The Angband Ladder: Zzazaaggu, DeathMold Possessor by <lemming030@ntlworld.com>
[PernAngband 5.1.1 Character Dump] Name : Zzazaaggu Age 10 STR: 18/*** Sex : Female Height 3 INT: 18/140 Race : DeathMold Weight 50 WIS: 18/*** Class : Possessor Social Class 1 DEX: 18/*** Body : Marilith CON: 18/*** CHR: 17 + To Hit 115 Level 50 Max Hit Points 1604 + To Damage 83 Experience 43116898 Cur Hit Points 1596 + To AC 264 Max Exp 43116898 Max SP (Mana) 31 Base AC 41 Exp to Adv. ***** Cur SP (Mana) 0 Gold 28894141 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[65]Perception : Excellent Blows/Round: 15+2 Bows/Throw : Legendary[47]Searching : Superb Shots/Round: 1 Saving Throw: Heroic Disarming : Heroic Wpn.dmg/Rnd: 15d6+1245 Stealth : Superb Magic Device: Superb Infra-Vision: 190 feet Tactic: furious Explor: running (Character Background) You were born in a pile of dust, created by a kobold magician. Since then you have given life to five foul offspring. [Miscellaneous information] Cth monsters: ON Zlike monsters: ON Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ON Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 25 (1250') Mordor: Level 66 (3300') Angband: Level 103 (5150') Barrow-Downs: Level 8 (400') Mount Doom: Level 91 (4550') Submerged Ruins: Level 50 (2500') Cirith Ungol: Level 50 (2500') Heart of the Earth: Level 36 (1800') Illusory Castle: Level 52 (2600') Maze: Level 37 (1850') Orc Cave: Level 22 (1100') Erebor: Level 72 (3600') The Old Forest: Level 16 (800') Moria: Level 44 (2200') Dol Guldur: Level 70 (3500') The Small Water Cave: Level 34 (1700') The Land Of Rhun: Level 40 (2000') Death fate: Level 1 (50') The Helcaraxe: Level 40 (2000') Your body was a Marilith. Your Attributes: You cannot speak. You have strong breath. You can open doors. You can bash doors. You have demon blood in your veins. You are inherently evil. You are not living. You cannot be slept. You are immune to confusion. You are immune to sleep. You can cause serious wounds. You can blind. You can magically summon a demon. You are immortal. You can spit acid. You can breath fire. Your gaze is hypnotic. You are telekinetic. You can teleport at will. You can mind blast your ennemies. You can emit hard radiation at will. You can smell nearby precious metal. You can consume solid rock. You can switch locations with another being. You can emit a horrible shriek. You can emit bright light. You can drive yourself into a berserk frenzy. You can polymorph yourself at will. You can turn ordinary items to gold. You can cause mold to grow near you. You can harden yourself to the ravages of the elements. You can bring down the dungeon around your ears. You can cause mass impotence. You can run for your life after hitting something. You can emit confusing, blinding radiation. You can create a spear of darkness. You can travel between towns and the depths. You can hurl objects with great force. You can wreck the world around you. You can mystify pets. You can wake up a pet. You are subject to uncontrollable flatulence. You have a scorpion tail (poison, 3d7). You have a beak (dam. 2d4). You move faster or slower randomly. Your mind randomly expands and contracts. You are moronic (-4 INT/WIS). You are very resilient (+4 CON). Your voice is a silly squeak (-4 CHR). Your face is featureless (-1 CHR). You have an extra pair of eyes (+15 search). You make a lot of strange noise (-3 stealth). You have remarkable infravision (+3). Your legs are short stubs (-3 speed). Electricity is running through your veins. Your skin has turned into scales (-1 CHR, +10 AC). You have wings. Your body is very limber (+3 DEX). You are protected from the ravages of time. Your movements are precise and forceful (+1 STL). The blood of life flows through your veins. Your position is very uncertain. Your eyes are sensitive to infrared light. You can see invisible creatures. You can fly. You can climb hight mountains. You have free action. You regenerate quickly. You have ESP. You are lucky. You have a firm hold on your life force. You reflect arrows and bolts. You are surrounded with a fiery aura. You are surrounded with electricity. You are carrying a permanent light. You are completely immune to acid. You are completely immune to lightning. You are completely immune to fire. You are completely immune to cold. You are resistant to poison. You are resistant to bright light. You are resistant to darkness. You are resistant to confusion. You are resistant to sonic attacks. You are resistant to disenchantment. You are resistant to chaos. You are resistant to blasts of shards. You are resistant to nexus attacks. You are resistant to nether forces. You are completely fearless. Your eyes are resistant to blindness. Your strength is sustained. Your intelligence is sustained. Your wisdom is sustained. Your constitution is sustained. Your dexterity is sustained. Your charisma is sustained. Your strength is affected by your equipment. Your intelligence is affected by your equipment. Your wisdom is affected by your equipment. Your dexterity is affected by your equipment. Your constitution is affected by your equipment. Your charisma is affected by your equipment. Your 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 shocks your foes. Your weapon poisons your foes. Your weapon strikes at animals with extra force. Your weapon strikes at evil with extra force. Your weapon strikes at undead with holy wrath. Your weapon is especially deadly against orcs. Your weapon is especially deadly against dragons. You felt under the evil influence of the One Ring and decided to wear it. 