or fire. l) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) This is a bladed weapon. This blade is sinuosly curved and tipped with a harpoon like end. This blade has a large handguard and was designed as an off-hand weapon, This short but cruel blade is a favourite among Orcs. A short thrusting blade with a large guard worn by Maedhros the Tall, eldest son of Feanor, and wielded with his left hand after the loss of his right hand in the pits of Thangorodrim. It increases your intellence, dexterity and speed by 3. It is especially deadly against trolls. It is especially deadly against giants. It provides immunity to paralysis. It allows you to levitate. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. m) The Rapier 'Forasgil' (1d6) (+12,+19) n) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) It's a bladed weapon. This broader version of the longsword is a standard weapon in the army of Gondolin. This fiery, shining blade earned its sobriquet "Foe-Hammer" from dying orcs who dared to come near hidden Gondolin. It provides light (radius 1) forever. It increases your searching by 1. It does extra damage from fire. It is especially deadly against orcs. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides resistance to fire and light. It allows you to sense the presence of orcs. It slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. o) The Espadon of Disilth (2d9) (+18,+27) (+3) It increases your wisdom by 3. It does extra damage from acid and fire. It poisons your foes. It is a great bane of dragons. It is especially deadly against giants. It strikes at undead with holy wrath. It cannot be harmed by acid, cold, lightning or fire. p) The Halberd 'Osondir' (3d5) (+6,+9) (+3) This is a polearm. The halberd has a broad, short axe blade on a 5 - 6 long haft, with a spear point at the top, often a back-spike and occasionally a butt-spike. Used to combat heavier armor. Usually used for cutting and stabbing. It's the most versatile polearm on Middle Earth. The axe is used in general melee. The top pike is be used to pierce armor, or is set against a cavalry charge. The back hook could unseat horses, trip opponents, parry a blow, or be a general piercing weapon. Lordly and tall did Osondir stand against the wrath of giants, and clear-eyed in barrows fell, wielding a halberd glowing ruby red. It increases your charisma by 3. It does extra damage from fire. It is especially deadly against giants. It strikes at undead with holy wrath. It provides resistance to fire and sound. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of giants. It cannot be harmed by acid, cold, lightning or fire. q) The Guisarme 'Luvaldi' (2d5) (+19,+5) (+1 attack) [Home Inventory - Minas Anor ] a) Tenser's Mechanical Magician It can be activated for acquirement. b) Pytar's Portable Pandemonium It can be activated for acquirement. c) 10 Sprigs of Athelas d) 8 Potions of Cure Serious Insanity e) 3 Potions of Cure Critical Insanity f) 4 Potions of Cure Insanity g) 16 Potions of Healing h) 2 Potions of *Healing* i) a Potion of Life j) 3 Scrolls of Reset Recall k) an Adamantite Rod of Acid Bolts (200/200) {!d!k!v} l) an Adamantite Rod of Quickness of Nothing (200/200) m) an Adamantite Rod of Nothing (200/200) n) an Adamantite Rod of Nothing (200/200) o) a Ring of Disenchantment Resistance p) 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 provides light (radius 1) forever. It increases your constitution by 3. It sustains your intelligence, wisdom and constitution. It provides resistance to life draining, cold, dark and nether. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. q) The Dagger 'Nimthanc' (E:284744, L:31) (1d4) (+33,+19) It's a bladed weapon. It's the standard weapon of rogues and thieves, the blade is 30 centimeters long. A frosty dagger finely balanced for deadly throws. It is one of the 3 legendary daggers. It is sentient and can have access to the realms of Fire, Cold, Acid, Lightning, Poison. It can be activated for frost bolt (6d8) every 7+d7 turns if it is being worn. It provides light (radius 1) forever. It does extra damage from fire and frost. It strikes at undead with holy wrath. It makes you invisible. It provides resistance to fire, cold and poison. It slows your metabolism. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. r) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4) It's a bladed weapon. A long straight sword, tapering to a pronounced point. Mainly good for piercing attacks, but it can be used for slashing, too. It is a very popular design and has become standard issue in many armies. 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 provides light (radius 1) forever. It increases your strength, dexterity and luck by 4. It does extra damage from fire. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It sustains your dexterity. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to fire and disenchantment. It allows you to see invisible monsters. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. s) an Elemental Heavy Lance of Gondolin (4d8) (+15,+20) (+2) It must be wielded two-handed. It provides light (radius 1) forever. It increases your strength and constitution by 2. It does extra damage from acid, electricity, fire and frost. It poisons your foes. It is especially deadly against dragons. It is especially deadly against trolls. It strikes at demons 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, electricity, fire, cold, poison and dark. It allows you to see invisible monsters. It allows you to sense the presence of evil beings. It drains mana. It cannot be harmed by acid, cold, lightning or fire. t) The Short Bow of Amrod (x4) (+12,+15) (+2) A piece of bent wood, fitted with a string. Easy to transport and use, but its effect is not very impressive. You can 'f'ire with it after you 'w'ield it. 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 increases your strength and constitution by 2. It provides resistance to electricity, fire and cold. It speeds your regenerative powers. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. u) The Long Bow of Bard (x5) (+17,+19) (+2) A Bow almost as long as a human. It takes considerable strength and skill to use and is rather awkward to carry around inside buildings. Nevertheless, it shoots arrows with astonishing force. You can 'f'ire with it after you 'w'ield it. 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 increases your dexterity and luck by 2. It provides immunity to paralysis. It allows you to sense the presence of dragons. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. v) 28 Bolts of Slay Evil (1d5) (+8,+12) Short metal arrows, to be fired with crossbows. You can use it for 'f'iring a crossbow. It fights against evil with holy fury. w) 18 Bolts of Slay Evil (1d5) (+7,+10) Short metal arrows, to be fired with crossbows. You can use it for 'f'iring a crossbow. It fights against evil with holy fury. x) 27 Bolts of Slay Evil (1d5) (+9,+5) Short metal arrows, to be fired with crossbows. You can use it for 'f'iring a crossbow. It fights against evil with holy fury. //advised to use these against ringwraiths [Home Inventory - Lothlorien ] a) the Hand of Vecna (charging) It can be activated for restoration. b) Cathal's Corrupting Cymbal (charging) It can be activated for light absortion. c) 99 Potions of Water Curing d) a Ring of Invisibility e) The Anchor of Space-Time A powerful stone that provides a strong light for any who wields it. It is rumored that it may even protect the wearer from the passing of the time. It provides light (radius 1) forever. It prevents the space-time continuum from being disrupted. It cannot be harmed by acid, cold, lightning or fire. f) The Stone of Lore A great emerald that fills your mind with images of knowledge and dreadful understanding as you stare into its depths. It can be activated for perilous identify every turn if it is being worn. It provides light (radius 1) forever. It cannot be harmed by acid, cold, lightning or fire. g) The Chain Mail of Arvedui (-2) [14,+15] (+2) A suit of interlinked metal rings, to be worn over a woollen garment. A hauberk, leggings, and sleeves of interlocking steel rings, well padded with leather. You feel strong and tall as Arvedui, last king of Arnor, as you put it on. It increases your strength and charisma by 2. It provides resistance to acid, electricity, fire, cold, shards, nether and nexus. It cannot be harmed by acid, cold, lightning or fire. h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+24] (+3) A suit of armour made of overlapping hardened leather scales. It offers good protection while still being rather lightweight. A tunic and skirt sewn with thick, overlapping scales of hardened leather whose wearer moves with agility and assurance. It increases your dexterity and speed by 3. It provides resistance to acid, sound and shards. It cannot be harmed by acid, cold, lightning or fire. i) The Set of Leather Gloves 'Cammithrim' [1,+9] Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. 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 provides light (radius 1) forever. It sustains your constitution. It provides immunity to paralysis. It provides resistance to light. It cannot be harmed by acid, cold, lightning or fire. j) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) A broad-bladed axe, suited for battle. The Petty-dwarves of Bathak forged this blade, and it shares their thirst for blood. It increases your dexterity by 4. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It cannot be harmed by acid, cold, lightning or fire. k) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4) It's a bladed weapon. This broader version of the longsword is a standard weapon in the army of Gondolin. The beautiful sword of Thingol with a hilt of gold and silver inlay, glistening icily enough to freeze the hearts of demons. You feel supple and lightfooted as you hold it. It increases your strength, dexterity and constitution by 4. It does extra damage from frost. It is especially deadly against dragons. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It sustains your strength and constitution. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to life draining, cold, nether and chaos. It allows you to see invisible monsters. It slows your metabolism. It speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. l) a Dark Sword of Extra Attacks (3d7) (+10,+8) (+1 attack) A strange, very sharp long sword, which seems to drain light from its surroundings. As you wield it, you feel much less attuned to magic. It generates an antimagic field. It increases your attack speed by 1. m) The Glaive of Varda (2d6) (+6,+0) (+1) This is a polearm. A polearm with a long, slightly curved knife-like blade. They have spurs on the dull side of the blade. Primarily a slashing and chopping weapon. Glaives are often used to protect archers, crossbowmen, and gunners while they reload. Outside of combat they were a popular processional weapon and therefore many have ornately carved blades. It can be wielded two-handed. It increases your intellence and constitution by 1. It does extra damage from frost. It produces chaotic effects. It is very sharp and make your foes bleed. It is a great bane of dragons. It strikes at demons with holy wrath. It cannot be harmed by acid, cold, lightning or fire. n) The Seeker Arrow 'Bullseye' (7d4) (+20,+15) Precision-made arrows, which allow to hit exactly the vulnerable place of an opponent one aimed at. You can use it for 'f'iring a bow. A powerful arrow that is feared by even the mightiest demons. It does extra damage from acid, electricity, fire and frost. It poisons your foes. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It is a great bane of demons. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. o) a Parchment - Adventurer's guide to Middle Earth //yep, i still have it