The Angband Ladder: LobsterJohnson, Gnome Demonologist by <Elliott946@aol.com>

  [ToME 2.2.7 Character Dump]

 Name  : LobsterJohnson         Age                 64       STR!     40       
 Sex   : Male                   Height              47       INT!     40       
 Race  : Vampire Gnome          Weight              97       WIS!     40       
 Class : Demonologist           Social Class        21       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Melkor Bauglir                                      CHR!     40       
                                                                               
 + To Melee Hit         128 Level             50    Max Hit Points      1010   
 + To Melee Damage      174 Experience  17599465    Cur Hit Points        -8   
 + To Ranged Hit         67 Max Exp     17599465    Max SP (Mana)        271   
 + To Ranged Damage       7 Exp to Adv.    *****    Cur SP (Mana)        271   
   AC                 26+78 Gold          830626    Piety              19477   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[67]Perception  : Very Bad     Blows/Round:  14        
 Bows/Throw  : Legendary[17]Searching   : Bad          Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Very Good    Mel.dmg/Rnd:  28d5+2436 
 Stealth     : Bad          Magic Device: Good         Infra-Vision: 1290 feet 
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are the only child of a Gnome Beggar.  You are a well            
          liked child.  You have green eyes, straight black hair, and          
          a dark complexion.                                                   
                                                                               


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             OFF
 Small Levels:         ON
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 25 (1250')
        Mordor: Level 65 (3250')
        Angband: Level 123 (6150')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        The Void: Level 132 (6600')
        Paths of the Dead: Level 70 (3500')
        Orc Cave: Level 21 (1050')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 57 (2850')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 33 (1650')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 25 (1250')

 Your body was a Player.
 You have defeated 11338 enemies.
 You tried to destroy Melkor forever, but died in the attempt.
 Arda will be quiet, but not free from evil.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved Bree from a dreadful Nazgul.
 You saved 95 princesses.
 You saved Arda and became a famed King.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 33rd Quelle of the 2890th year of the third age.
 Your adventure lasted 47 days.

     Your Attributes:
You are dead, killed by an Osyluth on level 132 of The Void.
You can drain life from a foe.
You can teleport yourself short distances.
You can cast magic missiles.
You cannot see.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You have free action.
You regenerate quickly.
You have ESP.
You are unlucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to 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 nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon is branded with the Sign of Chaos.
Your weapon drains life from your foes.
Your weapon poisons your foes.
Your weapon is a great bane of demons.

 Corruption list:
Vampiric Teeth:
  Your teeth allow you to drain blood to feed yourself
  However your stomach now only accepts blood.

Vampiric Strength:
  Your body seems somewhat dead
  In this near undead state it has improved strength, constitution and
intelligence
  But reduced dexterity, wisdom and charisma.

Vampire:
  You are a Vampire. As such you resist cold, poison, darkness and nether.
  Your life is sustained, but you cannot stand the light of the sun.


Skills (points left: 0)
 - Combat                                        16.903 [0.750]
          - Weaponmastery                        21.993 [0.750]
                   . Sword-mastery               50.000 [0.600]
          . Archery                              02.000 [0.400]
 - Sneakiness                                    02.000 [1.800]
          . Stealth                              01.000 [0.300]
          . Disarming                            02.000 [1.800]
 - Magic                                         11.310 [0.700]
          . Magic-Device                         01.000 [1.150]
          . Udun                                 00.000 [0.400]
          . Demonology                           45.000 [1.000]
          . Thaumaturgy                          03.200 [0.500]
 - Spirituality                                  12.430 [0.700]
          . Prayer                               37.500 [0.500]
          . Mindcraft                            25.200 [0.500]
 - Monster-lore                                  09.700 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            15.200 [0.500]

Abilities
 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Spread blows


  [Fates]

You are fated to meet a Mangy-looking leper on level 12.
You may find a Morphic Oil of 0 on level 15.
You are fated to meet a Giant black ant on level 7.
You may find a Parchment - Map of Lothlorien on level 16.


  [Character Equipment]

