The Angband Ladder: Andrew, Hobbit Sorceror by <andrew@matfyz.cz>

  [PernAngband 5.1.2 Character Dump]

 Name  : Andrew                 Age                 24       STR: 18/***       
 Sex   : Neuter                 Height              37       INT: 18/***       
 Race  : Hobbit                 Weight              56       WIS: 18/***       
 Class : Sorceror               Social Class        62       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
 Magic : Magery                                              CHR: 18/***       
         Sigaldry                                                              
 + To Hit          -21      Level             50    Max Hit Points      2407   
 + To Damage       -40      Experience  29451261    Cur Hit Points      2407   
 + To AC           114      Max Exp     29451261    Max SP (Mana)       1987   
   Base AC          41      Exp to Adv.    *****    Cur SP (Mana)       1987   
                            Gold        23590354    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Bad          Perception  : Fair         Blows/Round:  1         
 Bows/Throw  : Good         Searching   : Good         Shots/Round:  1         
 Saving Throw: Legendary[35]Disarming   : Legendary[20]Wpn.dmg/Rnd:  1d4-40    
 Stealth     : Heroic       Magic Device: Legendary[27]Infra-Vision: 1290 feet 
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Hobbit Burglar.  You            
          are a credit to the family.  You have dark brown eyes,               
          curly brown hair, and a very fair complexion.                        
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     ON
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           OFF
 Small Levels:       ALWAYS
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 696 (34800')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.

     Your Attributes:
You can create food.
You can mystify pets.
You can wake up a pet.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are very lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.

 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent between liaison between Minas Anor and Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 80 princesses.
 You saved Arda and became a famed Ruler.

 You have defeated 12560 enemies.


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (+2,-7)(80%) (+4)
   
   It can be wielded two-handed.
   It affects your mana capacity.
   It affects your spell power.
d) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Dwar, Dog Lord of Waw (+4)
   
   It affects your intelligence.
   It affects your wisdom.
   It makes you invisible.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power 'Narya' (+6,+6) (+1)
   
   The Ring of Fire, set with a ruby that glows like flame.
   Narya is one of the three Rings of Power created by the
   Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (500) every 200+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Jewel 'Evenstar'(60%) (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It affects your hit points.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Ribbed Plate Armour of Ungwaron (-4,-5) [28,+12](80%)
   
   It affects your hit points.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Shadow Cloak of Luthien [6,+20] (+2)
   
   The opaque midnight folds, inset with a multitude of tiny
   diamonds, of this cloak swirl around you and you feel a
   hint, a fragment of the knowledge and power to restore that
   lay in Luthien, the most beautiful being that ever knew
   death.
   It can be activated for...
   restore life levels every 450 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It makes you invisible.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is permanently cursed.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
x) a Pair of Hard Leather Boots of Speed [3,+11] (+10)
   
   It affects your speed.
z) (nothing)
{) The Bolt 'Soron' (1d5) (+13,+15) (+1)
   
   It affects your constitution.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
|) a Shovel of Earthquakes (1d2) (+14,+10) (+7)
   
   It affects your strength.
   It affects your ability to tunnel.
   It can cause earthquakes.


  [Character Inventory]

a) 3 Spirit Spellbooks [Psychoportation] {@m8@b8!k}
b) 3 Spirit Spellbooks [Telekinesis] {@m7@b7!k}
c) 2 Nether Spellbooks [Curses of Angmar] {@m4@b4!k}
d) 4 Nether Spellbooks [Eye of Sauron] {@m5@b5!k}
e) 3 Nether Spellbooks [Flame of Udun]
f) a Nether Spellbook [Morgoth's Ring] {@m1@b1!k}
g) 3 Chaos Spellbooks [Armageddon Tome] {@m9@b9!k}
h) 2 Shadow Spellbooks [Aiding Shades]
i) 4 Shadow Spellbooks [Channeling the Void] {@m0@b0!k}
j) 2 Shadow Spellbooks [Sauron's Forgotten Tome] {@m6@b6!k}
k) 3 Magery Spellbooks [Arcane Chants] {@m2@b2!k}
l) 4 Magery Spellbooks [Forces of the Mind] {@m3@b3!k}
m) a Magery Spellbook [Power of Ancient Sorcerors] {@m1@b1!k}
n) The Crystal Ball of Godly Sights {@A1 cure critical wounds}
   
