The Angband Ladder: Lillela II, Dark-Elf Alchemist by <dsb-tome@killerbunnies.org>

  [ToME 2.1.2 Character Dump]

 Name  : Lillela II             Age                146       STR:     40       
 Sex   : Female                 Height              53       INT:     40       
 Race  : Dark-Elf               Weight              83       WIS:     40       
 Class : Alchemist              Social Class         6       DEX:     40       
 Body  : Player                                              CON:     40       
 God   : Nobody                                              CHR:     40       
                                                                               
 + To Melee Hit          68 Level             50    Max Hit Points      4478   
 + To Melee Damage       52 Experience  28870895    Cur Hit Points      4478   
 + To Ranged Hit         68 Max Exp     28870895    Max SP (Mana)        402   
 + To Ranged Damage      19 Exp to Adv.    *****    Cur SP (Mana)        402   
   AC                62+130 Gold        12109926                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[17]Perception  : Legendary[2] Blows/Round:  30        
 Bows/Throw  : Legendary[7] Searching   : Heroic       Shots/Round:  1         
 Saving Throw: Heroic       Disarming   : Excellent    Mel.dmg/Rnd:  150d7+1560
 Stealth     : Legendary[32]Magic Device: Legendary[40]Infra-Vision: 300 feet  
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Dark Elven Warrior.             
          You have wide lavender eyes, long bone-white hair, and               
          night-black skin.  You have been an enthusiastic (not to             
          mention notorious) tinkerer since you were a child.                  
// The game seems to be of two minds on whether Dark-Elves are supposed to
// be Avari (as per the original character description for Dark-Elves) or
// Drow (as per the Dark elf monster description).  I think the Drow image
// is cooler, and tweaked the character description accordingly.


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           OFF
 Small Levels:       ON
 Arena Levels:       ON
 Iron-man Rooms:     OFF
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 30 (1500')
        Mordor: Level 65 (3250')
        Angband: Level 101 (5050')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 28 (1400')
        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 34 (1700')

 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 47th Coire of the 2890th year of the third age.
 Your adventure lasted 187 days.

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Lothlorien .
You can cast magic missiles.
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 incredibly lucky.
You know everything.
// Hey, I'm not *that* conceited... :D
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 surrounded by an anti-magic shell.
You are incorporeal.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon has been blessed by the gods.
Your weapon is very sharp.
Your weapon drains life from your foes.
Your weapon melts your foes.
Your weapon shocks your foes.
Your weapon burns your foes.
Your weapon freezes your foes.
Your weapon poisons your foes.
Your weapon strikes at animals with extra force.
Your weapon strikes at evil with extra force.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against orcs.
Your weapon is especially deadly against trolls.
Your weapon is especially deadly against giants.
Your weapon is a great bane of dragons.

 Corruption list:

Skills (points left: 0)
 - Combat                                        38.450 [0.700]
	  . Weaponmastery                               43.400 [0.700]
 . Sneakiness                                    01.000 [0.900]
 - Magic                                         10.744 [1.100]
	  . Magic-Device                                50.000 [1.250]
	  . Fire                                        00.000 [0.100]
	  . Water                                       00.000 [0.100]
	  . Air                                         00.000 [0.100]
	  . Earth                                       00.000 [0.100]
	  . Meta                                        00.000 [0.500]
	  . Conveyance                                  00.300 [0.100]
	  . Divination                                  01.500 [0.500]
// Fumblefingers quest rewards.  Utterly useless, the both of them, but my
// other choices were Summoning, Mimicry and Barehand-combat in the first
// case and Conveyance, Necromancy and Antimagic in the second case. :-/
	  . Temporal                                    00.000 [0.100]
	  . Mind                                        00.000 [0.100]
	  . Nature                                      00.000 [0.100]
	  . Necromancy                                  00.000 [0.100]
	  . Runecraft                                   01.400 [0.700]
	  . Thaumaturgy                                 00.000 [0.100]
	  . Alchemy                                     50.000 [0.800]
 - Spirituality                                  03.400 [0.800]
	  . Prayer                                      00.000 [0.500]
 - Monster-lore                                  03.800 [0.500]
	  . Summoning                                   03.000 [0.500]
// A late-game Fumblefingers quest reward; thought I'd try it out, having
// had some fun with my Summoner character.  Turned out to be useless;
// between all my artifacts, my invisibility level was so high that
// virtually nothing could see me --- and pets, like all other monsters,
// just wander around aimlessly if they can't see you.
	  . Corpse-preservation                         50.000 [0.800]
// Note to self:  next time, do the Beastmaster quest *much* earlier.  Even
// rabbit hunting is almost tolerable with an 85% corpse-drop rate.  Leaves
// a bit of a mess on the dungeon floors, but I can live with that. ;)

 You destroyed the One Ring, thus weakening Sauron.
// ;) ;) ;) ;)
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from 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 30 princesses.
 You saved Arda and became a famed Queen.
// ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;) ;)

 You have defeated 70760 enemies.


  [Fates]

You may meet a Bodak on level 70.
// Nope, I'm afraid that poor Bodak is gonna be stood up... ;)


  [Character Equipment]
// The artifact descriptions are edited in, just for a bit of spice.
// `Twould be neat if you could enter these in-game, but I'm probably the
// only nutcase who'd enter one... ;)