a) The Long Sword of Eringuin (2d5) (+21,+13) (+3) {cursed}
        It increases your strength by 3.  It poisons your foes.  It produces
    chaotic effects.  It drains life from your foes.  It is a great bane
    of demons.  It is heavily cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
d) a Small Wooden Boomerang of Aman (1d4) (+10,+7) [+1] (+2 attacks) {100% off}
    It increases your wisdom and attack
    speed by 2.  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 makes you completely fearless.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    evil beings.  It has been blessed by the gods.  
    You stole it from the Weaponsmith.
e) The Ring of Aedangin (+4 to speed) {cursed}
    It increases your wisdom, 
    constitution and speed by 4.  It makes you completely fearless.  It
    provides resistance to cold, dark, confusion, sound and chaos.  It
    speeds your regenerative powers.  It is heavily cursed.  It carries an
    ancient morgothian curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Rare Jewelry Shop.
f) a Ring of Speed (+12) {cursed}
    It increases your speed by 12
    .  It is cursed.  It carries an ancient morgothian curse.  
    You stole it from the Rare Jewelry Shop.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal
    and cure black breath every 200 turns if it is being worn. It provides
    light (radius 3) forever.  It increases your strength, wisdom, 
    charisma and speed by 4.  It makes you completely fearless.  It
    provides resistance to fire, poison and disenchantment.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Demilich on level 87 of Angband.
m) The Phial of Undeath (-5) {cursed}
n) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It 
    increases your intelligence, constitution, stealth and speed by 4.  It
    provides immunity to fire.  It provides resistance to acid, 
    electricity, cold and nexus.  It allows you to fly.  It allows you to
    sense the presence of thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
o) The Cloak of Earnar [1,+7]
    It sustains your strength, constitution
     and charisma.  It provides immunity to cold.  It provides resistance 
    to life draining, cold, dark, confusion, nexus and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
p) The Large Metal Shield of Anarion [5,+20]
    It sustains your strength, intelligence, wisdom, 
    dexterity, constitution and charisma.  It provides resistance to acid, 
    electricity, fire, cold and confusion.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma and infravision by 125.  It provides resistance to acid, 
    electricity, fire, cold, poison, light, dark, confusion, nether and 
    nexus.  It allows you to see invisible monsters.  It gives telepathic
    powers.  It is permanently cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 123 of
    Angband.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it
    is being worn. It grants you the power of magic missile if it is being
    worn.  It increases your dexterity and luck by 4.  It provides
    immunity to paralysis.  It provides resistance to acid.  It gives
    telepathic powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 98 of
    Angband.
x) a Pair of Metal Shod Boots of Speed [6,+9] (+8)
    It increases your speed by 8.  
    You bought it from the Footwear Shop.
z) a Death mold (117 hp)
    
{) The Silver Bolt 'Berch' (3d5) (+21,+19) (+2)
    It increases your strength and 
    intelligence by 2.  It does extra damage from electricity and fire.  
    It strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
|) The Pick 'Arandor' (+16,+7) (+1 to speed)
    It increases your strength, 
    intelligence, wisdom, dexterity, charisma, ability to tunnel, speed
     and attack speed by 1.  It drains life from your foes.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 62 of Mordor.


  [Character Inventory]

a) The Devil's Pentagram
    It
    can be activated for heal 700 hit points every 250 turns.  
    You found it in the remains of a Black ooze on level 40 of Moria.
b) Lloth's Ceremonial Dagger
    It
    can be activated for genocide every 500 turns.  
    You found it in the remains of a Dreadlord on level 71 of Angband.
c) The Jester's Cap of Insanity
    It
    can be activated for restore stats and life levels every 750 turns.  
    You found it in the remains of an Acidic cytoplasm on level 53 of Mordor.
d) Boccob's Magical Mish-mash (charging)
    
    It can be activated for genocide every 500 turns.  
    You found it in the remains of a Forest wight on level 22 of Mirkwood.
e) 24 Potions of Cure Insanity
    
f) 13 Potions of Speed
    
g) a Potion of Healing
    
h) 27 Potions of *Healing*
    
i) 2 Potions of Life
    
j) 14 Potions of Restore Mana
k) 57 Scrolls of Teleportation
    
l) 4 Scrolls of *Remove Curse*
    
m) 37 Scrolls of Satisfy Hunger
    
n) 3 Scrolls of *Destruction*
    
o) 6 Scrolls of Genocide
    
p) a Silver Rod of the Istari of Healing (200/200)
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it lying on the ground on level 75 of Angband.
q) a Golden Rod of Trap Location (125/125)
    
r) a Rod Tip of Door/Stair Location (10 Mana to cast)
s) The Ring of Flare (+3)
    It can be
    activated for dimension door every 100 turns if it is being worn. It
    grants you the power of swap position if it is being worn.  It 
    increases your strength, constitution, charisma and searching by 3.  
    It provides immunity to fire.  It allows you to fly.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 58 of
    Mordor.
t) The Arkenstone of Thrain (+3)
    It can be activated for detection every 30+d30 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    speed and luck by 3.  It provides resistance to life draining, light, 
    dark and chaos.  It allows you to see invisible monsters.  It allows
    you to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 58 of
    Mordor.
u) a Long Sword (2d5) (+0,+0)
    
v) The Dark Sword 'Mormegil' (E:5094373, L:43) (6d7) (+45,+23) [-20] (+3 to
speed)
    It provides light (radius 1) forever.  It generates an
    antimagic field.  It increases your speed and attack speed by 3.  It
    does extra damage from fire and frost.  It is especially deadly
    against dragons.  It strikes at undead with holy wrath.  It sustains 
    your constitution.  It provides immunity to fire.  It makes you
    completely fearless.  It provides resistance to electricity, fire, 
    chaos and disenchantment.  It allows you to sense the presence of 
    trolls.  It produces a fiery sheath.  It drains mana, life and 
    experience.  It aggravates nearby creatures.  It carries an ancient
    foul curse.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
w) (nothing)


