The Angband Ladder: Derfuin, Human Archer by <federico.odorizzi@studenti.unitn.it>

  [ToME 2.2.7 Character Dump]

 Name  : Derfuin                Age                 20       STR!     40       
 Sex   : Male                   Height             116       INT!     38       
 Race  : Human Barbarian        Weight             153       WIS!     37       
 Class : Archer                 Social Class        31       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Tulkas                                              CHR!     38       
                                                                               
 + To Melee Hit          90 Level             50    Max Hit Points      1270   
 + To Melee Damage       86 Experience  27226716    Cur Hit Points      1270   
 + To Ranged Hit        100 Max Exp     27226716    Max SP (Mana)        108   
 + To Ranged Damage      19 Exp to Adv.    *****    Cur SP (Mana)        108   
   AC                29+137 Gold         4802040    Piety             223695   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[47]Perception  : Fair         Blows/Round:  10        
 Bows/Throw  : Legendary[72]Searching   : Fair         Shots/Round:  4         
 Saving Throw: Good         Disarming   : Excellent    Mel.dmg/Rnd:  50d5+860  
 Stealth     : Heroic       Magic Device: Legendary[15]Infra-Vision: 0 feet    
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of the two children of Duinhir, the Lord of the          
          great Blackroot Vale. You are fated to die in the Battle of          
          the Pelennor, and thus want to avoid it. You have dark blue          
          eyes, straight blonde hair, and an average complexion.               


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 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 108 (5400')
        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')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        Death fate: Level 1 (50')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 33 (1650')

 Your body is a Player.
 You are currently in the town of Gondolin.
 You have defeated 24923 enemies.
 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 the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 94 princesses.
 You saved Arda and became a famed King.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 31st Quelle of the 2890th year of the third age.
 You have been adventuring for 45 days.

                    adefkmnopsuxz{|@            
        Add Str   : 2.2.4...43......            
        Add Int   : ..24..42........            
        Add Wis   : ..2.4..2.3......            
        Add Dex   : 222.......4.....            
        Add Con   : ..2...4.43......            
        Add Chr   : ..244..2........            
        Add Stea. : ..24..42........            
        Add Tun.. : ..............5.            
        Add Speed : 2.2.4342.3.7....            
        Add Blows : ...4............            
        Slay Evil : +...............            
        Sharpness : +...............            
        Elec Brand: .............+..            
        Sust Str  : ................            
        Sust Int  : ..+.............            
        Sust Wis  : ..++............            
        Sust Dex  : ...+............            
        Sust Con  : ................            
        Sust Chr  : ..+.............            
        Invisible : ...+...+........            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ......+.........            
        Free Act  : ++++....+.+.....            
        Hold Life : ..+..+...+......            
        Imm Acid  : ...+..++*.+.....            
        Res Elec  : ......+..+......            
        Imm Fire  : ....+.*+.+......            
        Imm Cold  : ..*...++.+......            
        Res Pois  : ...++...........            
        Res Fear  : ...++..+.......+            
        Res Lite  : ...+.+..++......            
        Res Dark  : .....+..........            
        Res Blind : ..+......+......            
        Res Conf  : .........+......            
        Res Sound : ........++......            
        Res Shard : ...+............            
        Res Neth  : ...+............            
        Res Nexus : ......+.........            
        Res Chaos : .....+..++......            
        Res Disen : ....+...........            
        Aura Fire : ......+.........            
        Lite      : .........+......            
        See Invis : +.+..+...+......            
        Digestion : +.........+.....            
        Regen     : +........+......            
        Xtra Might: .+..............            
        Activate  : ..+.++.+.++.....            
        Fly       : ......+.........            
        Orc.ESP   : .....+..+.......            
        Dragon.ESP: .+..............            
        TLord.ESP : ......+.........            
        Full ESP  : ..+.............            

