The Angband Ladder: Eowyn, RohanKnight Swordmaster by <Stauce@interfree.it>

  [ToME 2.0.0 Character Dump]

 Name  : Eowyn                  Age                 21       STR: 18/***       
 Sex   : Female                 Height             107       INT: 18/150       
 Race  : RohanKnight            Weight              64       WIS: 18/200       
 Class : Swordmaster            Social Class         1       DEX: 18/200       
 Body  : Player                                              CON: 18/***       
                                                             CHR: 18/***       
                                                                               
 + To Melee Hit          88 Level             50    Max Hit Points      1392   
 + To Melee Damage       80 Experience  28051747    Cur Hit Points      1392   
 + To Ranged Hit         52 Max Exp     28051747    Max SP (Mana)        350   
 + To Ranged Damage      57 Exp to Adv.    *****    Cur SP (Mana)        350   
   AC                50+125 Gold        14034194    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[67]Perception  : Very Good    Blows/Round:  11        
 Bows/Throw  : Legendary[17]Searching   : Excellent    Shots/Round:  2         
 Saving Throw: Fair         Disarming   : Superb       Wpn.dmg/Rnd:  44d5+880  
 Stealth     : Bad          Magic Device: Excellent    Infra-Vision: 30 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Devoted Mercenary.              
          You have brown eyes, straight red 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 16 (800')
        Mordor: Level 65 (3250')
        Angband: Level 100 (5000')
        Barrow-Downs: Level 1 (50')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 10 (500')
        Erebor: Level 63 (3150')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        Death fate: Level 1 (50')
        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 6th Laire of the 2891st year of the third age.
 Your adventured lasted 256 days.

     Your Attributes:
You are dead.
You can switch locations with another being.
You can feel the danger of evil magic.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You are very resilient (+4 CON).
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 can sense the presence of orcs.
You can sense the presence of dragonriders.
You are lucky.
You have a firm hold on your life force.
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 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 sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon has been blessed by the gods.
Your weapon freezes your foes.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon is especially deadly against trolls.
Your weapon is a great bane of demons.

Skills (points left: 0)
 - Combat                                        50.000 [0.900]
	  - Weaponmastery                               41.824 [1.150]
	 	  - Sword-mastery                             26.000 [0.500]
	 	  . Axe-mastery                               00.000 [0.100]
	 	  . Hafted-mastery                            00.000 [0.100]
	 	  . Polearm-mastery                           00.000 [0.100]
	  - Archery                                     04.000 [0.600]
	  . Barehand-combat                             02.000 [0.500]
 - Sneakiness                                    21.970 [0.900]
	  . Stealth                                     11.000 [0.500]
	  . Disarming                                   12.700 [0.900]
 - Magic                                         14.146 [0.300]
	  . Magic-Device                                17.100 [1.150]
	  . Divination                                  08.000 [0.500]
	  . Necromancy                                  05.000 [0.500]
	  . Runecraft                                   02.000 [0.500]
 - Spirituality                                  01.160 [0.400]
	  . Prayer                                      01.000 [0.500]
	  . Mindcraft                                   02.000 [0.500]
 - Monster-lore                                  03.600 [0.500]
	  . Corpse-preservation                         02.400 [0.800]
	  . Mimicry                                     01.000 [0.500]
 - Misc                                          00.000 [0.000]
	  . Antimagic                                   00.000 [0.550]

 2 of your companions have been killed.
 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 68 princesses.
 You saved Arda and became a famed Queen.

 You have defeated 29193 enemies.


  [Corruptions]

 You are very resilient (+4 CON).