  [Home Inventory - Bree ]

a) 5 Sprigs of Athelas
b) 55 Scrolls of Satisfy Hunger
    
c) an Adamantite Rod of Nothing (200/200)
d) an Amulet of Trickery (+3) {100% off}
    It increases your dexterity, stealth, 
    infravision and speed by 3.  It sustains your dexterity.  It provides
    resistance to poison and nexus.  
    You stole it from the Rare Jewelry Shop.
e) The Amulet of Huinaros (+3 to searching)
    It can be used to store a
    spell.  It increases your intelligence and searching by 3.  It
    sustains your intelligence.  It provides resistance to cold and light.
    It allows you to levitate.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature multi-hued dragon in the town of
    Gondolin .
f) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) {cursed}
g) The Soft Leather Armour of Belerendi [4,+5]
    It sustains your intelligence.  It provides immunity to cold
    .  It makes you completely fearless.  It provides resistance to 
    confusion, shards and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Golgarach, the Living Rock on level 36 of
    Heart of the Earth.
h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It
    provides resistance to acid, confusion and shards.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
i) The Thunderlord Coat of Tilmalar [9,+9]
    It provides
    immunity to acid, electricity and fire.  It provides immunity to
    paralysis.  It provides resistance to fire, cold and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
j) The Cloak 'Holcolleth' [1,+4] (+2)
    It
    can be activated for sleep nearby monsters every 55 turns if it is
    being worn. It increases your intelligence, wisdom, stealth and speed
     by 2.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 87 of Angband.
k) an Elven Cloak of Stealth [4,+13] (+4 to stealth) {100% off}
    
    It increases your stealth, searching and luck by 4.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
l) The Small Leather Shield of Glinath [2,+10]
    It sustains your dexterity.  It
    provides immunity to paralysis.  It provides resistance to electricity
    , light, dark, confusion, shards, chaos and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
m) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75)
    every 75+d75 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your wisdom, charisma, searching and luck by 5.
    It sustains your wisdom, dexterity and charisma.  It provides
    resistance to acid, electricity, dark and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
n) The Steel Helm of Gurad [6,+8]
    It provides light (radius 3) forever.  It
    sustains your wisdom and dexterity.  It provides resistance to acid, 
    confusion and sound.  It allows you to breathe underwater.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 58 of
    Mordor.
o) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2)
    It can be activated for mass genocide every 1000 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution and charisma by 2.  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.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
p) The Main Gauche 'Neglion' (1d5) (+4,+12) (+3 attacks)
    It provides light (radius 1) forever.  It 
    increases your intelligence, constitution and attack speed by 3.  It
    does extra damage from electricity.  It is especially deadly against
    dragons.  It is especially deadly against trolls.  It is especially
    deadly against natural creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Forest troll on level 23 of A lost temple.
q) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
    
    It increases your dexterity and stealth by 3.  It provides resistance 
    to acid, electricity, fire and cold.  It allows you to levitate.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
r) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    It increases your strength, dexterity and 
    constitution by 4.  It does extra damage from frost.  It is especially
    deadly against dragons.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It sustains your strength and constitution.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to life draining, cold, nether and chaos.  It allows you to
    see invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It has been blessed by the gods.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
s) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
    It provides light (radius 1) forever.  It increases 
    your searching by 3.  It does extra damage from frost.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It fights against evil with holy fury.  It provides resistance 
    to life draining, cold and dark.  It allows you to sense the presence 
    of orcs and dragons.  It slows your metabolism.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
t) The Long Sword of the Dawn (E:569692, L:33) (3d5) (+42,+28) (+4 to speed)
    It can be activated for summon the Legion of the
    Dawn every 500+d500 turns if it is being worn. It provides light
    (radius 1) forever.  It increases your wisdom, charisma, stealth, 
    infravision and speed by 4.  It does extra damage from fire and frost.
    It is very sharp and can cut your foes.  It is especially deadly
    against dragons.  It strikes at demons with holy wrath.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It
    makes you invisible.  It sustains your charisma.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to fire, cold, light and blindness.  It allows you to
    levitate.  It allows you to sense the presence of good beings.  It
    slows your metabolism.  It speeds your regenerative powers.  It
    produces a fiery sheath.  It has been blessed by the gods.  It can
    clone monsters.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying in a vault on level 40 of Moria.
u) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must be wielded
    two-handed.  It poisons your foes.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
v) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity and 
    constitution by 4.  It provides resistance to nether.  It fires
    missiles with extra might.  It fires missiles excessively fast.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hezrou on level 87 of Angband.
w) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
x) Climbing Set {25% off}
    It
    allows you to climb mountains.  