   It can be activated for...
   cure critical wounds
o) The Blood of Life
   
p) 2 Potions of Healing
q) a Potion of Life
r) 2 Potions of Restore Mana {!k!O}
s) The Wand of Digging of Thrain (16 charges) {@a1!k!O}
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
t) The Ring of Power 'Nenya' (+9,+9) (+2)
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Ring of Power 'Vilya' (+12,+12) (+3)
   
   The Ring of Sapphire, with clear blue gems that shine like
   stars, glittering untouchable despite all that Morgoth ever
   wrought.  Vilya is one of the three Rings of Power created
   by the Elves and hidden by them from Morgoth.
   It can be activated for...
   greater healing (900) every 200+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It affects your luck.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Ring of Phasing (+15 to speed)
   
   Imbued with the screams of the victims of undead
   everywhere, this ring is more a hole in reality than
   anything else. Strange forces ripple over its surface,
   giving you visions of a reality considerably less solid
   than this one. You feel your senses reel, and must make a
   conscious effort not to throw this ring as far from you as
   possible.
   It grants you the power of...
   teleport
   ...if it is being worn.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides immunity to nether.
   It renders you incorporeal.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It drains experience.
   It cannot be harmed by acid, cold, lightning or fire.
w) (nothing)


  [Home Inventory - Bree ]

a) 5 Sprigs of Athelas
b) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Blue Stone 'Toris Mejistos'(40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of good beings.
   It slows your metabolism.
   It speeds your regenerative powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Dragonrider Coat of Mardra [9,+25] (+5 to stealth)
   
   The flying suit of Mardra, very powerful armour that
   protects the wearer from cold.  Wonderful as this mighty
   armour is, beware wearing it, for it has been cursed by a
   powerful wizard since Mardra had it and is said to have
   gained a couple of undesirable side-effects... 
   It can be activated for...
   summon a dragonrider every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It sustains your intelligence.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It drains mana.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Iron Helm 'Holhenneth' [5,+10] (+2)
   
   A famous helm of forged iron granting extraordinary powers
   of mind and awareness.
   It can be activated for...
   detection every 55+d55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
   
   A set of iron-shod boots stamped by Gimli's combat prowess,
   a peerless ally to those journeying through halls of stone
   under mountains.
   It grants you the power of...
   magic map
   ...if it is being worn.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It allows you to climb high mountains.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
   
   The twin blades of this weapon were forged in Belegost, and
   powerful forces to resist and endure lie ready for he who
   shall wield it once more.
   It affects your strength.
   It affects your constitution.
   It affects your stealth.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to blindness.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of non-living things.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
   
   A massive axe with twin razor-sharp heads, so large that it
   usuallyrequires two hands to wield, intricately engraved in
   gold with spellsto ward off the elements and smite evil.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
   
   Forged by the Dwarves to defend their home of Khazad-dum
   from dragons, this axe has been lost to time... until now.
   It affects your attack speed.
   It is a great bane of dragons.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Dagger 'Narthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A fiery dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It does extra damage from fire.
   It provides resistance to fire.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from frost.
   It provides resistance to cold.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Small Sword 'Sting' (E:0, L:0) (1d6) (+7,+8) (+2 to speed)
   
   "I will give you a name, and I shall call you Sting."  The
   perfect size  for Bilbo, and stamped forever by the courage
   he found in Mirkwood, this  sturdy little blade grants the
   wearer combat prowess and survival abilities they did not
   know they had.
   It is from a group of Elven items once entrusted to Hobbits
   
   It is sentient.
   
