The Angband Ladder: Koenig der Erde, Petty-Dwarf Black-Knight by <spitfyr@gmx.net>
[T.o.M.E. 1.0.0 Character Dump] Name : Koenig der Erde Age 51 STR: 18/*** Sex : Male Height 39 INT: 18/*** Race : Petty-Dwarf Weight 91 WIS: 18/120 Class : Black-Knight Social Class 51 DEX: 18/*** Body : Death orb CON: 18/*** Magic : Nether CHR: 18/120 Spirit + To Hit 77 Level 50 Max Hit Points 2339 + To Damage 41 Experience 33769030 Cur Hit Points 2339 + To AC 108 Max Exp 33769030 Max SP (Mana) 332 Base AC 23 Exp to Adv. ***** Cur SP (Mana) 332 Gold 12316068 Loan 0 Loan time 0 (Miscellaneous Abilities) Fighting : Legendary[67]Perception : Superb Blows/Round: 22 Bows/Throw : Excellent Searching : Superb Shots/Round: 2 Saving Throw: Legendary[2] Disarming : Heroic Wpn.dmg/Rnd: 22d6+902 Stealth : Legendary[5] Magic Device: Legendary[2] Infra-Vision: 110 feet Tactic: normal Explor: normal (Character Background) You are one of several children of a Petty-Dwarf Smith. You are a credit to the family. You have dark brown eyes, straight black hair, a one foot beard, and a dark complexion. [Miscellaneous information] Cth monsters: ON Zlike monsters: ON Joke monsters: ON Maximize mode: ON Preserve Mode: ON Autoscum: OFF Small Levels: ON Arena Levels: ON Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 25 (1250') 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 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 Death orb. Your Attributes: You are dead. You can teleport at will. You can detect hidden doors and traps. You can mystify pets. You can wake up a pet. 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. Your appetite is small. You can sense the presence of orcs. You can sense the presence of trolls. You can sense the presence of spiders. You can sense presence of undead. You can sense the presence of dragonriders. You are very lucky. You have a firm hold on your life force. You reflect arrows and bolts. You are surrounded with a fiery aura. You are incorporeal. You are carrying a permanent light. You are completely immune to acid. You are 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 immune to nether forces. You are completely fearless. Your eyes are resistant to blindness. Your intelligence is sustained. Your wisdom is sustained. Your constitution is sustained. Your dexterity is sustained. Your strength is affected by your equipment. Your intelligence is affected by your equipment. Your wisdom is affected by your equipment. Your dexterity is affected by your equipment. Your constitution is affected by your equipment. Your charisma is affected by your equipment. Your stealth is affected by your equipment. Your searching ability is affected by your equipment. Your infravision is affected by your equipment. Your digging ability is affected by your equipment. Your speed is affected by your equipment. Your attack speed is affected by your equipment. Your ability to score critical hits is affected by your equipment. Your weapon drains life from your foes. Your weapon shocks your foes. Your weapon burns your foes. Your weapon freezes 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 strikes at demons with holy wrath. Your weapon is especially deadly against orcs. Spell list: * Nether realm |-Icy Touch level 1 |-Bloodlust level 1 |-Open Chasm level 1 |-Banish level 1 |-Genocide level 1 |-Detection level 1 |-Clairvoyance level 1 |-Flame of Udun level 1 |-Hellfire level 3 |-Ravage Soul level 1 |-Absorb Light level 1 |-Drain Magic level 1 |-Restore Life level 1 |-Blood Curse level 1 |-Word of Destruction level 1 |-Summon Greater Undead level 1 |-Mass Genocide level 1 * Spirit realm |-Phase Door level 1 |-Teleport level 1 |-Fast Recall level 1 |-Probability Travel level 1 |-Solidify Continuum level 1 |-Knowledge level 1 |-*Knowledge* level 1 |-Radiate Force level 2 |-Project Force level 1 |-Elemental Shield level 1 |-Inertia Wave level 1 |-Disrupt Minds level 1 You destroyed the One Ring, thus weakening Sauron. You established a permanent between liaison between Minas Anor and Gondolin, thus allowing the last alliance to exist. You saved Gondolin from destruction. The sword that was broken is now reforged. You saved the beautiful Mallorns of Lothlorien. You saved Bree from a dreadful Nazgul. You saved a young hobbit from an horrible fate. You saved 15 princesses. You saved Arda and became a famed King. You have defeated 16319 enemies. [Fates] You may find a War Hammer on level 1. You may meet a Boil-covered wretch on level 1. You are fated to meet a Mean-looking mercenary on level 7. You may meet a Giant white mouse on level 1. You are fated to meet an Aimless-looking merchant on level 16. [Character Equipment] a) The Small Sword 'Sting' (E:6880595, L:46) (1d6) (+38,+18) (+4 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 and can have access to the realms of: Fire Cold Acid Lightning Poison Air Earth It affects your strength. It affects your dexterity. It affects your constitution. It affects your charisma. It affects your speed. It affects your attack speed. It does extra damage from electricity. It does extra damage from fire. It does extra damage from frost. It poisons your foes. It drains life from your foes. It is especially deadly against orcs. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It provides immunity to paralysis. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to light. It provides resistance to confusion. 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 trolls. It allows you to sense the presence of spiders. It allows you to sense presence of undead. It slows your metabolism. It produces a fiery sheath. It induces random teleportation. It cannot be harmed by acid, cold, lightning or fire. d) The Light Crossbow of Onurinel (x6) (+15,+17) (+3 to speed) 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 provides light. It fires missiles with extra might. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. e) The Ring 'Anthrim' (+10) It affects your intelligence. It affects your speed. It affects your attack speed. It sustains your wisdom. It provides resistance to poison. It provides resistance to blindness. It allows you to fly. It cannot be harmed by acid, cold, lightning or fire. f) 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. 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 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 light. It provides resistance to nexus. It allows you to fly. It allows you to sense the presence of dragonriders. It reflects bolts and arrows. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. o) The Cloak of Mimicry [Demon] of Barion [1,+11] It provides immunity to electricity. It provides immunity to cold. It provides resistance to fire. It provides resistance to dark. It provides resistance to shards. It allows you to fly. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. p) The Small Metal Shield of Glarod [3,+11] It sustains your dexterity. It provides immunity to acid. It provides resistance to electricity. It provides resistance to cold. It provides resistance to poison. It provides resistance to dark. It provides resistance to confusion. It provides resistance to sound. It cannot be harmed by acid, cold, lightning or fire. s) 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. u) a Set of Leather Gloves of Thievery (+7,+3) [1,+12] (+1) It affects your dexterity. It affects your searching. It affects your speed. It provides immunity to paralysis. It allows you to levitate. It cannot be harmed by acid. x) The Pair of Metal Shod Boots of Thror [6,+20] (+3) Sturdy footwear of leather and steel as enduring as the long-suffering Dwarven King-in-exile who wore them. Of dwarven make, the wearer of these boots will be completely at home in the mountains. It affects your strength. It affects your constitution. It affects your speed. It makes you completely fearless. It provides resistance to dark. It allows you to climb high mountains. It cannot be harmed by acid, cold, lightning or fire. z) (nothing) {) (nothing) |) The Mattock of Nain (3d8) (+12,+18) (+6 to searching) 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) 8 Spirit Spellbooks [Psychoportation] {@m1@b1@G1} b) 5 Spirit Spellbooks [Clairsentience] {@m2@b2@G2} c) 5 Spirit Spellbooks [Telekinesis] {@m3@b3@G3} d) 6 Nether Spellbooks [Necromantic Incantations] {@m5@b5@G5} e) 11 Nether Spellbooks [Curses of Angmar] {@m6@b6@G6} f) 4 Nether Spellbooks [Eye of Sauron] {@m7@b7@G7} g) 4 Nether Spellbooks [Flame of Udun] {@m8@b8@G8} h) 4 Nether Spellbooks [Crescent of Morgul] {@m9@b9@G9} i) 2 Nether Spellbooks [Morgoth's Ring] j) The Cunning Plan of Zog {Cure Hunger} It can be activated for... cure hunger k) 7 Sprigs of Athelas l) 23 Potions of Speed m) a Potion of Heroism n) 24 Potions of Healing o) 17 Potions of *Healing* p) 3 Potions of Restore Mana q) 12 Scrolls of Teleportation r) The Mighty Hammer 'Grond' (E:2182477, L:39) (9d9) (+54,+36) [+10](80%) (+4) (ch 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 and can have access to the realms of: Fire Cold Acid Lightning Poison It can be activated for... alter reality every 100 turns ...if it is being worn. It affects your ability to tunnel. It does extra damage from acid. It does extra damage from fire. It does extra damage from frost. 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 makes you invisible. 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 slows your metabolism. It produces an anti-magic shell. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. s) a Mage Staff of Wizardry (1d4) (-15,-23)(80%) (+4) It can be wielded two-handed. It affects your mana capacity. It affects your spell power. t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) 6 Sprigs of Athelas b) 2 Potions of Cure Critical Insanity c) The Crumpled Scroll of Mass Resurrection It cannot be harmed by acid, cold, lightning or fire. d) a Ring of Damage (+19) e) 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. f) The Phial of Galadriel (+4) {@A2} 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. g) 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. h) 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. i) 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. j) 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 confusion. It provides resistance to shards. It provides resistance to nexus. It cannot be harmed by acid, cold, lightning or fire. k) The Augmented Chain Mail 'Tilod' (-2) [16,+15] It sustains your intelligence. It sustains your dexterity. It provides immunity to electricity. It provides resistance to cold. It provides resistance to nether. It cannot be harmed by acid, cold, lightning or fire. l) The Cloak of Mimicry [Demon] of Cirnost [1,+10] It sustains your intelligence. It sustains your constitution. It sustains your charisma. It provides immunity to acid. It provides immunity to fire. It provides resistance to life draining. It provides resistance to acid. It provides resistance to sound. It provides resistance to chaos. It cannot be harmed by acid, cold, lightning or fire. m) The Small Leather Shield of Tandoron [2,+13] It sustains your strength. It provides immunity to fire. It makes you completely fearless. It provides resistance to acid. It provides resistance to disenchantment. It cannot be harmed by acid, cold, lightning or fire. n) a Small Metal Shield of Reflection [3,+15] It reflects bolts and arrows. It cannot be harmed by acid, cold, lightning or fire. o) The Large Metal Shield of Valdalach [5,+12] It sustains your intelligence. It provides immunity to electricity. It provides immunity to paralysis. It provides resistance to poison. It provides resistance to light. It provides resistance to disenchantment. 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 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 allows you to sense the presence of evil beings. It cannot be harmed by acid, cold, lightning or fire. q) 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. 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 '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. t) The Dagger 'Nimthanc' (E:49430, L:26) (1d4) (+21,+13) A frosty dagger finely balanced for deadly throws. It is one of the 3 legendary daggers. It is sentient and can have access to the realms of: Fire Lightning Poison It can be activated for... frost bolt (6d8) every 7+d7 turns ...if it is being worn. It does extra damage from electricity. It does extra damage from fire. It does extra damage from frost. 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 electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to shards. It provides light. It allows you to sense the presence of trolls. It produces a fiery sheath. It produces an electric sheath. It cannot be harmed by acid, cold, lightning or fire. u) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) Famed sea-defender of Lebennin. A short, slightly curved chopping blade with a perfect edge shining cleanly in the sun, an object of hate to the men of Umbar who met it in combat. It affects your dexterity. It affects your stealth. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It allows you to levitate. It allows you to see invisible monsters. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. v) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) This fiery, shining blade earned its sobriquet "Foe-Hammer" from dying orcs who dared to come near hidden Gondolin. It affects your searching. It does extra damage from fire. It is especially deadly against orcs. It strikes at demons with holy wrath. It fights against evil with holy fury. It provides resistance to fire. It provides resistance to light. It provides light. It allows you to sense the presence of orcs. It slows your metabolism. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) a Potion of Life b) The Ring of Power of Hoarmurath of Dir (+3 attacks) It affects your wisdom. It affects your attack speed. It makes you invisible. It provides resistance to chaos. It allows you to fly. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. c) an Indestructible Ring of Speed (+12) It affects your speed. It cannot be harmed by acid, cold, lightning or fire. d) 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. e) The Whip of Gothmog (3d6) (+15,+16) (-2) With this unbearably bright whip of flame, the Balrog Gothmog has become known for never having lost in combat. It affects your intelligence. It affects your dexterity. It affects your infravision. It does extra damage from fire. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It strikes at demons with holy wrath. It is especially deadly against natural creatures. It provides resistance to fire. It provides resistance to light. It provides light. It allows you to sense the presence of spiders. It allows you to sense the presence of demons. It speeds your regenerative powers. It drains life. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. f) The Seeker Arrow of Bard (8d4) (+20,+15) Dealiest of arrows, imbued with elemental strength, this shaft is feared especially by the wyrmkin. It is from a group of items rumored to be the bane of dragons. 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 a great bane of dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Minas Anor ] a) a Spirit Spellbook [Empathy] {@m4@b4@G4} b) a Nether Spellbook [Corruptions of Melkor] c) 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. d) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) A stiff suit of armor composed of small metal plates sewn to an inner layer of heavy canvas, and covered with a second layer of cloth. Within it is the spirit of Eorl the Young, matchless in combat. It affects your strength. It affects your dexterity. It affects your speed. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to confusion. It provides resistance to sound. It cannot be harmed by acid, cold, lightning or fire. e) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth) This powerful piece of armour was made using the remains of the Sandworm Queen. It affects your strength. It affects your stealth. It affects your infravision. It affects your ability to tunnel. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to poison. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. f) 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. g) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2) The axe of Eonwe, leader of the Hosts of the West before the gates of Thangorodrim, strikes with icy wrath at the undead, disperses hosts of evil at a word, and grants Maia-like powers of body and mind. It can be activated for... mass genocide every 1000 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 does extra damage from frost. It is especially deadly against orcs. It is a great bane of demons. It strikes at undead with holy wrath. It fights against evil with holy fury. It provides immunity to cold. It provides immunity to paralysis. It allows you to see invisible monsters. It allows you to sense the presence of non-living things. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. h) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4) The famed "Flame of the West", the sword that was broken and is forged again. It glows with the essence of fire, its wearer is mighty in combat, and no creature of Sauron can withstand it. It will never be stained or broken even in defeat. It can be activated for... fire ball (72) every 400 turns ...if it is being worn. It affects your strength. It affects your dexterity. It affects your luck. It does extra damage from fire. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It sustains your dexterity. It provides immunity to paralysis. It makes you completely fearless. It provides resistance to fire. It provides resistance to disenchantment. It provides light. It allows you to see invisible monsters. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. i) The Heavy Crossbow 'Lendor' (x7) (+3,+11) (+3) It affects your intelligence. It affects your wisdom. It affects your constitution. It affects your charisma. It fires missiles with extra might. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Lothlorien ] a) 2 Nether Spellbooks [Necromantic Incantations] {@m5@b5@G5} b) 12 Potions of Speed c) 2 Potions of Life d) 10 Potions of Restore Mana e) a Potion of Invulnerability f) 3 Potions of New Life g) 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. h) 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. i) 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. j) 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. k) The Golden Crown of Gondor [0,+15] (+3) The shining winged circlet brought by Elendil from dying Numenor, emblem of Gondor though an age of the world. It can be activated for... heal (700) every 250 turns ...if it is being worn. It affects your strength. It affects your wisdom. It affects your constitution. It affects your speed. It provides resistance to electricity. It provides resistance to fire. It provides resistance to cold. It provides resistance to light. It provides resistance to blindness. It provides resistance to confusion. It provides resistance to sound. It provides resistance to shards. 