[ToME 2.0.0 Character Dump] Name : Onamond Age 22 STR: 18/*** Sex : Male Height 58 INT: 18/90 Race : RohanKnight LostSoul Weight 81 WIS: 18/*** Class : Mindcrafter Social Class 1 DEX: 18/80 Body : Player CON: 18/210 CHR: 18/190 + To Melee Hit 62 Level 50 Max Hit Points 1157 + To Melee Damage 29 Experience 19106860 Cur Hit Points -2 + To Ranged Hit 48 Max Exp 19106860 Max SP (Mana) 385 + To Ranged Damage 30 Exp to Adv. ***** Cur SP (Mana) 140 AC 36+118 Gold 1937008 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[10]Perception : Heroic Blows/Round: 4+2 Bows/Throw : Heroic Searching : Heroic Shots/Round: 2 Saving Throw: Legendary[2] Disarming : Very Good Wpn.dmg/Rnd: 4d4+116 Stealth : Legendary[10]Magic Device: Legendary[12]Infra-Vision: 30 feet Tactic: normal Explor: normal (Character Background) You are one of several children of a Serf. You have green eyes, straight black hair, and an average complexion. [Miscellaneous information] Cth monsters: OFF Zlike monsters: OFF Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ON Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Mordor: Level 64 (3200') Angband: Level 127 (6350') Barrow-Downs: Level 10 (500') Submerged Ruins: Level 50 (2500') Halls of Mandos: Level 98 (4900') 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 50 (2500') Dol Guldur: Level 70 (3500') The Small Water Cave: Level 34 (1700') 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 26th Quelle of the 2890th year of the third age. Your adventured lasted 40 days. Your Attributes: You are dead. You can teleport at will. You can mind blast your enemies. You can smell nearby monsters. You can teleport yourself short distances. You can emit bright light. You can feel the danger of evil magic. You can harden yourself to the ravages of the elements. You can hurl objects with great force. You can use rohir powers. You can mystify pets. You can wake up a pet. You have a beak (dam. 2d4). You sometimes cause nearby creatures to vanish. You sometimes feed off of the light around you. You attract animals. You have evil looking tentacles (dam 2d5). You may be corrupted, but you're recovering. Your health is subject to chaotic forces. Your blood sometimes rushes to your muscles. Your blood sometimes rushes to your head. You are puny (-4 STR). You are moronic (-4 INT/WIS). Your voice is a silly squeak (-4 CHR). Your face is featureless (-1 CHR). Your appearance is masked with illusion. You have an extra pair of eyes (+15 search). You have remarkable infravision (+3). Your skin is covered with warts (-2 CHR, +5 AC). You have wings. Your joints ache constantly (-3 DEX). Your movements are precise and forceful (+1 STL). Your position is very uncertain. You are in a battle rage. Your eyes are sensitive to infrared light. You can see invisible creatures. You can fly. You can climb hight mountains. You have free action. Your appetite is small. You have ESP. You are very 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 surrounded with electricity. You are carrying a permanent light. You are resistant to acid. You are resistant to lightning. You are completely immune to fire. You are resistant to cold. You are resistant to poison. You are resistant to bright light. You are resistant to darkness. You are resistant to confusion. You are resistant to disenchantment. You are resistant to chaos. You are resistant to blasts of shards. You are resistant to nexus attacks. You are resistant to nether forces. You are completely fearless. Your 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 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 digging ability is affected by your equipment. Your speed is affected by your equipment. Your ability to score critical hits is affected by your equipment. The impact of your weapon can cause earthquakes. Your weapon melts your foes. Your weapon shocks your foes. Your weapon burns your foes. Your weapon strikes at evil with extra force. Your weapon strikes at undead with holy wrath. Your weapon is especially deadly against dragons. Skills (points left: 0) - Combat 17.400 [0.700] - Weaponmastery 09.100 [0.900] - Sneakiness 03.150 [0.200] . Stealth 35.000 [0.500] - Magic 50.000 [0.900] . Magic-Device 42.800 [1.100] . Spell-power 00.000 [0.600] . Necromancy 00.000 [0.400] - Spirituality 46.200 [1.000] . Prayer 01.000 [0.900] . Mindcraft 50.000 [0.900] - Monster-lore 08.500 [0.500] . Summoning 04.000 [0.500] . Corpse-preservation 00.800 [0.800] . Mimicry 01.000 [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 72 princesses. You have defeated 23048 enemies. [Corruptions] You can teleport at will. You can Mind Blast your enemies. You can smell nearby monsters. You can teleport yourself short distances. You can emit bright light. You can feel the danger of evil magic. You can harden yourself to the ravages of the elements. You can hurl objects with great force. You have a beak (dam. 2d4). You sometimes