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   It is especially deadly against orcs.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides resistance to nether.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of spiders.
   It allows you to sense presence of undead.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
   
   A giant sword once wielded by mighty Turin, and a great
   dragonbane which bathed in Glaurung's blood:  but beware,
   it will drink the blood of those who wield it eventually.
   It affects your strength.
   It does extra damage from fire.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It speeds your regenerative powers.
   It drains life.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Trident of Wrath (3d8) (+16,+18) (+2)
   
   A massive triple-pronged spear, so great it normally
   requires two hands to wield, evoking the spirit of Osse who
   with it pierced legions of evil and undead.
   It affects your strength.
   It affects your dexterity.
   It produces chaotic effects.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It provides resistance to light.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It drains mana.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
   
   With elemental powers whose struggles turn this weapon red
   and purest white, this shining reaper bears within it a
   power of going forth and returning.
   It can be activated for...
   word of recall every 200 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It does extra damage from fire.
   It does extra damage from frost.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
   
   Wielded by the High Priest of Meneltarma, this great mace
   gleams coldly as though moonlit, and it can strike as
   mighty a blow spiritually as physically.
   It can be activated for...
   drain life (90) every 70 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your infravision.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to light.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of giants.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
   
   A massive suit of heavy dragon scales deeply saturated with
   many colors.  It throbs with angry energies, and you feel
   the raw elemental might of  untamed Lightning as you put it
   on.
   It can be activated for...
   star ball (150) every 1000 turns
   ...if it is being worn.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragons.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Robe of Great Luck [2,+5] (+60)
   
   Once created by a powerful wizard this robe to grant him
   incredible luck...It seems he forgot to wear it.
   It affects your luck.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
   
   Familar with the secret ways hidden in darkness, this
   leather cuirass is truly more than it appears.
   It affects your stealth.
   It affects your searching.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Dragonrider Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Cloak 'Holcolleth' [1,+4] (+2)
   
   This elven-grey mantle possesses great powers of
   tranquility and of concealment, and grants the wearer the
   knowledge and understanding of the Sindar.
   It can be activated for...
   Sleep II every 55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Large Leather Shield of the Haradrim [4,+15] (+2)
   
   A great shield from the far lands of the South, whose
   wielder will go charging into battle heedless of danger,
   with the strength and endurance of a madman.  Nor will he
   fear poison, for the Southron barbarians handle poisoned
   darts naturally.
   It can be activated for...
   berserk strength every 50+d50 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It sustains your strength.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to poison.
   It provides resistance to blindness.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   It can be activated for...
   acid bolt (5d8) every 5+d5 turns
   ...if it is being worn.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
   
   The black axe of Gothmog, which struck Fingon at Nirnaeth.
   Mighty spells of evil make it unsafe in any hands but of
   the original wielder.
   It can be activated for...
   fire ball (300) every 200+d200 turns
   ...if it is being worn.
   It affects your charisma.
   It does extra damage from fire.
   It provides immunity to fire.
   It is cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Dagger of Rilia (2d4) (+4,+3)
   
   A large stiletto dagger that glistens with odorless poison,
   to which the wearer seems oddly immune.
   It can be activated for...
   stinking cloud (12) every 4+d4 turns
   ...if it is being worn.
   It poisons your foes.
   It is especially deadly against orcs.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   
   Dark and deadly runes stand stark against the naked steel
   of this awesome weapon, and you feel a stunning power of
   slaying and rending as you slowly approach.
   It affects your strength.
   It affects your charisma.
   It affects your infravision.
   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 makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to 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.
q) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
   
   A staff tall and sturdy, with rough-hewn runes that invoke
   the element of Earth, and which strikes down all creatures
   who live in the shadow of mountains.
   It can be activated for...
   probing, detection and full id every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to fire.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Mace 'Taratol' (3d4) (+12,+12)
   
   A great ridged mace that calls around you a nimbus of
   living lightning; you remain utterly untouched even as fat
   sparks arc around your fingers and eyebrows.
   It can be activated for...
   haste self (20+d20 turns) every 100+d100 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.
s) a Lead-Filled Mace of Life (3d4) (+20,+16)(60%)
   
