The Angband Ladder: Deagol, Hobbit High-Mage by Neil Stevens

  [T.o.M.E. 1.0.0 Character Dump]

 Name  : Deagol                 Age                 76       STR: 18/150       
 Sex   : Male                   Height              41       INT: 18/***       
 Race  : Spectre Hobbit         Weight              50       WIS: 18/***       
 Class : High-Mage              Social Class        68       DEX: 18/190       
 Body  : Player                                              CON: 18/***       
 Magic : Magery                                              CHR: 18/***       
                                                                               
 + To Hit          -23      Level             50    Max Hit Points      1529   
 + To Damage       -36      Experience  24336438    Cur Hit Points      1529   
 + To AC           133      Max Exp     24336438    Max SP (Mana)        945   
   Base AC          22      Exp to Adv.    *****    Cur SP (Mana)        945   
                            Gold        11512453    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Poor         Perception  : Heroic       Blows/Round:  6         
 Bows/Throw  : Fair         Searching   : Heroic       Shots/Round:  1         
 Saving Throw: Legendary[12]Disarming   : Heroic       Wpn.dmg/Rnd:  6d6-216   
 Stealth     : Legendary[15]Magic Device: Legendary[17]Infra-Vision: 130 feet  
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Hobbit Burglar.  You            
          are a well liked child.  You had a ring taken from you, and          
          now you are out for revenge!  You have dark eyes, dark               
          hair, and an dark complexion.                                        


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 109 (5450')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 669 (33450')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 39 (1950')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.

     Your Attributes:
You are dead.
You can create food.
You can mystify pets.
You can wake up a pet.
You can learn some spells/prayers.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You can climb hight mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are very lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are incorporeal.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are immune to nether forces.
Your eyes are resistant to blindness.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon strikes at animals with extra force.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon is especially deadly against orcs.

 Spell list:
  * Magery realm
     |-Magic Missile                            level 9
     |-Detect Monsters                          level 1
     |-Detect Traps                             level 1
     |-Teleport                                 level 1
     |-Ethereal Eye                             level 1
     |-Identification                           level 1
     |-Haste Self                               level 1
     |-Elemental Blast                          level 9
     |-Teleport Away                            level 1
     |-Meditation                               level 1
     |-Elemental Shield                         level 1
     |-Sunfire                                  level 12
     |-Force of the Elements                    level 2
     |-Pyrrhic Blast                            level 1
     |-Recharging II                            level 1
     |-Clairvoyance                             level 1
     |-Anarchy Force                            level 5
     |-Mana Strike                              level 12


 2 of your companions have been killed.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent between 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 25 princesses.
 You saved Arda and became a famed King.

 You have defeated 34875 enemies.


  [Character Equipment]

a) The Small Sword 'Sting' (E:0, L:0) (1d6) (+5,+7) (+2 to speed) {Shelob}
   
   "I will give you a name, and I shall call you Sting."  The
   perfect size  for Bilbo, and stamped forever by the courage
   he found in Mirkwood, this  sturdy little blade grants the
   wearer combat prowess and survival abilities they did not
   know they had.
   It is from a group of Elven items once entrusted to Hobbits
   
   It is sentient.
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It affects your attack speed.
   It is especially deadly against orcs.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to light.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of spiders.
   It allows you to sense presence of undead.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {Smaug}
   
   A crossbow that grants fiery speed to he who finds it, and
   from which shoot bolts that blaze with flame unquenchable.
   It can be activated for...
   fire branding of bolts every 999 turns
   ...if it is being worn.
   It affects your speed.
   It provides resistance to fire.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
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.
k) The Jewel 'Evenstar'(60%) (+3) {6350'}
   
   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 affects your hit points.
   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.
m) The Phial of Galadriel (+4) {Azog}
   
   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 wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your luck.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Dragonrider Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
o) an Elven Cloak of the Magi (-1,-3) [4,+19] (+2)
   
   It affects your intelligence.
   It affects your stealth.
   It affects your searching.
   It affects your speed.
   It affects your luck.
   It sustains your intelligence.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+25] (+4) {1550'}
   