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. l) 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. m) 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. n) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) The hand-sheathing of Fingolfin, warrior-king of Elves and Men, who gave Morgoth seven mighty wounds and pain that will last forever. It can be activated for... a magical arrow (150) every 90+d90 turns ...if it is being worn. It grants you the power of... magic missile ...if it is being worn. It affects your dexterity. It affects your luck. It provides immunity to paralysis. It provides resistance to acid. It slows your metabolism. It cannot be harmed by acid, cold, lightning or fire. o) 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. p) The Slaughter Axe 'Naturebane' (5d7) (+31,+27) (+3) Used by the orcs in their battle at Dragor Bragollach against the elves, this axe has a bloodthirst for nature. It can be activated for... dispel monsters (300) every 200+d200 turns ...if it is being worn. It affects your strength. It is especially deadly against natural creatures. It sustains your strength. It provides resistance to shards. It provides resistance to nexus. It allows you to levitate. It drains life. It cannot be harmed by acid, cold, lightning or fire. q) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2) A giant sword once wielded by mighty Turin, and a great dragonbane which bathed in Glaurung's blood: but beware, it will drink the blood of those who wield it eventually. It affects your strength. It does extra damage from fire. It poisons your foes. It is very sharp and can cut your foes. It is a great bane of dragons. It is especially deadly against trolls. It provides immunity to paralysis. It provides resistance to fire. It provides resistance to poison. It provides resistance to confusion. 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. r) 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. s) 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. t) The Dark Sword 'Mormegil' (E:804009, L:34) (6d7) (+23,+9) [-20] (+4 to speed) A foul, twisted sword with blackened spines and knobs, whose very name is a curse upon the lips of Elves and Men. It is sentient and can have access to the realms of: Fire Acid Lightning Poison Air It generates an antimagic field. It affects your ability to tunnel. It affects your speed. It affects your attack speed. It does extra damage from fire. It can cause earthquakes. It is especially deadly against dragons. It fights against evil with holy fury. It provides immunity to fire. It makes you completely fearless. It provides resistance to acid. It provides resistance to electricity. It provides resistance to fire. It provides resistance to chaos. It provides resistance to disenchantment. It provides light. It produces an electric sheath. It drains mana. It drains life. It drains experience. It induces random teleportation. It aggravates nearby creatures. It carries an ancient foul curse. It cannot be harmed by acid, cold, lightning or fire. u) 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. v) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5) A pick that provides a magical light to see by while tunneling. It can be activated for... open a secret passage every 75 turns ...if it is being worn. It affects your strength. It affects your ability to tunnel. It does extra damage from acid. It is especially deadly against orcs. It is especially deadly against trolls. It strikes at demons with holy wrath. It sustains your strength. It provides resistance to light. It provides resistance to dark. It provides resistance to chaos. It allows you to climb high mountains. It provides light. It cannot be harmed by acid, cold, lightning or fire. [Home Inventory - Gondolin ] a) a Potion of Life b) The Ring of Power of Hoarmurath of Dir (+3 attacks) It affects your wisdom. It affects your attack speed. It makes you invisible. It provides resistance to chaos. It allows you to fly. It drains experience. It cannot be droped while cursed. It cannot be harmed by acid, cold, lightning or fire. c) an Indestructible Ring of Speed (+12) It affects your speed. It cannot be harmed by acid, cold, lightning or fire. d) 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. e) The Whip of Gothmog (3d6) (+15,+16) (-2) With this unbearably bright whip of flame, the Balrog Gothmog has become known for never having lost in combat. It affects your intelligence. It affects your dexterity. It affects your infravision. It does extra damage from fire. It is very sharp and can cut your foes. It is very sharp and make your foes bleed. It strikes at demons with holy wrath. It is especially deadly against natural creatures. It provides resistance to fire. It provides resistance to light. It provides light. It allows you to sense the presence of spiders. It allows you to sense the presence of demons. It speeds your regenerative powers. It drains life. It aggravates nearby creatures. It cannot be harmed by acid, cold, lightning or fire. f) The Seeker Arrow of Bard (8d4) (+20,+15) Dealiest of arrows, imbued with elemental strength, this shaft is feared especially by the wyrmkin. It is from a group of items rumored to be the bane of dragons. 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 a great bane of dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It strikes at demons with holy wrath. It strikes at undead with holy wrath. It fights against evil with holy fury. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. |
Posted on 8.7.2002 15:40
776. on the Ladder (of 18974)
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