  [Home Inventory - Gondolin ]

a) a Silent watcher (1121 hp)
    
b) a Master quylthulg (2073 hp)
    
c) a Master quylthulg (3000 hp)
    
d) a Moonstone Rod of Simplicity of Nothing (75/75)
e) a Silver Rod of Quickness of Nothing (100/100)
f) an Adamantite Rod of Nothing (200/200)
g) a Ring of Speed (+8)
h) The Ring of Tulkas (+4)
    It can be activated for haste self
    (75+d75 turns) every 150+d150 turns if it is being worn. It increases 
    your strength, dexterity, constitution and speed by 4.  It allows you
    to sense the presence of evil beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Sauron, the Sorcerer on level 100 of
    Angband.
i) The Blue Stone 'Toris Mejistos'(40%) (+2)
    It grants you the power of restore life if it is being worn.  
    It provides light (radius 1) forever.  It can be used to store a
    spell.  It increases your intelligence, wisdom and luck by 2.  It
    increases your mana capacity by 40%.  It sustains your intelligence
     and wisdom.  It provides resistance to life draining.  It allows you
    to breathe underwater.  It allows you to sense the presence of evil
    beings and good beings.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
j) The Jewel 'Evenstar' (+3)
    It can be activated for restore stats and life levels
    every 750 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your constitution by 3.  It sustains your 
    intelligence, wisdom and constitution.  It provides resistance to life
    draining, cold, dark and nether.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 63 of
    Mordor.
k) a Dwarven Lantern of the Magi (+2)
    It grants you the power of magic map if it is being worn.  It
    provides light (radius 2) forever.  It can be used to store a spell.  
    It increases your intelligence, wisdom and charisma by 2.  It cannot
    be harmed by fire.  
    It was given to you as a reward.
l) The Phial of Galadriel (+4)
    It can be activated for light area
    (dam 2d15) every 10+d10 turns if it is being worn. It provides light
    (radius 3) forever.  It increases your searching and luck by 4.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 50 of Moria.
m) The Augmented Chain Mail of Lebreth (-2 to accuracy) [16,+16]
    
    It sustains your dexterity.  It provides immunity to electricity and 
    fire.  It provides resistance to life draining, fire, confusion, 
    shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 63 of
    Mordor.
n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases your strength, dexterity and speed by 2.  It makes
    you completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, poison, confusion and sound.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 40 of Moria.
o) The Hard Studded Leather of Ardar (-1 to accuracy) [7,+0]
    It sustains your 
    intelligence.  It provides immunity to fire and cold.  It provides
    resistance to light, confusion, nexus and chaos.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ulfang the Black on level 40 of The Land Of
    Rhun.
p) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated for teleport (range 100) every 45 turns if it
    is being worn. It increases your stealth and speed by 3.  It provides
    resistance to acid and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Bat of Gorgoroth on level 66 of Mordor.
q) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    
    It can be activated for analyze monster every 500+d200 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 87 of Angband.
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
    
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
s) The Set of Leather Gloves 'Cammithrim' [1,+10]
    It can be activated for magic missile (2d6) every 2
    turns if it is being worn. It provides light (radius 1) forever.  It
    sustains your constitution.  It provides immunity to paralysis.  It
    provides resistance to light.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
t) The Dagger 'Nimthanc' (E:132175, L:29) (1d4) (+34,+15)
    It can be activated
    for frost bolt (6d8) every 7+d7 turns if it is being worn. It does
    extra damage from frost.  It can cause earthquakes.  It makes you
    invisible.  It provides resistance to cold.  It slows your metabolism.
    It cannot be harmed by acid, cold, lightning or fire.  
u) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It provides
    light (radius 1) forever.  It increases your intelligence, dexterity
     and speed by 3.  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 cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
v) The Scimitar 'Haradekket' (2d5) (+3,+4) (+2 attacks)
    It increases your 
    intelligence, wisdom and attack speed by 2.  It is especially deadly
    against dragons.  It strikes at demons with holy wrath.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It provides resistance 
    to nexus, chaos and disenchantment.  It allows you to see invisible
    monsters.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon on level 79 of
    Angband.
w) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    It must be wielded two-handed.  It increases your strength by 
    2.  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 and poison.  It allows you to see
    invisible monsters.  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.  
    You found it lying in a vault on level 40 of Moria.
x) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
    It can be wielded
    two-handed.  It can be activated for destruction every 200+d200 turns
     if it is being worn. It increases your strength, infravision and 
    ability to tunnel by 5.  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
    , sound and nexus.  It produces an anti-magic shell.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Brown Thunderlord on level 90 of Angband.