  [Fates]

You may meet a Pitiful-looking beggar on level 1.
You may meet a Wild cat on level 18.
You are fated to find a Potion of Cure Light Insanity on level 13.
You may find an Essence of Poison on level 2.
You are fated to find a Potion of Cure Light Wounds on level 19.
You are fated to meet a Singing, happy drunk on level 11.
You are fated to find a Scroll of Light on level 11.
You are fated to find a Hard Leather Cap on level 15.
You are fated to die on level 6.
You are fated to meet a Giant white centipede on level 5.
You may find a Spear on level 3.
You may meet a Mangy-looking leper on level 6.
You are fated to find a Potion of Cure Light Wounds on level 13.
You may meet a Novice ranger on level 3.
You may find a Potion of Infra-vision on level 1.
You are fated to meet an Agent of the black market on level 5.
You are fated to find a Dagger on level 17.
You may find a Wand of Confuse Monster on level 9.


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
   
   The weapon of Fingolfin, High King of the Noldor; it shines
   like a column of ice lit by light unquenchable.  Morgoth
   came but unwillingly to meet it of old; his lame foot will
   remind him of its might should be meet it again.
   It can be activated for...
   frost ball (100) every 300 turns
   ...if it is being worn.
   It affects your speed.
   It does extra damage from frost.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
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) The Ring of Power 'Vilya' (+12,+12) (+3)
   
   The Ring of Sapphire, with clear blue gems that shine like
   stars, glittering untouchable despite all that Morgoth ever
   wrought.  Vilya is one of the three Rings of Power created
   by the Elves and hidden by them from Morgoth.
   It can be activated for...
   greater healing (900) every 200+d200 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 dexterity.
   It sustains your constitution.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to levitate.
   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.
f) 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.
k) The Necklace 'Nauglamir' (+3)
   
   A carencet of gold, set with a multitude of shining gems of
   Valinor.  Despite its size, its weight seems as that of
   gossamer.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your infravision.
   It affects your speed.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light every 50+d50 turns
   ...if it is being worn.
   It grants you the power of...
   detect curses
   ...if it is being worn.
   It provides light (radius 4) forever.
   It affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   
   A shimmering suit of true-silver, forged long ago by
   dwarven smiths of legend.  It gleams with purest white as
   you gaze upon it, and mighty are it powers to protect and
   banish.
   It can be activated for...
   genocide every 500 turns
   ...if it is being worn.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to blindness.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Shadow Cloak of Luthien [Globe of Light] [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to levitate.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Gauntlets of Eol [3,+15](60%) (+3)
   
   The iron-shod gauntlets of the Dark Elven smith Eol,
   tingling with magics that he could channel in battle.
   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 affects your intelligence.
   It affects your luck.
   It affects your mana capacity.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Hard Leather Boots 'Boromborm' [3,+10]
   
   It sustains your strength.
   It provides resistance to electricity.
   It provides resistance to dark.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
z) (nothing)
{) 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.
|) The Mattock of Ragorend (1d8) (+9,+6) (+1 attack)
   
   It affects your constitution.
   It affects your ability to tunnel.
   It affects your attack speed.
   It does extra damage from frost.
   It produces chaotic effects.
   It is a great bane of dragons.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) 19 Lembases
b) 15 Sprigs of Athelas
c) 7 Potions of Cure Insanity
d) a Potion of *Healing*
e) The Ring of Power 'Nenya' (+9,+9) (+2)
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 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 speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Cloak of Mimicry [Vala] of Galian [1,+16]
   
   It provides resistance to poison.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It aggravates nearby creatures.
   It fills you with the Black Breath.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   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 infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   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.
h) 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.
i) The Hatchet of the Night (2d6) (+34,+22) (+4)
   
   Found on an unmarked grave after a violent storm, this
   hatchet has a sinister aura of darkness and decay.
   It can be activated for...
   vampiric drain (3*100) every 250 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your stealth.
   It drains life from your foes.
   It is a great bane of undead.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Long Sword 'Vorpal Blade' (5d5) (+30,+30) (+2 to speed)
   
   "One, two! One, two!  And through, and through, the vorpal
   bladewent snicker-snack!"
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10]
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient.
   