a) The Slaughter Axe of Great Justice (5d7) (+17,+18) (+9 attacks)
    Wielded long ago by a nameless Captain against the tyrant Cats, who had
    no chance to survive against such a mighty weapon.  Legend says that
    the foes of this axe's wielder are on the way to destruction, and that
    all their base are belong to him.
     It can be activated for main screen turn on every 42+d69 turns if it
    is being worn.  It grants you the power of move zig if it is being worn.
    It increases your strength, wisdom, charisma, stealth, infravision,
    ability to tunnel, attack speed and ability to score critical hits 
    by 9.  It does extra damage from acid, electricity, fire and frost.
    It poisons your foes.  It drains life from your foes.  It is very 
    sharp and can cut your foes.  It is very sharp and make your foes 
    bleed.  It is a great bane of dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially deadly
    against giants.  It strikes at demons with holy wrath.  It fights 
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It provides immunity to paralysis.  It allows you to sense
    the presence of good beings.  It slows your metabolism.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You made it yourself.
// Built on a Blessed Slaughter Axe of Extra Attacks.  Took a couple passes
// to get everything I wanted, thanks to an inadvertent brush with the
// infamous corpse-ordering bug.  Was originally (+29,+29), but I kept
// forgetting not to melee Nazgul with it... :-/
d) The Wooden Boomerang of Nick "Alligator" Dundyde (1d9) (+17,+19) (+3 to
stealth
    "G'day, mate!"  The trademark weapon of the legendary explorer of the
    outback (out `back of Bree, that is).  Never know what you're gonna
    find out in the wilderness; gotta be prepared for anything.
     It provides light (radius 1) forever.  It increases your wisdom, charisma,
    stealth, searching, infravision and luck by 3.  It does extra damage
    from acid, electricity, fire and frost.  It poisons your foes.  It
    is very sharp and can cut 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 undead.  It fights against evil with holy fury.
    It is especially deadly against natural creatures.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides resistance
    to fire, blindness and nether.  It allows you to see invisible monsters.
    It allows you to sense the presence of orcs, trolls, giants, demons,
    undead and good beings.  It slows your metabolism.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You made it yourself.
// My very first home-made artifact (well, first deliberate one), built on
// a Fiery Wooden Boomerang of *Slay Undead*.  My theory at the time was
// that it would be my primary ranged weapon against undead, one of the few
// things immune to my Wand of Noxious Cloud.  Turned out to be somewhat
// underpowered in retrospect; next time, I may go for an artifact bow.
e) The Ring of Power of Grunthos the Flatulent (+15,+0) (+5 to speed)
    One of the little-known early prototype Nazgul rings, this ring was
    worn by the infamous Krian author of mind-wrenchingly bad poetry,
    until he was betrayed and strangled to death by his own large
    intenstine.
     It increases your strength, constitution and speed by 5.  It makes
    you invisible.  It sustains your strength, intelligence, wisdom, dexterity,
    constitution and charisma.  It allows you to see invisible monsters.
    It allows you to sense the presence of dragons and evil beings.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
// Built on an Indestructible Ring of Accuracy (+15); next time I'm holding
// out for a higher plus to-hit.
f) The Ring of Power of Zizzo the Infinite (+0,+0)(60%) (+3 to speed)
    Lost shortly after its creation, this Ring of Power is believed by some
    to have been handed down through innumerable generations of Yeek Hermit
    Sorcerors, until one of them finally thought to wear the damn thing and
    defeated Morgoth shortly thereafter --- or so the legend goes...
     It increases your strength, intelligence, wisdom, dexterity, constitution,
    charisma, stealth, searching, infravision, speed, attack speed, ability
    to score critical hits and luck by 3.  It increases your hit points 
    by 60%.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on an Indestructible Ring of Extra Attacks (+3).  A small tribute
// to my perennial chain of of not-terribly-long-lived Yeek Hermit Sorceror
// characters, currently up to Zizzo LIX as of this writing.
k) The Amulet of Morgoth's Testicles (+7,+7) [+10] (+4)
    Borne back from the depths of Angband by the renowned Alchemist
    Lilella II as proof that the Dark Lord had finally been vanquished,
    this amulet bears within it some small store of the vast knowledge she
    accumulated during her quest.
     It can be activated for heal and cure black breath every 200 turns 
    if it is being worn. It provides light (radius 3) forever.  It increases
    your strength, wisdom, charisma and speed by 4.  It makes you completely
    fearless.  It provides resistance to fire, poison and disenchantment.
    It identifies all items for you.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
// ;) ;) ;) ;) ;) ;) ;)  My one final middle finger in the face of All That
// Is Bad and Icky(TM).  Built on the Elfstone 'Elessar'.  And yes, I
// hacked the code to guarantee Morgoth would leave his corpse for me to
// use to add the auto-ID flag; what's your point?  >;)
m) The Dwarven Lantern of Coleman(TM) (+0,+0)(60%) (+3 attacks)
    Recognizable by its distinctive shape and green casing, this lantern is
    just the thing for adventurers who travel in dark and unfriendly
    places.
     It can be activated for light area (dam 2d15) every 10+d10 turns if
    it is being worn. It provides light (radius 5) forever.  It increases
    your intelligence, wisdom, charisma, searching, infravision and attack
    speed by 3.  It increases your hit points by 60%.  It provides resistance
    to light.  It allows you to see invisible monsters.  It gives telepathic
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on the Dwarven Lantern of the Magi from the Eol quest.  The light
// activation is a small tweak to al_info.txt.  Annoyingly, it didn't keep
// its magic-mapping power.
n) The Power Dragon Scale Mail of Justy Ueki Tylor (-3,+0) [40,+18] (+60)
    Once owned by the notoriously complacent captain of the Soyokaze (he
    wore it once to a New Year's party and then forgot all about it), this
    dragon suit bears a measure of his phenomenal luck.
     It can be activated for breathe the elements (300) every 90+d60 turns 
    if it is being worn. It increases your luck by 60.  It provides immunity
    to acid, electricity, fire and cold.  It provides resistance to acid,
    electricity, fire, cold, poison, light, dark, confusion, sound, shards,
    nether, nexus, chaos and disenchantment.  It allows you to fly.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on Power Dragon Scale Mail of Immunity acquired from a Staff of
// Wish.  To commemorate the good fortune of the event, I decided to make
// this a fount of luck and name it after the luckiest guy I know of.  [And
// this is why I jacked up my Corpse-preservation skill; I only had to kill
// 70 rabbits to get these 60 corpses.]
o) The Shadow Cloak of the Romulans (+0,+0) [6,+21] (+16 to stealth)
    Believed to have been fashioned by a mysterious and secretive race,
    this cloak exemplifies their vast skill at passing unseen.
     It increases your stealth by 16.  It makes you invisible.  It provides
    resistance to poison, light and dark.  It renders you incorporeal.
    It allows you to sense the presence of animals and non-living things.
    It produces a fiery sheath.  It produces an electric sheath.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on a Shadow Cloak of Aman.  Had planned on using a Cloak of
// Invisibility, but I never got the recipe.  Used the last charge on the
// Staff of Wish for the Potion of Invulnerability for the wraith-form
// flag.
p) The Shield of Deflection of Enterprise (+0,+0) [10,+32](60%) (+3 to speed)
    When activated by the command, "Raise shields," this mystic shield
    emits a shimmering barrier of energy that deflects incoming attacks.
     It increases your strength, constitution, speed and attack speed by
    3.  It increases your hit points by 60%.  It allows you to sense the
    presence of thunderlords.  It reflects bolts and arrows.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on a Shield of Deflection of Reflection [now, if only I could have
// made it activate for detection... ;) ].
s) The Metal Cap 'Lebohaum Mark II' (+0,+0) [3,+14](140%) (+7 to speed)
    With the Helm 'Lebohaum Mark II', your entire body is safe!
     It increases your intelligence, dexterity, constitution, searching,
    infravision and speed by 7.  It increases your hit points by 140%.
    It provides immunity to paralysis.  It provides resistance to life
    draining, fire and blindness.  It allows you to see invisible monsters.
    It gives telepathic powers.  It slows your metabolism.  It produces
    an anti-magic shell.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You made it yourself.
// Built on a Dwarven Metal Cap of Seeing; the unexpected cumulativity (is
// that a word?) of the pvals is what inspired me to use a Blessed weapon
// of Extra Attacks for my artifact weapon.
u) The Set of Leather Gloves of Pugilism (+0,+0) [1,+9] (+5)
    The gloves worn by a famous hand-to-hand tournament fighter of ancient
    times.  Their wearer truly floats like a butterfly and stings like a
    bee.
     It increases your strength, dexterity and attack speed by 5.  It is
    very sharp and can cut your foes.  It allows you to levitate.  It 
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on Gloves of Agility.  I was holding out for Gloves of Thievery to
// get an extra speed boost for free, but then I thought, "Wait a minute,
// you're at +41 speed already, how much good is an extra few points gonna
// do?"
x) The Pair of Soft Leather Boots of Blue Suede (+0,+0) [2,+10] (+9)
    Renowned in song by the bard el'Viss, these suede shoes bear powerful
    magics that protect them from being stepped on.
     It increases your dexterity, stealth, speed and luck by 9.  It provides
    immunity to paralysis.  It allows you to levitate.  It allows you 
    to fly.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on Boots of Elvenkind.  I had thought that Angband had Soft
// Leather Shoes as an object type, which would have been a better base
// given the name, ;) but apparently it doesn't.
z) (nothing)
// Okay, for the next version of the game, I want to be able to make
// artifact symbiotes. ;)
{) The Arrow of Time (1d4) (+17,+17)(60%) (+3 to speed)
    Long believed to be purely theoretical by quantum physicists, this
    arrow affects your perception of time, and your passage through it.
    Just be sure you never point it backwards...
     It increases your speed and attack speed by 3.  It increases your hit
    points by 60%.  It cannot be harmed by acid, cold, lightning or fire.
    You made it yourself.
// Built on an Arrow of Wounding.  Nothing much, I just needed an extra
// slot to dump some speed and attacks into.
|) The Gnomish Shovel of Ludicrous Speed (1d2) (+22,+23) (+7 to speed)
    According to legend, this shovel was fashioned by a Gnomish alchemist
    who hated mining and wanted his shift to be over as soon as possible.
    Its wielder moves so swiftly that he appears to have gone plaid.
     It can be activated for launch rocket (120+level) every 400 turns 
    if it is being worn. It increases your ability to tunnel and speed 
    by 7.  It cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
// Built on a Gnomish Shovel of Digging.  Didn't bother trying for Magical,
// after my experience with the lantern.  The rocket activation was an
// afterthought to use up some of the extra XP.