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 95 princesses. You became a new force of darkness and enslaved all free people. You have defeated 22742 enemies. [Corruptions] You can spit acid (dam lvl). You can breathe fire (dam lvl * 2). Your gaze is hypnotic. You are telekinetic. You can teleport at will. You can Mind Blast your enemies. You can emit hard radiation at will. You can smell nearby precious metal. You can consume solid rock. You can emit a horrible shriek. You can emit bright light. You can drive yourself into a berserk frenzy. You can polymorph yourself at will. You can turn ordinary items to gold. You can cause mold to grow near you. You can harden yourself to the ravages of the elements. You can bring down the dungeon around your ears. You can cause mass impotence. You can run for your life after hitting something. You can emit confusing, blinding radiation. You can create a spear of darkness. You can travel between town and the depths. You can hurl objects with great force. You are subject to uncontrollable flatulence. You have a scorpion tail (poison, 3d7). You have a beak (dam. 2d4). You move faster or slower randomly. Your mind randomly expands and contracts. You are moronic (-4 INT/WIS). You are very resilient (+4 CON). Your voice is a silly squeak (-4 CHR). Your face is featureless (-1 CHR). You have an extra pair of eyes (+15 search). You make a lot of strange noise (-3 stealth). You have remarkable infravision (+3). Your legs are short stubs (-3 speed). Electricity is running through your veins. Your body is enveloped in flames. Your skin has turned into scales (-1 CHR, +10 AC). You have wings. You are completely fearless. Your body is very limber (+3 DEX). You are protected from the ravages of time. Your movements are precise and forceful (+1 STL). [Fates] You may find a Parchment - Compendium of Deep Thoughts on level 8. You are fated to find a Wand of Light on level 12. [Character Equipment] a) The Small Sword 'Sting' (E:2457943, L:39) (1d6) (+39,+21) (+5 to speed) {!d!s} "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 and can have access to the realms of: Fire Cold Lightning Poison It affects your strength. It affects your dexterity. It affects your constitution. It affects your speed. It affects your attack speed. It does extra damage from electricity. It poisons your foes. It is especially deadly against dragons. 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 sustains your charisma. It provides immunity to paralysis. It provides resistance to electricity. 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 produces an electric sheath. It drains experience. It induces random teleportation. It cannot be harmed by acid, cold, lightning or fire. b) The Scimitar 'Haradekket' (2d5) (+8,+11) (+2 attacks) {!d!s!v!O!k} 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 speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. c) The Whip 'Lasher' (1d6) (+4,+9) (+3) {!d!s!v!O!k} A powerful whip that is deadly against orcs. It poisons your foes and is said to go "snicker snack". It affects your dexterity. It affects your attack speed. It poisons your foes. It is very sharp and can cut your foes. It is especially deadly against orcs. It is especially deadly against natural creatures. It provides immunity to paralysis. It provides resistance to poison. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. d) a metal Boomerang of Life (2d4) (+13,+11)(60%) {!d!s!v!O!k} It affects your hit points. It provides resistance to life draining. e) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed} "Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh burzum-ishi krimpatul". Unadorned, made of massive gold, set with runes in the foul speech of Mordor, with power so great that it inevitably twists and masters any earthly being who wears it. It can be activated for... powerful things ...if it is being worn. It grants you the power of... change the world ...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 mana capacity. It affects your spell power. It makes you invisible. 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 acid. It provides immunity to electricity. It provides immunity to fire. It provides immunity to cold. It provides immunity to paralysis. It provides resistance to poison. It provides resistance to blindness. It provides resistance to nether. It provides resistance to disenchantment. It allows you to see invisible monsters. It gives telepathic powers. It speeds your regenerative powers. It drains mana. It drains life. It drains experience. It is permanently cursed. It cannot be droped while cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. f) The Ring of F'lar (+3) {!d!s!v!O!k} 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. g) a Ring of Speed (+15) {!d!s!v!O!k} h) The Ring 'Avairm' (+15,+13) [+10] (+2) {!d!s!v!O!k} It affects your constitution. It provides resistance to acid. It provides resistance to shards. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. k) The Jewel 'Evenstar'(60%) (+3) {!d!s!v!O!k} 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. p) The Small Metal Shield of Thorin [3,+25] (+4) {!d!s!v!O!k} 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 makes you completely fearless. 