   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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to 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.
l) The Horn of Rohan (+2)
   
   A horn carved from the bones of the Dragon of Ered-Mithrin,
   this heirloom of the House of Eorl bestows to its user the
   gifts of courage and command.
   It can be activated for...
   heroism, berserker, haste every 250 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It allows you to sense the presence of dragons.
   It cannot be harmed by acid, cold, lightning or fire.
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Ring of Tulkas (+4) (charging)
   
   The treasure of Tulkas, most fleet and wrathful of the
   Valar.
   It can be activated for...
   haste self (75+d75 turns) every 150+d150 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
b) 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.
c) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   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 poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
d) 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 dark.
   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.
e) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth) (charging)
   
   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.
f) The Cloak 'Colannon' [1,+13] (+3 to speed)
   
   A crystal-blue cape of fine silk worn by a silent messenger
   of the forces of Law. Somehow, its wearer is always able to
   escape trouble.
   It can be activated for...
   teleport every 45 turns
   ...if it is being worn.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) 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.
h) The Steel Helm 'Lebohaum' [20,+80]
   
   With the Helm 'Lebohaum' your head is safe!
   It can be activated for...
   sing a funny song every 3 turns
   ...if it is being worn.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   It can be activated for...
   acid bolt (5d8) every 5+d5 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
j) 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.
k) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
   
   A superbly crafted double-bladed axe that slays the
   creatures of earth and allows rapid recovery from their
   blows.
   It can be activated for...
   cure wounds (4d7) every 3+d3 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
   
   Forged by the Dwarves to defend their home of Khazad-dum
   from dragons, this axe has been lost to time... until now.
   It affects your attack speed.
   It is a great bane of dragons.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Dagger 'Dethanc' (E:0, L:0) (1d4) (+4,+6)
   
   A dagger covered in sparks and finely balanced for deadly
   throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It does extra damage from electricity.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Short Sword 'Gilettar' (1d7) (+0,+0) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   It is especially deadly against natural creatures.
   It provides resistance to disenchantment.
   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.
o) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   
   This fiery, shining blade earned its sobriquet "Foe-Hammer"
   from dying orcs who dared to come near hidden Gondolin.
   It affects your searching.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to light.
   It provides light.
   It allows you to sense the presence of orcs.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Broad Sword 'Orcrist' (2d5) (+5,+10) (+3)
   
   This coldly gleaming blade is called simply "Biter", by
   orcs who came to know its power all too well.
   It affects your searching.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It fights against evil with holy fury.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   
   This weapon of wrath, cursed with a violent anger, dives
   hungrily into the flesh of its enemies. It gathers shadows
   of death into itsowner as they inflict wounds that will
   never heal.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It produces chaotic effects.
   It is very sharp and can cut your foes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of evil beings.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
   
   A thin spike of thrice-forged steel caps a straight sylvan
   shaft cut from a legendary tree; spells to break the will
   of the undead and strike coldfear into the hearts of foes
   lie on this perfectly balanced spear.
   It affects your stealth.
   It affects your infravision.
   It affects your speed.
   It does extra damage from frost.
   It strikes at undead with holy wrath.
   It provides resistance to cold.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) (charging)
   
   With elemental powers whose struggles turn this weapon red
   and purest white, this shining reaper bears within it a
   power of going forth and returning.
   It can be activated for...
   word of recall every 200 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It does extra damage from fire.
   It does extra damage from frost.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Lance of Eorlingas (3d8) (+3,+21) (+2)
   
   "Forth Eorlingas!". To the field of Cormallen came Eorl the
   Youngto save beleaguered Gondor, and from his lance fled
   massive trolls and dire wolves.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It makes you completely fearless.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Whip 'Lasher' (1d6) (+12,+15) (+3)
   
   A powerful whip that is deadly against orcs.  It poisons
   your foes and is said to go "snicker snack".  
   It affects your dexterity.
   It affects your attack speed.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is especially deadly against orcs.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Morning Star 'Firestar' (2d6) (+5,+7) [+2]
   