  [Character Inventory]

a) a Runestone of Carnage {@m7!d!k!v!s}
    It cannot be harmed by acid, cold, lightning or fire.  
// Element/PowerSurge/166.  One of my experiments in trying to get some
// utility out of Runecraft besides identify, and the only one that really
// panned out for general use.  Does 16d48 damage (avg 392) on line of
// sight; not bad for crowd control.  I can only get off three shots at my
// current mana level, though, so I still need the wands for backup.
b) a Runestone of Lore {@m9!d!k!v!s}
    It cannot be harmed by acid, cold, lightning or fire.  
// The usual Knowledge/Sphere/22 combo.
c) a Runestone of Warding {@m5!d!k!v!s}
    It cannot be harmed by acid, cold, lightning or fire.  
// Protection/Sphere/22.  A key part of my endgame strategy:  I put a glyph
// barrier around both ends of the Void tunnel I was bouncing through, to
// mitigate any summons he might cough up.  Lava and ash squares from my
// Fireflash wand kept blowing chunks out of these, though, so I had to
// keep refreshing them.
d) a Runestone of Whiplash {@m7!d!k!v!s}
    It cannot be harmed by acid, cold, lightning or fire.  
// Gravity/PowerSurge/78.  I had thought to use this to keep monsters away
// from my glyph barriers to keep them from breaking through, but it didn't
// seem to work...
e) 20 Potions of Cure Critical Insanity {!d!k!v!s}
// Cooked up for the final battle.  Never used any; Morgoth only tried to
// brain-smash me once, and he failed.
f) 16 Potions of Healing {!d!k!v!s}
g) 41 Potions of *Healing* {!d!k!v!s}
// Down from 50, cooked up for the final battle.  A bit over-paranoid, I
// suppose... :-}  If I'd known they only heal 1200hp, though, I'd have
// made some Potions of Life to go with them.
h) 19 Potions of Restore Mana {!d!k!v!s}
// Down from 20, cooked up for the final battle.
i) 9 Scrolls of Satisfy Hunger {@r3!d!k!v!s}
j) an Adamantite Rod of the Istari of Detection (400/400) {@z8!d!k!v!s}
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
    You made it yourself.
k) an Adamantite Rod of the Istari of Recall (400/400) {@z2!z!d!k!v!s}
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
    You made it yourself.
l) an Adamantite Rod of the Istari of Disarming (400/400) {@z3!d!k!v!s}
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
    You made it yourself.
m) a Wand of Manathrust[20|33] (359 charges) {@a6!d!k!v!s}
n) a Wand of Fireflash[3|35] (155 charges) {@a5!d!k!v!s}
// Down from 214 charges.  A lot less than I expected to need; 10 or so of
// those weren't even used on Morgoth, but on a summoned Khamul...
o) a Wand of Noxious Cloud[10|50] (380 charges) {@a7!d!k!v!s}
// I had planned to use this to snipe hit points off Morgoth as he chased
// me back and forth between the Void gates, but after the initial assault,
// I forgot to use it.
p) a Wand of Teleport Away[14|50] (69 charges) {!d!k!v!s}
q) a Wand of Essence of Speed[1|39] (357 charges) {!d!k!v!s}
// A last-minute addition to the arsenal.  Speed +60 with this sucker
// active... >;)
r) a Fireproof Staff of Teleportation[10|50] (154 charges) {@u1!u!d!k!v!s}
    It cannot be harmed by fire.  
    You made it yourself.
s) a Fireproof Staff of Recovery[4|30] (401 charges) {!d!k!v!s}
    It cannot be harmed by fire.  
    You made it yourself.
t) a Fireproof Staff of Vision[4|29] (166 charges) {!d!k!v!s}
    It cannot be harmed by fire.  
    You made it yourself.
// A late addition to the arsenal.  Should've done it a lot earlier,
// frankly; it's enormously convenient...
u) a Fireproof Staff of Genocide[1|15] (55 charges) {!d!k!v!s}
    It cannot be harmed by fire.  
    You made it yourself.
// A late addition to the arsenal.  Only used it a few times, to set up the
// final battles with Sauron and Morgoth.
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]
// This was mainly artifact components and potential artifact bases; now
// that I don't need any of those anymore, it's part clutter, part overflow
// from Gondolin.

