The Angband Ladder: Gleam, Troll Assassin by AmyBSOD

  [ToME 2.3.5 (SX) Character Sheet]

 Name  : Gleam                  Age                 27       STR!     40       
 Sex   : Neuter                 Height              39       Int!     40     40
 Race  : Troll                  Weight             187       Wis!     40     40
 Class : Assassin               Social Class         3       Dex!     40     40
 Body  : Player                                              Con!     40     40
 God   : Melkor Bauglir                                      CHR!     40       
                                                                               
 + To Melee Hit         126 Level             50    Hit Points      -24/  1156 
 + To Melee Damage      100 Experience  33441915    Spell Points    284/   288 
 + To Ranged Hit         72 Max Exp     33576111    Sanity          930/   930 
 + To Ranged Damage      14 Exp to Adv.    *****    Piety                61963 
   AC                 15+99 Gold         1050182    Speed           Fast (+49) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary    Perception  : Fair         Blows/Round:  18        
 Bows/Throw  : Excellent    Searching   : Fair         Shots/Round:  1         
 Saving Throw: Very Good    Disarming   : Poor         Mel.dmg/Rnd:  36d4+1800 
 Stealth     : Excellent    Magic Device: Good         Infra-Vision: 1280 feet 
                                                       Tactic:       furious   
                                                       Explor:       normal    
                         (Character Background)                                
          You are the offspring of a Water-Troll Warrior.  You have            
          slime green eyes, oily bright red hair, and white scabby             
          skin.                                                                
                                                                               


  [Miscellaneous information]

 Joke monsters:        ON
 Maximize mode:        ON
 Monster levelscaling: ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ON
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 100 (5000')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 668 (33400')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        The Void: Level 148 (7400')
        Paths of the Dead: Level 70 (3500')
        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 65 (3250')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        Death fate: Level 1 (50')
        A lost temple: Level 34 (1700')

 Your body was a Player.
 You have defeated 20974 enemies.
 You tried to destroy Melkor forever, but died in the attempt.
 Arda will be quiet, but not free from evil.
 You destroyed the One Ring, thus weakening Sauron.
 You abandoned Gondolin when it most needed you, thus causing its destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You have completed 40 princess quests.
 You have completed 58 lost sword quests.
 You saved Arda and became a famed Ruler.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 15th Quelle of the 2890th year of the third age.
 Your adventure lasted 29 days.

     Your Attributes:
You are dead, killed by an Ancient brass dragon on level 668 of Nether Realm.
You can feel the danger of evil magic.
You can drive yourself into a berserk frenzy.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
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 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 resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your 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 freezes your foes.
Your weapon poisons your foes.


                    adefkmnopsuxz{|@            
        Add Str   : ..274...4*2....+            
        Add Int   : ..2......*.....+            
        Add Wis   : ..2.4....*.....+            
        Add Dex   : 2.2......*......            
        Add Con   : ..2.....4*2....+            
        Add Chr   : ..2.4....*.....+            
        Add Stea. : ..27............            
        Add Sear. : ...7............            
        Add Infra : .........*......            
        Add Tun.. : ..............6.            
        Add Speed : 2*2741.....*....            
        Add Blows : 2..7............            
        Poison Brd: +...............            
        Cold Brand: +...............            
        Sust Str  : ...............+            
        Sust Int  : ..+...+.........            
        Sust Wis  : ..+.............            
        Sust Dex  : ................            
        Sust Con  : ................            
        Sust Chr  : ..++............            
        Invisible : ...+...........+            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ..+...+.+.+.....            
        Hold Life : ..+..+..........            
        Imm Acid  : ......*.*+......            
        Res Elec  : .........+......            
        Imm Fire  : .+..+....+.....*            
        Imm Cold  : +.*...+..+......            
        Res Pois  : ....+....+......            
        Res Fear  : ....+...........            
        Res Light : .........+......            
        Res Dark  : .+.......+......            
        Res Blind : ..+.............            
        Res Conf  : .........+......            
        Res Sound : ........+.......            
        Res Shard : ......+.........            
        Res Neth  : ......+..+......            
        Res Nexus : ......+..+......            
        Res Chaos : ........+.......            
        Res Disen : ...++.+.+.......            
        Lite      : .....+...+......            
        See Invis : +.+..+...+......            
        Digestion : +...............            
        Regen     : +..............+            
        Activate  : +++.++..........            
        Cursed    : .........+......            
        Hvy Curse : .........+......            
        Prm Curse : .........+......            
        Climb     : ...+............            
        Orc.ESP   : ........+.......            
        Full ESP  : ..+......+......            

Skills (points left: 0)
 - Combat                                        55.705 [0.920]
          - Weaponmastery                        49.800 [0.800]
                   - Sword-mastery               54.211 [0.720]
                            . Critical-hits      56.268 [0.930]
          - Archery                              00.004 [0.200]
                   . Sling-mastery               01.380 [0.320]
                   . Boomerang-mastery           05.100 [0.500]
          . Barehand-combat                      05.600 [0.520]
 - Sneakiness                                    16.625 [2.100]
          . Stealth                              35.838 [2.180]
          . Disarming                            00.500 [1.000]
          . Backstab                             18.076 [2.120]
          . Stealing                             01.000 [0.200]
          . Dodging                              15.150 [2.100]
 - Magic                                         15.606 [0.620]
          . Magic-Device                         20.900 [0.850]
          . Spell-power                          01.772 [0.340]
                   . Air                         12.020 [0.640]
          . Conveyance                           00.000 [0.100]
          . Divination                           00.000 [0.100]
          . Temporal                             34.240 [0.690]
          . Udun                                 02.200 [0.500]
          . Thaumaturgy                          09.804 [0.600]
 - Spirituality                                  44.833 [1.030]
          . Prayer                               35.196 [0.720]
          . Druidistic                           01.772 [0.340]
 - Monster-lore                                  00.000 [0.500]
          . Symbiosis                            03.460 [0.460]

Abilities
 * Extra Max Blow(1)
 * Spread blows


  [Fates]

You may find a Scroll titled "turspot dan yp" of Rumour on level 12.
You are fated to meet a Snail on level 1.
You are fated to meet a Gorcrow on level 3.


  [Character Equipment]

a) The Dagger 'Belangil' (2d4) (+11,+12) (+2)
    It can be activated for frost ball (48) every 5+d5 turns if it is
    being worn. It increases your dexterity, speed and attack speed by 2.  
    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.  
    It was given to you as a reward.
d) The Light Crossbow 'Cubragol' (x3) (+11,+14) (+10)
    It can be activated for fire branding of bolts every 999 turns if it
    is being worn. It increases your speed by 10.  It provides resistance 
    to fire and dark.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
e) The Ring of Power 'Nenya' (+9,+9) (+2)
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 84 of
    Angband.
f) The Jet Ring 'Alinde' (+7)
    It increases your strength, stealth, searching, speed, attack speed
     and ability to score critical hits by 7.  It makes you invisible.  It
    sustains your charisma.  It provides resistance to disenchantment.  It
    allows you to climb mountains.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 62 of Dol Guldur.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal and cure black breath every 200 turns if
    it is being worn. It provides light (radius 3) forever.  It increases 
    your strength, wisdom, charisma and speed by 4.  It makes you
    completely fearless.  It provides resistance to fire, poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of Ghatanothoa on level 89 of Angband.
m) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area every 50+d50 turns
     if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases 
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 63 of The
    Sacred Land Of Mountains.
n) The Hard Studded Leather of Ostandar (-1 to accuracy) [7,+3]
    It sustains your intelligence.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to cold, 
    shards, nether, nexus and disenchantment.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Armoury.
o) a Snakeskin Cloak of Air [1,+12]
    It allows you to breathe without air.  
    You found it lying in a vault on level 62 of Dol Guldur.
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and constitution by 4.  It provides
    immunity to acid.  It provides immunity to paralysis.  It provides
    resistance to sound, chaos and disenchantment.  It allows you to sense
    the presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Elder vampire on level 54 of Mordor.
s) The Massive Iron Crown of Morgoth [0,+12] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 100 of
    Angband.
u) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2.  It provides
    immunity to paralysis.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Phineas T. Barnum on level 15 of Mirkwood.
x) a Pair of Hard Leather Boots of Speed [3,+16] (+10)
    It increases your speed by 10.  
    You bought it from the Footwear Shop.
z) (nothing)
{) (nothing)
|) a Mattock of Digging (+6)
    It increases your ability to tunnel by 6.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Pantyhose on level 68 of The Sacred Land Of
    Mountains.


  [Character Inventory]