   A famed battle-lord of old, with a ruddy head, colored as
   embers are that can yet rise up in wrath.
   It can be activated for...
   large fire ball (72) every 100 turns
   ...if it is being worn.
   It does extra damage from fire.
   It provides immunity to fire.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Short Bow of Corin (x3) (+15,+7) (+1 to speed)
   
   It affects your strength.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It provides light.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Short Bow of Amrod (x4) (+12,+15) (+2)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives enduranceand strength,
   while the other gives quickness and subtlety.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) The Ring of Power of Ren the Unclean (+1 to speed)
   
   It affects your speed.
   It affects your attack speed.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your dexterity.
   It makes you completely fearless.
   It provides resistance to nexus.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Power of Ji Indur Dawndeath (+3 attacks)
   
   It affects your attack speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your intelligence.
   It sustains your constitution.
   It provides resistance to sound.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Ring of Power of Dwar, Dog Lord of Waw (+4% of critical hits)
   
   It affects your wisdom.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to fire.
   It provides resistance to sound.
   It speeds your regenerative powers.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Ring of Power of Adunaphel the Quiet (+3% of critical hits)
   
   It affects your strength.
   It affects your dexterity.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your dexterity.
   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 poison.
   It provides resistance to dark.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Akhorahil the Blind (+3 to searching)
   
   It affects your dexterity.
   It affects your searching.
   It makes you invisible.
   It sustains your wisdom.
   It provides resistance to electricity.
   It provides resistance to blindness.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power of Khamul, the Black Easterling (+2)
   
   It affects your strength.
   It affects your intelligence.
   It makes you invisible.
   It sustains your intelligence.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Power of Uvatha the Horseman
   
   It makes you invisible.
   It sustains your constitution.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to shards.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Arsin (+3 attacks)
   
   It affects your wisdom.
   It affects your stealth.
   It affects your attack speed.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to paralysis.
   It provides resistance to confusion.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
i) 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.
j) The Ring of Durin (+2)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It drains experience.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Amulet of 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.
l) The Blue Stone 'Toris Mejistos' [Globe of Light](40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
   
   This green gem glows with inner light.  Aragorn son of
   Arathorn wore it at the Battle of the Pelennor Fields, and
   he was himself given the name of 'Elessar' by the people of
   Gondor because of this.
   It can be activated for...
   heal and cure black breath every 200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
n) The 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.
o) The Phial of Undeath (-5)
   
   It appears like the Phial of Galadriel at first - but wait!
   It is a cursed phial created by an evil wizard to lure
   adventurers into wielding it unknowingly.
   It can be activated for...
   ruination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 5) forever.
   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 luck.
   It allows you to sense presence of undead.
   It carries an ancient morgothian curse.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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.
q) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   It can be activated for...
   perilous identify every turn
   ...if it is being worn.
   It provides light (radius 1) forever.
   It cannot be harmed by acid, cold, lightning or fire.
r) 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 sound.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
s) 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 cannot be harmed by acid, cold, lightning or fire.
t) The Shadow Cloak of Tuor [6,+12] (+4)
   
   From the ruin of Gondolin did Tuor escape, through secret
   ways and travail, shielded by his cloak from a multitude of
   hostile eyes.
   It affects your dexterity.
   It affects your stealth.
   It makes you invisible.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It allows you to climb high mountains.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) 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.
v) 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.
w) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from frost.
   It provides resistance to cold.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
x) 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 giants.
   It is especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) 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.
b) 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.
c) 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 makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to poison.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
d) 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.
e) The Hard Leather Armour of Himring [6,+15]
   
   Contained within this studded cuirass of pliable leather is
   the memory of unvanquished Himring, defiant fortress
   surrounded by the legions of Morgoth.
   It can be activated for...
   protect evil (dur level*3 + d25) every 225+d225 turns
   ...if it is being worn.
   It provides resistance to poison.
   It provides resistance to nether.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
f) 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 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 light.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
   