a) Baalzebub's All-seeing Servant of Darkness (cure insanity)
    It can be activated for cure insanity.  
    You found it lying on the ground on level 33 of Mirkwood.
b) The Gem of Fire Insurance (heal 700 @250)
    It can be activated for heal 700 hit points every 250 turns.  
    You found it lying on the ground on level 31 of Mirkwood.
c) The Gem of Ghosts who Go Bump in the Night (geno @500)
    It can be activated for genocide every 500 turns.  
    You found it in the remains of a Ghoul on level 33 of Mirkwood.
d) The Grail of Kenault (mass geno @1000)
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Nether wraith on level 50 of Submerged
    Ruins.
e) The Cunning Plan of Zog (nee Baldrick) (mass geno @1000)
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Shade on level 33 of Mirkwood.
// Fun with the fake-artifact-name inscription trick... ;)
f) 9 Potions of Curing
g) an Adamantite Rod of the Istari of Nothing (400/400)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
    You made it yourself.
h) an Adamantite Rod of the Istari of Nothing (400/400)
    It can hold more mana.  It can cast spells for a lesser mana cost.
    It can cast spells faster.  It regenerates its mana faster.  
    You made it yourself.
i) a Rod Tip of Illumination (8 Mana to cast)
j) a Rod Tip of Healing (120 Mana to cast) {25% off}
k) a True Totem of The Tarrasque
l) a True Totem of Huan, Wolfhound of the Valar
// Just a couple souvenirs... ;)
m) The Ring of Power 'Narya' (+6,+6) (+1)
    It can be activated for healing (500) every 200+d100 turns if it is
    being worn. It increases your strength, intelligence, wisdom, dexterity,
    constitution, charisma, speed and luck by 1.  It sustains your strength,
    wisdom, constitution and 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.  
    You found it lying on the floor of a special level.
n) The Jewel 'Evenstar' (+3)
    It can be activated for restore stats and life levels every 750 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.  
    You found it lying in a vault on level 65 of Mordor.
o) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
    It can be activated for star ball (150) every 1000 turns if it is 
    being worn. It provides light (radius 1) forever.  It provides immunity
    to electricity.  It provides immunity to paralysis.  It provides resistance
    to fire, cold, poison, light and dark.  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.  
    You found it lying on the floor of a special level.
p) The Set of Gauntlets of Eol [3,+15](60%) (+3)
    It can be activated for mana bolt (9d8) 7+d7 turns if it is being 
    worn. It can be used to store a spell.  It increases your intelligence 
    and luck by 3.  It increases your mana capacity by 60%.  It provides
    immunity to paralysis.  It provides resistance to electricity, poison 
    and dark.  It allows you to levitate.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 88 of Angband.
q) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    It can be activated for remove fear and cure poison every 5 turns 
    if it is being worn. It increases your dexterity and charisma by 5.
    It sustains your constitution and charisma.  It provides immunity 
    to paralysis.  It provides resistance to confusion, nether and chaos.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 88 of Angband.
r) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It increases your strength, constitution and speed by 3.  It makes
    you completely fearless.  It provides resistance to poison.  It allows
    you to climb mountains.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 88 of Angband.
s) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides resistance
    to disenchantment.  It fires missiles excessively fast.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 88 of Angband.
t) The Seeker Arrow of Bard (8d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  It poisons
    your foes.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It strikes at demons with holy wrath.  It 
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 88 of Angband.
u) Climbing Set {25% off}
    It allows you to climb mountains.  


  [Home Inventory - Gondolin ]
// I finally forced myself to take all those accumulated dust-collecting
// artifacts to the Mathom-house, keeping here only the ones I deemed
// sufficiently interesting.  Some tough choices at times...

a) The Crumpled Scroll of Mass Resurrection
    It cannot be harmed by acid, cold, lightning or fire.  
b) The Ring of Barahir (+1)
    It can be activated for dispel small life every 55+d55 turns if it
    is being worn. It increases your strength, intelligence, wisdom, dexterity,
    constitution, charisma, stealth and searching by 1.  It provides resistance
    to poison and dark.  It allows you to see invisible monsters.  It 
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 56 of Mordor.
c) The Ring of Precognition
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient gold dragon on level 56 
    of Mordor.
d) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every 10+d10 turns if
    it is being worn. It provides light (radius 3) forever.  It increases
    your searching and luck by 4.  It cannot be harmed by acid, cold, 
    lightning or fire.  
    You found it in the remains of Beorn, the Shape-Changer on level 33
    of Mirkwood.
e) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area 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.  
    You found it in the remains of a Spectral Dark elven warlock on level
    33 of Mirkwood.
f) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed 
    and luck by 3.  It provides resistance to life draining, light, dark 
    and 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.  
    You found it in the remains of an Archon on level 67 of Angband.
g) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 2) forever.  It increases your
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.
    It gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire. 
    