a) The Tome of Gleam {@m3}
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
b) The Bag of Tricks (charging) {mass genocide !*}
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Byakhee on level 58 of Mordor.
c) The Gem of Wisdom {satisfy hunger}
    It can be activated for satisfy hunger every 100 turns.  
    You found it in the remains of a Mummified noble on level 73 of Angband.
d) Kelek's Practical Joke {cure insanity}
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Daemonette of Slaanesh in a plain of
    grass.
e) 60 Pungent Potions of Healing {50% off}
f) 51 Ivory White Potions of *Healing*
g) 2 Dark Green Potions of Life
h) a Smoky Potion of Invulnerability
i) 54 Scrolls titled "ash murag" of Teleportation {75% off}
j) 92 Scrolls titled "roite oxywun" of *Identify*
k) a Scroll titled "ernih tabsnik" of *Remove Curse*
l) a Silver Rod of the Istari of Home Summoning (200/200)
m) a Silver Rod of the Istari of Teleport Other (200/200)
n) a Mithril Rod of the Istari of Detection (290/320) {@z1}
o) an Adamantite Rod of Cheapness of Perception (200/200) {@z2}
p) an Adamantite Rod of Charging of Disarming (152/200) {@z4}
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Ebon Cube of Darkness
    It can be activated for cure serious wounds every 75 turns.  
    You found it lying in a vault on level 83 of Angband.
b) The Tome of Collected Weird Magic
    It can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Red Puyo on level 10 of Barrow-Downs.
c) The Pendulum of Orcus
    It can be activated for confusion.  
    You found it lying on the ground on level 1 of Barrow-Downs.
d) Valdarbon's Automatic Alchemist
    It can be activated for hallucination every 10 turns.  
    You found it in the remains of a Byakhee on level 49 of Moria.
e) a Parchment titled ``Demigods and their Uses''
    It can be activated for decreasing Intelligence.  
    You found it in the remains of a Sand-dweller on level 15 of Orc Cave.
f) a Parchment titled ``Tenser's Last Words''
    It can be activated for something weird every 5 turns.  
    You found it lying in a vault on level 45 of Moria.
g) Tenser's Torch of Spontaneous Combustion
    It can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Master mindcrafter in the town of
    Gondolin .
h) a Parchment titled ''Famous Last Words''
    It can be activated for confusion.  
    You found it lying on the ground on level 14 of The Old Forest.
i) 4 Red Mushrooms of Cure Poison
j) 4 Yellow Mushrooms of Cure Blindness
k) 2 Violet Mushrooms of Cure Confusion
l) 8 Dark Red Mushrooms of Cure Serious Wounds
m) 4 Green Mushrooms of Restore Strength
n) 11 Brown Mushrooms of Restore Constitution
o) 8 Rations of Food
p) 7 Sprigs of Athelas
q) 15 Hazy Potions of Cure Light Insanity
r) 59 Potions of Cure Light Insanity
s) 63 Potions of Cure Serious Insanity
t) 32 Potions of Cure Critical Insanity
u) 9 Potions of Cure Insanity
v) 4 Yellow Potions of Cure Light Wounds
w) 2 Dark Red Potions of Cure Serious Wounds
x) 11 Potions of Healing
a) a Potion of Restore Intelligence {25% off}
b) 5 Puce Potions of Enlightenment
c) 2 Scrolls titled "bjor dalf ner" of Phase Door
d) 12 Scrolls of *Identify* {50% off}
e) 7 Scrolls of Reset Recall
f) a Moonstone Rod of Nothing (75/75)
g) a Silver Rod of the Istari of Nothing (200/200)
h) an Ivory Wand of Noxious Cloud[1|26] (8 charges)
i) an Ivory Staff of Disarm[1|11] (16 charges)
j) a Golden Staff of Probability Travel[4|19] (0 charges)
k) an Ashen Staff of Identify[2|15] (13 charges)
l) a Catapult Trap Set (-6,-3) [-5] {cursed}
m) a Catapult Trap Set (+0,+0)
n) The Alexandrite Ring 'Valar' (+4 to infravision)
    It increases your infravision by 4.  It makes you invisible.  It
    sustains your dexterity.  It provides resistance to acid, fire, light, 
    blindness, confusion and nexus.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Acidic cytoplasm on level 34 of Mordor.
o) The Plain Ring of Gainen (+4)
    It increases your intelligence and constitution by 4.  It sustains 
    your charisma.  It provides resistance to cold, dark and nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
p) The Copper Ring 'Nathlor' (+15 to accuracy) (+5)
    It increases your charisma and searching by 5.  It provides resistance 
    to cold and confusion.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 84 of
    Angband.
q) a Wooden Ring of Damage (+7)
r) an Indestructible Jet Ring of Speed (+12)
s) a Jet Ring of Speed (+6)
t) The Ring of Tulkas (+4)
    It can be activated for haste self (75+d75 turns) every 150+d150 turns
     if it is being worn. It increases your strength, dexterity, 
    constitution and speed by 4.  It allows you to sense the presence of 
    evil beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Death on level 99 of Angband.
u) The Ring of Flare (+3)
    It can be activated for dimension door every 100 turns if it is being
    worn. It grants you the power of swap position if it is being worn.  
    It increases your strength, constitution, charisma and searching by 3.
    It provides immunity to fire.  It allows you to fly.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Moroi Phaser in the town of Gondolin .
v) The Blue Stone 'Toris Mejistos'(40%) (+2)
    It grants you the power of restore life if it is being worn.  It
    provides light (radius 1) forever.  It can be used to store a spell.  
    It increases your intelligence, wisdom and luck by 2.  It increases
     your mana capacity by 40%.  It sustains your intelligence and wisdom.
    It provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    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.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
w) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    It increases your intelligence, constitution and charisma by 5.  It
    sustains your intelligence, constitution and charisma.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    blindness, confusion and nexus.  It allows you to sense the presence 
    of thunderlords.  It reflects bolts and arrows.  It produces a fiery
    sheath.  It drains mana.  It aggravates nearby creatures.  It is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Master mindcrafter in the town of
    Gondolin .
x) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75) every 75+d75 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom, 
    dexterity and charisma.  It provides resistance to acid, electricity, 
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Death on level 99 of Angband.
a) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 62 of Dol Guldur.
b) The Hard Leather Cap 'Haurufina' [2,+9]
    It sustains your wisdom.  It provides resistance to acid.  It induces
    random teleportation.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
c) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    It can be activated for temporary ESP (dur 20+d20) every 20+d50 turns
     if it is being worn. It increases your intelligence, dexterity, 
    charisma, searching and spell power by 3.  It provides resistance to 
    acid, fire, shards and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Death on level 99 of Angband.
d) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Orochimaru, the Snake Ninja on level 99 of
    Angband.
e) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it is being
    worn. It grants you the power of magic missile if it is being worn.  
    It increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to acid.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 85 of Angband.
f) The Light War Axe 'Ephrog' (2d5) (+9,+5) (+4)
    It provides light (radius 1) forever.  It increases your wisdom and 
    constitution by 4.  It does extra damage from electricity.  It
    produces chaotic effects.  It is especially deadly against giants.  It
    strikes at demons with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Hunter on level 84 of Angband.
g) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It is especially deadly against
    natural creatures.  It provides resistance to cold and light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
h) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
    It increases your dexterity and stealth by 3.  It provides resistance 
    to acid, electricity, fire and 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.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
i) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    It increases your strength, dexterity and constitution by 4.  It does
    extra damage from frost.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to life draining
    , cold, nether and chaos.  It allows you to see invisible monsters.  
    It slows your metabolism.  It speeds your regenerative powers.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
j) The Broad Sword 'Glamdring' (2d5) (+0,+3) (+1) {fuck you uvatha}
    It provides light (radius 1) forever.  It increases your searching by 
    1.  It does extra damage from fire.  It is especially deadly against
    orcs.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to fire and light.  It allows
    you to sense the presence of orcs.  It slows your metabolism.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
k) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth by 2.  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 and trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
l) The Scimitar 'Nildi' (2d5) (+2,+13) (+1)
    It increases your intelligence, dexterity and charisma by 1.  It does
    extra damage from acid and fire.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    You found it lying on the ground on level 12 of Orc Cave.
m) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
    It can be wielded two-handed.  It increases your dexterity, ability to
    tunnel and speed by 5.  It sustains your dexterity.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
n) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
o) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It does extra damage from fire and 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, electricity, 
    fire, cold and 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.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
p) The Dark Sword 'Mormegil' (E:67, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an antimagic field.  It increases your speed and attack
    speed by 2.  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 chaos and 
    disenchantment.  It drains mana, life and 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.  
    You found it in the remains of Ancalagon the Black on level 85 of Angband.
q) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It must be wielded two-handed.  It can be activated for berserker and
    +10 to speed (50) every 100+d200 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength and 
    constitution by 3.  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 drains mana
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 85 of Angband.
r) The Glaive of Barielth (2d6) (+1,+1) (+2)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your intelligence and charisma by 2.  It poisons your foes
    .  It is a great bane of dragons.  It is a great bane of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
s) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be wielded two-handed.  It can be activated for word of recall
    every 200 turns if it is being worn. It increases your dexterity and 
    charisma by 3.  It does extra damage from fire and frost.  It provides
    immunity to paralysis.  It provides resistance to fire, cold and light
    .  It allows you to see invisible monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
t) The Lance of Gondiris (2d8) (+10,+9) (+1)
    It must be wielded two-handed.  It increases your constitution and 
    luck by 1.  It does extra damage from electricity and fire.  It is
    especially deadly against giants.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Bullywug Defender on level 16 of The Old
    Forest.
u) The Quarterstaff of Laidrion (1d9) (+21,+9) (+2)
    It can be wielded two-handed.  It increases your constitution by 2.  
    It does extra damage from acid.  It is especially deadly against orcs.
    It strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Minamoto Yoshitsune on level 99 of Mount
    Doom.
v) The Mighty Hammer 'Grond' (E:37, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be activated for alter reality
    every 100 turns if it is being worn. It can cause earthquakes.  It is
    a great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
w) a Pick (+1)
    It increases your ability to tunnel by 1.  
x) The Short Bow of Amrod (x4) (+12,+15) (+2)
    It increases your strength and constitution by 2.  It provides
    resistance to electricity, fire and cold.  It speeds your regenerative
    powers.  It fires missiles with extra might.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
a) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It can be activated for magic arrow (10d10) every 20+d20 turns if it
    is being worn. It increases your strength and constitution by 2.  It
    provides resistance to electricity, light, dark and blindness.  It
    fires missiles with extra might.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
b) 52 Rounded Pebbles (1d2) (+0,+0)
c) 76 Rounded Pebbles (1d2) (+0,+0)
d) 89 Iron Shots (1d4) (+0,+0)
e) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
    It increases your dexterity and speed by 3.  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, electricity, fire, cold and sound.  It speeds your regenerative
    powers.  It prevents teleportation.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Black reaver on level 83 of Angband.
f) 3 Shards of Pottery
g) a Broken Stick
h) Sasuke Sarugature's corpse
i) a Giant blue dragon fly corpse
j) a Sally corpse
k) Sadachiyo, the sexually ambiguous Ninja's corpse
l) King Gorge, Lord of the Gluttons's corpse
m) a Yvonne corpse
n) Hama, Doorwarden of the Golden Hall's corpse
o) a Denise corpse
p) The Black Lady's corpse
q) Neo, bane of the lands of Rgra's corpse
r) Moon, the Cat's corpse
s) 10 The Tarrasque's raw meats
t) a Broken Skull
u) 4 Dwarf Skeletons


  [Home Inventory - Gondolin ]

a) 11 Sprigs of Athelas
b) 14 Stinking Potions of Speed
c) 7 Potions of Life
d) 12 Potions of Enlightenment
e) a Scroll of *Identify* {25% off}
f) 10 Scrolls of Reset Recall
g) a Golden Rod of Nothing (125/125)
h) an Aquamarine Ring of Shard Resistance
i) The Padded Armour of Darin [4,+9]
    It sustains your constitution.  It provides immunity to electricity.  
    It makes you completely fearless.  It provides resistance to life
    draining, confusion and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Ninja on level 36 of Moria.
j) a Mouse Fur of Aman [1,+27] (+2 to stealth)
    It increases your stealth by 2.  It provides resistance to sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Phineas T. Barnum on level 15 of Mirkwood.
k) The Trifurcate Spear of Wendoloth (2d9) (+10,+2) (+3 attacks)
    It increases your attack speed by 3.  It does extra damage from acid
     and frost.  It drains life from your foes.  It strikes at demons with
    holy wrath.  It strikes at undead with holy wrath.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave troll in the town of Gondolin .