   It can be wielded two-handed.
   It affects your hit points.
   It provides resistance to life draining.
t) The Long Bow of Bard (x5) (+17,+19) (+2)
   
   The great yew bow of grim-faced Bard, who shot the
   mightiest arrow that songs record.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It allows you to sense the presence of dragons.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
   
   A powerful arrow that is feared by even the mightiest
   demons.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Seeker Arrow of Gondor (10d8) (+10,+20)
   
   An arrow that was created to rid the world of demons.  
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) 2 Spirit Spellbooks [Empathy] {@m3@b3!k}
b) The Jester's Cap of Insanity {cure insanity}
   
   It can be activated for...
   cure insanity
c) The Bolt Trap Set of Ahromarwar (+25,+15) [+30] (+3)
   
   A trap that can almost never be detected. Its missiles may
   be mere pebbles, but fired at an incredibly high velocity
   to penetrate even the toughest hide or armour.
   It is well-hidden.
   It rearms itself.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
   
   This green gem glows with inner light.  Aragorn son of
   Arathorn wore it at the Battle of the Pelennor Fields, and
   he was himself given the name of 'Elessar' by the people of
   Gondor because of this.
   It can be activated for...
   heal and cure black breath every 200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
e) Power Dragon Scale Mail (-3) [40,+24] {@A5 !k!O!t!d}
f) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   
   A shimmering suit of true-silver, forged long ago by
   dwarven smiths of legend.  It gleams with purest white as
   you gaze upon it, and mighty are it powers to protect and
   banish.
   It can be activated for...
   genocide every 500 turns
   ...if it is being worn.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Iron Crown of Beruthiel [0,+20] (-5)
   
   The midnight-hued steel circlet of the sorceress-queen
   Beruthiel, which grants extraordinary powers of sight and
   awareness at a terrible physical cost.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Metal Cap of Thengel [3,+12] (+3)
   
   A ridged helmet made of steel, and embossed with scenes of
   valor in fine-engraved silver.  It grants the wearer
   nobility, clearness of thought and understanding.
   It affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Steel Helm 'Lebohaum' [20,+80]
   
   With the Helm 'Lebohaum' your head is safe!
   It can be activated for...
   sing a funny song every 3 turns
   ...if it is being worn.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Light War Axe of Ice (2d5) (+3,+15) (+3)
   
   Crafted of purest ice and held solid by powerful spells,
   this icy axe delivers a chill of death to its victims.
   It affects your intelligence.
   It affects your charisma.
   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.
n) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
   
   This coldly gleaming blade is called simply "Biter", by
   orcs who came to know its power all too well.
   It affects your searching.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It fights against evil with holy fury.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to sound.
   It provides light.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Long Sword of the Dawn (E:25, L:2) (3d5) (+20,+20) (+3 to infravision)
   
   Forged in the farthest East by a race of mighty
   spellcasters, thisshiny pale sword gleams with the rays of
   rising sun as you invokeits power of commanding legions of
   powerful immortal warriors...
   It is sentient.
   
   It can be activated for...
   summon the Legion of the Dawn every 500+d500 turns
   ...if it is being worn.
   It affects your charisma.
   It affects your infravision.
   It does extra damage from fire.
   It is very sharp and can cut your foes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your charisma.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to shards.
   It speeds your regenerative powers.
   It can clone monsters.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
   