   The midnight-hued steel circlet of the sorceress-queen
   Beruthiel, which grants extraordinary powers of sight and
   awareness at a terrible physical cost.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
   
   Wielded by Hurin Thalion in the Fifth Battle of Beleriand,
   this troll-bane smoked in the black blood of Gothmog's
   guards.
   It can be activated for...
   berserker and +10 to speed (50) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It does extra damage from acid.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It provides resistance to acid.
   It provides light.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
   
   Forged by the dwarves of Khazad-dum in a time of
   desperation, this axe turned many a battle against the
   invading orcs.
   It can be activated for...
   detect orcs every 10 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your searching.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
   
   A massive axe with twin razor-sharp heads, so large that it
   usuallyrequires two hands to wield, intricately engraved in
   gold with spellsto ward off the elements and smite evil.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It is especially deadly against giants.
   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 resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Dagger 'Narthanc' (E:0, L:0) (1d4) (+4,+6)
   
   A fiery dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It does extra damage from fire.
   It provides resistance to fire.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Long Sword of the Dawn (E:531100, L:33) (3d5) (+47,+30) (+4 to
infravision)
   
   Forged in the farthest East by a race of mighty
   spellcasters, thisshiny pale sword gleams with the rays of
   rising sun as you invokeits power of commanding legions of
   powerful immortal warriors...
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   Air
   
   It can be activated for...
   summon the Legion of the Dawn every 500+d500 turns
   ...if it is being worn.
   It affects your charisma.
   It affects your infravision.
   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 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 makes you invisible.
   It sustains your charisma.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It produces an electric sheath.
   It can clone monsters.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
   
   The famed "Flame of the West", the sword that was broken
   and is forged again.  It glows with the essence of fire,
   its wearer is mighty in combat, and no creature of Sauron
   can withstand it.  It will never be stained or broken even
   in defeat.
   It can be activated for...
   fire ball (72) every 400 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your luck.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to disenchantment.
   It provides light.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides resistance to light.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   
   A giant's weapon, with a long blade tall and straight
   thrusting out from a massive double-pronged hint.  On its
   blade are written doomspells against  both the living and
   undead.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   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 strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Spear of Orome (4d6) (+15,+15) (+4)
   
   The thrusting spear of wise Orome the Vala, strong against
   giants of frost, which can melt rock or flesh with ease.
   It can be activated for...
   stone to mud every 5 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It affects your speed.
   It does extra damage from fire.
   It is especially deadly against dragons.
   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 provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to light.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of giants.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
   
   Within this long thrusting spear lie the spirits of frost
   giants and fire demons, who war forever, trapped by magely
   spells.  
   It affects your intelligence.
   It does extra damage from fire.
   It does extra damage from frost.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at demons with holy wrath.
   It sustains your intelligence.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to sense the presence of giants.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Quarterstaff of Olorin (2d9) (+10,+13) (+4) (charging)
   
   A staff tall and sturdy, with rough-hewn runes that invoke
   the element of Earth, and which strikes down all creatures
   who live in the shadow of mountains.
   It can be activated for...
   probing, detection and full id every 1000 turns
   ...if it is being worn.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   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 provides resistance to life draining.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
   
   The radiant golden staff of an Istari of legend, this
   wizard's companion grants keen sight and the knowledge of
   many hidden things.
   It can be activated for...
   identify every 10 turns
   ...if it is being worn.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It fights against evil with holy fury.
   It provides resistance to light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
   
   The great bow of Beleg, made of black yew and strung with
   elven hair that faintly shines a pale clear gold.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to disenchantment.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
x) The metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
   
   A powerful boomerang that makes one agile and fast, with a
   thirst forevil and undead creatures, but demands its
   wielder not teleport, for fearof desertion.
   It affects your dexterity.
   It affects your speed.
   It poisons your foes.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   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 sound.
   It speeds your regenerative powers.
   It prevents teleportation.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) The Ring of Mirno (+11) (+5 to speed)
   