  [Home Inventory - Minas Anor ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  It decreases your luck by 20.  
    It does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 68 of The Sacred Land Of Mountains.
b) The Demonhorn of Gothmog [2,+13] (-5)
    It provides light (radius 2) forever.  It decreases your charisma by 5
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 43 of Mordor.
c) 7 Spellbooks of Noxious Cloud {@m3}
d) Boccob's Unfinished Works
    It can be activated for aggravate.  
    You found it lying on the ground on level 63 of Dol Guldur.
e) The Gem of Venom
    It can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Black lich on level 43 of Mordor.
f) The Gem of Hate {cure insanity}
    It can be activated for cure insanity every 200 turns.  
    You found it lying in a vault on level 41 of Mordor.
g) The Shrunken Head of Nightmares
    It can be activated for stat loss.  
    You found it in the remains of a Master mindcrafter on level 54 of Mordor.
h) The Devil's Pentagram
    It can be activated for decreasing Charisma.  
    You found it in the remains of a Half-orc on level 35 of Moria.
i) Kelek's Wormhole Machine
    It can be activated for high stat loss.  
    You found it lying on the ground on level 42 of Mordor.
j) Tenser's Alteration Manual
    It can be activated for decreasing Strength.  
    You found it in the remains of an Old Sorcerer on level 51 of Mordor.
k) Raal's Tome of Unconventional Warfare
    It can be activated for cure confusion every 100 turns.  
    You found it in the remains of a Nruling on level 52 of Mordor.
l) Raal's Black Candle
    It can be activated for hallucination every 10 turns.  
    You found it in the remains of a Nether wraith on level 92 of Angband.
m) Lloth's Ceremonial Dagger {genocide}
    It can be activated for genocide every 500 turns.  
    You found it lying on the ground on level 41 of Mordor.
n) a Parchment titled ``Magic for the Layman''
    It can be activated for confusion.  
    You found it in the remains of a Map mimic on level 41 of Mordor.
o) Balrilbon's Bag of Wondrous Tricks
    It can be activated for hallucination every 10 turns.  
    You found it in the remains of an Angel on level 99 of Angband.
p) Bumganir's Bag of Magic Toys
    It can be activated for cuts.  
    You found it in the remains of a Mature ruby dragon on level 41 of Mordor.
q) Benetar's Mana Battery
    It can be activated for cure poison every 100 turns.  
    You found it lying on the ground on level 38 of Mordor.
r) Gamenlon's Summoning Manual {exp loss}
    It can be activated for high experience loss.  
    You found it in the remains of a Hezrou on level 42 of Mordor.
s) The Lost Works of Kenault
    It can be activated for confusion.  
    You found it in the remains of a Ranger chieftain on level 45 of Mordor.
t) The Box of Many Wonders
    It can be activated for something weird every 5 turns.  
    You found it lying in a vault on level 54 of Mordor.
u) The Jester's Cap of Insanity
    It can be activated for decreasing Charisma.  
    You found it in the remains of an Oriental vampire on level 71 of Angband.
v) The Wand Construction Kit
    It can be activated for create hunger.  
    You found it in the remains of a Bomb-Carrying Ornithopter Automaton on
    level 42 of Mordor.
w) The Clay Tablets of Antiquity
    It can be activated for blindness.  
    You found it in the remains of a Nether wraith on level 92 of Angband.
x) Raal's Tormented Spirits
    It can be activated for cure fear every 100 turns.  
    You found it in the remains of an Akkadian on level 99 of Angband.
a) The Grail of Kenault
    It can be activated for cure confusion every 100 turns.  
    You found it in the remains of a Black ooze on level 54 of Mordor.
b) a Parchment titled ``Household Magic''
    It can be activated for decreasing Wisdom.  
    You found it lying on the ground on level 38 of Mordor.
c) The Hand of Vecna
    It can be activated for decreasing Constitution.  
    You found it in the remains of a Vermicious Knid on level 50 of Cirith
    Ungol.
d) The Medallion of Good Will
    It can be activated for summon monster.  
    You found it lying in a vault on level 36 of Mordor.
e) Heward's Excellent Experimental Earmuffs
    It can be activated for something weird every 5 turns.  
    You found it in the remains of a Spook on level 59 of Mordor.
f) Bigby's Big Book of Brutality
    It can be activated for decreasing Dexterity.  
    You found it in the remains of a Vampire orc on level 71 of Angband.
g) The Cunning Plan of Zog
    It can be activated for decreasing Strength.  
    You found it in the remains of Maglor the Mighty Singer on level 61 of
    Mordor.
h) Agannazar's Antique Acorn
    It can be activated for Destruction every 100 turns.  
    You found it in the remains of a Lygrog on level 37 of Mordor.
i) Cathal's Corrupting Cymbal
    It can be activated for cure poison every 100 turns.  
j) The Toenail of Vecna
    It can be activated for decreasing Intelligence.  
    You found it in the remains of a Sylph on level 82 of Angband.
k) a Parchment titled ''Finer Points of Munchkinism''
    It can be activated for decreasing Wisdom.  
    You found it lying on the ground on level 58 of Dol Guldur.
l) 22 Sprigs of Athelas
m) 40 Hazy Potions of Cure Light Insanity
n) 10 Purple Speckled Potions of Cure Serious Insanity
o) 20 Ichor Potions of Cure Critical Insanity
p) 6 Vermilion Potions of Cure Insanity
q) a Dark Green Potion of Life
r) 74 Potions of Restore Life Levels
s) 20 Potions of Restore Wisdom
t) 2 Potions of Enlightenment
u) a Scroll of Reset Recall
v) The Crumpled Scroll of Mass Resurrection
w) a Copper Rod of Trap Location (20/20) {@z1}
x) a Silver Rod of Cheapness of Perception (100/100) {@z2}
    It can cast spells for a lesser mana cost.  
    You bought it from the Expensive Black Market.
a) a Silver Rod of Charging of Disarming (100/100) {@z4}
b) a Silver Rod of Charging of Nothing (100/100)
c) a Silver Rod of Trap Location (100/100) {@z1}
d) a Golden Rod of Quickness of Teleport Other (125/125)
e) an Adamantite Rod of Detection (157/200) {@z5}
f) an Adamantite Rod of Teleport Other (200/200)
g) an Adamantite Rod of Cheapness of Nothing (200/200)
h) an Adamantite Rod of Cheapness of Nothing (200/200)
i) an Adamantite Rod of Nothing (200/200)
j) a Silver Rod Tip of Recall (80 Mana to cast)
k) a Copper Rod Tip of Detection (80 Mana to cast)
l) a Platinum Rod Tip of Disarming (50 Mana to cast)
m) 3 Rod Tips of Trap Location (8 Mana to cast)
n) a Silver Staff of Remove Curses[3|22] (6 charges)
o) a Golden Staff of Probability Travel[3|17] (2 charges)
p) a Golden Staff of Probability Travel[4|15] (2 charges)
q) The Catapult Trap Set of Ahromarwar (+25,+15) [+30] (+3)
    It is well-hidden. It rearms itself.  It fires missiles with extra
    might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 45 of Mordor.
r) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is well-hidden. It rearms itself.  It can teleport monsters to you.
    It fires missiles excessively fast.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 58 of Mordor.
s) The Tiger Eye Ring 'Dancar' (+2)
    It increases your strength by 2.  It provides resistance to cold, 
    light and blindness.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Elenwe the Lost on level 51 of The Sacred
    Land Of Mountains.
t) The Turquoise Ring of Ndenwen (+5) {cursed}
    It increases your intelligence, dexterity and attack speed by 5.  It
    sustains your constitution.  It makes you completely fearless.  It
    aggravates nearby creatures.  It fills you with the Black Breath.  It
    is heavily cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 98 of Angband.
u) an Indestructible Jet Ring of Speed (+9)
v) a Jet Ring of Speed (+9)
w) a Jet Ring of Speed (+5)
x) an Indestructible Jet Ring of Speed (+2)
a) The Ring of Barahir (+1)
    It can be activated for dispel small life every 55+d55 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Blue eyes white dragon on level 54 of
    Mordor.
b) an Indestructible Rusty Ring of Nether Resistance
c) an Engagement Ring of Lordly Protection [+17]
    It provides immunity to paralysis.  It provides resistance to life
    draining, poison, chaos and disenchantment.  
    You found it lying on the ground on level 14 of A lost temple.
d) The Ring of Durin (+2) {cursed}
    It grants you the power of Midas touch if it is being worn.  It 
    increases your strength, constitution and charisma by 2.  It sustains 
    your strength, constitution and charisma.  It provides resistance to 
    life draining, acid, cold, dark, nether and chaos.  It allows you to
    sense the presence of evil beings.  It drains experience.  It
    aggravates nearby creatures.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
e) The Amulet of Nilin (+5)
    It provides light (radius 1) forever.  It increases your intelligence, 
    wisdom and stealth by 5.  It sustains your strength, intelligence, 
    wisdom and charisma.  It allows you to levitate.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You bought it from the Rare Jewelry Shop.
f) The Amulet of Ingwe (+3)
    It can be activated for dispel evil (level*5) every 300+d300 turns if
    it is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
g) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Angband.
h) The Sapphire Amulet of Ataron (+3)
    It increases your intelligence by 3.  It sustains your dexterity.  It
    provides resistance to poison, blindness and nether.  It produces an
    anti-magic shell.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Blue sentai on level 72 of Angband.
i) The Jewel 'Evenstar' (+3)
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elder vampire on level 56 of Mordor.
j) 2 Indestructible Adamantite Amulets of Telepathy
k) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every 10+d10 turns if it
    is being worn. It provides light (radius 3) forever.  It increases 
    your searching and luck by 4.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Gatsu on level 24 of The Old Forest.
l) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed
     and luck by 3.  It provides resistance to life draining, light, dark
     and chaos.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
m) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Mouth of Sauron on level 76 of Angband.
n) The Anchor of the Wizard of Yendor (+3 to speed)
    It provides light (radius 3) forever.  It prevents the space-time
    continuum from being disrupted.  It increases your speed and luck by 3
    .  It provides resistance to life draining, light, dark and chaos.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
o) The Anchor of Legolas (+1 to speed)
    It provides light (radius 4) forever.  It prevents the space-time
    continuum from being disrupted.  It increases your speed by 1.  It
    provides resistance to life draining.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Jikiniki on level 87 of Angband.
p) The Anchor of Elbereth (+4 to searching)
    It provides light (radius 3) forever.  It prevents the space-time
    continuum from being disrupted.  It increases your searching and luck
     by 4.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Daoloth, the Render of the Veils on level
    64 of The Sacred Land Of Mountains.
q) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 42 of Mordor.
r) The Anchor of Undeath (-5)
    It provides light (radius 5) forever.  It prevents the space-time
    continuum from being disrupted.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It carries an ancient Morgothian curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 42 of Mordor.
s) The Anchor of Unliving (+0) {cursed}
    It provides light (radius 5) forever.  It prevents the space-time
    continuum from being disrupted.  It decreases your luck by 0.  It
    allows you to breathe without air.  It allows you to sense the
    presence of undead.  It is cursed.  It carries an ancient foul curse.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Talpa, Ruler of the Netherworld on level 98
    of Angband.
t) The Stone of Lore
    It can be activated for perilous identify every turn if it is being
    worn. It provides light (radius 1) forever.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
u) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    It can be activated for star ball (150) every 1000 turns if it is
    being worn. It provides light (radius 1) forever.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to fire, cold, poison, light and dark.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    dragons.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
v) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and charisma by 2.  It provides resistance 
    to acid, electricity, fire, cold, confusion, shards and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 71 of Angband.
w) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated for destroy doors and traps every 10 turns if it
    is being worn. It increases your intelligence, wisdom and constitution
     by 3.  It provides resistance to acid, poison, confusion and nether.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 72 of Angband.
x) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Sun dragon on level 61 of The Sacred Land
    Of Mountains.
a) The Metal Lamellar Armour 'Bornimo' (+1 to accuracy) [23,+12] {cursed}
    It sustains your dexterity.  It provides resistance to sound and 
    shards.  It prevents teleportation.  It induces random teleportation.  
    It is heavily cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Jack the Ripper on level 72 of Angband.
b) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Prince Imrahil the Proud on level 40 of
    Mordor.
c) The Full Plate Armour 'Tollim' (+1 to accuracy) [25,+0] {cursed}
    It provides immunity to acid and cold.  It induces random
    teleportation.  It aggravates nearby creatures.  It is heavily cursed.
    It carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
d) The Ribbed Plate Armour of Androdos (-68,-69) [28,+9](20%)
    It increases your hit points by 20%.  It sustains your wisdom and 
    charisma.  It provides immunity to electricity.  It provides immunity
    to paralysis.  It provides resistance to life draining and confusion.  
    It prevents teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Red Balrog on level 66 of Mordor.
e) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    It can be activated for heal (777), curing and heroism every 300 turns
     if it is being worn. It increases your intelligence, wisdom and 
    stealth by 4.  It makes you completely fearless.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison and 
    dark.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 96 of Angband.
f) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every 500 turns if it is being worn. 
    It increases your strength and charisma by 4.  It provides resistance 
    to acid, electricity, fire, cold, light, dark and disenchantment.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 62 of Dol
    Guldur.
g) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
    It can be activated for heal 1000 hit points every 888 turns if it is
    being worn. It increases your constitution by 2.  It sustains your 
    constitution.  It makes you completely fearless.  It provides
    resistance to life draining, acid, cold, dark, confusion, nether, 
    nexus and chaos.  It allows you to sense the presence of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Munchkin on level 96 of Angband.
h) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if it is being worn.  It can be
    used to store a spell.  It increases your intelligence, wisdom and 
    searching by 3.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 62 of Dol Guldur.
i) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It increases your stealth and searching by 4.  It provides resistance 
    to acid, electricity, fire, cold and dark.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Master lich on level 44 of Mordor.
j) The Soft Studded Leather of Miruil [5,+21]
    It sustains your dexterity.  It provides resistance to life draining, 
    electricity, fire and confusion.  It prevents teleportation.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 62 of Dol Guldur.
k) The Rhino Hide Armour of Brosse (-36,-14) [8,+8](20%)
    It increases your hit points by 20%.  It sustains your wisdom.  It
    provides immunity to electricity and cold.  It provides resistance to 
    fire.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bloodthirster on level 56 of Mordor.
l) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, stealth and speed by 4.  
    It provides immunity to fire.  It provides resistance to acid, 
    electricity, cold and nexus.  It allows you to fly.  It allows you to
    sense the presence of thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
m) The Thunderlord Coat of Obedhrin [9,+10]
    It sustains your strength and intelligence.  It makes you completely
    fearless.  It provides resistance to electricity, fire, cold, chaos
     and disenchantment.  It induces random teleportation.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Mephistopheles, Lord of Hell on level 62 of
    Dol Guldur.
n) The Cloak of Fearadru [1,+16] (+1)
    It increases your luck by 1.  It sustains your dexterity and 
    constitution.  It provides immunity to fire and cold.  It provides
    resistance to sound and shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
o) The Cloak of Thorongil [1,+10]
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to acid.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 62 of Dol Guldur.
p) The Cloak of Mist of Feingre [1,+15] (+4 to stealth)
    It increases your stealth by 4.  It sustains your intelligence.  It
    provides immunity to acid.  It provides resistance to life draining
     and cold.  It allows you to fly.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 72 of Angband.
q) a Mouse Fur of Air [1,+9]
r) The Small Leather Shield of Armir [2,+10]
    It sustains your strength, intelligence, dexterity and charisma.  It
    provides immunity to acid.  It provides resistance to light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
s) The Small Metal Shield of Feare [3,+8] (+1)
    It increases your luck by 1.  It sustains your charisma.  It provides
    resistance to acid and nether.  It reflects bolts and arrows.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 71 of Angband.
t) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It can be activated for berserk strength every 50+d50 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    sustains your strength and constitution.  It makes you completely
    fearless.  It provides resistance to poison and blindness.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 72 of Angband.
u) The Large Leather Shield 'Briaur' [4,+9]
    It sustains your wisdom and constitution.  It provides immunity to 
    cold.  It provides resistance to fire, dark, sound and nether.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
v) The Large Metal Shield of Anarion [5,+20]
    It sustains your strength, intelligence, wisdom, dexterity, 
    constitution and charisma.  It provides resistance to acid, 
    electricity, fire, cold and poison.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Lupin the Third on level 62 of Mordor.
w) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
    It decreases your strength, dexterity and constitution by 5.  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.  
    It was given to you as a reward.
x) The Golden Crown 'Wedil' [0,+14]
    It sustains your intelligence, dexterity, constitution and charisma.  
    It provides resistance to life draining, acid, nether and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    You found it lying on the floor of a special level.
a) The Golden Crown of Helth [0,+11] (+1)
    It increases your luck by 1.  It provides resistance to acid, fire, 
    shards and nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Judge Fear on level 61 of Dol Guldur.
b) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to poison and blindness.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Black reaver on level 87 of Angband.
c) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and luck by 3.  It provides
    resistance to confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
d) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bloodthirster on level 56 of Mordor.
e) The Iron Helm of Anweth [5,+10]
    It provides light (radius 2) forever.  It sustains your wisdom.  It
    provides resistance to light and shards.  It induces random
    teleportation.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 72 of Angband.
f) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 67 of Angband.
g) The Steel Helm of Hammerhand [6,+20] (+3)
    It grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
h) a Dragon Helm of Water Breathing [8,+22]
i) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
j) The Set of Gauntlets 'Paurhach' [2,+15]
    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.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
k) The Set of Gauntlets 'Pauraegen' [2,+15]
    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.
    You found it in the remains of an Osyluth on level 65 of Mordor.
l) The Set of Cesti 'Ostelet' (+1 to damage) [5,+12]
    It makes you completely fearless.  It provides resistance to 
    electricity, light and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
m) a Pair of Metal Shod Boots of Speed [6,+9] (+6)
n) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It increases your strength, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to shards.  It allows you
    to climb mountains.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 72 of Angband.
o) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map if it is being worn.  It 
    increases your searching, infravision and ability to tunnel by 4.  It
    allows you to climb mountains.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 72 of Angband.
p) The Light War Axe of Vanath (2d5) (+13,+10) (+1 attack)
    It increases your wisdom and attack speed by 1.  It drains life from
    your foes.  It is especially deadly against dragons.  It is especially
    deadly against orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Shindou Saki on level 60 of Dol Guldur.
q) The Light War Axe of Beltar (2d5) (+15,+5) (+1)
    It increases your luck by 1.  It does extra damage from acid.  It
    drains life from your foes.  It is very sharp and can make your foes
    bleed.  It is a great bane of demons.  It fights against evil with
    holy fury.  It is especially deadly against natural creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Tyrant of Hell on level 42 of Mordor.
r) The Light War Axe of Ice (2d5) (+3,+15) (+3)
    It increases your intelligence and charisma by 3.  It does extra
    damage from frost.  It sustains your dexterity.  It provides immunity 
    to cold.  It provides resistance to nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 42 of Mordor.
s) The Light War Axe 'Sereb' (2d5) (-8,+8) (-3 to speed) {cursed}
    It decreases your speed by 3.  It fights against evil with holy fury.  
    It induces random teleportation.  It is heavily cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 41 of Mordor.
t) The Great Axe 'Beluirith' (4d4) (+22,+11) (+1)
    It must be wielded two-handed.  It increases your dexterity and luck
     by 1.  It does extra damage from electricity.  It produces chaotic
    effects.  It is especially deadly against giants.  It is a great bane
    of undead.  It is especially deadly against natural creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 58 of Mordor.
u) The Great Axe of Marwe (4d4) (+11,+10) (+2)
    It must be wielded two-handed.  It increases your wisdom by 2.  It
    does extra damage from fire.  It drains life from your foes.  It is
    especially deadly against orcs.  It is a great bane of demons.  It
    strikes at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Jikiniki on level 68 of Dol Guldur.
v) The Dagger of Vildo (1d4) (+13,+14) (+5 to speed)
    It increases your speed by 5.  It does extra damage from acid, 
    electricity and fire.  It produces chaotic effects.  It is especially
    deadly against dragons.  It is a great bane of undead.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 67 of Angband.
w) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It increases your dexterity, stealth and searching by 4.  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.  
    You found it in the remains of a Fire giant on level 99 of Mount Doom.
x) The Dagger of Einglas (1d4) (+6,+7) (+1 attack)
    It increases your attack speed and luck by 1.  It poisons your foes.  
    It produces chaotic effects.  It is very sharp and can make your foes
    bleed.  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.  
    You found it in the remains of Prince Imrahil the Proud on level 40 of
    Mordor.
a) a Main Gauche of Westernesse (1d5) (+14,+11) (+1)
    It increases your strength, dexterity and constitution by 1.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It provides immunity
    to paralysis.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs, trolls and giants.  It can resist being