Skills (points left: 6)
 - Combat                                        40.200 [0.800]
          . Weaponmastery                        33.000 [0.500]
          - Archery                              36.694 [0.850]
                   . Sling-mastery               00.000 [0.500]
                   . Bow-mastery                 50.000 [0.500]
                   . Crossbow-mastery            00.000 [0.500]
                   . Boomerang-mastery           00.000 [0.500]
 - Sneakiness                                    01.000 [0.900]
          . Disarming                            01.000 [0.900]
 - Magic                                         00.894 [0.200]
          . Magic-Device                         50.000 [1.100]
          . Conveyance                           01.000 [0.300]
 - Spirituality                                  01.000 [0.300]
          . Prayer                               05.000 [0.500]
          . Mindcraft                            23.700 [0.500]
 - Monster-lore                                  00.500 [0.500]
          . Corpse-preservation                  00.800 [0.800]

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


  [Fates]

You may find Climbing Set on level 21.
You may find a Mushroom of Poison on level 9.


  [Character Equipment]

a) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
        It increases your strength, dexterity and speed by 2.  It is very
    sharp and can cut your foes.  It is very sharp and can make your foes
    bleed.  It fights against evil with holy fury.  It provides immunity
    to paralysis.  It allows you to see invisible monsters.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Hell knight on level 48 of Mordor.
d) The Long Bow of Bard (x5) (+17,+19) (+2)
    It 
    increases your dexterity and luck by 2.  It provides immunity to
    paralysis.  It allows you to sense the presence of dragons.  It fires
    missiles with extra might.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Young black dragon on level 63 of Mordor.
e) The Ring of Power 'Nenya' (+9,+9) (+2)
    
    It can be activated for healing (800) every 100+d200 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth, speed and luck by 2.  It
    sustains your intelligence, wisdom and charisma.  It provides immunity 
    to cold.  It provides immunity to paralysis.  It provides resistance 
    to life draining and blindness.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
f) The Ring of Nostin (+4)
    It increases your 
    intelligence, charisma, stealth and attack speed by 4.  It makes you
    invisible.  It sustains your wisdom and dexterity.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, poison, light, shards and nether.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Ghoulking on level 36 of Mordor.
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 Nightcrawler on level 62 of Mordor.
m) The Arkenstone of Thrain (+3)
    It
    can be activated for detection every 30+d30 turns if it is being worn. 
    It provides light (radius 3) forever.  It increases your speed and 
    luck by 3.  It provides resistance to life draining, light, dark and 
    chaos.  It allows you to see invisible monsters.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
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 Shadow Cloak of Luthien [Divine Aim] [6,+20] (+2)
    It can be activated for restore life
    levels every 450 turns if it is being worn. It has a spell stored
    inside.  It increases your intelligence, wisdom, charisma, stealth, 
    speed and luck by 2.  It makes you invisible.  It makes you completely
    fearless.  It provides resistance to acid, fire and cold.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your 
    strength and constitution by 4.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to light, 
    sound and chaos.  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 Mummified human on level 60 of Mordor.
s) The Golden Crown of Gondor [0,+15] (+3)
    
    It can be activated for heal 700 hit points every 250 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, wisdom, constitution and speed by 3.  It provides resistance 
    to life draining, electricity, fire, cold, light, blindness, confusion
    , sound and chaos.  It allows you to see invisible monsters.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
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 slows your metabolism.  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.
x) a Pair of Metal Shod Boots of Speed [6,+11] (+7)
    It increases your speed by 7.  
    You found it lying on the ground on level 20 of The Old Forest.
z) (nothing)
{) 11 Seeker Arrows of Lightning (4d4) (+15,+17)
    It does
    extra damage from electricity.  It cannot be harmed by electricity.  
    You found it lying in a vault on level 99 of Angband.
|) a Shovel of Digging (+16,+16) (+5)
    It increases your 
    ability to tunnel by 5.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 89 of Angband.