  [Home Inventory - Minas Anor ]

a) The Demonhorn of Gothmog [2,+13] (-5)
    
    It provides light (radius 2) forever.  It decreases your charisma by 5
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Grand master mystic on level 97 of
    Angband.
b) Baalzebub's Tormented Box
    It can be activated for teleport level.  
    You found it in the remains of a Novice mage on level 27 of The Land Of
    Rhun.
c) Bigby's Big Book of Brutality
    It can be activated for darkness.  
    You found it in the remains of an Old Sorcerer on level 53 of Mordor.
d) 2 Sprigs of Athelas
e) a Mithril Rod of Detection (160/160)
f) a Mithril Rod of Nothing (160/160)
g) a Mithril Rod of Capacity of Detection (320/320)
h) an Adamantite Rod of Nothing (200/200)
i) 2 Rod Tips of Disarming (50 Mana to cast)
j) a Ring of Extra Attacks (+3 attacks)
    
    It increases your attack speed by 3.  
    You found it in the remains of an Ancient green dragon in the town of
    Gondolin .
k) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  It provides resistance 
    to acid, electricity, fire, cold, confusion, sound and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 54 of
    Mordor.
l) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every 500 turns if it is being
    worn. It increases your strength and charisma by 4.  It provides
    resistance to acid, electricity, fire, cold, dark, confusion and 
    disenchantment.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser titan on level 55 of Mordor.
m) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
n) The Small Metal Shield of Thorin [3,+25] (+4)
    It 
    increases your strength and constitution by 4.  It provides immunity 
    to acid.  It provides immunity to paralysis.  It provides resistance 
    to light, sound and chaos.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and 
    luck by 3.  It provides resistance to confusion.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a
    cheerful song every 3 turns if it is being worn. It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Sabre 'Careth Asdriag' (2d7) (+0,+0) (+2 to speed)
    It increases your dexterity, 
    constitution, speed and attack speed by 2.  It is especially deadly
    against dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It is especially deadly against natural creatures.  It allows
    you to sense the presence of animals.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 87 of Angband.
r) The Lochaber Axe 'Dragonbane' (3d8) (+20,+20) (+2 attacks)
    
    It increases your attack speed by 2.  It is a great bane of dragons.  
    It provides resistance to acid, electricity, fire, cold and poison.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Greater titan on level 81 of Angband.
s) a Gnomish Shovel of Digging (+4,+2) (+7)
    
    It increases your ability to tunnel by 7.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
t) The Dwarven Pick of Bedhwe (+15,+14) (+1 to speed)
    It increases your strength, 
    intelligence, wisdom, dexterity, charisma, ability to tunnel, speed
     and attack speed by 1.  It drains life from your foes.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It increases your dexterity and speed
     by 4.  It provides resistance to acid, electricity, fire and cold.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser titan on level 55 of Mordor.


  [Home Inventory - Lothlorien ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It
    provides light (radius 1) forever.  It decreases your luck by 20.  It
    does extra damage from fire.  It poisons your foes.  It produces
    chaotic effects.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It can re-curse itself.  It can resist being shattered by
    morgul beings.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it lying on the ground on level 57 of Mordor.
b) The Gem of Ghosts
    It can be
    activated for satisfy hunger.  
    You found it in the remains of a Master mystic on level 82 of Angband.
c) Mordekainen's Pocket Magician
    
    It can be activated for Destruction.  
    You found it lying on the ground on level 66 of Mordor.
d) 2 Sprigs of Athelas
    
e) 20 Potions of Cure Insanity
    
f) 99 Potions of Water Curing {quest}
g) a Golden Rod of Recall (125/125)
    
h) The Golden Horn of the Thunderlords (5 charges) {100% off}
    
    It was given to you as a reward.
i) The Ring of Power 'Nenya' (+9,+9) (+2)
    It can be activated for healing (800)
    every 100+d200 turns if it is being worn. It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma, stealth, 
    speed and luck by 2.  It sustains your intelligence, wisdom and 
    charisma.  It provides immunity to cold.  It provides immunity to
    paralysis.  It provides resistance to life draining and blindness.  It
    allows you to see invisible monsters.  It gives telepathic powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
j) an Amulet of Reflection {100% off}
    
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You stole it from the Rare Jewelry Shop.
k) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3)
    forever.  It increases your strength, dexterity, constitution, 
    infravision and speed by 3.  It provides immunity to paralysis.  It
    makes you completely fearless.  It allows you to see invisible
    monsters.  It speeds your regenerative powers.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 75 of
    Angband.
l) The Palantir of Orthanc (+2)
    It can be activated for clairvoyance every 100+d100 turns if
    it is being worn. It provides light (radius 2) forever.  It increases 
    your intelligence, wisdom, searching and infravision by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It drains mana.  It aggravates
    nearby creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Many Colours on level 75 of
    Angband.
m) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the
    space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 49 of Mordor.
n) The Bronze Dragon Scale Mail 'Olonuvie' (-2 to accuracy) [30,+17]
    It
    can be activated for breathe confusion (120) every 90+d90 turns if it
    is being worn. It sustains your charisma.  It provides resistance to 
    life draining, dark, confusion, nexus, chaos and disenchantment.  It
    allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
o) a Small Metal Shield of Reflection [3,+8]
    It reflects bolts and arrows.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice paladin on level 20 of A lost
    temple.
p) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if it
    is being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
r) The Silver Bolt 'Balefire' (6d5) (+20,+15)
    It provides light (radius 1) forever.  
    It does extra damage from fire.  It is a great bane of demons.  It is
    a great bane of undead.  It allows you to sense the presence of demons
     and undead.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord in the town of Bree .
s) The Seeker Arrow of Bard (8d4) (+20,+15)
    
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It is a great bane of dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It strikes at demons with holy
    wrath.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord in the town of Bree .