    You found it in the remains of a Pit Fiend on level 79 of Angband.
h) The Anchor of Space-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.  
    You found it in the remains of a Hezrou on level 47 of Moria.
i) The Stone of Lore
    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.  
    You found it lying on the floor of a special level.
j) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if it is being worn.  It can
    be used to store a spell.  It increases your intelligence, wisdom 
    and searching by 3.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid,
    electricity, fire and cold.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk on level 39 of Moria.
k) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, stealth and speed by
    4.  It provides immunity to fire.  It provides resistance to acid,
    electricity, cold and nexus.  It allows you to fly.  It allows you
    to sense the presence of thunderlords.  It reflects bolts and arrows.
    It produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level
    70 of The Sacred Land Of Mountains.
l) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated for teleport (range 100) every 45 turns if it 
    is being worn. It increases your stealth and speed by 3.  It provides
    resistance to acid and nexus.  It cannot be harmed by acid, cold, 
    lightning or fire.  
m) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and constitution by 4.  It provides immunity
    to acid.  It provides immunity to paralysis.  It provides resistance
    to sound, shards and chaos.  It allows you to sense the presence of
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 48 of Mordor.
n) 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 provides light (radius 1) forever.  It increases your
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom,
    dexterity and charisma.  It provides resistance to acid, electricity,
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
o) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated for whispers from beyond 100+d200 turns if it 
    is being worn. It provides light (radius 1) forever.  It decreases
    your luck by 6.  It identifies all items for you.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
p) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It cannot be harmed by acid, cold, lightning or fire. 
    
    You found it in the remains of an Ancient multi-hued dragon on level
    56 of Mordor.
q) The Dragon Helm of Thrain [8,+10]
    It provides light (radius 1) forever.  It provides resistance to
    electricity, fire, poison and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
r) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map if it is being worn.  It increases
    your searching, infravision and ability to tunnel by 4.  It allows
    you to climb mountains.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Osyluth on level 65 of Dol Guldur.
s) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be activated for ball of cold (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.  
    You found it in the remains of a Fallen angel on level 67 of Angband.
t) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    It can be activated for ball of fire (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.  
u) The Long Sword of the Dawn (E:25, L:2) (3d5) (+20,+20) (+3 to infravision)
    It can be activated for summon the Legion of the Dawn every 500+d500
    turns if it is being worn. It increases your charisma and infravision 
    by 3.  It does extra damage from fire.  It is very sharp and can cut
    your foes.  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 charisma.  It
    provides immunity to paralysis.  It makes you completely fearless.
    It provides resistance to fire, light and blindness.  It speeds your
    regenerative powers.  It can clone monsters.  It cannot be harmed 
    by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient blue dragon on level 90 
    of Angband.
v) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
    It must be wielded two-handed.  It increases your strength, charisma 
    and infravision by 4.  It does extra damage from fire.  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 is especially deadly against giants.  It strikes at demons with
    holy wrath.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It is especially deadly against natural creatures.
    It provides immunity to paralysis.  It provides resistance to fire 
    and chaos.  It allows you to see invisible monsters.  It gives telepathic
    powers.  It drains mana.  It aggravates nearby creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
w) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    It can be activated for fire branding of bolts every 999 turns if 
    it is being worn. It provides light (radius 1) forever.  It increases
    your speed by 10.  It provides resistance to fire.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Young black dragon on level 61 of
    The Sacred Land Of Mountains.


  [Home Inventory - Minas Anor ]
// Rune storage for my Runecraft experiments.

a) a Rune [Self]
b) a Rune [Arrow]
    It cannot be harmed by electricity.  
c) 3 Runes [Ray]
    It cannot be harmed by electricity.  It cannot be harmed by cold. 
d) 3 Runes [Sphere]
    It cannot be harmed by electricity.  It cannot be harmed by fire. 
    It cannot be harmed by cold.  
e) 2 Runes [Power Surge]
    It cannot be harmed by acid, cold, lightning or fire.  
f) 4 Runes [Armageddon]
    It cannot be harmed by acid, cold, lightning or fire.  
g) a Runestone
h) a Rune [Chaos]
    It cannot be harmed by acid, cold, lightning or fire.  
i) 3 Runes [Gravity] {25% off}
    It cannot be harmed by acid.  
j) a Rune [Life]
k) a Rune [Protection]
    It cannot be harmed by acid.  
l) 2 Runes [Holding]
m) a Rune [Mind]
n) a Rune [Undeath]


  [Home Inventory - Lothlorien ]
// Primary home base and essence stockpile.

a) 27 Sprigs of Athelas
b) The Blood of Life
    You found it lying on the ground on level 93 of Angband.
// Cheeky me, not quaffing this... >;)
c) 66 Scrolls of *Identify*
d) 3 Scrolls of Mass Genocide
e) a Wand of Tidal Wave[1|20] (84 charges) {ST: 1Cold+1Acid+1Poi}
f) a Wand of Strike[2|24] (264 charges) {ST:1Fo}
g) a Wand of Charm[1|21] (93 charges) {ST: 1Life+1Mana}
h) a Wand of Confuse[1|20] (155 charges) {ST: 1Conf}
i) a Staff of Globe of Light[1|10] (151 charges) {ST: 1Light}
j) a Staff of Healing[1|23] (349 charges) {ST: 1XLife}
k) a Fireproof Staff of Identify[8|38] (121 charges) {@u9!d!k!v!s}
    It cannot be harmed by fire.  
    You made it yourself.
l) a Staff of Sense Monsters[1|15] (7303 charges) {ST: 1Kno}
m) a Partial Totem of Grand master mystic
// The only marginally useful totem I could find back when I was briefly
// experimenting with Summoning --- he could see me, since he's invisible
// himself.  Turned out to be just too annoying; he tended to summon large
// crowds of hounds and spiders, which just cluttered things up.
n) The Ring of Flare (+3)
    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 increases your strength, constitution, charisma and searching by
    3.  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 thunderlords.  It cannot be harmed by acid, cold, lightning or 
    fire.  
    You found it in the remains of a Gold Thunderlord in a plain of grass.
// Used this to get around at the bottom of Mount Doom while hunting down
// Sauron the second time.
o) 3 Amulets of Nothing
p) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your strength,
    intelligence, wisdom, dexterity, constitution, charisma and infravision 
    by 125.  It provides resistance to acid, electricity, fire, cold, poison,
    light, dark, confusion, nether and nexus.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It is permanently cursed. 
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 
    101 of Angband.
// ;) ;) ;) ;) ;) ;)
q) The Steel Helm 'Lebohaum UB-5000' (+0,+0) [6,+11](80%) (+4)
    With the Helm 'Lebohaum UB-5000', your head is safe underwater!
     It provides light (radius 3) forever.  It increases your constitution 
    by 4.  It increases your hit points by 80%.  It sustains your wisdom,
    constitution and charisma.  It provides resistance to dark, shards,
    chaos and disenchantment.  It allows you to breath underwater.  It
    produces an anti-magic shell.  It cannot be harmed by acid, cold, 
    lightning or fire.  
    You made it yourself.
// Built on a randart Steel Helm that happened to have the underwater
// breathing flag.  Made this when I got mixed up and became convinced that
// the Helm of Knowledge was at the bottom of Numenor (having forgotten
// that I had in fact already acquired said Helm...).  As long as I'd made
// it, though, I figured I'd use it and check out Numenor; annoyingly,
// Ar-Pharazon never showed.
r) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be activated for alter reality
    every 100 turns if it is being worn. It can cause earthquakes.  It
    is a great bane of dragons.  It is especially deadly against orcs.
    It is especially deadly against trolls.  It is a great bane of demons.
    It is a great bane of undead.  It fights against evil with holy fury.
    It is especially deadly against natural creatures.  It provides resistance
    to acid, electricity, fire and cold.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It produces an anti-magic 
    shell.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
// ;) ;) ;) ;) ;) ;)
s) 73 Essences of Explosion
t) 32 Essences of Acid
u) 99 Essences of Chaos
v) 15 Essences of Darkness
w) 52 Essences of Lightning