  [Character Inventory]

a) The Deck of Wild Magic {mass genocide}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it in the remains of a Dark elven mage on level 18 of A lost
    temple.
b) Tenser's Alteration Manual {mass genocide}
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Dark elven sorcerer on level 36 of Mordor.
c) Raal's Tormented Spirits {heal 700}
    
    It can be activated for heal 700 hit points every 250 turns.  
    You found it in the remains of a Vrock on level 47 of Moria.
d) Jor's Compendium of Strange Behaviour {satisfy hunger}
    It can be
    activated for satisfy hunger.  
    You found it in the remains of an Imp on level 50 of Mordor.
e) Agannazar's Altruistic Assassin {genocide}
    It can be
    activated for genocide every 500 turns.  
    You found it lying on the ground on level 31 of The Land Of Rhun.
f) 20 Potions of Speed
g) 7 Potions of *Healing*
h) 5 Potions of Enlightenment
i) 2 Potions of Curing
j) a Fireproof Staff of Genocide[1|12] (0 charges)
    It
    cannot be harmed by fire.  
    You found it in the remains of a Dreadmaster on level 99 of Angband.
k) a Staff of Genocide[1|15] (0 charges)
l) The Golden Horn of the Thunderlords (4 charges) {100% off}
    
    It was given to you as a reward.
m) The Arrow Trap Set 'Merlion Karc's Demonbane' (+17,+27) [+37] (+2)
    It is well-hidden. It can only be set
    off by demons.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 99 of Angband.
n) The Ring of Power of Dwar, Dog Lord of Waw (+2 attacks)
    It increases your 
    strength, charisma, stealth and attack speed by 2.  It makes you
    invisible.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to cold, light, blindness
    , confusion and disenchantment.  It allows you to levitate.  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 Dwar, Dog Lord of Waw on level 69 of Dol
    Guldur.
o) The Large Leather Shield of Taranin [4,+11]
    It sustains your dexterity.  It provides immunity to 
    electricity.  It provides resistance to nexus and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 108 of
    Angband.
p) 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 108 of
    Angband.
q) The Slaughter Axe 'Elluvin' (5d7) (+0,+0) (+3 to speed) {Great Bane of
Undead}
    It increases your wisdom, speed and attack speed by 3.  It
    does extra damage from electricity.  It produces chaotic effects.  It
    is especially deadly against dragons.  It is a great bane of undead.  
    It is especially deadly against natural creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 67 of
    Angband.
r) The Dagger 'Narthanc' (E:74110, L:27) (1d4) (+26,+17)
    It can be activated for fire bolt (9d8) every 8+d8 turns if it
    is being worn. It provides light (radius 1) forever.  It does extra
    damage from fire and frost.  It is especially deadly against dragons.  
    It strikes at demons with holy wrath.  It makes you invisible.  It
    provides resistance to fire, cold and poison.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
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.  
t) The Seeker Arrow of Gondor (10d8) (+10,+20)
    It strikes at demons with holy wrath.  It fights
    against evil with holy fury.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 108 of
    Angband.
u) 23 Seeker Arrows of Slay Demon (4d4) (+16,+18) {90% off}
    It strikes at demons with holy wrath.  
    You made it yourself.
v) 17 Silver Arrows of Flame (3d4) (+10,+14)
    It does extra damage from fire.  It fights
    against evil with holy fury.  It cannot be harmed by acid.  It cannot
    be harmed by fire.  
    You found it in the remains of a Great Storm Wyrm on level 78 of Angband.
w) (nothing)


  [Home Inventory - Bree ]

a) The Bolt Trap Set of Ahromarwar (+25,+15) [+30] (+3)
    
    It is well-hidden. It rearms itself.  It fires missiles with extra
    might.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 63 of Dol Guldur.
b) The Ring of Barahir (+1)
    It can be
    activated for dispel small life every 55+d55 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity, 
    constitution, charisma, stealth and searching by 1.  It provides
    resistance to poison and dark.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 58 of
    The Sacred Land Of Mountains.
c) The Ring of Power 'Narya' (+6,+6) (+1)
    It can be activated for healing (500)
    every 200+d100 turns if it is being worn. It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma, speed and 
    luck by 1.  It sustains your strength, wisdom, constitution and 
    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.  
    You found it lying on the floor of a special level.
d) 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 Hell Wyrm on level 61 of Mordor.
e) 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.
f) The Dwarven Lantern 'Mithun'
    It provides light (radius 5) forever.  It provides
    resistance to dark.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You bought it from the Black Market.
g) 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 a Mature red dragon on level 31 of Mirkwood.
h) 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.  
    It was given to you as a reward.
i) The Phial of Undeath (-5) {cursed}
j) 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 Storm Wyrm on level 92 of Angband.
k) The Anchor of Space-Time
    