  [The Mathom-house Inventory - Bree ]

a) The Ring of Power of Ji Indur Dawndeath (+2 to speed)
    
    It increases your strength, dexterity and speed by 2.  It makes you
    invisible.  It sustains your intelligence.  It provides immunity to
    paralysis.  It provides resistance to electricity and dark.  It slows
    your metabolism.  It drains experience.  It cannot be dropped while
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 59 of Mordor.
b) The Ring of Power of Uvatha the Horseman (+5)
    
    It increases your strength, constitution and charisma by 5.  It makes
    you invisible.  It sustains your constitution.  It provides resistance 
    to blindness, confusion, shards and nether.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
c) The Ring of Power of Hoarmurath of Dir (+4)
    
    It increases your constitution and charisma by 4.  It makes you
    invisible.  It sustains your strength and charisma.  It makes you
    completely fearless.  It provides resistance to nexus.  It allows you
    to fly.  It drains experience.  It cannot be dropped while cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 70 of Angband.
d) The Ring of Power of Ren the Unclean (+2 to stealth)
    
    It increases your intelligence, wisdom and stealth by 2.  It makes you
    invisible.  It provides immunity to paralysis.  It provides resistance 
    to confusion and chaos.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ren the Unclean on level 99 of Mount Doom.
e) The Ring of Power of Adunaphel the Quiet (+1 to stealth)
    
    It increases your intelligence, dexterity, stealth, searching and 
    infravision by 1.  It makes you invisible.  It provides resistance to 
    dark.  It drains experience.  It cannot be dropped while cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 87 of Angband.
f) The Ring of Durin (+2)
    
    It grants you the power of midas touch if it is being worn.  It 
    increases your strength, constitution and charisma by 2.  It sustains 
    your strength, constitution and charisma.  It provides resistance to 
    life draining, acid, cold, dark, nether and chaos.  It allows you to
    sense the presence of evil beings.  It drains experience.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
g) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area
    every 50+d50 turns if it is being worn. It grants you the power of 
    detect curses if it is being worn.  It provides light (radius 4)
    forever.  It increases your speed by 1.  It provides resistance to 
    life draining.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 49 of Mordor.
h) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It 
    increases your strength and charisma by 2.  It provides resistance to 
    acid, electricity, fire, cold, shards, nexus and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
i) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt (5d8) every 5+d5
    turns if it is being worn. It can be used to store a spell.  It
    provides resistance to acid.  It cannot be harmed by acid, cold,
    lightning or fire.  
j) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated for lightning bolt (4d8) every
    6+d6 turns if it is being worn. It can be used to store a spell.  It
    provides resistance to electricity.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ancient green dragon in the town of
    Gondolin .
k) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It increases your dexterity by 4.  It is very sharp and can
    cut your foes.  It is very sharp and can make your foes bleed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can
    be activated for detect orcs every 10 turns if it is being worn. It 
    increases your dexterity and searching by 4.  It is especially deadly
    against orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk on level 21 of A lost temple.
m) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
    
    It must be wielded two-handed.  It increases your strength, 
    constitution and ability to tunnel by 3.  It does extra damage from 
    acid and fire.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is a great bane of demons.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to acid, fire, light, dark and chaos.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
n) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    It increases your strength, constitution and speed
     by 2.  It does extra damage from electricity.  It is very sharp and
    can cut your foes.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    electricity, light and dark.  It allows you to see invisible monsters.
    It aggravates nearby creatures.  It is cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
o) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
p) The Spear of Melkor (4d6) (+12,+24) (-4 to stealth) {cursed}
    It 
    decreases your wisdom and stealth by 4.  It poisons your foes.  It
    provides resistance to light, dark, blindness, confusion and nether.  
    It allows you to sense the presence of good beings.  It drains mana
     and life.  It is heavily cursed.  It carries an ancient foul curse.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
q) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It must be wielded two-handed.  It can be
    activated for berserker and +10 to speed (50) every 100+d200 turns if
    it is being worn. It provides light (radius 1) forever.  It increases 
    your strength and constitution by 3.  It does extra damage from acid.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is a great bane of demons.  It provides resistance to acid
    .  It drains mana.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
r) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be wielded two-handed.  It 
    increases your strength, constitution and stealth by 3.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It provides immunity
    to paralysis.  It provides resistance to acid, electricity, fire, cold
     and blindness.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of non-living
    things.  It speeds your regenerative powers.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk on level 21 of A lost temple.
s) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    
    It must be wielded two-handed.  It can be activated for alter reality
    every 100 turns if it is being worn. It can cause earthquakes.  It is
    a great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  



Posted on 7.9.2004 23:21
Last updated on 20.9.2004 19:59

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On 7.9.2004 23:21 Elliott946@aol.com wrote:
He's never actually cast a demonologist spell. Why? Because he didn't find demon equipment worth bothering with for quite a while and now its become a badge of honor.