  [The Mathom-house Inventory - Bree ]
// Back in v2.1.2, the Mathom-house sort of had an effective soft limit of
// 176 items (15 pages minus 4 items); you could add more, and it wouldn't
// complain or behave oddly, but after save and reload, the last few items
// were gone.  Bug or deliberate?  Dunno.  Don't worry, though, I'm not
// going to subject you to all 176 of them here; as before, I've edited the
// list down to include only the ones that seemed interesting, pasting back
// in a few that had fallen off the end.

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It decreases your luck by 20.
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and make your foes bleed.  It strikes
    at demons with holy wrath.  It fights against evil with holy fury.
    It can re-curse itself.  It can resist being shattered by morgul beings.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 53 of The Sacred Land Of
    Mountains.
b) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  It sustains
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to life draining.  It allows you
    to levitate.  It produces a fiery sheath.  It can re-curse itself.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 18 of Mirkwood.
c) The Demonhorn of Gothmog [2,+13] (-5)
    It provides light (radius 2) forever.  It decreases your charisma 
    by 5.  It allows you to see invisible monsters.  It allows you to 
    sense the presence of demons.  It slows your metabolism.  It speeds
    your regenerative powers.  It can re-curse itself.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the ground on level 32 of Mirkwood.
// Collect the whole set... ;)
    [...]
e) The Arrow Trap Set 'Merlion Karc's Demonbane' (+17,+27) [+37] (+2)
    It is well-hidden. It can only be set off by demons.  It fires missiles
    with extra might.  It fires missiles excessively fast.  It cannot 
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 63 of Erebor.
f) The Bolt Trap Set of Ahromarwar (+25,+15) [+30] (+3)
    It is well-hidden. It rearms itself.  It fires missiles with extra
    might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 81 of Angband.
g) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is well-hidden. It rearms itself.  It can teleport monsters to 
    you.  It fires missiles excessively fast.  It cannot be harmed by 
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 56 of Mordor.
�) The Drum of the Druedain (+4 to stealth)
    It can be activated for detection every 150 turns if it is being worn.
    It increases your stealth, searching and infravision by 4.  It provides
    resistance to poison and dark.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 33 of Mirkwood.
// Oddball artifacts.  I wasn't even looking for them; I found them
// accidentally, by trying to destroy them or catching them in an identify
// sweep.
    [...]
k) The Ring of Power of Ji Indur Dawndeath (+5 to speed)
    It increases your intelligence and speed by 5.  It makes you invisible.
    It provides immunity to paralysis.  It provides resistance to poison,
    light and nether.  It allows you to levitate.  It allows you to see
    invisible monsters.  It slows your metabolism.  It drains experience.
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 85 of Angband.
l) The Ring of Power of Hoarmurath of Dir (+3 to speed)
    It increases your intelligence, dexterity, stealth and speed by 3.
    It makes you invisible.  It provides resistance to light and dark.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 72 of Angband.
m) The Ring of Power of Adunaphel the Quiet (+2 to speed)
    It increases your charisma, speed and ability to score critical hits 
    by 2.  It makes you invisible.  It sustains your wisdom.  It makes
    you completely fearless.  It provides resistance to confusion.  It
    drains experience.  It cannot be dropped while cursed.  It cannot 
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 56 of 
    Mordor.
n) The Ring of Power of Khamul, the Black Easterling (+3 attacks)
    It increases your intelligence, searching and attack speed by 3.  It
    makes you invisible.  It sustains your charisma.  It provides resistance
    to acid, light, confusion and nexus.  It allows you to see invisible
    monsters.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Khamul, the Black Easterling on level
    101 of Angband.
// Footnote 1; see below...
o) The Ring of Power of Adunaphel the Quiet (+3 attacks)
    It increases your wisdom and attack speed by 3.  It makes you invisible.
    It sustains your strength, constitution and charisma.  It drains
    experience.  It cannot be dropped while cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 88 of 
    Angband.
p) The Ring of Power of Ren the Unclean (+3 attacks)
    It increases your attack speed by 3.  It makes you invisible.  It 
    sustains your wisdom.  It provides resistance to acid, dark, blindness 
    and nexus.  It allows you to levitate.  It allows you to see invisible
    monsters.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 99 of Angband.
q) The Ring of Power of Akhorahil the Blind (+2 attacks)
    It increases your dexterity and attack speed by 2.  It makes you
    invisible.  It sustains your constitution.  It makes you completely
    fearless.  It provides resistance to acid, fire and poison.  It drains
    experience.  It cannot be dropped while cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 72 of 
    Erebor.
r) The Ring of Power of Hoarmurath of Dir (+3% of critical hits)
    It increases your strength, constitution, stealth and ability to score
    critical hits by 3.  It makes you invisible.  It sustains your
    intelligence.  It provides resistance to dark, nether and nexus.  It
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 62 of Dol
    Guldur.
s) The Ring of Power of Ren the Unclean (+3% of critical hits)
    It increases your dexterity, constitution and ability to score critical
    hits by 3.  It makes you invisible.  It sustains your dexterity.  It
    provides immunity to paralysis.  It provides resistance to electricity,
    light, blindness and chaos.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of Ren the Unclean on level 72 of Angband.
t) The Ring of Power of Dwar, Dog Lord of Waw (+1 attack)
    It increases your dexterity and attack speed by 1.  It makes you invisible.
    It sustains your constitution.  It provides immunity to paralysis.
    It makes you completely fearless.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 68 of
    Angband.
u) The Ring of Power of Dwar, Dog Lord of Waw (+3)
    It increases your strength, intelligence and constitution by 3.  It
    makes you invisible.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 67 of
    The Sacred Land Of Mountains.
v) The Ring of Power of Akhorahil the Blind (+4)
    It increases your wisdom and constitution by 4.  It makes you invisible.
    It provides resistance to electricity, cold, light and nether.  It
    allows you to levitate.  It speeds your regenerative powers.  It drains
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 59 of 
    The Sacred Land Of Mountains.
w) The Ring of Power of Adunaphel the Quiet (+2% of critical hits)
    It increases your wisdom, searching and ability to score critical 
    hits by 2.  It makes you invisible.  It provides resistance to nether.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 64 of 
    The Sacred Land Of Mountains.
x) The Ring of Power of The Witch-King of Angmar (+5 to searching)
    It increases your constitution and searching by 5.  It makes you invisible.
    It sustains your strength.  It provides resistance to fire, cold and
    blindness.  It allows you to levitate.  It drains experience.  It 
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Witch-King of Angmar on level 88
    of Angband.
y) The Ring of Power of Dwar, Dog Lord of Waw (+3 to infravision)
    It increases your dexterity, charisma and infravision by 3.  It makes
    you invisible.  It sustains your wisdom and charisma.  It provides
    resistance to confusion and chaos.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 62 of
    Dol Guldur.
z) The Ring of Power of Dwar, Dog Lord of Waw (+5)
    It increases your constitution by 5.  It makes you invisible.  It 
    sustains your dexterity.  It provides resistance to acid, cold, poison,
    nexus and disenchantment.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of Dwar, Dog Lord of Waw on level 61 of
    The Sacred Land Of Mountains.
{) The Ring of Power of The Witch-King of Angmar (+2)
    It increases your intelligence and wisdom by 2.  It makes you invisible.
    It sustains your wisdom and dexterity.  It provides resistance to acid,
    light, nether and nexus.  It slows your metabolism.  It drains experience.
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Witch-King of Angmar on level 99
    of Angband.
|) The Ring of Power of Ji Indur Dawndeath (+3 to infravision)