    shattered by morgul beings.  
    You found it in the remains of an Ancient green dragon on level 58 of
    Mordor.
b) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your dexterity, constitution, speed and attack speed by 2
    .  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.  
    You found it lying in a vault on level 72 of Angband.
c) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+4)
    It provides light (radius 1) forever.  It increases your searching by 
    4.  It does extra damage from electricity.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It makes you completely fearless.  
    It provides resistance to electricity, fire and blindness.  It allows
    you to sense the presence of orcs, trolls and giants.  It slows your
    metabolism.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 72 of Angband.
d) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be activated for ball of cold (100) every 300 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    speed by 10.  It does extra damage from frost.  It is especially
    deadly against trolls.  It is a great bane of demons.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to cold and light.  It allows you to see invisible
    monsters.  It slows your metabolism.  It speeds your regenerative
    powers.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Rimururu on level 95 of Angband.
e) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
    It increases your strength, dexterity and speed by 2.  It is very
    sharp and can cut your foes.  It is very sharp and can 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.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 96 of Angband.
f) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It increases your strength, constitution and speed by 2.  It does
    extra damage from electricity.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It strikes at
    demons with holy wrath.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It provides resistance to electricity
    , light and dark.  It allows you to see invisible monsters.  It
    aggravates nearby creatures.  It is cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
g) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    It decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient Morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Nakoruru on level 63 of Dol Guldur.
h) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    It increases your intelligence, wisdom and attack speed by 2.  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 nexus, chaos and disenchantment.  It allows
    you to see invisible monsters.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 67 of Angband.
i) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can be wielded two-handed.  It increases your constitution by 5.  
    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 and 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.  
    You found it lying in a vault on level 72 of Angband.
j) The Claymore of Anthith (2d8) (+10,+19) (+1)
    It can be wielded two-handed.  It increases your strength, 
    intelligence and charisma by 1.  It is very sharp and can make your
    foes bleed.  It is a great bane of undead.  It is especially deadly
    against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Touda, the Shikigami on level 65 of Mordor.
k) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
    It must be wielded two-handed.  It increases your strength, charisma
     and infravision by 4.  It does extra damage from fire.  It is very
    sharp and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It strikes at demons
    with holy wrath.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It provides immunity to paralysis.  It provides resistance 
    to fire and chaos.  It allows you to see invisible monsters.  It 
    drains mana.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
l) The Two-Handed Sword of Mornieras (3d6) (+14,+13) (+2)
    It must be wielded two-handed.  It increases your strength, 
    intelligence and luck by 2.  It is very sharp and can make your foes
    bleed.  It fights against evil with holy fury.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Young multi-hued dragon on level 71 of
    Angband.
m) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed}
    It increases your strength, constitution and attack speed by 2.  It
    produces chaotic effects.  It drains life from your foes.  It provides
    immunity to paralysis.  It provides resistance to life draining, 
    confusion, nether, nexus and chaos.  It prevents teleportation.  It 
    drains experience.  It is heavily cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of The Stormbringer Aquaman on level 60 of
    Mordor.
n) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    It can be wielded two-handed.  It increases your intelligence by 2.  
    It does extra damage from fire and 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 and cold.  It allows you to sense the
    presence of giants.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Jikiniki on level 87 of Angband.
o) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It can be wielded two-handed.  It increases your charisma by 3.  It
    does extra damage from fire.  It is especially deadly against giants.  
    It strikes at undead with holy wrath.  It provides resistance to fire
     and sound.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of giants.  
    It cannot be harmed by acid, cold, lightning or fire.  
p) The Halberd of Eletir (3d5) (+10,+5) (+1)
    It can be wielded two-handed.  It increases your dexterity, 
    constitution and charisma by 1.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It has been blessed
    by the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Quickbeam, the Ent on level 45 of Mordor.
q) The Guisarme of Eluvair (2d5) (+14,+10) (+1 attack)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your attack speed by 1.  It does extra damage from frost.
    It is especially deadly against dragons.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It is a
    great bane of demons.  It strikes at undead with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
r) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It can be activated for cure serious wounds every 3+d3 turns if it is
    being worn. It increases your strength and dexterity by 1.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
s) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
t) The Lochaber Axe 'Nilomagon' (3d8) (+15,+12) (+2)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your dexterity and constitution by 2.  It poisons your
    foes.  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 cannot be harmed by acid, cold, lightning or fire.
    You found it in the remains of a Great Bile Wyrm on level 67 of Angband.
u) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack speed by 3.  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.  
    You found it in the remains of an Osyluth on level 65 of Mordor.
v) The Mace 'Taratol' (3d4) (+12,+12)
    It can be wielded two-handed.  It can be activated for speed (dur
    20+d20) every 250 turns if it is being worn. It does extra damage from 
    electricity.  It is a great bane of dragons.  It provides immunity to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Philosophy Teacher on level 49 of
    Mordor.
w) The War Hammer of Norondor (3d3) (+17,+6) (+4)
    It can be wielded two-handed.  It increases your wisdom and dexterity
     by 4.  It does extra damage from electricity.  It drains life from
    your foes.  It is a great bane of undead.  It has been blessed by the
    gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lygrog on level 37 of Mordor.
x) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    It increases your strength by 4.  It poisons your foes.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against natural creatures.  It
    provides resistance to nexus.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 71 of Angband.
a) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity and constitution by 4.  It provides
    resistance to nether.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Beetle on level 54 of Mordor.
b) a Sling of Buckland (x3) (+10,+9) (+1)
    It increases your dexterity by 1.  It fires missiles with extra might.
    It fires missiles excessively fast.  It cannot be harmed by acid.  It
    cannot be harmed by fire.  
    You found it in the remains of a Servitor of the outer gods on level 32 of
    Mirkwood.
c) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and 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.  
    You found it in the remains of an Osyluth on level 65 of Mordor.
d) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    It increases your dexterity and stealth by 3.  It provides resistance 
    to disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Lindal Lossehelin on level 54 of Mordor.
e) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity and luck by 2.  It provides immunity to
    paralysis.  It allows you to sense the presence of dragons.  It fires
    missiles with extra might.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Jack the Ripper on level 72 of Angband.
f) The Bolt of Luvaid (1d5) (+16,+17) (+1)
    It increases your strength and luck by 1.  It poisons your foes.  It
    produces chaotic effects.  It is especially deadly against orcs.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can resist being shattered by morgul beings.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
g) 16 Bolts of Slay Evil (1d5) (+12,+12)
h) 28 Bolts of Slay Dragon (1d5) (+13,+11)
i) 16 Bolts (1d5) (+9,+6)
j) The Bolt of Wildaith (1d5) (+5,+9) (-6) {cursed}
    It decreases your charisma by 6.  It drains life from your foes.  It
    prevents teleportation.  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.  
    You found it lying on the ground on level 63 of Mordor.
k) The Seeker Bolt 'Heart's Blood' (8d5) (+15,+20) (+5% of critical hits)
    It increases your ability to score critical hits by 5.  It is very
    sharp and can cut your foes.  It is very sharp and can make your foes
    bleed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 96 of Angband.
l) 18 Seeker Bolts of Flame (4d5) (+15,+14)
m) The Seeker Arrow of Bard (8d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It is a great bane of dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Angband.
n) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It is a great bane
    of demons.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 58 of Mordor.
o) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
p) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Death drake on level 82 of Angband.
q) 34 Iron Shots of Slay Demon (1d4) (+11,+9)
r) 16 Mithril Shots (3d4) (+5,+5)
    It cannot be harmed by acid.  
s) The Small Metal Boomerang of Morth (3d4) (+19,+10) (+1)
    It increases your luck by 1.  It does extra damage from fire.  It 
    poisons your foes.  It is especially deadly against orcs.  It is
    especially deadly against giants.  It is a great bane of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black reaver on level 70 of Angband.
t) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Sogetsu Kazama on level 25 of Mirkwood.
u) The Horn of Boromir (+3)
    It can be activated for mass human summoning every 1000 turns if it is
    being worn. It increases your strength and constitution by 3.  It
    makes you completely fearless.  It provides resistance to fire.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Lindal Lossehelin on level 54 of Mordor.
v) a Shard of Pottery
w) a Conny Egg (stopped)
x) a Nadine corpse
a) a Jane corpse
b) Bowser's corpse
c) Finrod Felagund's corpse
d) a Sueschen corpse
e) a Sing corpse
f) an Anita corpse
g) The Walking Daikon's corpse
h) King Theoden, possessed by Saruman's corpse
i) Nick LeYeek, Second Last of the Yeeks's corpse
j) Miyamoto Musashi's corpse
k) Vicious of Red Dragon's corpse
l) 10 Melissa's raw meats
m) a Ruined chest (empty)
n) The Mage Staff of Turion (1d4) (+2,-2)(100%) (+5)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It increases your intelligence and 
    spell power by 5.  It increases your mana capacity by 100%.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 82 of
    Angband.
o) The Mage Staff 'Oreith' (1d4) (+1,+4) (+1)
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your intelligence and spell power by 1.  It sustains your 
    intelligence.  It allows you to fly.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The King in Yellow on level 74 of Angband.