He got that nifty sword he's using as a princess quest reward all the back on BD 3! Right after that, he stole his boomerang and things have generally gone smoothly ever since.

He's going to be the first in a series of characters. First, a Demonologist who doesn't using Demonology, next a priest of Manwe (now THERE is a class that doesn't get used much), then a symbiant who doesn't summon and a warper who doesn't use magic for combat (except for actual warper spells). Sort of a ToME-style island of lost toys.

On 8.9.2004 00:57 dzhang@its.caltech.edu wrote:
Hey.

Just wanted to point out that all of those "firsts" aren't really. Both my character Darpax and Adoetha didn't use Demonology. Manwe is the only God I ever even consider worshipping--usually I go Manwe, or atheist. Xiaomei got symbiosis purely for life-share and teleport to (since she got Summoning too...).

Your warper might be new though. :P

You wanna try unique? Go for an Ent that only uses Boulder-Throwing for damage :P


On 8.9.2004 03:02 Elliott946@aol.com wrote:
dzhang,

Howdy. Umm, I didn't actually say any of those characters would be the "first" of their kind, just that they are somewhat unusual builds. I merely said that Lobster would be the "first" of those characters.

As for the rest, ok, a demonologist who doesn't use demonology isn't terribly interesting, but I think you missed on the next two. The Manwe guy isn't going to just worship Manwe, he's going to be a Manwe priest. Check out the ladder and see how many you find.

Xiaomei got symbiosis, but he's not a Symbiant. The plan is to make the Symbiant who takes Symbiosis up to 25 primarily for the "teleport to" power. I actually chose Symbiant because its skill multipliers work better than Loremaster for my plan, but the fact that he's a non-summoning Symbiant does sound better than a non-summoning Loremaster.

The real trick is that I'm hoping to beat Melkor with all of them. The Warper is probably the most interesting of the lot, but I've already beaten Melkor with one (my only win over that peckerhead), so going first with him would be a tad repetative.

I've got all of their skill points planned out and they should all be capable of it, but that doesn't mean I'll actually be ABLE to get them there.

On 8.9.2004 03:02 Elliott946@aol.com wrote:
Anyone who can win with a boulder throwing Ent is a god among mere ToME players.

On 8.9.2004 15:42 dzhang@its.caltech.edu wrote:
Er... Xiaomei's supposed to be a to be a "she"... stupid traps that change gender. They tempt me more than anything else to go in and edit my savefiles (but I didn't, as you can see).

Xiaomei = "little sister" in Chinese

Hm... yeah, you're right, Priests are a bit tricky to play. Main problem I see is the sheer lack of damage. I guess you have to get lucky with the FF quests.

Will be away camping for the next week. Best of luck to you during it. Maybe I'll try the boulder-Ent when I come back.

On 13.9.2004 01:10 Elliott946@aol.com wrote:
Was just out of towner for a bit myself. Oh, I didn't know that about Xiaomei. Those gender change traps are truly stupid. IF there was an effect on gameplay, I could understand it more.

Re: FF luck, actually, this Demonologist required the most luck on FF quests, (3 different skills 3 times each). None of the rest will require more than 2 and that's pretty trivial with 98 quests.

On 17.9.2004 23:32 Elliott946@aol.com wrote:
Ok, that's it for Morgoth. Worshipped Melkor the whole way, destroyed the Ring, and the scummed the Barrow Downs until he found a Melkor altar which allowed Lobster to resume his evil ways and made Morgoth a pushover.

The nastiest situation of the whole game happened during a fairly blah FF quest for Brown Thunderlords back on level 85 or so. Lobster was wielding Mormegil and it was cursed so he couldn't put it down, and was praying to Morgoth. Multiple Chaos hound breaths knocked Lobster down to about 1/4 hp, at which point Melkor helpfully decided to summon greater undead to support his loyal worshipper... except that Mormegil aggravates and among the various greater undead were not one, not two, but THREE Nazgul. Oh, and since Lobster had been stuck to Mormegil for a while he had zero mana left AND he was out of teleport scrolls. Almost croaked there.

Morgoth was thoughtful enough to drop the very first rod tip of healing he's seen all game. One of those would have been really handy earlier, but various other priorities have resulted in a magic device score of 1, so its not really too useful now.

The plan now is to go after Melkor, but I'm still pondering the best way to do it. No cloaks of air, and my patience with this guy is running out, so I don't plan on scumming for one. I brought Symbiosis up to 15 specifically so he could do the share life/heal-symbiote trick, but its questionable whether he really has the mana to pull it off. I'll have to do more testing in Numenor. As a fallback, he could bring the phial of undeath but I really wanted to avoid using it. I went for Melkor with it once before and it was REALLY ugly. By the time he got to Melkor the Black Breath and Morgothian curse had spread everywhere, and the poor guy was melting away before my eyes.