    It provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 47 of Moria.
l) The Stone of Lore
    It
    can be activated for perilous identify every turn if it is being worn. 
    It provides light (radius 1) forever.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
m) The Shield of Deflection called 'HellKeeper of Blackroot Vale' [10,+15]
    It sustains your 
    intelligence.  It provides immunity to fire.  It makes you completely
    fearless.  It provides resistance to fire and nether.  It reflects
    bolts and arrows.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You made it yourself.
n) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can be
    activated for detect orcs every 10 turns if it is being worn. It 
    increases your dexterity and searching by 4.  It is especially deadly
    against orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 60 of Erebor.
o) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It
    can be activated for frost ball (48) every 5+d5 turns if it is being
    worn. It increases your dexterity, speed and attack speed by 2.  It
    does extra damage from frost.  It poisons your foes.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Forest troll on level 67 of The Sacred
    Land Of Mountains.
p) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth by 
    2.  It is especially deadly against orcs.  It is especially deadly
    against trolls.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs and 
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 62 of
    Erebor.
q) The Trident of Ulmo (4d8) (+15,+19) (+4)
    It can be activated for teleport away every 200 turns if it is
    being worn. It increases your dexterity by 4.  It is especially deadly
    against dragons.  It is especially deadly against natural creatures.  
    It provides immunity to acid.  It provides immunity to paralysis.  It
    provides resistance to life draining and nether.  It allows you to
    breathe underwater.  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 a Great Wyrm of Many Colours on level 95 of
    Angband.
r) The Trident of Wrath (3d8) (+16,+18) (+2)
    It can be wielded two-handed.  It increases your strength and 
    dexterity by 2.  It produces chaotic effects.  It is a great bane of
    undead.  It fights against evil with holy fury.  It provides
    resistance to light and dark.  It allows you to see invisible
    monsters.  It drains mana.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire lord on level 70 of Angband.
s) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    
    It can be wielded two-handed.  It increases your intelligence by 2.  
    It does extra damage from fire and frost.  It is especially deadly
    against trolls.  It is especially deadly against giants.  It strikes
    at demons with holy wrath.  It sustains your intelligence.  It
    provides resistance to fire and cold.  It allows you to sense the
    presence of giants.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Stone troll on level 42 of Moria.
t) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It
    can be wielded two-handed.  It increases your charisma by 3.  It does
    extra damage from fire.  It is especially deadly against giants.  It
    strikes at undead with holy wrath.  It provides resistance to fire and 
    sound.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of giants.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    It increases your strength by 4.  It 
    poisons your foes.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    natural creatures.  It provides resistance to nexus.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Bile Demon on level 69 of Dol Guldur.
v) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    
    It can be activated for fire branding of bolts every 999 turns if it
    is being worn. It increases your speed by 10.  It provides resistance 
    to fire and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Storm Wyrm on level 71 of Erebor.
w) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    
    It increases your searching, infravision, ability to tunnel and luck
     by 3.  It does extra damage from acid.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It allows you
    to sense the presence of orcs and trolls.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Ancient red dragon on level 86 of
    Angband.
x) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, electricity, fire and frost.  
    It poisons your foes.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Black orc on level 19 of Orc Cave.