  [Home Inventory - Lothlorien ]

a) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 27 of Mirkwood.
b) a Tome of the Mind
c) a Corrupted Tome of Melkor
d) The Deck of Wild Magic
    It can be activated for decreasing Strength.  
    You found it lying on the ground on level 15 of A lost temple.
e) Baalzebub's Tormented Box
    It can be activated for acquirement every 3000 turns.  
    You found it in the remains of a Dark elven sorcerer on level 33 of
    Mirkwood.
f) The Gem of Ice
    It can be activated for create hunger.  
    You found it in the remains of a Steam-Powered Arrow Sentry on level 51 of
    The Sacred Land Of Mountains.
g) The Gem of Knowledge
    It can be activated for poison.  
    You found it in the remains of a Dark elven sorcerer on level 33 of
    Mirkwood.
h) The Gem of Rage
    It can be activated for death.  
    You found it in the remains of a K'uei on level 52 of The Sacred Land Of
    Mountains.
i) The Gem of Ghosts
    It can be activated for poison.  
    You found it in the remains of a Death quasit on level 33 of Mirkwood.
j) Mordekainen's Sneaking Eye
    It can be activated for stat loss.  
    You found it lying on the ground on level 18 of Mirkwood.
k) Benetar's Death Ray Experiment
    It can be activated for darkness.  
    You found it in the remains of a Spirit naga on level 26 of Mirkwood.
l) The Tome of Elven Household Magic
    It can be activated for teleport level every 50 turns.  
    You found it in the remains of a Dreadlord on level 51 of The Sacred Land
    Of Mountains.
m) The Skull of Ancient Wisdom
    It can be activated for Ruination.  
    You found it lying on the ground on level 26 of Mirkwood.
n) The Crystal Ball of Godly Sights
    It can be activated for blindness.  
    You found it in the remains of an Adventurer naga on level 50 of The
    Sacred Land Of Mountains.
o) Baalzebub's Tormented Skullcap
    It can be activated for stat loss.  
    You found it lying in a vault on level 32 of Mirkwood.
p) The Skull of Vecna
    It can be activated for poison.  
    You found it in the remains of an Automaton on level 50 of The Sacred Land
    Of Mountains.
q) The Crystal Ball of The Witch-King of Angmar
    It can be activated for cure fear every 100 turns.  
    You found it in the remains of a Sand-dweller on level 25 of Mirkwood.
r) a Parchment titled ``Secrets of the Gnomish Wizards''
    It can be activated for cure blindness every 100 turns.  
    You found it in the remains of an Unborn soul on level 32 of Mirkwood.
s) Raistlin's Ready Ranger
    It can be activated for decreasing Charisma.  
    You found it in the remains of a Dreadlord on level 51 of The Sacred Land
    Of Mountains.
t) Pytar's Portable Pandemonium
    It can be activated for stun.  
    You found it in the remains of a Hashishin on level 33 of Mirkwood.
u) Jor's Book of Impossible Occurences
    It can be activated for summon pet every 101 turns.  
    You found it lying on the ground on level 15 of Mirkwood.
v) 21 Mushrooms of Cure Serious Wounds {100% off}
w) 18 Flasks of oil
x) 31 Hazy Potions of Cure Light Insanity
a) 10 Purple Speckled Potions of Cure Serious Insanity
b) 14 Ichor Potions of Cure Critical Insanity
c) 4 Vermilion Potions of Cure Insanity
d) 98 Potions of Water Curing {quest}
e) a Metallic Blue Potion of Neutralise Poison
f) 14 Bubbling Potions of Cure Critical Wounds {25% off}
g) an Ivory White Potion of *Healing*
h) 3 Potions of Restore Life Levels {25% off}
i) 6 Puce Potions of Enlightenment
j) a Scroll titled "bjor dalf ner" of Phase Door
k) 25 Scrolls titled "blaayerg" of Word of Recall {!*}
l) 55 Scrolls titled "bit den nepapp" of Identify {@r2}
m) 12 Scrolls of *Identify* {25% off}
n) 5 Scrolls titled "nejxuxu vlyden" of Reset Recall
o) a Silver Rod of Charging of Recall (100/100) {!*}
p) 3 Ivory Wands of Noxious Cloud[1|25] (15 charges)
q) a Rusty Wand of Teleport Away[5|23] (6 charges)
r) a Platinum Wand of Essence of Speed[1|10] of Plenty (12 charges)
s) The Wand of Digging of Thrain (17 charges)
t) a Staff of Remove Curses[1|15] (8 charges)
u) a Silver Staff of Remove Curses[3|15] (4 charges)
v) an Ivory Staff of Disarm[2|10] (6 charges)
w) a Gnarled Staff of Recovery[1|10] (8 charges)
x) The Lapis Lazuli Ring of Halath (+1) {!*!*!*!*!*}
    It can be activated for teleportation and destruction of the ring if
    it is being worn. It increases your constitution by 1.  It sustains 
    your dexterity.  It provides resistance to fire and poison.  It
    induces random teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Squint-eyed Southerner on level 7 of
    Barrow-Downs.
a) The Ring of Power of Uvatha the Horseman (+1)
    It increases your wisdom and charisma by 1.  It makes you invisible.  
    It makes you completely fearless.  It provides resistance to light and 
    nexus.  It slows your metabolism.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
b) an Aquamarine Ring of Shard Resistance
c) The Amulet of Carlammas (+2)
    It can be activated for protection from evil (dur level*3 + d25) every
    225+d225 turns if it is being worn. It increases your constitution by 
    2.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 51 of The Sacred Land Of Mountains.
d) The Silver Amulet of Valar (+2)
    It can be activated for venom breathing every 40+d60 turns if it is
    being worn. It increases your wisdom and dexterity by 2.  It provides
    resistance to poison, confusion and nexus.  It allows you to levitate.
    It slows your metabolism.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Watcher in the Water on level 34 of The
    Small Water Cave.
e) a Brass Lantern of Fearlessness (with 5654 turns of light)
    It provides light (radius 2) when fueled.  It makes you completely
    fearless.  It cannot be harmed by fire.  
    You bought it from the General Store.
f) a Dwarven Lantern
g) The Phial of Undeath (-5) {cursed}
    It can be activated for ruination every 10+d10 turns if it is being
    worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It is cursed.  It carries an ancient
    Morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 33 of Mirkwood.
h) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+14] (+2 to stealth)
    It can be activated for breathe lightning (100) every 90+d90 turns if
    it is being worn. It increases your stealth by 2.  It provides
    resistance to acid, electricity, fire, cold and disenchantment.  It
    allows you to fly.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
i) The Double Ring Mail of Ariar (-42,-13) [15,+5](40%)
    It increases your hit points by 40%.  It sustains your strength and 
    charisma.  It provides resistance to confusion and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
j) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be activated for restore life levels every 450 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, stealth, speed and luck by 2.  It
    makes you invisible.  It provides resistance to acid, fire, cold and 
    sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
k) The Large Leather Shield of Alinatar [4,+14]
    It sustains your strength and dexterity.  It provides resistance to 
    life draining, dark and confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
l) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, light, dark
     and sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 17 of Orc Cave.
m) The Hard Leather Cap 'Elwin' [2,+9]
    It provides immunity to paralysis.  It provides resistance to cold, 
    blindness and confusion.  It prevents teleportation.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 25 of Mirkwood.
n) The Set of Gauntlets 'Paurnen' [2,+15]
    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.  
    You found it in the remains of a Nedian Hearldry user on level 29 of
    Mirkwood.
o) The Light War Axe of Elethil (2d5) (+5,+4) (+1)
    It increases your intelligence by 1.  It does extra damage from 
    electricity.  It produces chaotic effects.  It drains life from your
    foes.  It is very sharp and can cut your foes.  It is especially
    deadly against dragons.  It strikes at undead with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 18 of Mirkwood.
p) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Elenwe the Lost on level 51 of The Sacred
    Land Of Mountains.
q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    It can be wielded two-handed.  It increases your constitution by 3.  
    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.  
    You found it in the remains of a Novice ranger on level 32 of Mirkwood.
r) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can be activated for detect orcs
    every 10 turns if it is being worn. It increases your dexterity and 
    searching by 4.  It is especially deadly against orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 61 of The Sacred Land
    Of Mountains.
s) The Dagger 'Nimthanc' (E:471682, L:50) (1d4) (+46,+29) (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    charisma by 4.  It does extra damage from electricity and frost.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It makes
    you invisible.  It sustains your charisma.  It provides resistance to 
    electricity, cold and poison.  It allows you to sense the presence of 
    trolls and giants.  It produces an electric sheath.  It drains 
    experience.  It can't attack.  It cannot be harmed by acid, cold,
    lightning or fire.  
t) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your attack speed by 2.  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.  
    You found it in the remains of a Wood elf ranger on level 20 of Mirkwood.
u) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song every 3 turns if it is
    being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 57 of The
    Sacred Land Of Mountains.
v) a Long Sword (2d5) (+0,+0)
w) The Two-Handed Sword of Orienen (3d6) (+7,+16) (+3)
    It must be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your wisdom, constitution and charisma by 3.  It poisons
    your foes.  It is very sharp and can cut your foes.  It is especially
    deadly against orcs.  It fights against evil with holy fury.  It can
    resist being shattered by morgul beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Muzgash, the Snaga on level 19 of Orc Cave.
x) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be wielded two-handed.  It increases your strength, 
    constitution and stealth by 3.  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, electricity, fire, cold and 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.  
    You found it in the remains of a Giant chieftain on level 32 of Mirkwood.
a) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It can be activated for identify spell every 10 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
     and wisdom by 4.  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.  
    You found it lying in a vault on level 32 of Mirkwood.
b) The Sling of Farmer Maggot (x2) (+20,+11) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is being
    worn. It increases your searching and infravision by 2.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
c) 2 Shards of Pottery
d) Magdalena's corpse
e) Muzgash, the Snaga's corpse
f) a Dora corpse
g) White Fang's corpse
h) Solarion, the beautiful's skeleton
i) 10 Vanessa raw meats
j) a Broken Skull
k) a Broken Bone
l) 19 Elf Skeletons