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. q) The Large Leather Shield of Varagor [4,+14] (+2) {!d!s!v!O!k} It affects your charisma. It sustains your charisma. It provides immunity to paralysis. It provides resistance to fire. It reflects bolts and arrows. It cannot be harmed by acid, cold, lightning or fire. r) The Large Metal Shield of Anarion [5,+20] {!d!s!v!O!k} The great metal-bound shield of Anarion, son of Elendil, who Sauron found himself powerless to wither or diminish. It sustains your strength. It sustains your intelligence. It sustains your wisdom. It sustains your dexterity. It sustains your constitution. It sustains your charisma. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to light. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. s) The Steel Helm 'Lebohaum' [20,+130] {@w9!d!s!v!O!k} 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. u) The Set of Gauntlets of Eol [3,+15](60%) (+3) {!d!s!v!O!k} The iron-shod gauntlets of the Dark Elven smith Eol, tingling with magics that he could channel in battle. It can be activated for... mana bolt (9d8) 7+d7 turns ...if it is being worn. It affects your intelligence. It affects your luck. It affects your mana capacity. It provides immunity to paralysis. It provides resistance to electricity. It provides resistance to poison. It provides resistance to dark. It allows you to levitate. It cannot be harmed by acid, cold, lightning or fire. v) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {!d!s!v!O!k} 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. w) The Set of Cesti called 'Gandhi's Hairdrier' [5,+19] (+2 to speed) {!d!s!v!O!} It affects your wisdom. It affects your speed. It sustains your intelligence. It sustains your wisdom. It makes you completely fearless. It provides resistance to electricity. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. |) The Mattock of Nain (3d8) (+12,+18) (+6 to searching) {!d!s!v!O!k} Wielded by Nain of the Iron Hills at the Battle of Azanulbizar, this great mattock brought victory to the Dwarves over Azog's Orcs - though Nain himself fell at the last, even with victory already assured. It can be activated for... stone to mud every 7+d5 turns ...if it is being worn. It affects your strength. It affects your searching. It affects your infravision. It affects your ability to tunnel. It does extra damage from acid. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It provides resistance to acid. It provides resistance to dark. It provides resistance to disenchantment. It allows you to climb high mountains. It allows you to sense the presence of orcs. It cannot be harmed by acid, cold, lightning or fire. [Character Inventory] a) The Wand Construction Kit (Destruction) {!d!s!v!O!k} It can be activated for... destruction b) A parchment titled ''Finer Points of Munchkinism'' (Cure Hunger) {!d!s!v!O!k} It can be activated for... cure hunger c) 38 Potions of Speed {!d!s!v!O!k} d) 47 Potions of Healing {!d!s!v!O!k} e) 11 Potions of *Healing* {!d!s!v!O!k} f) 4 Potions of Life {!d!s!v!O!k} g) 7 Potions of Restore Mana {!d!s!v!O!k} h) 16 Potions of Enlightenment {!d!s!v!O!k} i) 43 Potions of Resistance {!d!s!v!O!k} j) a Scroll of Reset Recall k) a Scroll of Genocide l) an Iron Rod of the Istari of Enlightenment (100/100) {!d!s!v!O!k} It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. m) a Golden Rod of the Istari of Detection (250/250) {!d!s!v!O!k} It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. n) an Adamantite Rod of the Istari of Healing (400/400) {!d!s!v!O!k} It can hold more mana. It can cast spells for a lesser mana cost. It can cast spells faster. It regenerates its mana faster. o) The Ring of Precognition {!d!s!v!O!k} It cannot be harmed by acid, cold, lightning or fire. p) The Elfstone 'Elessar' (+7,+7) [+10] (+4) (charging) {!d!s!v!O!k} This green gem glows with inner light. Aragorn son of Arathorn wore it at the Battle of the Pelennor Fields, and he was himself given the name of 'Elessar' by the people of Gondor because of this. It can be activated for... heal and cure black breath every 200 turns ...if it is being worn. It affects your strength. It affects your wisdom. It affects your charisma. It affects your speed. It makes you completely fearless. It provides resistance to fire. It provides resistance to poison. It provides resistance to disenchantment. It provides light. It cannot be harmed by acid, cold, lightning or fire. q) The Soft Leather Armour of Tuori [4,+14] It sustains your strength. It sustains your intelligence. It sustains your constitution. It provides immunity to electricity. It provides resistance to shards. It cannot be harmed by acid, cold, lightning or fire. r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} Two Silmarils of Feanor blaze from the thunderous crown of twisted iron. The corrupted metal feels at once as infernal as hellfire and as chilling as the Outer Darkness. One protrusion from the crown is abruptly ended where a third jewel might have shone. It affects your strength. It affects your intelligence. It affects your wisdom. It affects your dexterity. It affects your constitution. It affects your charisma. It affects your infravision. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to poison. It provides resistance to light. It provides resistance to dark. It provides resistance to confusion. It provides resistance to nether. It provides resistance to nexus. It provides light. It allows you to see invisible monsters. It gives telepathic powers. It is permanently cursed. It cannot be harmed by acid, cold, lightning or fire. s) The Iron Helm of Knowledge [6,+20] (+0) {@w9!d!s!v!O!k} This helm, designed by Petty-Dwarves ages ago to act as the brain of a long lost project, is made of finest glass. Its light banishes all secrets, and makes audible whispers from the deceased. It can be activated for... whispers from beyond 100+d200 turns ...if it is being worn. It affects your luck. It provides light. It identifies all items for you. It cannot be harmed by acid, cold, lightning or fire. t) 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. u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) a Scroll of Reset Recall b) a Staff of Teleportation (0 charges) c) The Amulet 'Apandir' [+15] (+3) It can be activated for... heroism and berserk (dur 50+d50) every 100+d100 turns ...if it is being worn. It affects your wisdom. It affects your dexterity. It affects your stealth. It sustains your wisdom. It provides resistance to fire. It provides resistance to nether. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. d) 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. e) The Chain Mail of Arvedui (-2) [14,+15] (+2) A hauberk, leggings, and sleeves of interlocking steel rings, well padded with leather. You feel strong and tall as Arvedui, last king of Arnor, as you put it on. It affects your strength. It affects your charisma. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to shards. It provides resistance to nexus. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. f) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) A stiff suit of armor composed of small metal plates sewn to an inner layer of heavy canvas, and covered with a second layer of cloth. Within it is the spirit of Eorl the Young, matchless in combat. It affects your strength. It affects your dexterity. It affects your speed. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to blindness. It provides resistance to confusion. It provides resistance to sound. It cannot be harmed by acid, cold, lightning or fire. g) 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. h) Adamantite Plate Mail of Immunity (-4) [40,+22] It provides immunity to acid. It cannot be harmed by acid. i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) A tunic and skirt sewn with thick, overlapping scales of hardened leather whose wearer moves with agility and assurance. It affects your dexterity. It affects your speed. It provides resistance to acid. It provides resistance to sound. It provides resistance to shards. It cannot be harmed by acid, cold, lightning or fire. j) 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. k) The Shield of Deflection of Gil-galad [10,+20] (+5) It can be activated for... starlight (75) every 75+d75 turns ...if it is being worn. It affects your wisdom. It affects your charisma. It affects your searching. It affects your luck. It sustains your wisdom. It sustains your dexterity. It sustains your charisma. It provides resistance to acid. It provides resistance to electricity. It provides resistance to dark. It provides resistance to disenchantment. It provides light. It cannot be harmed by acid, cold, lightning or fire. l) The Iron Helm of Edrinor [5,+25] (+4 to stealth) It affects your dexterity. It affects your stealth. It provides resistance to acid. It provides resistance to dark. It cannot be harmed by acid, cold, lightning or fire. m) The Dagger 'Dethanc' (E:110691, L:28) (1d4) (+28,+14) (+1 to speed) A dagger covered in sparks and finely balanced for deadly throws. It is one of the 3 legendary daggers. It is sentient and can have access to the realms of: Cold Acid Lightning Air It can be activated for... lightning bolt (4d8) every 6+d6 turns ...if it is being worn. It affects your speed. It does extra damage from electricity. It does extra damage from frost. It is especially deadly against dragons. It strikes at demons with holy wrath. It provides resistance to electricity. It provides resistance to cold. It provides resistance to light. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. n) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) It affects your strength. It affects your constitution. It affects your attack speed. It produces chaotic effects. It drains life from your foes. It provides immunity to paralysis. It provides resistance to life draining. It provides resistance to confusion. It provides resistance to nether. It provides resistance to nexus. It provides resistance to chaos. It prevents teleportation. It drains experience. It cannot be harmed by acid, cold, lightning or fire. o) 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. p) The Balrog of Moria's corpse It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) 33 Sprigs of Athelas b) a Scroll of Rune of Protection c) The Ring 'Alion' [+11] (+4) It affects your wisdom. It sustains your wisdom. It provides immunity to paralysis. It provides resistance to sound. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. d) The Ring of Tulkas (+4) The treasure of Tulkas, most fleet and wrathful of the Valar. It can be activated for... haste self (75+d75 turns) every 150+d150 turns ...if it is being worn. It affects your strength. It affects your dexterity. It affects your constitution. It affects your speed. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. e) 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. f) The Ring of Amancar [+10] (+4) It affects your constitution. It makes you invisible. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. g) 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. h) 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. i) 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. j) The Palantir of Orthanc (+2) A shining white ball of unbreakable crystal, the ancient Palantiri were used by kings of Numenor and later by the Exiles for rapid communication between distant lands. Nothing is hidden from one who gazes into a Palantir: but the observed will also be aware of the observer, as was Sauron when Saruman tried to spy on him with this particular Palantir. It can be activated for... clairvoyance every 100+d100 turns ...if it is being worn. It provides light (radius 2) forever. It affects your intelligence. It affects your wisdom. It affects your searching. It affects your infravision. It provides resistance to blindness. It allows you to see invisible monsters. It gives telepathic powers. It drains mana. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. k) The Partial Plate Armour of Ollor (-1) [22,+13] {cursed} It provides immunity to electricity. It provides immunity to fire. It provides immunity to cold. It provides resistance to acid. It prevents teleportation. It is heavily cursed. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. l) The Filthy Rag of the Wight [1,+8](40%) (+2 to searching) It affects your intelligence. It affects your searching. It affects your mana capacity. It provides resistance to blindness. It provides resistance to confusion. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. m) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5) A pair of high-laced shoes, strong against the powers of corruption and withering, that grant the wearer extraordinary agility. It can be activated for... remove fear and cure poison every 5 turns ...if it is being worn. It affects your dexterity. It affects your charisma. It sustains your constitution. It sustains your charisma. It provides immunity to paralysis. It provides resistance to confusion. It provides resistance to nether. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. n) 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. o) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+4) Like unto Orcrist and Glamdring, and like them long lost, this sword is continually coved in tiny arcs of captive lighning that flash and dance eerily in the globe of light they create. It affects your searching. 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. It provides resistance to fire. It provides resistance to blindness. It provides 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 slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. p) 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. q) The Seeker Arrow 'Mindelfin' (4d4) (+9,+15) It does extra damage from frost. It is a great bane of dragons. It is especially deadly against giants. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. r) a Bronze Dragonrider corpse [Home Inventory - Minas Anor ] a) Mordekainen's Sneaking Eye (Cure Insanity) It can be activated for... cure insanity b) 4 Sprigs of Athelas c) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. d) a Staff of Teleportation (6 charges) e) The Ring 'Belinglar' [+2] (+3) It affects your wisdom. It affects your dexterity. It affects your constitution. It affects your stealth. It affects your infravision. It sustains your dexterity. It makes you completely fearless. It provides resistance to fire. It provides resistance to sound. It provides resistance to chaos. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. f) a Ring of Damage (+18) g) a Ring of Slaying (+9,+10) h) a Ring of Slaying (+3,+13) i) The Ring of Gunte [+7] (+7) It affects your strength. It affects your wisdom. It affects your searching. It affects your speed. It sustains your wisdom. It sustains your charisma. It cannot be harmed by acid, cold, lightning or fire. j) The Ring of Sorthanel [+12] (+2 attacks) It affects your strength. It affects your intelligence. It affects your wisdom. It affects your dexterity. It affects your attack speed. It provides resistance to electricity. It provides resistance to fire. It provides resistance to nether. It cannot be harmed by acid, cold, lightning or fire. k) a Ring of Extra Attacks (+2 attacks) l) 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. m) a Set of Gauntlets of Agility [2,+11] (+3) It affects your dexterity. n) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4) The Petty-dwarves of Bathak forged this blade, and it shares their thirst for blood. It affects your dexterity. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It cannot be harmed by acid, cold, lightning or fire. o) 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. p) 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 poison. It provides light. It cannot be harmed by acid, cold, lightning or fire. q) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) A short thrusting blade with a large guard worn by Maedhros the Tall, eldest son of Feanor, and wielded with his left hand after the loss of his right hand in the pits of Thangorodrim. It affects your intelligence. It affects your dexterity. It affects your speed. 