   This sword has runes of power incused on its ornate hint,
   and a single blood channel that gleams coldly blue as you
   grasp this mighty weapon of peril.
   It affects your constitution.
   It is a great bane of dragons.
   It is especially deadly against trolls.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to disenchantment.
   It allows you to sense the presence of dragons.
   It allows you to sense the presence of demons.
   It drains life.
   It aggravates nearby creatures.
   It is heavily cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   
   A giant's weapon, with a long blade tall and straight
   thrusting out from a massive double-pronged hint.  On its
   blade are written doomspells against  both the living and
   undead.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   
   This weapon of wrath, cursed with a violent anger, dives
   hungrily into the flesh of its enemies. It gathers shadows
   of death into itsowner as they inflict wounds that will
   never heal.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It produces chaotic effects.
   It is very sharp and can cut your foes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of evil beings.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient.
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from fire.
   It is especially deadly against dragons.
   It provides immunity to fire.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives quickness and subtlety,
   while the other gives endurance and strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It slows your metabolism.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Short Bow of Amrod (x4) (+12,+15) (+2)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives enduranceand strength,
   while the other gives quickness and subtlety.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Rounded Pebble 'Travak' (3d6) (+8,+5)
   
   A bolt imbued with the powers of the elements.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) Mordekainen's Pocket Magician {cure corruption}
   
   It can be activated for...
   cure corruption
b) 2 Sprigs of Athelas
c) a Silver Rod of the Istari of Nothing (200/200)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
d) The Ring of Power of Ji Indur Dawndeath (+2 to speed)
   
   It affects your wisdom.
   It affects your searching.
   It affects your speed.
   It makes you invisible.
   It provides immunity to paralysis.
   It provides resistance to blindness.
   It provides resistance to shards.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It allows you to fly.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Adunaphel the Quiet (+5% of critical hits)
   
   It affects your constitution.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power of Adunaphel the Quiet (+4)
   
   It affects your wisdom.
   It affects your constitution.
   It makes you invisible.
   It sustains your dexterity.
   It provides resistance to confusion.
   It provides resistance to disenchantment.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of F'lar (+3)
   
   The mighty ring of the Dragonrider F'lar that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to F'lar by Celegorm when he arrived on Arda
   with a full weyr of Dragonrider.
   It can be activated for...
   dimension door every 100 turns
   ...if it is being worn.
   It grants you the power of...
   swap position
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   It provides immunity to fire.
   It allows you to fly.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Durin (+3)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your attack speed.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It drains experience.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light every 50+d50 turns
   ...if it is being worn.
   It grants you the power of...
   detect curses
   ...if it is being worn.
   It provides light (radius 4) forever.
   It affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Phial of Undeath (-5)
   
   It appears like the Phial of Galadriel at first - but wait!
   It is a cursed phial created by an evil wizard to lure
   adventurers into wielding it unknowingly.
   It can be activated for...
   ruination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 5) forever.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your luck.
   It allows you to sense presence of undead.
   It carries an ancient morgothian curse.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Anchor of Space-Time 
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the time.
   It provides light (radius 1) forever.
   It prevents the space-time continuum from being disrupted.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   It can be activated for...
   perilous identify every turn
   ...if it is being worn.
   It provides light (radius 1) forever.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
   
   A pair of gauntlets that sap combat ability, named after
   the empty hand of Beren that once clasped a Silmaril.
   It affects your strength.
   It affects your dexterity.
   It provides immunity to fire.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It drains mana.
   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.
t) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
   
   Footgear made of bear leather and set with opals, which
   grant the wearer silent, hasted movement.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
   
   A thin spike of thrice-forged steel caps a straight sylvan
   shaft cut from a legendary tree; spells to break the will
   of the undead and strike coldfear into the hearts of foes
   lie on this perfectly balanced spear.
   It affects your stealth.
   It affects your infravision.
   It affects your speed.
   It does extra damage from frost.
   It strikes at undead with holy wrath.
   It provides resistance to cold.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
   
   This mighty bludgeon brings destruction to all around it,
   and is the bane of dragons and magic.
   It can be activated for...
   destruction every 200+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your infravision.
   It affects your ability to tunnel.
   It does extra damage from electricity.
   It poisons your foes.
   It is a great bane of dragons.
   It is especially deadly against natural creatures.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to nexus.
   It produces an anti-magic shell.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10](40%)
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient.
   