    It increases your dexterity and infravision by 3.  It makes you invisible.
    It sustains your wisdom.  It provides immunity to paralysis.  It provides
    resistance to fire, blindness and shards.  It allows you to see invisible
    monsters.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 82 of Angband.
}) The Ring of Power of Uvatha the Horseman (+2 to stealth)
    It increases your wisdom and stealth by 2.  It makes you invisible.
    It sustains your strength.  It provides resistance to cold.  It allows
    you to see invisible monsters.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Uvatha the Horseman in the town of 
    Bree .
~) The Ring of Power of Adunaphel the Quiet (+3)
    It increases your charisma by 3.  It makes you invisible.  It sustains
    your strength, intelligence, wisdom and constitution.  It provides
    resistance to electricity and chaos.  It allows you to see invisible
    monsters.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 70 of 
    Angband.
) The Ring of Power of Akhorahil the Blind (+2 to infravision)
    It increases your dexterity and infravision by 2.  It makes you invisible.
    It sustains your charisma.  It provides resistance to acid, blindness 
    and nexus.  It allows you to see invisible monsters.  It drains experience.
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 61 of 
    Mordor.
�) The Ring of Power of Akhorahil the Blind (+1 to infravision)
    It increases your dexterity, charisma and infravision by 1.  It makes
    you invisible.  It makes you completely fearless.  It provides resistance
    to sound.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 58 of 
    The Sacred Land Of Mountains.
�) The Ring of Power of Akhorahil the Blind (+3 to searching)
    It increases your searching and infravision by 3.  It makes you invisible.
    It sustains your strength.  It provides resistance to acid, light,
    sound, nether and disenchantment.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Akhorahil the Blind on level 80 of 
    Angband.
�) The Ring of Power of Akhorahil the Blind (+1 to infravision)
    It increases your intelligence, charisma and infravision by 1.  It
    makes you invisible.  It provides resistance to fire, blindness, shards,
    nether and chaos.  It allows you to fly.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 81 of 
    Angband.
�) The Ring of Power of Adunaphel the Quiet (+2)
    It increases your wisdom by 2.  It makes you invisible.  It sustains
    your wisdom.  It makes you completely fearless.  It provides resistance
    to electricity, fire and confusion.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Adunaphel the Quiet on level 45 of 
    Mordor.
�) The Ring of Power of Khamul, the Black Easterling (+2)
    It increases your constitution by 2.  It makes you invisible.  It 
    sustains your strength.  It makes you completely fearless.  It provides
    resistance to electricity, poison and chaos.  It drains experience.
    It cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Khamul, the Black Easterling on level
    99 of Angband.
�) The Ring of Power of Adunaphel the Quiet (+1)
    It increases your charisma by 1.  It makes you invisible.  It provides
    resistance to fire, poison and nether.  It allows you to fly.  It 
    allows you to see invisible monsters.  It drains experience.  It cannot
    be dropped while cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Adunaphel the Quiet on level 44 of 
    Moria.
�) The Ring of Power of Dwar, Dog Lord of Waw (+1)
    It increases your constitution by 1.  It makes you invisible.  It 
    sustains your wisdom and dexterity.  It provides resistance to acid.
    It allows you to levitate.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of Dwar, Dog Lord of Waw on level 64 of
    Mordor.
�) The Ring of Power of Dwar, Dog Lord of Waw (+2 to stealth)
    It increases your stealth by 2.  It makes you invisible.  It sustains
    your dexterity.  It makes you completely fearless.  It provides resistance
    to poison, dark, sound and nexus.  It allows you to levitate.  It drains
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 67 of
    The Sacred Land Of Mountains.
�) The Ring of Power of Hoarmurath of Dir
    It makes you invisible.  It sustains your intelligence.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity and disenchantment.  It speeds your
    regenerative powers.  It drains experience.  It cannot be dropped 
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of Hoarmurath of Dir on level 61 of Mordor.
�) The Ring of Power of Ren the Unclean
    It makes you invisible.  It sustains your intelligence and constitution.
    It provides immunity to paralysis.  It provides resistance to fire,
    shards and nether.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 67 of Angband.
�) The Ring of Power of Ren the Unclean
    It makes you invisible.  It provides resistance to electricity, light 
    and chaos.  It allows you to levitate.  It drains experience.  It 
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ren the Unclean on level 68 of Angband.
�) The Ring of Power of Khamul, the Black Easterling
    It makes you invisible.  It sustains your strength, intelligence and
    wisdom.  It provides resistance to sound.  It allows you to see invisible
    monsters.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Khamul, the Black Easterling on level
    82 of Angband.
�) The Ring of Power of Akhorahil the Blind
    It makes you invisible.  It provides resistance to cold, poison, light 
    and nexus.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 88 of 
    Angband.
�) The Ring of Power of Adunaphel the Quiet
    It makes you invisible.  It sustains your intelligence.  It provides
    resistance to electricity, poison and nexus.  It allows you to levitate.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 99 of 
    Angband.
// My Nazgul ring collection:  three Hoarmuraths, seven Adunaphels, seven
// Akhorahils, four Rens, six Dwars, two Ji Indurs, three Khamuls, an
// Uvatha, and two Witch-Kings.  Took quite some time to collect the full
// set, let me tell ya... ;)  The Khamul ring marked "Footnote 1" above was
// dropped by Khamul during the fight with Morgoth.
    [...]
�) The Ring of Durin (+2) {cursed}
    It grants you the power of midas touch if it is being worn.  It increases
    your strength, constitution and charisma by 2.  It sustains your strength,
    constitution and charisma.  It provides resistance to life draining,
    acid, cold, dark, nether and chaos.  It allows you to sense the presence
    of evil beings.  It drains experience.  It aggravates nearby creatures.
    It is heavily cursed.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level
    70 of Dol Guldur.
// And this one.  I should've tried donating the One... ;)
    [...]
�) The Phial of Undeath (-5) {cursed}
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your strength,
    intelligence, wisdom, dexterity, constitution, charisma and luck by
    5.  It allows you to breath without air.  It allows you to sense the
    presence of undead.  It is cursed.  It carries an ancient morgothian
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 19 of Mirkwood.
// I briefly considered keeping this and using it to go to Numenor, but the
// ancient Morgothian curse put me off.
    [...]
�) The Pike of Elemen (2d5) (+28,+5)
    It can be wielded two-handed.  It does extra damage from acid.  It
    drains life from your foes.  It is especially deadly against giants.
    It strikes at demons with holy wrath.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You made it yourself.
�) The Cloak 'Himros' [1,+8]
    It sustains your strength.  It provides immunity to acid and fire.
    It provides resistance to poison, confusion and nether.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You made it yourself.
�) The Shovel of Falion (1d2) (+12,+13) (+1 attack)
    It provides light (radius 1) forever.  It increases your strength,
    ability to tunnel and attack speed by 1.  It does extra damage from
    acid.  It is especially deadly against natural creatures.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You made it yourself.
�) The Set of Leather Gloves 'Kelen' [1,+14]
    It sustains your constitution.  It provides immunity to paralysis.
    It provides resistance to electricity, cold, light, dark, confusion 
    and sound.  It cannot be harmed by acid, cold, lightning or fire. 
    You made it yourself.
// When making an ego item via Alchemy, it's possible to accidentally make
// an artifact instead -- as I learned to my considerable surprise. ;)
// These were my "unplanned events" over the course of the game.
    [...]
�) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is being 
    worn. It increases your searching and infravision by 2.  It fires 
    missiles excessively fast.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
// Too bad you can't give this back to him... :-}