  [Home Inventory - Gondolin ]

a) The Amulet of Carlammas (+2)
    It
    can be activated for protect evil (dur level*3 + d25) every 225+d225
    turns if it is being worn. It increases your constitution by 2.  It
    provides resistance to fire.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
b) The Amulet of Ingwe (+3)
    It
    can be activated for dispel evil (level*5) every 300+d300 turns if it
    is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 66 of The Sacred
    Land Of Mountains.
c) 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 Chaos on level 86 of
    Angband.
d) 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.
e) 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 Hell Wyrm on level 61 of Mordor.
f) The Cloak of Thingol [1,+18] (+3)
    
    It can be activated for recharging every 70 turns if it is being worn. 
    It increases your dexterity and charisma by 3.  It provides immunity
    to paralysis.  It provides resistance to acid, fire and cold.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
g) The Cloak of Thorongil [1,+10]
    It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 69 of Erebor.
h) The Steel Helm of Hammerhand [6,+20] (+3)
    It
    grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
i) The Steel Helm of Ellaian [6,+12] {Water Breath!!}
    It sustains your wisdom.  It provides resistance to life
    draining, fire, cold and blindness.  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 Hell Wyrm on level 73 of Angband.
j) The Light War Axe of Ice (2d5) (+3,+15) (+3)
    
    It increases your intelligence and charisma by 3.  It does extra
    damage from frost.  It sustains your dexterity.  It provides immunity 
    to cold.  It provides resistance to nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
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.  
    You found it in the remains of a Great Wyrm of Perplexity on level 69 of
    The Sacred Land Of Mountains.
l) The Dagger 'Dethanc' (E:816882, L:34) (1d4) (+31,+15)
    It can be activated for lightning bolt
    (4d8) every 6+d6 turns if it is being worn. It provides light (radius
    1) forever.  It does extra damage from electricity.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It makes you invisible.  
    It provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It produces a fiery sheath.  It produces an electric
    sheath.  It drains experience.  It cannot be harmed by acid, cold,
    lightning or fire.  
m) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    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
    provides resistance to confusion.  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.
n) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your 
    dexterity, constitution, speed and attack speed by 2.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It is especially deadly against natural
    creatures.  It allows you to sense the presence of animals.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 63 of Dol
    Guldur.
o) 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 a Gelugon on level 76 of Angband.
p) 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.
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    It
    does extra damage from fire and frost.  It poisons your foes.  It
    produces chaotic effects.  It is very sharp and can cut your foes.  It
    is a great bane of dragons.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
r) 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 a Great Wyrm of Perplexity on level 66 of
    Erebor.
s) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack speed by 3.  It poisons
    your foes.  It is very sharp and can cut your foes.  It is especially
    deadly against orcs.  It is especially deadly against natural
    creatures.  It provides immunity to paralysis.  It provides resistance 
    to poison.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bile Demon on level 75 of Angband.
t) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    It
    can be wielded two-handed.  It can be activated for drain life (90)
    every 70 turns if it is being worn. It increases your wisdom and 
    infravision by 4.  It does extra damage from frost.  It is especially
    deadly against orcs.  It provides resistance to cold, light and 
    confusion.  It allows you to sense the presence of orcs, trolls and 
    giants.  It speeds your regenerative powers.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Snaga on level 67 of Angband.
u) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It 
    increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
v) The Short Bow of Amrod (x4) (+12,+15) (+2)
    
    It increases your strength and constitution by 2.  It provides
    resistance to electricity, fire and cold.  It speeds your regenerative
    powers.  It fires missiles with extra might.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Mature red dragon on level 95 of Angband.
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
    
    It increases your dexterity and stealth by 3.  It provides resistance 
    to disenchantment.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Gelugon on level 76 of Angband.
x) The Metal Boomerang of Beor (4d5) (+9,+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 Half-troll on level 64 of Dol Guldur.


  [Home Inventory - Minas Anor ]

a) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    
    It can be activated for star ball (150) every 1000 turns if it is
    being worn. It provides light (radius 1) forever.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to fire, cold, poison, light and dark.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    dragons.  It aggravates nearby creatures.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
b) The Large Leather Shield of the Haradrim [4,+15] (+2)
    It can be activated
    for berserk strength every 50+d50 turns if it is being worn. It 
    increases your strength and constitution by 2.  It sustains your 
    strength and constitution.  It makes you completely fearless.  It
    provides resistance to poison and blindness.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great crystal drake on level 72 of Erebor.
c) The Large Leather Shield of Celegorm [4,+20]
    