cause nearby creatures to vanish. You sometimes feed off of the light around you. You attract animals. You have evil looking tentacles (dam 2d5). You may be corrupted, but you're recovering. Your health is subject to chaotic forces. Your blood sometimes rushes to your muscles. Your blood sometimes rushes to your head. You are puny (-4 STR). You are moronic (-4 INT/WIS). Your voice is a silly squeak (-4 CHR). Your face is featureless (-1 CHR). Your appearance is masked with illusion. You have an extra pair of eyes (+15 search). You have remarkable infravision (+3). Your skin is covered with warts (-2 CHR, +5 AC). You have wings. You are completely fearless. Your joints ache constantly (-3 DEX). Your movements are precise and forceful (+1 STL). Your body resists serious damage. [Character Equipment] a) The Dagger 'Narthanc' (E:402285, L:32) (1d4) (+26,+14) A fiery dagger finely balanced for deadly throws. It is one of the 3 legendary daggers. It is sentient and can have access to the realms of: Fire Cold Acid Lightning Poison It can be activated for... fire bolt (9d8) every 8+d8 turns ...if it is being worn. It does extra damage from acid. It does extra damage from electricity. It does extra damage from fire. It can cause earthquakes. It is especially deadly against dragons. It strikes at undead with holy wrath. It fights against evil with holy fury. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides light. It produces a fiery sheath. It produces an electric sheath. It induces random teleportation. It cannot be harmed by acid, cold, lightning or fire. d) The Short Bow of Amras (x3) (+12,+15) (+1 to speed) 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 quickness and subtlety, while the other gives endurance and strength. It affects your intelligence. It affects your wisdom. It affects your dexterity. It affects your speed. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It slows your metabolism. It fires missiles with extra might. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. e) a Ring of Speed (+13) f) The Ring of Iliath (+5 to searching) It affects your strength. It affects your searching. It makes you invisible. It sustains your wisdom. It provides resistance to acid. It provides resistance to nether. It allows you to levitate. It allows you to see invisible monsters. It slows your metabolism. 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) 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 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 shards. 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. o) an Elven Cloak of Immolation [4,+15] (+4 to stealth) It affects your stealth. It affects your searching. It affects your luck. It provides resistance to fire. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. p) 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 Iron Helm of Knowledge [6,+20] (-6) This helm, designed by Petty-Dwarves ages ago to act as the brain of a long lost project, is made of finest glass. Its light banishes all secrets, and makes audible whispers from the deceased. It can be activated for... whispers from beyond 100+d200 turns ...if it is being worn. It affects your luck. It provides light. It identifies all items for you. It cannot be harmed by acid, cold, lightning or fire. u) The Set of Leather Gloves of Rhurhured [1,+14] It sustains your intelligence. It provides immunity to paralysis. It provides resistance to life draining. It makes you completely fearless. It provides resistance to poison. It provides resistance to nether. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. x) The Pair of Metal Shod Boots of Thror [6,+20] (+3) 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 affects your strength. It affects your constitution. It affects your speed. It makes you completely fearless. It provides resistance to chaos. It allows you to climb high mountains. It cannot be harmed by acid, cold, lightning or fire. z) (nothing) {) The Seeker Arrow 'Bullseye' (7d4) (+20,+15) A powerful arrow that is feared by even the mightiest demons. It does extra damage from acid. It does extra damage from electricity. It does extra damage from fire. It does extra damage from 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. |) The Pick 'Marion' (1d3) (+28,+21) (+3) It affects your strength. It affects your intelligence. It affects your ability to tunnel. It does extra damage from acid. It drains life from your foes. It can cause earthquakes. It is a great bane of dragons. It is a great bane of demons. It is especially deadly against natural creatures. It provides light. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) The Deck of Wild Magic {Corruption} It can be activated for... corruption b) The Diamond Prism of Light (charging) {Mass Genocide} It can be activated for... mass genocide c) The Diamond Prism of Light {Mass Genocide} It can be activated for... mass genocide d) Benetar's Death Ray Experiment (charging) {Restoration} It can be activated for... restoration e) Balrilbon's Soulgem {Mass Genocide} It can be activated for... mass genocide f) Boccob's Magical Mish-mash (charging) {Cure Hunger} It can be activated for... cure hunger g) The Toenail of Vecna {Cure Insanity} It can be activated for... cure insanity h) a Potion of Detonations i) 3 Potions of Restore Mana j) 44 Scrolls of Word of Recall k) a Fireproof Scroll of *Identify* It cannot be harmed by fire. l) 2 Scrolls of *Identify* m) a Scroll of *Remove Curse* n) 4 Scrolls of Reset Recall o) a Golden Rod of Nothing (125/125) p) a Mithril Rod of Capacity of Teleport Other (320/320) It can hold more mana. q) an Adamantite Rod of Nothing (200/200) r) a Rod Tip of Teleport Other (60 Mana to cast) s) a Staff of Holiness (3 charges) t) 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. u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) Cathal's Corrupting Cymbal (charging) {Aquirement} It can be activated for... acquirement b) 14 Scrolls of *Remove Curse* c) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. d) The Ring of Power 'Narya' (+6,+6) (+1) The Ring of Fire, set with a ruby that glows like flame. Narya is one of the three Rings of Power created by the Elves and hidden by them from Morgoth. It can be activated for... healing (500) every 200+d100 turns ...if it is being worn. It affects your strength. It affects your intelligence. It affects your wisdom. It affects your dexterity. It affects your constitution. It affects your charisma. It affects your speed. It affects your luck. It sustains your strength. It sustains your wisdom. It sustains your constitution. It sustains your charisma. It provides immunity to fire. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to nether. It allows you to see invisible monsters. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. e) 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. f) 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. g) 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. h) The Metal Scale Mail 'Ohtar' (-2) [13,+11] It sustains your constitution. It provides immunity to paralysis. It provides resistance to poison. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. i) The Chain Mail of Arvedui (-2) [14,+15] (+2) 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 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 shards. It provides resistance to nexus. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. j) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) 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 affects your intelligence. It affects your wisdom. It affects your constitution. It provides resistance to acid. It provides resistance to poison. It provides resistance to confusion. It provides resistance to sound. It cannot be harmed by acid, cold, lightning or fire. k) The Augmented Chain Mail of Baras (-2) [16,+13] It sustains your intelligence. It provides resistance to electricity. It provides resistance to light. It provides resistance to dark. It provides resistance to shards. It cannot be harmed by acid, cold, lightning or fire. l) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) A stiff suit of armor composed of small metal plates sewn to an inner layer of heavy canvas, and covered with a second layer of cloth. Within it is the spirit of Eorl the Young, matchless in combat. It affects your strength. It affects your dexterity. It affects your speed. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to confusion. It provides resistance to sound. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. m) The Full Plate Armour of Isildur [25,+25] (+1) A gleaming steel suit covering the wearer from neck to foot, with runes of warding and stability deeply engraved into its surface. It affects your constitution. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to confusion. It provides resistance to sound. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. n) The Ribbed Plate Armour of Aiachor (-3) [28,+17] It sustains your charisma. It provides immunity to electricity. It provides immunity to cold. It provides resistance to poison. It provides resistance to nether. It cannot be harmed by acid, cold, lightning or fire. o) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) It affects your intelligence. It affects your searching. It affects your mana capacity. 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. p) 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. q) The Soft Leather Armour of Ivinimor [4,+11] It sustains your wisdom. It sustains your dexterity. It provides immunity to cold. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. r) The Thunderlord Coat of Monda [9,+14] It sustains your strength. It sustains your dexterity. It sustains your constitution. It sustains your charisma. It provides immunity to paralysis. It provides resistance to life draining. It provides resistance to fire. It provides resistance to cold. It provides resistance to sound. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. s) 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. t) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) The twin blades of this weapon were forged in Belegost, and powerful forces to resist and endure lie ready for he who shall wield it once more. It affects your strength. It affects your constitution. It affects your stealth. It is especially deadly against orcs. It is especially deadly against trolls. It strikes at demons with holy wrath. It provides immunity to paralysis. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to blindness. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of non-living things. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. u) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4) Forged from meteoric iron, this long chopping dagger slices through ordinary metal as easily as its title, "Iron Cleaver", suggests. It affects your dexterity. It affects your stealth. It affects your searching. It does extra damage from acid. It poisons your foes. 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 provides resistance to dark. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. v) The Espadon of Arondo (2d9) (+18,+9) (+4 to speed) It affects your speed. It does extra damage from acid. It does extra damage from frost. It poisons your foes. It is very sharp and make your foes bleed. It is especially deadly against trolls. It cannot be harmed by acid, cold, lightning or fire. w) 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. x) The Heavy Crossbow 'Ibilorth' (x7) (+13,+10) (+3 to speed) It affects your strength. It affects your intelligence. It affects your dexterity. It affects your charisma. It affects your speed. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) The Tome of Collected Weird Magic {Cure Insanity} It can be activated for... cure insanity b) Cathal's Corrupting Cymbal (charging) {Aquirement} It can be activated for... acquirement c) The Ring of Wedhrad (+3) It affects your dexterity. It sustains your intelligence. It sustains your charisma. It provides immunity to paralysis. It provides resistance to acid. It provides resistance to cold. It provides resistance to shards. It provides resistance to nexus. It allows you to levitate. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. d) 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. e) The Ring of Niruin (+6) It affects your searching. It makes you invisible. It provides resistance to electricity. It provides resistance to fire. It provides resistance to poison. It provides resistance to disenchantment. It allows you to levitate. It cannot be harmed by acid, cold, lightning or fire. f) The Amulet of Nienor It sustains your wisdom. It provides resistance to light. It provides resistance to dark. It provides resistance to blindness. It provides resistance to nexus. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. g) The Amulet of Carlammas (+2) A fiery circle of bronze, with mighty spells to ward off evil. It can be activated for... protection from evil every 225+d225 turns ...if it is being worn. It affects your constitution. It provides resistance to fire. It cannot be harmed by acid, cold, lightning or fire. h) 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. i) 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. j) The Phial of Galadriel (+4) A small crystal phial, with the light of Earendil's Star contained inside. Its light is imperishable, and near it darkness cannot endure. It is from a group of Elven items once entrusted to Hobbits It can be activated for... illumination every 10+d10 turns ...if it is being worn. It provides light (radius 3) forever. It affects your searching. It affects your luck. It cannot be harmed by acid, cold, lightning or fire. k) The 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. l) 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. m) The Ribbed Plate Armour 'Osgaldan' (-3) [28,+11] It sustains your constitution. It provides immunity to paralysis. It provides resistance to electricity. It provides resistance to cold. It provides resistance to poison. It cannot be harmed by acid, cold, lightning or fire. n) 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. o) The Thunderlord Coat of Arrath (-49,-6) [9,+15](40%) It affects your hit points. It sustains your strength. It provides resistance to fire. It provides resistance to cold. It provides resistance to shards. It provides resistance to nether. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. p) The Small Metal Shield 'Helerung' [3,+18] It sustains your strength. It sustains your constitution. It makes you completely fearless. It cannot be harmed by acid, cold, lightning or fire. q) The Large Leather Shield of Celegorm [4,+20] This shield emblazoned with a multitude of creatures not seen for ages once protected Celegorm, lord of Himlad; around it lies a mystic balance that contains the conflicts of the elements. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to light. It provides resistance to dark. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Minas Anor ] a) Raal's Tormented Spirits (charging) {Cure Insanity} It can be activated for... cure insanity b) a Mithril Rod of Teleport Other (160/160) c) The Cloak of Mimicry [Sparrow] of Minen [1,+0] It sustains your intelligence. It sustains your constitution. It provides immunity to electricity. It provides immunity to paralysis. It provides resistance to fire. It provides resistance to nether. It provides resistance to disenchantment. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. d) 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 makes you completely fearless. 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. e) The Hard Leather Cap of Thranduil [2,+10] (+2) The hunting cap of King Thranduil, to whose ears come all the secrets of his forest domain. It affects your intelligence. It affects your wisdom. It provides resistance to dark. It provides resistance to blindness. It allows you to sense the presence of orcs. It allows you to sense the presence of trolls. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. f) The Metal Cap of Thengel [3,+12] (+3) A ridged helmet made of steel, and embossed with scenes of valor in fine-engraved silver. It grants the wearer nobility, clearness of thought and understanding. It affects your wisdom. It affects your charisma. It affects your luck. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. g) The Steel Helm of Hammerhand [6,+20] (+3) A great helm as steady as the heroes of the Westdike. Mighty were the blows of Helm, the Hammerhand! It grants you the power of... berserk ...if it is being worn. It affects your strength. It affects your dexterity. It affects your constitution. It sustains your strength. It sustains your dexterity. It sustains your constitution. It makes you completely fearless. It provides resistance to acid. It provides resistance to cold. It provides resistance to dark. It provides resistance to nexus. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. h) The Seeker Arrow of Drianwe (4d4) (+14,+12) It does extra damage from electricity. It does extra damage from fire. It is a great bane of dragons. It is a great bane of demons. It strikes at undead with holy wrath. It cannot be harmed by acid, cold, lightning or fire. i) The Seeker Arrow of Gondor (10d8) (+10,+20) An arrow that was created to rid the world of demons. It strikes at demons with holy wrath. It fights against evil with holy fury. It cannot be harmed by acid, cold, lightning or fire. j) The Rounded Pebble 'Travak' (3d6) (+8,+5) A bolt imbued with the powers of the elements. It does extra damage from acid. It does extra damage from electricity. It does extra damage from fire. It does extra damage from frost. It poisons your foes. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Lothlorien ] a) The Cleaver of Celen (2d4) (+10,+7) (+6) It affects your constitution. It does extra damage from fire. It produces chaotic effects. It is especially deadly against trolls. It is especially deadly against giants. It is a great bane of demons. It cannot be harmed by acid, cold, lightning or fire. b) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) The Petty-dwarves of Bathak forged this blade, and it shares their thirst for blood. It affects your dexterity. 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. c) 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. d) The Dagger of Telemen (1d4) (-4,-8) (-7) {cursed} It affects your wisdom. It does extra damage from frost. It poisons your foes. It is especially deadly against orcs. It induces random teleportation. It aggravates nearby creatures. It is permanently cursed. It cannot be harmed by acid, cold, lightning or fire. e) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) A short thrusting blade with a large guard worn by Maedhros the Tall, eldest son of Feanor, and wielded with his left hand after the loss of his right hand in the pits of Thangorodrim. It affects your intelligence. It affects your dexterity. It affects your speed. It is especially deadly against trolls. It is especially deadly against giants. It provides immunity to paralysis. It allows you to see invisible monsters. It gives telepathic powers. It cannot be harmed by acid, cold, lightning or fire. f) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed) An heirloom of the Lords of Rhun far to the east, and a name of dismay to creatures natural and unnatural. It affects your dexterity. It affects your constitution. It affects your speed. It affects your attack speed. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against gi