   It affects your constitution.
   It affects your speed.
   It sustains your constitution.
   It provides resistance to light.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
b) 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.
c) The Amulet 'Helchelos' (+1)
   
   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 light.
   It provides resistance to blindness.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Amulet of Natunglin (+3)
   
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Arkenstone of Thrain (+3) (charging)
   
   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.
f) The Palantir of Orthanc (+2) (charging)
   
   A shining white ball of unbreakable crystal, the ancient
   Palantiri were used by kings of Numenor and later by the
   Exiles for rapid communication between distant lands.
   Nothing is hidden from one who gazes into a Palantir: but
   the observed will also be aware of the observer, as was
   Sauron when Saruman tried to spy on him with this
   particular Palantir.
   It can be activated for...
   clairvoyance every 100+d100 turns
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It affects your infravision.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Augmented Chain Mail of Edhrinth (-2) [16,+3]
   
   It sustains your strength.
   It sustains your intelligence.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Brigandine Armour 'Naraurgin' (-3) [19,+9]
   
   It sustains your constitution.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to shards.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
i) 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.
j) The Cloak 'Colluin' [1,+20]
   
   A cape worn by a hero from Valinor, a land utterly beyond
   the strife of Elements.
   It can be activated for...
   resistance (20+d20 turns) every 111 turns
   ...if it is being worn.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It allows you to sense the presence of good beings.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Cloak of Thingol [1,+18] (+3)
   
   A sable-hued cloak, with glowing elven-runes to restore
   magic showing calm and clear as moonlight on still water.
   It can be activated for...
   recharge item I every 70 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to blindness.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Iron Helm 'Holhenneth' [5,+10] (+2)
   
   A famous helm of forged iron granting extraordinary powers
   of mind and awareness.
   It can be activated for...
   detection every 55+d55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Steel Helm of Hammerhand [6,+19] (+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.
o) 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.
p) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
   
   A royal heirloom of the southern coast, strong in combat
   against evil creatures of the earth.
   It affects your constitution.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
   
   A giant sword once wielded by mighty Turin, and a great
   dragonbane which bathed in Glaurung's blood:  but beware,
   it will drink the blood of those who wield it eventually.
   It affects your strength.
   It does extra damage from fire.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to nexus.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It speeds your regenerative powers.
   It drains life.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Dark Sword 'Mormegil' (E:64610, L:27) (6d7) (+3,+1) [-20] (+2 to speed)
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from acid.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It strikes at undead with holy wrath.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Whip of Gothmog (3d6) (+15,+16) (-2)
   
   With this unbearably bright whip of flame, the Balrog
   Gothmog has become known for never having lost in combat.
   It affects your intelligence.
   It affects your dexterity.
   It affects your infravision.
   It does extra damage from fire.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It strikes at demons with holy wrath.
   It is especially deadly against natural creatures.
   It provides resistance to fire.
   It provides resistance to light.
   It provides light.
   It allows you to sense the presence of spiders.
   It allows you to sense the presence of demons.
   It speeds your regenerative powers.
   It drains life.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
   
   Named for a fiery star and set with gems of great worth
   binding mystic virtues of protection and thought.
   It affects your intelligence.
   It does extra damage from fire.
   It is especially deadly against natural creatures.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Long Bow of Bard (x5) (+17,+19) (+2)
   
   The great yew bow of grim-faced Bard, who shot the
   mightiest arrow that songs record.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It allows you to sense the presence of dragons.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
   
   A great brazen arbalest with arms of gleaming steel,
   shooting quarrels with speed and power for those brave
   enough to risk betrayal.
   It can be activated for...
   magic arrow (10d10) every 20+d20 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It fires missiles with extra might.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Horn of Boromir (+3) (charging)
   