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 speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. r) The Main Gauche of Azaghal (2d5) (+12,+14) The weapon of Azaghal when he wounded Glaurung. It is deadly when fighting dragons and is said to make the breaths of fire completely harmless. It is a great bane of dragons. It provides immunity to fire. It makes you completely fearless. It allows you to sense the presence of dragons. It cannot be harmed by acid, cold, lightning or fire. s) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2) The "Singing Blade", whose wearer can slay Orcs and Trolls in the hidden and secret places of the earth. It affects your dexterity. It affects your charisma. It affects your stealth. It is especially deadly against orcs. It is especially deadly against trolls. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of orcs. It allows you to sense the presence of trolls. It cannot be harmed by acid, cold, lightning or fire. t) The Scimitar of Vandor (2d5) (+26,+28) It provides immunity to electricity. It provides resistance to electricity. It provides resistance to confusion. It provides resistance to nether. It provides resistance to nexus. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. u) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) The radiant golden staff of an Istari of legend, this wizard's companion grants keen sight and the knowledge of many hidden things. It can be activated for... identify every 10 turns ...if it is being worn. It affects your intelligence. It affects your wisdom. It fights against evil with holy fury. It provides resistance to light. It allows you to see invisible monsters. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. v) 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. w) a small metal Boomerang of Life (1d8) (+8,+12)(60%) It affects your hit points. It provides resistance to life draining. x) a Dragon Horn It can be activated for... large acid ball (300) every 100 turns ...if it is being worn. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Lothlorien ] a) The Grail of Kenault (Cure Corruption) It can be activated for... cure corruption b) 2 Scrolls of Word of Recall c) 27 Scrolls of Reset Recall {90% off} d) 4 Scrolls of Mass Genocide e) 5 Rod Tips of Teleport Other (60 Mana to cast) f) a Staff of Healing of Plenty (0 charges) g) 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. h) The Blue Stone 'Toris Mejistos'(40%) (+2) A blue stone, with an incredible number of incredibly small runes of power on it. It carries many secrets. It grants you the power of... restore life ...if it is being worn. It affects your intelligence. It affects your wisdom. It affects your luck. It affects your mana capacity. It sustains your intelligence. It sustains your wisdom. It provides resistance to life draining. It provides light. It allows you to sense the presence of evil beings. It allows you to sense the presence of good beings. It slows your metabolism. It speeds your regenerative powers. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. i) The 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. j) 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. k) The Bar Chain Mail of Mindun (-2) [18,+25] (+4 to speed) It affects your strength. It affects your dexterity. It affects your constitution. It affects your stealth. It affects your speed. It sustains your constitution. It provides resistance to fire. It provides resistance to blindness. It provides resistance to shards. It provides resistance to nexus. It allows you to levitate. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. l) 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 disenchantment. It cannot be harmed by acid, cold, lightning or fire. m) a Dragon Shield of Preservation (-8,-7) [8,+39] It sustains your strength. It sustains your dexterity. It sustains your constitution. It provides resistance to life draining. It provides resistance to poison. It provides resistance to blindness. It provides resistance to shards. It provides resistance to nexus. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. n) a Dragon Shield of Preservation (-6,-1) [8,+32] It sustains your strength. It sustains your dexterity. It sustains your constitution. It provides resistance to life draining. It makes you completely fearless. It provides resistance to electricity. It provides resistance to nether. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. o) a Dragon Shield of Preservation (-7,-1) [8,+31] It sustains your strength. It sustains your dexterity. It sustains your constitution. It provides resistance to life draining. It provides resistance to fire. It provides resistance to poison. It provides resistance to nether. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. p) a Pair of Hard Leather Boots of Speed [3,+14] (+7) It affects your speed. q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) A royal heirloom of the southern coast, strong in combat against evil creatures of the earth. It affects your constitution. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It fights against evil with holy fury. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. r) The 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 nexus. It cannot be harmed by acid, cold, lightning or fire. s) 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. t) The Tulwar 'Talath' (2d4) (+20,+23) It can be activated for... restore stats and life levels every 750 turns ...if it is being worn. It is very sharp and can cut your foes. It strikes at undead with holy wrath. It provides immunity to acid. It provides resistance to shards. It cannot be harmed by acid, cold, lightning or fire. u) The Trident of Ulmo (4d8) (+15,+19) (+4) The awesome weapon of the Vala Ulmo, Lord of Waters. Mightest of all the powers of good save Manwe himself, Ulmo laughs in scorn at the dread powers of the undead, and is utterly in command of the element of water. It can be activated for... teleport away every 150 turns ...if it is being worn. It affects your dexterity. It is especially deadly against dragons. It is especially deadly against natural creatures. It provides immunity to acid. It provides immunity to paralysis. It provides resistance to life draining. It provides resistance to nether. It allows you to see invisible monsters. It gives telepathic powers. It slows your metabolism. It speeds your regenerative powers. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. v) The Seeker Bolt of Faldir (4d5) (+21,+19) (+3 attacks) It affects your constitution. It affects your attack speed. It drains life from your foes. It provides resistance to life draining. It provides resistance to poison. It provides resistance to dark. It provides resistance to nether. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. w) The Necromancer of Dol Guldur's corpse It cannot be harmed by acid, cold, lightning or fire. x) The Player corpse It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) 33 Sprigs of Athelas b) a Scroll of Rune of Protection c) The Ring 'Alion' [+11] (+4) It affects your wisdom. It sustains your wisdom. It provides immunity to paralysis. It provides resistance to sound. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. d) The Ring of Tulkas (+4) The treasure of Tulkas, most fleet and wrathful of the Valar. It can be activated for... haste self (75+d75 turns) every 150+d150 turns ...if it is being worn. It affects your strength. It affects your dexterity. It affects your constitution. It affects your speed. It allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. e) 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. f) The Ring of Amancar [+10] (+4) It affects your constitution. It makes you invisible. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. g) 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. h) 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. i) 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. j) The Palantir of Orthanc (+2) A shining white ball of unbreakable crystal, the ancient Palantiri were used by kings of Numenor and later by the Exiles for rapid communication between distant lands. Nothing is hidden from one who gazes into a Palantir: but the observed will also be aware of the observer, as was Sauron when Saruman tried to spy on him with this particular Palantir. It can be activated for... clairvoyance every 100+d100 turns ...if it is being worn. It provides light (radius 2) forever. It affects your intelligence. It affects your wisdom. It affects your searching. It affects your infravision. It provides resistance to blindness. It allows you to see invisible monsters. It gives telepathic powers. It drains mana. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. k) The Partial Plate Armour of Ollor (-1) [22,+13] {cursed} It provides immunity to electricity. It provides immunity to fire. It provides immunity to cold. It provides resistance to acid. It prevents teleportation. It is heavily cursed. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. l) The Filthy Rag of the Wight [1,+8](40%) (+2 to searching) It affects your intelligence. It affects your searching. It affects your mana capacity. It provides resistance to blindness. It provides resistance to confusion. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. m) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5) A pair of high-laced shoes, strong against the powers of corruption and withering, that grant the wearer extraordinary agility. It can be activated for... remove fear and cure poison every 5 turns ...if it is being worn. It affects your dexterity. It affects your charisma. It sustains your constitution. It sustains your charisma. It provides immunity to paralysis. It provides resistance to confusion. It provides resistance to nether. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. n) 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. o) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+4) Like unto Orcrist and Glamdring, and like them long lost, this sword is continually coved in tiny arcs of captive lighning that flash and dance eerily in the globe of light they create. It affects your searching. 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. It provides resistance to fire. It provides resistance to blindness. It provides 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 slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. p) 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. q) The Seeker Arrow 'Mindelfin' (4d4) (+9,+15) It does extra damage from frost. It is a great bane of dragons. It is especially deadly against giants. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. r) a Bronze Dragonrider corpse |
Posted on 6.6.2002 20:06
512. on the Ladder (of 19090)
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