Posted on 7.1.2016 08:04
Last updated on 12.2.2016 08:27

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790. on the Ladder (of 19090)
343. on the ToME Ladder (of 3155)
Best for this player (

Related screenshots:
Death fate cannot stop me
Near death to paralysis
Final dagger level-up upon killing Morgoth

Comments

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On 7.1.2016 08:04 AmyBSOD wrote:
Now I know why assassins are better than rogues: because they have usable modifiers on their weapon skills! Let's see if I can beat my rogue's attempt with this one. :)

On 9.1.2016 19:06 AmyBSOD wrote:
This character is coming along nicely. Sure, the armor still sucks (Deathwatch once again didn't generate) but apart from that it's looking good. Plus, thanks to worshipping the Best God Ever(TM) I'm fire immune, yaaaaaaaaaaaay! :-)

On 9.1.2016 20:24 Estie wrote:
Fire immunity means you can take on Trone relatively early which solves the armor slot.

Why arent you upping your prayer skill ? The curse debuff should prove usefull.

On 11.1.2016 07:45 AmyBSOD wrote:
Yes; I'm hoping to get the multiplier increased by Fumblefingers first, and will probably do the second god quest too. Never tried to defeat Trone before, maybe I'll do that once I feel comfortable enough but I want to do the Mirkwood spiders first for the boost to all stats. One of my thaumaturgy spells is a wall creation blast which will come in handy. :)

On 13.1.2016 08:01 AmyBSOD wrote:
Did a few more Mirkwood levels (got + to Magic skill from Fumblefingers, yay!) and then decided to try the Lothlorien quests. Spiders was no problem at all but Poisoned Water was a major pain in the butt that took forever. At least I'm wearing the reward now. :)

On 15.1.2016 09:29 AmyBSOD wrote:
Second Melkor temple done, Bree quests also done, and the second Old Forest level has a market with a potion shop! Been busy clearing out vaults on the deeper forest levels, and nearly getting killed by level 55+ wacked-out crap. "The whatever it's real name is elemental gestures fluidly. You are engulfed in a whirlpool and just lost over half of your health in a single hit. Oh, and you have been stunned too." :D There was also an uppercase D boss of some kind whose name I don't remember either, but I teleported away before he could instakill me with his breath. Next I'll vaporize Old Man Willow and then probably farm for some money until all stats are maxed.

On 15.1.2016 22:39 AmyBSOD wrote:
Stat potions were obtained, and then I got bored with farming for money so I decided to do the next Mirkwood levels instead. Fumblefingers just doesn't seem like giving me anything good, dammit! Also, the lack of blind/shard/nether resist is starting to really worry me...

On 16.1.2016 08:42 Estie wrote:
I just noticed, how do you get 0.06 symbiosis modifier ? o:

Prayer modifier has gone up since last dump; is that from doing temple quests ? I forget.

If you have mapping, trap detection/disarming and digging covered, you can consider searching for vaults in the sandworm lair. It is a bit boring, but safe and profitable and stat potions are aplenty there.



On 17.1.2016 10:07 AmyBSOD wrote:
Stats are basically maxed already; I was getting so much money that I could just buy the potions I needed. Also, Trone went down without a hitch and with some equipment juggling I found a use for his coat; shards and nether are still the two big resistance holes, which makes me a bit nervous since missing shards resistance means Jigen Daisuke can still instakill me and nether is one of the most damaging elements that is breathed by many high-level uniques...

The weird numbers for the modifiers are a result of ToME-SX (maybe that should be made its own category, since the game plays quite a bit different from normal ToME?), which gives FF-like skill boosts for rescuing princesses too, but at only a fifth of the FF values. So learning a skill from the princess sets the starting modifier to 0.06 instead of 0.3.

Next I'll probably clear all of Mordor and hopefully find the missing resistances somewhere along the way, and then maybe do the Necromancer? I dunno, there's not much point in doing low-level side dungeons IMHO, and enabling the ring to spawn will probably help... but on the other hand, the necro has nether storm IIRC, and if I'm not resistant by the point I'm done with Mordor I might have to postpone it... Also, need an "of Istari" rod of Detection badly!

On 17.1.2016 21:43 Estie wrote:
Sandworm lair would have coverd you for rods, too...
But with newfound power, killing casters in Path of the Dead is quicker.
At least in normal ToME.

On 18.1.2016 08:20 AmyBSOD wrote:
Hmm, I actually want to do the Paths of the Dead as soon as Feagwath becomes able to drop the ring, so I don't kill him in vain... been checking the black markets for rods but no luck so far. So I'm carrying around the rod of trap detection until I find some Istari rod with at least 200 mana.

Also, I tried to methodically clear out the Mordor levels which also worked right up to the level I'm currently stuck on, which has 18 lords of change, GAH I hate those guys! They nearly killed me too but for now I'm alive, and need to think of a tactic to beat them. Or if everything else fails, I'll just skip the level. During one of my attempts to take them down I also killed some nasty unique that was supposed to summon a GWOP (none appeared, and I killed Moldoux in a vault where the game also failed to spawn one) and she put a Morgothian curse on me but thankfully it didn't replicate to any of my items or I could have thrown them on the trash heap.

Anyway, the lack of sustain wisdom is really getting on my nerves, with it the lords of change would be way easier, and also my saving throw just sucks... I'll probably pack tons of restore wisdom and cure critical insanity potions for a rematch, and also try the "View - Ice" thaumaturgy spell on the bastards and maybe it will see me through. On the bright side they drop lots of magical items but they didn't cough up a rod of istari either; maybe I get lucky when I re-kill them.

Ugh, and I see that somehow the dumplog isn't really updated anyway, even though the date did update?! I'll have to fix this once I get home.

On 21.1.2016 07:58 AmyBSOD wrote:
crap... I wanted too much at once, and as a result I lost everything... reminder to myself: check the damn difficulty rating of quests before attempting them!!! Gondolin is the most fragile town by a large margin, too. If you fail to engage and defeat Maeglin, the city is lost. If you refuse to abandon that vault with 10 artifacts in it upon hitting level 45, the city is lost too. And I wouldn't be at all surprised if allowing Eol to reach the stairs causes it to be lost too. But even if you save Gondolin every time, if you wear the one ring it will be lost anyway, along with all the other towns. Gah!!!

I've contemplated committing actual suicide after that disaster (not in real life of course :D). Heck, I even attempted it and failed! Cause I certainly cannot just use the quit command; what I tried was walking up to a bunch of vampires with nether ball which I didn't resist at that time, and didn't pay much attention but simply engaged them head on. They failed to kill me. At last I managed to get my shit together and go on playing, but blaaaaah... I had even specifically genocided the blarogs so they wouldn't run interference, but Maeglin and the master mindcrafters (I totally should have genocided the latter instead!!!) summoned a bunch of high-level uniques and I ran out of teleport other charges. If I'd had the istari rod already I might have succeeded, but as it was I had to time out and waste my time dealing with a unique something-or-other while Maeglin ran off. They could have killed me too but I narrowly avoided death. At least I bought a nice randart amulet from the special jeweler when it still existed, but still... *sigh*

So I went back to those lord of change bastards and finally defeated them since I had all the sustains now. Then I methodically cleared out the Mordor levels, rescuing princesses and recovering swords. Can't even remember what the current one is but so far the lords of change were the most difficult ones; I had totally expected to get druj at some point but it didn't happen yet and I'm past their native depth so maybe I got lucky there. Anyway, the plan is now to finish Mordor, then probably spend my remaining points and do the Melkor temples (hopefully it's true what I've heard, that a junkart of high experience loss can be used to get another shot at getting the final relic quest). Problem is, Minas Anor wants me to establish void jumpgates between them and Pillaged Gondolin, which will probably not work but the Thunderlords will show up anyway, and they're also difficulty level 80! Let's hope timeout and lots of melee/healing potions/teleport other charges will see me through.

And if I survive all that, I might as well go after the necro next. There has been the occasional ringwraith and I'd really want to get rid of them permanently... but one can only hope now. If Fumblefingers increases my Prayer multiplier a bit I might still get it high enough to make Curse cause inertia to monsters.

On 22.1.2016 06:24 Avenger wrote:
If you like ToME 2.x.y, give TomeNET a try ;) it split from ToME right around that time and a lot of it will be familiar to you.