On 18.9.2004 12:14 artagas@yahoo.co.uk wrote:
nice winner, congrats. I was wondering though, why you dumped points into demonology if you are not ever planning to use it.
Also, wouldnt the LS of Dawn be a better choice of weapon? or the clone monster thingy is too annoying maybe. (i cant tell how often it happens, since i have never found it...)

On 20.9.2004 17:35 Elliott946@aol.com wrote:
Ok, he's ready for the Void. I think the share-life/heal-symbiote trick isn't actually going to get him through, but at least it will cut down the amount of time he needs to use the phial of undeath.

He swapped the 3-immunity thunderlord armor and shield of reflection for Trone and the shield of Anarion. It costs Immunity to Acid and electricity and he has no resistance at all to shards, but gains +4 speed and stealth, and, more importantly, sustains for all stats. The phial is going to hammer his stats hard, and without sustains, I think its possible that even the huge bonus from the crown wouldn't be enough to keep him maxed out the whole time. That would be disastrous.

I think 17M exp is the smallest total I've ever had for a character who cleared all the dungeons and had 98 quests (ok, he skipped a FF quest for Master Q's, but that's it).

On 20.9.2004 17:38 Elliott946@aol.com wrote:
Considered using the sword of the Dawn as main weapon for the trip down since he hopefully will fight almost nothing on the way down and it would have given him another +4 to his speed, but it would be trouble if he actually did have to fight something.

Additionally, he got Eringuin as a princess quest reward on level 3 of the Barrow Downs. Its been his primary weapon for virtually the entire game, and since its gotten him this far, it may as well go the rest of the way.

On 20.9.2004 19:59 Elliott946@aol.com wrote:
Oh, the ignomy! Failed to even get through the Void.

The sharelife-heal symbiote trick worked for a few levels and had he been making faster progress through the levels, I might have tried using the potions of restore mana in hopes of making it, but the going was slow. Plus, Lobster seemed to be at 50-60% hit points all the time and that didn't seem like a good idea, so I switched to the Phial of Undeath. Things fell apart a few levels after that.

While void-gating to some stairs, something teleported Lobster to a big pack of demons and Gabriel. Mass Geno took care of the demons, but Gabriel kept summoning. Lobster never really had a decent ranged attack and everytime he tried to chase Gabriel down, he'd either teleport away or summon again.

Lobster finally teleported away, only to land right in the middle of a greater demon pit. Fortunately, he had the hp left for another Mass Geno, but a roving pack of ancient dragons forced him to teleport again, landing close to Gabriel and his summons, who immediately summoned greater demons.

Lobster mass geno'ed AGAIN (3rd time on the same level) but was pretty beat up so he teleported to get away from Gabriel and he landed right in the middle of another pack of demons. Splat.

I think the real problem was that his detection just wasn't good enough. His precognition was good enough to spot close by monsters, but it wasn't doing the critical LOS boost that's probably necessary for the Void and Nether Realms. More intensive stair scumming could have made up for that, but with the asphyxition initially and the phial's Morgothian curse later, I just didn't think he had time.

Oh well. He was my best melee character ever, and he never did cast a demonologist spell. Putting those points into mindcraft might have a big difference.

On 20.9.2004 20:13 Elliott946@aol.com wrote:
Why all the points in Demonology? Because while the realization that he had never cast a demonologist spell slowly began dawning on me when he was about level 35, it wasn't until he was close to level 50 that I decided "If he's made it this far without demonologist spells, he can go the whole way."

More briefly, I didn't decide he wasn't going to use them until after the points were spent.

The sword of the dawn rocks as a source of good mods or as a weapon again uniques, but its awful as a regular weapon. I don't know the exact chance of cloning monsters, but I'd guess its around 25% per hit. When Lobster used it against tough opponents (that wouldn't die in one round), the sword would generally clone 2 or 3 new monsters after every round of attacks.

On 20.9.2004 20:18 Elliott946@aol.com wrote:
Oh, I forgot to mention his interesting pick finds.

Back in late Mordor, on consecutive levels, Lobster found nearly identical picks. The first was (+16, +7) with +1 to tunneling, speed, attack speed, and all stats except CON, plus life drain (yippee).

On the next level, he found a pick that was (+15, +14) with +1 to tunneling, speed, attack speed, and all stats except CON, plus life drain (also yippee). Amazingly similar.

My last character, a crossbow using archer, found two crossbows that were nearly identical as well. Strange.

On 22.9.2004 08:58 artagas@yahoo.co.uk wrote:
i say that is pretty bad luck.
good going for a vampire-gnome-nosummon-demonologist
anyhow.
*wonders if he would make it to 1000' with the same char*
r.i.p.

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