   It can be activated for...
   alter reality every 100 turns
   ...if it is being worn.
   It can cause earthquakes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It affects your hit points.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It produces an anti-magic shell.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
   
   A massive suit of heavy dragon scales deeply saturated with
   many colors.  It throbs with angry energies, and you feel
   the raw elemental might of  untamed Lightning as you put it
   on.
   It can be activated for...
   star ball (150) every 1000 turns
   ...if it is being worn.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragons.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
b) The Robe of Great Luck [2,+5] (+60)
   
   Once created by a powerful wizard this robe to grant him
   incredible luck...It seems he forgot to wear it.
   It affects your luck.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
   
   Familar with the secret ways hidden in darkness, this
   leather cuirass is truly more than it appears.
   It affects your stealth.
   It affects your searching.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Dragonrider Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Cloak 'Holcolleth' [1,+4] (+2)
   
   This elven-grey mantle possesses great powers of
   tranquility and of concealment, and grants the wearer the
   knowledge and understanding of the Sindar.
   It can be activated for...
   Sleep II every 55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Large Leather Shield of the Haradrim [4,+15] (+2)
   
   A great shield from the far lands of the South, whose
   wielder will go charging into battle heedless of danger,
   with the strength and endurance of a madman.  Nor will he
   fear poison, for the Southron barbarians handle poisoned
   darts naturally.
   It can be activated for...
   berserk strength every 50+d50 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It sustains your strength.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to poison.
   It provides resistance to blindness.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   It can be activated for...
   acid bolt (5d8) every 5+d5 turns
   ...if it is being worn.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   It can be activated for...
   lightning bolt (4d8) every 6+d6 turns
   ...if it is being worn.
   It provides resistance to electricity.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
   
   The black axe of Gothmog, which struck Fingon at Nirnaeth.
   Mighty spells of evil make it unsafe in any hands but of
   the original wielder.
   It can be activated for...
   fire ball (300) every 200+d200 turns
   ...if it is being worn.
   It affects your charisma.
   It does extra damage from fire.
   It provides immunity to fire.
   It is cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Dagger of Rilia (2d4) (+4,+3)
   
   A large stiletto dagger that glistens with odorless poison,
   to which the wearer seems oddly immune.
   It can be activated for...
   stinking cloud (12) every 4+d4 turns
   ...if it is being worn.
   It poisons your foes.
   It is especially deadly against orcs.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   
   Dark and deadly runes stand stark against the naked steel
   of this awesome weapon, and you feel a stunning power of
   slaying and rending as you slowly approach.
   It affects your strength.
   It affects your charisma.
   It affects your infravision.
   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 makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to 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.
q) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
   
   A staff tall and sturdy, with rough-hewn runes that invoke
   the element of Earth, and which strikes down all creatures
   who live in the shadow of mountains.
   It can be activated for...
   probing, detection and full id every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to fire.
   It provides resistance to nether.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Mace 'Taratol' (3d4) (+12,+12)
   
   A great ridged mace that calls around you a nimbus of
   living lightning; you remain utterly untouched even as fat
   sparks arc around your fingers and eyebrows.
   It can be activated for...
   haste self (20+d20 turns) every 100+d100 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.
s) a Lead-Filled Mace of Life (3d4) (+20,+16)(60%)
   
   It can be wielded two-handed.
   It affects your hit points.
   It provides resistance to life draining.
t) The Long Bow of Bard (x5) (+17,+19) (+2)
   
   The great yew bow of grim-faced Bard, who shot the
   mightiest arrow that songs record.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It allows you to sense the presence of dragons.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
   
   A powerful arrow that is feared by even the mightiest
   demons.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Seeker Arrow of Gondor (10d8) (+10,+20)
   
   An arrow that was created to rid the world of demons.  
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 27.4.2002 18:32

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968. on the Ladder (of 19090)
3. on the PernAngband Ladder (of 12)

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On 27.4.2002 18:32 andrew@matfyz.cz wrote:
This is may first winneri've ever had. I think, it's thanks to items that affects hit points ;)

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