On 22.1.2016 07:53 AmyBSOD wrote:
Curse my rotten luck! None of the potential carriers had the ring! Now I'll have to scale the depths of Angband and kill Sauron a dozen times. But actually I shouldn't be complaining, since the RNG handed me a fate to find one of the legendary daggers, as well as that randart ring which isn't overpowered at all. :D The necro didn't even do a single point of damage to me. Also, I spent my remaining skill points, mainly into spirituality since it has an excellent modifier that I just could not pass up, but also Temporal so Essence of Speed gives +10 speed now. And there are still 32 potentially skill-boosting quests left to go, and maybe I even find the potion of learning? :)

About ToMEnet, I tried it once and found I can't handle a turn-based roguelike where you have to act quickly. Being able to take my time thinking about my actions is essential; if I want a real-time roguelike I play Diablo 2. ;)

On 23.1.2016 20:58 AmyBSOD wrote:
Halfway through now, it's slow going, and I nearly got killed by that bastard Jigen Daisuke. As it was, he shot me ONCE and I went from full health to 40-something and "deep gash". OMG. On another level I got double-manastormed and nearly died too. My plan is to hunt down Daisuke on his native depth (probably going to look for him in Dol Guldur) and kill him so he can't spawn in Angband with a dozen or so extra levels anymore! Gonna finish the current FF quest first (18 greater draconic quylthulgs. Joy. At least it's not greater rotting or master Q instead) but then I'll try to remove the Daisuke threat forever!

On 23.1.2016 22:39 Estie wrote:
The worst part of that quest is that it defaults to "dont help" if you click too fast. I never understood why they hadnt made it a "y/n" only option to advance.
Been looking at my own old assassin, I was looking to find one of those cursed (but not too much cursed) heavy armors that give combat bonuses, and negative life, but not too much negative life. Eventually got bored and stopped playing.
Good luck leveling the dagger; I never got a truly spectacular one, best I ever managed was extra attacks (and no dungeon wrecking).


On 25.1.2016 08:12 AmyBSOD wrote:
Headache! I had done about everything needed to win, destroyed the ring and recalled back to level 99 of Angband but then Sauron just refused to spawn!!! I must have spent several hours hanging around on that level, stairscumming, then exploring in the vain hope that he eventually appears, and I specifically seeked out all the uniques I could find to defeat them and hopefully increase the chances that Sauron is generated instead. He never did. Eventually I found out that he was SAVED on Mount Doom since I didn't kill him there!!! It would never have occurred to me that in a game whose effing defining characteristic that sets it apart from other roguelikes like Nethack is non-persistent levels, that suddenly a special level (Mount Doom in this case) is persistent enough to make the game save the presence of uniques there! I'll sue whatever programmer did that because he made me waste so much of my precious time! :P Anyway, this means I need to get back to Mount Doom and finally kill that bastard for good; I actually wanted to do that originally since he spawned in a little cubbyhole that I could pass by without waking him up. But I didn't because I was no longer immune to fire, and mistakenly thought you'd take 300-something fire damage every time the effect triggers. What I really did, was that I was waiting while standing in the great fire, and didn't realize that only the great fire does that kind of damage while all other tiles on the level do less than I regenerate per tick... *headdesk*

Anyway, this has me wondering whether uniques on other special levels get saved too, as I left some behind on Dim Gates and various other levels. Those are one-time-only special levels, so if the uniques get saved there they'll never appear again. Also, quite a bunch of others (Godzilla for example) are stranded on Mount Doom too; I couldn't care less about them, as it means they won't be summoned by Morgoth to haunt me. :D Anyway, it would be great to finally be able to get rid of those pesky ringwraiths!

The Turgon/Maeglin quest defaults to "no I don't want to get teleported to Gondolin now"??? Really? I seem to remember spacebaring my way through the dialogue once causing it to default to "yes, take me out of the greater vault with 20 artifacts and 10 very killable uniques that I want to get rid of permanently"... At least now I know that attempting it is a good option only if the character is able to handle multiple level 80+ uniques at once, which certainly would be the case now thanks to Curse and stuff. But I'm also wondering, I had a few very scary near death experiences with monsters invoking the hand of doom for about 1000 damage, how the heck do you defend against that with a character that doesn't have four-digit HP??? It's basically the monster saying "you are now dead", and even very high saving throws aren't 100% protection it seems!

The legendary dagger didn't get truly great abilities but it's good enough for now. Took way too long to get poison resistance on it, too! Also, lack of confusion resistance on my "ascension kit" is very aggravating, I must say. But at least I'm confident I can take down Sauron and Morgoth now.

On 25.1.2016 22:01 AmyBSOD wrote:
YES I DID IT, I ASCENDED!!!!!!! First time too, but at last I managed to win! Things weren't difficult anymore; Mount Doom was exactly as I left it and I could walk all the way back to Sauron without anything waking up. However, in his room something shrieked and suddenly all those greater blarogs and other assorted baddies were awake. Sauron died before they got to me though. Only had to grind through a small pack of blarogs while waiting for recall to kick in, and since I had wisely decided to recall from Angband:100 before I could just port straight to Morgoth. Didn't take long at all for him to carve a path to me, and I then humiliated him by disallowing him to get any non-movement turns. Yes, that's right: he died without ever laying a hand of me. Honestly, I don't know how the heck I could ever manage to beat the game without Melkor's Curse... both a worshipper of any other god and a non-melee class (especially a caster class that starts with crappy combat modifiers and has to use mage staves instead of actual melee weapons) appear to be totally unplayable to me!

But anyway, I'll happily bathe in Melkor's radiation, now that I'm a demigod. :D (Yes, I'm actually a NetHack player, yet I didn't ever beat NetHack so sar even though I started playing it a few years earlier than Angband!) The first ascension is always the sweetest, or so they say. Of course the game isn't over; I'll prepare for the void and go forth to attempt it, too. If I die there, well, maybe a future character will succeed. But it's there, so I will certainly visit it! Sure, the game says that I can commit suicide now, but blah to that I say. I won't suicide my characters unless they do something monumentally stupid. Like, attempt the Maeglin quest without high-level Curse and a legendary dagger kind of stupid, say. :P Anyway, I'm looking forward to the Void - it's obviously gonna be the first time I'm venturing there with a real character! Let's see if my excellent stealth can prevent the spirits from waking up! The main danger will probably be hounds and demon pits...

On 25.1.2016 23:23 krazyhades wrote:
Congrats!

On 26.1.2016 13:08 Estie wrote:
Grats!
I am more of the opposite mindset: how can anyone ever win without wielding a mage staff ?

Anyway, dont count on your stealth down there. If you really plan on taking on Melkor, I suggest doing lots and lots of stairscumming (as in, only leave the stair if you see the next stair very close by). For Melkor himself, bring a stack of cure insanity potions, and a stack of *remove curse* scrolls. The ring of Flare also is extremly useful.
Beware: The entrance to the nether realm is NOT on the lowest void level; rather, its a seperate dungeon stair somewjhere 2 or so levels up from the bottom. This small detail was unknown to me when I ventured there for the first time and lead to my demise.
All this applies to vanilla ToME, of course I dont know what might be different in your version. I see various breathing artifacts in your houses that dont exist in normal ToME. Good luck, and may you not be as disappointed as I was

On 1.2.2016 08:19 AmyBSOD wrote:
Hmm. It seems I'm of the minority of players who prefer melee characters... just can't get the hang of playing a caster. They're so fragile, and they need mana all the time, plus they have to struggle with monsters being resistant to their elements! This also holds true for other RPGs I'm playing; usually with melee classes I do alright, but as a caster I'm encountering problems.

Anyway, the void didn't go as well as I'd have liked, mainly because I didn't have a real strategy. At first I relied too much on teleport scrolls to get me out of trouble, and nearly died a couple of times. Then I tried a safer approach using lots of timeout and digging my way to the stairs if I knew some were there, occasionally using the mass genocide junkart if monsters from an awake pit gathered around my walls. Those hordes of superpowered greater demons with +70 or higher speed are a huge pain in the butt though.

The biggest problem are the uniques though. I'm not sure but if a lot of uniques are already dead does that increase the chance of the remaining ones showing up? Because I kept running into Marylene, who cannot be teleported away and is also faster than me (like just about everything else), and eventually she also summoned DarkGod (and Atlas the Titan but he's a wimp) so I decided to get rid of them. Well, DarkGod used his curse and trashed three of my items. The bolts and symbiote (good thing I know about the symbiote being an item and the character display being bugged, it didn't show that the symbiote had the curse even though it did, so I had to manually inspect it to see that it had the curse!) were no big deal, but losing the ability to attack with my legendary dagger sucks. Good thing I had the rod of home summoning so I could get a replacement, huh? In hindsight, I should have hoarded everything that could potentially be important in my Lothlorien home!

Also, I shamefully admit that I cheated; see, I had made it to the nether realm, and was greeted by what I felt were too many greater demons so I decided to say "fuck that" and just take the stairs back up. Well... except that because of what I think is a bug, it led me back to Lothlorien. And using the staircase there put me to level 128 of the void so I'd have to traverse all of it again, arrrrrrrrgh! So I intentionally crashed the game, which means I got thrown back to the last time I saved which was just as I entered the nether realm. Call me a cheater if you like but seriously, what an annoying bug. If it's really supposed to be that way I might just declare that in my variant it isn't :P; I wonder what happens if I reach that stairs with the "ultimate item"? Will it correctly deposit me on Void:148? I sure hope it does...

On 12.2.2016 08:27 AmyBSOD wrote:
And so it ends. I tried to get to the downstairs in a vault full of sleeping monsters when suddenly something cast whirlpool, waking up about a dozen or so monsters who then proceeded to kill me. Well, I'm not mourning the loss of this character so much; the real problem is that I wasn't having fun anymore. The Void was already pushing it but in the Nether Realm you absolutely cannot get anywhere with normal play. You have to go out of your way to survive there, spamming time out and probably also stairscumming endlessly... and that goddamn map amnesia effect is soooooo annoying!!! I'm tempted to remove it but then this variant would be even easier, and it's already easier than regular ToME... what to do in order to allow the void and neather realm to be playable but without making it too easy?

On 12.2.2016 09:12 Pete Mack wrote:
Congrats! Another kind of player that can easily win vs. Maeglin is an archer. Piercing shot is crazy overpowered.

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