   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 light.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Golden Crown of Gondor [0,+15] (+3) {3200'}
   
   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 shards.
   It provides resistance to chaos.
   It provides light.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   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 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) a Pair of Hard Leather Boots of Speed [3,+10] (+9)
   
   It affects your speed.
z) (nothing)
{) (nothing)
|) The Mattock of Nain (3d8) (+12,+18) (+6 to searching) {Invasion}
   
   Wielded by Nain of the Iron Hills at the Battle of
   Azanulbizar, this great mattock brought victory to the
   Dwarves over Azog's Orcs - though Nain himself fell at the
   last, even with victory already assured.
   It can be activated for...
   stone to mud every 7+d5 turns
   ...if it is being worn.
   It affects your strength.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It does extra damage from acid.
   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 provides resistance to acid.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It allows you to climb high mountains.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) 3 Magery Spellbooks [Apprentice Handbook] {!k!v!d!s@m0@b0@G0}
b) 3 Magery Spellbooks [Mystical Words] {!k!v!d!s@m1@b1@G1}
c) 3 Magery Spellbooks [Arcane Chants] {!k!v!d!s@m2@b2@G2}
d) 2 Magery Spellbooks [Locus of Force] {!k!v!d!s@m3@b3@G3}
e) 6 Magery Spellbooks [Powerful Sigils] {!k!v!d!s@m4@b4@G4}
f) 4 Magery Spellbooks [Forces of the Mind] {!k!v!d!s@m6@b6@G6}
g) 2 Magery Spellbooks [Power of Ancient Sorcerors] {!k!v!d!s@m7@b7@G7}
h) 8 Potions of Cure Insanity
i) 17 Potions of Healing {@q0}
j) 15 Potions of *Healing*
k) a Potion of Life
l) 10 Potions of Restore Mana
m) 2 Potions of Restore Life Levels
n) 6 Scrolls of Satisfy Hunger {@r0}
o) a Golden Rod of Recall (125/125) {!*}
p) The Elfstone 'Elessar' (+7,+7) [+10] (+4) {!O}
   
   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.
q) The Cloak of Mimicry [Ghost] of Nevar [1,+15] {Angband Crypt}
   
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your charisma.
   It provides immunity to electricity.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It allows you to fly.
   It cannot be harmed by acid, cold, lightning or fire.
r) 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.
s) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10](40%)
   
   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 affects your hit points.
   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.
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 2 Magery Spellbooks [Powerful Sigils] {!k!v!d!s@m4@b4@G4}
b) 2 Magery Spellbooks [Disruptive Forces] {!k!v!d!s@m5@b5@G5}
c) 2 Magery Spellbooks [Forces of the Mind] {!k!v!d!s@m6@b6@G6}
d) a Mithril Rod of Charging of Nothing (160/160)
   
   It regenerates its mana faster.
e) a Mithril Rod of Nothing (160/160)
f) a Wand of Rockets (3 charges) {!*}
g) a Ring of Invisibility {Happy Birthday}
h) The Palantir of Orthanc (+2)
   
   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.
i) The Full Plate Armour of Dimrog (-3) [25,+17]
   
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to acid.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Soft Leather Armour of Gaethon [4,+18]
   
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
k) a Small Leather Shield of Reflection [2,+11] {Bullroarer}
   
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Dragon Helm of Thrain [8,+11]
   
   It sustains your dexterity.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to blindness.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {1500'}
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Pauraegen' [2,+15] {Princess 1650'}
   
   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 provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) {Invasion}
   
   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 resistance to nether.
   It provides light.
   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.
p) 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.
q) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) {3300'}
   
   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.