Posted on 10.2.2003 02:21
Last updated on 1.1.2005 20:02

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1010. on the Ladder (of 19090)
428. on the ToME Ladder (of 3155)
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On 10.2.2003 02:21 dsb-tome@killerbunnies.org wrote:
Celebrating small accomplishments... My first ever homemade artifact (well, first deliberate one; see below) Is it just me or do giants almost never leave corpses? Prob'ly gonna do some quests next, just for the variety.

On 23.2.2003 05:50 dsb-tome@killerbunnies.org wrote:
The fortuitous discovery of a Staff of Wish under a pile of rubble (!) immediately (and pleasantly) threw my artifact-making plans into complete disarray. I quickly re-arrayed them, however, and made the two new artifacts seen here. Currently trundling my way through Moria, searching for that elusive Multiplies Life artifact flag.

On 23.2.2003 07:31 blahpers@yahoo.com wrote:
I hear you. My alchemist Isengard still hasn't gotten his first Mature blue dragon corpse for the Beastmaster. That's even after spam-summoning for an hour with a Draconic Q's ability.... You always get the corpses you don't need.

On 23.2.2003 07:36 blahpers@yahoo.com wrote:
Oh my god....your artifact descriptions crack me up!

On 23.3.2003 23:30 dsb-tome@killerbunnies.org wrote:
A few more artifacts finished. I think I'm going to eschew the whole +5000%-life trick; my hit points are already a bit silly, I think. Instead, I'll just pump up my speed and attacks as much as I can. ;)

On 9.6.2003 02:31 dsb-tome@killerbunnies.org wrote:
And that's all my artifacts finished [except for the amulet, and I have plans for that. Here, Morgy, Morgy... >;) ]. All told, I netted +41 speed, +26 attacks, and +380% life; not bad, I think.

On 14.3.2004 04:35 dsb-tome@killerbunnies.org wrote:
The Ring is destroyed. I dunno *how* my non-Alchemist characters are gonna make it through Angband, much less Mount Doom; I had to make extensive use of my wraith-form and exceptional stealth to dodge chain-summoning dragons and demons in Angband and to sneak past most of the monsters in Mount Doom. Ah well, the final leg is coming up...

On 1.1.2005 20:02 dsb-tome@killerbunnies.org wrote:
A winner is me! Yes, she's an Alchemist; I'm sure you're all duly underwhelmed... :-} Sauron, it turns out, was stuck back in Mount Doom, as I found out after waiting forever for him to reappear. The final battle with Morgoth was both easier and harder than I expected: my invisibility power was so astronomically high that even Morgoth could barely see me, and my Fireflash wand apparently did a lot more damage than I was expecting, but some of the tricks I'd planned on using didn't work as well as I'd hoped. Ah well, off to try for a "real" win now... ;)

On 23.9.2007 21:57 p.f.moore wrote:
How did you get the (1d2) (+22, +23) on the shovel? My alchemist gets automatic (+0, +0). On the other hand, I'm running 2.3.4, is that the difference?

On 24.9.2007 05:10 dsb-tome@killerbunnies.org wrote:
Yeah, I think it was back in 2.2.5 or so that they stopped putting to-hit/to-dam bonuses on diggers, since they could no longer be wielded as weapons.

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