   Boromir's horn gives courage and endurance to the wearer,
   provided he does not wish to travel in secrecy: for it must
   always sound when its wielder sets forth on a journey.
   "Loud and clear it sounds in the valleys of the hills...
   and then let all the foes of Gondor flee!"
   It can be activated for...
   mass human summoning every 1000 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It makes you completely fearless.
   It provides resistance to fire.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) The Ring of Power of Ren the Unclean (+1 to speed)
   
   It affects your speed.
   It affects your attack speed.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your dexterity.
   It makes you completely fearless.
   It provides resistance to nexus.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Power of Ji Indur Dawndeath (+3 attacks)
   
   It affects your attack speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your intelligence.
   It sustains your constitution.
   It provides resistance to sound.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Ring of Power of Dwar, Dog Lord of Waw (+4% of critical hits)
   
   It affects your wisdom.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to fire.
   It provides resistance to sound.
   It speeds your regenerative powers.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Ring of Power of Adunaphel the Quiet (+3% of critical hits)
   
   It affects your strength.
   It affects your dexterity.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your dexterity.
   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 poison.
   It provides resistance to dark.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Akhorahil the Blind (+3 to searching)
   
   It affects your dexterity.
   It affects your searching.
   It makes you invisible.
   It sustains your wisdom.
   It provides resistance to electricity.
   It provides resistance to blindness.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power of Khamul, the Black Easterling (+2)
   
   It affects your strength.
   It affects your intelligence.
   It makes you invisible.
   It sustains your intelligence.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Power of Uvatha the Horseman
   
   It makes you invisible.
   It sustains your constitution.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to shards.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Arsin (+3 attacks)
   
   It affects your wisdom.
   It affects your stealth.
   It affects your attack speed.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to paralysis.
   It provides resistance to confusion.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
i) 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.
j) The Ring of Durin (+2)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It drains experience.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Amulet of 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.
l) The Blue Stone 'Toris Mejistos' [Globe of Light](40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
   
   This green gem glows with inner light.  Aragorn son of
   Arathorn wore it at the Battle of the Pelennor Fields, and
   he was himself given the name of 'Elessar' by the people of
   Gondor because of this.
   It can be activated for...
   heal and cure black breath every 200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
n) The 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.
o) The Phial of Undeath (-5)
   
   It appears like the Phial of Galadriel at first - but wait!
   It is a cursed phial created by an evil wizard to lure
   adventurers into wielding it unknowingly.
   It can be activated for...
   ruination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 5) forever.
   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 luck.
   It allows you to sense presence of undead.
   It carries an ancient morgothian curse.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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.
q) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   It can be activated for...
   perilous identify every turn
   ...if it is being worn.
   It provides light (radius 1) forever.
   It cannot be harmed by acid, cold, lightning or fire.
r) 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 sound.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
s) 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 cannot be harmed by acid, cold, lightning or fire.
t) The Shadow Cloak of Tuor [6,+12] (+4)
   
   From the ruin of Gondolin did Tuor escape, through secret
   ways and travail, shielded by his cloak from a multitude of
   hostile eyes.
   It affects your dexterity.
   It affects your stealth.
   It makes you invisible.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It allows you to climb high mountains.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) 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.
v) 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.
w) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from frost.
   It provides resistance to cold.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
x) 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 giants.
   It is especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 11.2.2003 01:12

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1060. on the Ladder (of 19090)
446. on the ToME Ladder (of 3155)
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On 11.2.2003 01:12 Stauce@interfree.it wrote:
This is the first character I played with. Do you like it?
It was very very hard to win the game... by the way, obviously warrior characters are disvantaged in fightin' with powerful mages (mages? GODS!!!) like Morgoth or Sauron. But Eowyn is NOT a simple warrior... She is THE warrior (or not?).

On 11.2.2003 14:51 melojunior@eml.cc wrote:
pretty good...
now you're ready to go West with a wooden ship. ;)

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