  [Home Inventory - Gondolin ]

a) The Star of Elendil (+1) {2500'}
   
   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.
b) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Chain Mail of Arvedui (-2) [14,+15] (+2) {1550'}
   
   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 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 shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Filthy Rag of the Wight [1,+2] (+2 to searching)
   
   It affects your intelligence.
   It affects your searching.
   It affects your spell power.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) {800'}
   
   Familar with the secret ways hidden in darkness, this
   leather cuirass is truly more than it appears.
   It affects your stealth.
   It affects your searching.
   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 cannot be harmed by acid, cold, lightning or fire.
f) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Orc Cave Special}
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Large Leather Shield of Celegorm [4,+20] {Moria Special}
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Thengel [3,+12] (+3) {1550'}
   
   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.
i) The Iron Helm 'Holhenneth' [5,+10] (+2) {3300'}
   
   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.
j) The Set of Leather Gloves 'Cammithrim' [1,+10] {Orc Cave Special}
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4) {1100'}
   
   A set of handgear so icy as to be able to fire frost bolts.
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) {1650'}
   
   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.
m) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4) {1550'}
   
   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.
n) The Dagger 'Belangil' (2d4) (+6,+9) (+2) {Eol}
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6) {1800'}
   
   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 provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2) {1650'}
   
   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.
q) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) {1550'}
   
   Famed sea-defender of Lebennin.  A short, slightly curved
   chopping blade  with a perfect edge shining cleanly in the
   sun, an object of hate to the men of Umbar who met it in
   combat.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) {Orc Cave Special}
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2) {1500'}
   
   The "Singing Blade", whose wearer can slay Orcs and Trolls
   in the hidden and secret places of the earth.
   It affects your dexterity.
   It affects your charisma.
   It affects your stealth.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {1100'}
   
   The mighty spear of Gil-galad, famed as "Snow-point" in the
   songs of Elves, against which all the foul corruptions of
   Sauron dashed in vain.
   It can be activated for...
   lightning ball (100) every 500 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your dexterity.
   It does extra damage from electricity.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of undead.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Trident of Ulmo (4d8) (+15,+19) (+4) {1550'}
   
   The awesome weapon of the Vala Ulmo, Lord of Waters.
   Mightest of all the powers of good save Manwe himself, Ulmo
   laughs in scorn at the dread powers  of the undead, and is
   utterly in command of the element of water.
   It can be activated for...
   teleport away every 150 turns
   ...if it is being worn.
   It affects your dexterity.
   It is especially deadly against dragons.
   It is especially deadly against natural creatures.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to nether.
   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.
v) The Trident of Wrath (3d8) (+16,+18) (+2) {Watcher}
   
   A massive triple-pronged spear, so great it normally
   requires two hands to wield, evoking the spirit of Osse who
   with it pierced legions of evil and undead.
   It affects your strength.
   It affects your dexterity.
   It produces chaotic effects.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It provides resistance to light.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It drains mana.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Quarterstaff of Olorin (2d9) (+10,+13) (+4) {2500'}
   
   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 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.
x) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) {Old Man Willow}
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   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.


  [Home Inventory - Minas Anor ]

a) The Crystal Ball of Godly Sights {750' !*}
   
   It can be activated for...
   restoration
b) The Bolt Trap Set of Ahromarwar (+25,+15) [+30] (+3)
   
   A trap that can almost never be detected. Its missiles may
   be mere pebbles, but fired at an incredibly high velocity
   to penetrate even the toughest hide or armour.
   It is well-hidden.
   It rearms itself.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Ring of Tulkas (+4)
   
   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.
d) The Amulet 'Cilwe' (+5) {Royal Shop}
   
   It affects your dexterity.
   It sustains your wisdom.
   It sustains your charisma.
   It provides resistance to nether.
   It provides resistance to nexus.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Metal Brigandine Armour of Hathrad (-3) [19,+6] {3300' Elec !O}
   
   It sustains your strength.
   It provides immunity to electricity.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Dragonrider Coat of Mardra [9,+25] (+5 to stealth) {Angband Crypt}
   
   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.
g) The Jewel Encrusted Crown of Numenor [0,+18] (+3) {Angband Crypt}
   
   A crown of massive gold, set with wondrous jewels of
   thought and warding, worn by the kings of ancient Numenor.
   Its wearer may go into battle always knowing what he faces
   - unless his own folly blinds him to the nature and
   magnitude of the task.
   It can be activated for...
   analyze monster every 500+d100 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 speed.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides light.
   It allows you to see invisible monsters.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Steel Helm of Hammerhand [6,+20] (+3) {Minotaur}
   
   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.
j) The Steel Helm 'Lebohaum' [20,+80] {3200'}
   
   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.
k) The Dragon Helm of Dor-Lomin [8,+20] (+4) {Gothmog}
   
   The legendary dragon helm of Turin Turambar, a object of
   dread to the servants of Morgoth.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   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 light.
   It provides resistance to blindness.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragons.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
l) 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.
m) The Long Sword 'Ringil' (4d5) (+22,+25) (+10) {1550'}
   
   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.
n) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
   
   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.
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It is heavily cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2) {2000'}
   
   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.
p) The Scythe of Slicing of Luthilda (8d4) (+6,+4) (+1) {Gothmog}
   
   It must be wielded two-handed.
   It affects your intelligence.
   It affects your constitution.
   It produces chaotic effects.
   It is very sharp and make your foes bleed.
   It is especially deadly against dragons.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
   
   The long-lost weapon of Kzurin, Dwarven champion of ancient
   Belegost, with runes of strength in its handle, and flames
   and sparks that roar and crackle around its massive head.
   It affects your strength.
   It affects your constitution.
   It does extra damage from electricity.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against natural creatures.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
r) 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.
s) The Seeker Bolt 'Carathil' (4d5) (+19,+12) (+3 attacks) {3200'}
   
   It affects your dexterity.
   It affects your attack speed.
   It does extra damage from fire.
   It poisons your foes.
   It is a great bane of dragons.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Seeker Arrow of Gondor (10d8) (+10,+20) {Gothmog}
   
   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.
u) The Mage Staff of Vathianya (1d4) (-6,-10)(20%) (+1) {1000'}
   
   It can be wielded two-handed.
   It affects your intelligence.
   It affects your mana capacity.
   It affects your spell power.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) The Crumpled Scroll of Mass Resurrection {1050'}
   
   It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Barahir (+1) {3300'}
   
   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.
c) The Ring of Power 'Vilya' (+12,+12) (+3) {!O}
   
   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.
d) The Ring of F'lar (+3) {Adunaphel}
   
   The mighty ring of the Dragonrider F'lar that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to F'lar by Celegorm when he arrived on Arda
   with a full weyr of Dragonrider.
   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.
e) The Ring of Durin (+3) {3500'}
   
   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 affects your attack speed.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It drains experience.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Amulet of Carlammas (+2) {3300'}
   
   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.
g) The Amulet of Ingwe (+3) {3300'}
   
   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.
h) The Blue Stone 'Toris Mejistos'(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 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.
i) The Stone of Lore {Moria Special}
   
   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.
j) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Hard Leather Armour of Wilmar (-1) [6,+12] {3300' Fire/Acid !O}
   
   It provides immunity to acid.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Padded Armour 'Galdan' [4,+11] {750' Cold !O}
   
   It sustains your strength.
   It sustains your wisdom.
   It provides immunity to cold.
   It provides resistance to electricity.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Leather Scale Mail 'Silmen' (-1) [11,+10] {1550'}
   
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to dark.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Large Metal Shield of Anarion [5,+20] {Invasion}
   
   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 sound.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Hard Leather Cap of Thranduil [2,+10] (+2) {1650'}
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to dark.
   It provides resistance to blindness.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Iron Helm of Knowledge [6,+20] (-6) {Glass Golem}
   
   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.
q) 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 speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Beaked Axe of Hurin (2d6) (+12,+20) (+3) {3300'}
   
   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.
s) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4) {2150'}
   
   Forged from meteoric iron, this long chopping dagger slices
   through  ordinary metal as easily as its title, "Iron
   Cleaver", suggests.
   It affects your dexterity.
   It affects your stealth.
   It affects your searching.
   It does extra damage from acid.
   It poisons your foes.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed) {Adunaphel}
   
   "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.
u) 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.
v) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed, Angband Crypt}
   
   This sword has runes of power incused on its ornate hint,
   and a single blood channel that gleams coldly blue as you
   grasp this mighty weapon of peril.
   It affects your constitution.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to disenchantment.
   It allows you to sense the presence of dragons.
   It allows you to sense the presence of demons.
   It drains life.
   It aggravates nearby creatures.
   It is heavily cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2) {2000' GV}
   
   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 light.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It speeds your regenerative powers.
   It drains life.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) {Invasion}
   
   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.


  [Home Inventory - Gondolin ]

a) The Star of Elendil (+1) {2500'}
   
   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.
b) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Chain Mail of Arvedui (-2) [14,+15] (+2) {1550'}
   
   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 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 shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Filthy Rag of the Wight [1,+2] (+2 to searching)
   
   It affects your intelligence.
   It affects your searching.
   It affects your spell power.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) {800'}
   
   Familar with the secret ways hidden in darkness, this
   leather cuirass is truly more than it appears.
   It affects your stealth.
   It affects your searching.
   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 cannot be harmed by acid, cold, lightning or fire.
f) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Orc Cave Special}
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Large Leather Shield of Celegorm [4,+20] {Moria Special}
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Thengel [3,+12] (+3) {1550'}
   
   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.
i) The Iron Helm 'Holhenneth' [5,+10] (+2) {3300'}
   
   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.
j) The Set of Leather Gloves 'Cammithrim' [1,+10] {Orc Cave Special}
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4) {1100'}
   
   A set of handgear so icy as to be able to fire frost bolts.
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) {1650'}
   
   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.
m) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4) {1550'}
   
   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.
n) The Dagger 'Belangil' (2d4) (+6,+9) (+2) {Eol}
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6) {1800'}
   
   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 provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2) {1650'}
   
   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.
q) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) {1550'}
   
   Famed sea-defender of Lebennin.  A short, slightly curved
   chopping blade  with a perfect edge shining cleanly in the
   sun, an object of hate to the men of Umbar who met it in
   combat.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) {Orc Cave Special}
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2) {1500'}
   
   The "Singing Blade", whose wearer can slay Orcs and Trolls
   in the hidden and secret places of the earth.
   It affects your dexterity.
   It affects your charisma.
   It affects your stealth.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {1100'}
   
   The mighty spear of Gil-galad, famed as "Snow-point" in the
   songs of Elves, against which all the foul corruptions of
   Sauron dashed in vain.
   It can be activated for...
   lightning ball (100) every 500 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your dexterity.
   It does extra damage from electricity.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of undead.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to light.
   It provides light.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Trident of Ulmo (4d8) (+15,+19) (+4) {1550'}
   
   The awesome weapon of the Vala Ulmo, Lord of Waters.
   Mightest of all the powers of good save Manwe himself, Ulmo
   laughs in scorn at the dread powers  of the undead, and is
   utterly in command of the element of water.
   It can be activated for...
   teleport away every 150 turns
   ...if it is being worn.
   It affects your dexterity.
   It is especially deadly against dragons.
   It is especially deadly against natural creatures.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to nether.
   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.
v) The Trident of Wrath (3d8) (+16,+18) (+2) {Watcher}
   
   A massive triple-pronged spear, so great it normally
   requires two hands to wield, evoking the spirit of Osse who
   with it pierced legions of evil and undead.
   It affects your strength.
   It affects your dexterity.
   It produces chaotic effects.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It provides resistance to light.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It drains mana.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Quarterstaff of Olorin (2d9) (+10,+13) (+4) {2500'}
   
   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 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.
x) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed) {Old Man Willow}
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   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.



Posted on 28.3.2003 09:53

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1369. on the Ladder (of 19090)
557. on the ToME Ladder (of 3155)
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On 28.3.2003 09:53 Neil Stevens wrote:
Look what I found.. I thought I won this in Pern 5, but I guess it was ToME 1 after all.

On 28.3.2003 15:26 wrote:
Curious,
why has Sting only 0 exp ?

T.

On 28.3.2003 15:29 Neil Stevens wrote:
He couldn't hit anything with Sting if he tried! To Hit -23

And even if magically he did hit something, it wouldn't hurt! Wpn.dmg/Rnd: 6d6-216

So I was in no danger of Sting getting earthquakes. :-)

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