    It provides resistance to acid, electricity, fire, cold, light, dark
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 60 of Mordor.
d) 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 disenchantment.  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 a Great crystal drake on level 49 of Moria.
e) 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 a Pit Fiend on level 76 of Angband.
f) The Hatchet of the Night (2d6) (+34,+22) (+4)
    It
    can be activated for vampiric drain (3*100) every 250 turns if it is
    being worn. It increases your dexterity and stealth by 4.  It drains
    life from your foes.  It is a great bane of undead.  It provides
    resistance to dark.  It allows you to see invisible monsters.  It 
    drains experience.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Emperor wight on level 49 of The Sacred
    Land Of Mountains.
g) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    It can be wielded two-handed.  It increases your 
    constitution by 3.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It fights against evil with holy fury.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Vampire lord on level 72 of Angband.
h) 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 a Gelugon on level 85 of Angband.
i) The Dagger of Rilia (2d4) (+4,+3)
    It can
    be activated for stinking cloud (12), rad. 3, every 4+d4 turns if it
    is being worn. It poisons your foes.  It is especially deadly against
    orcs.  It provides resistance to poison and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
j) The Rapier 'Forasgil' (1d6) (+12,+19)
    It does extra damage from frost.  It
    is especially deadly against natural creatures.  It provides
    resistance to cold and light.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 63 of Paths of the Dead.
k) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
    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 cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Death knight on level 35 of The Land Of
    Rhun.
l) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song every 3 turns if it
    is being worn. It increases your luck by 3.  It makes you completely
    fearless.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Monastic lich on level 34 of Mordor.
m) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    
    It decreases your strength, wisdom, charisma and speed by 10.  It does
    extra damage from fire.  It drains life from your foes.  It makes you
    invisible.  It provides immunity to paralysis.  It renders you
    incorporeal.  It allows you to see invisible monsters.  It allows you
    to sense the presence of undead.  It slows your metabolism.  It
    prevents teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
n) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    It increases your intelligence, wisdom
     and attack speed by 2.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It provides resistance to dark, 
    nexus, chaos and disenchantment.  It allows you to see invisible
    monsters.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 47 of Mordor.
o) 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 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 in the remains of an Algroth on level 40 of Mordor.
p) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    It
    generates an antimagic field.  It increases your speed and attack speed
     by 2.  It does extra damage from fire.  It is especially deadly
    against dragons.  It provides immunity to fire.  It makes you
    completely fearless.  It provides resistance to fire, chaos and 
    disenchantment.  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.
q) The Spear of Orome (4d6) (+15,+15) (+4)
    It can be activated for stone to mud
    every 5 turns if it is being worn. It increases your intelligence, 
    wisdom, searching, infravision, ability to tunnel and speed by 4.  It
    does extra damage from fire.  It is especially deadly against dragons.
    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 makes you completely fearless.  It provides
    resistance to life draining, fire and light.  It allows you to
    levitate.  It allows you to see invisible monsters.  It allows you to
    sense the presence of giants.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 60 of Mordor.
r) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It
    can be wielded two-handed.  It can be activated for word of recall
    every 200 turns if it is being worn. It increases your dexterity and 
    charisma by 3.  It does extra damage from fire and frost.  It provides
    immunity to paralysis.  It provides resistance to fire, cold and light
    .  It allows you to see invisible monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 63 of Mordor.
s) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
    It can be
    wielded two-handed.  It increases your strength, constitution and 
    stealth by 3.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It strikes at demons with holy wrath.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire, cold and blindness.  It allows you to levitate.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of non-living things.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death knight on level 61 of Dol Guldur.
t) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Death drake on level 55 of Mordor.
u) 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 Great Swamp Wyrm on level 86 of Angband.
v) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    
    It can be activated for fire ball (300) every 200+d200 turns if it is
    being worn. It decreases your charisma by 4.  It does extra damage 
    from fire.  It provides immunity to fire.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Marda, rider of gold Laronth on level 85 of
    Angband.
w) The Mace 'Taratol' (3d4) (+12,+12)
    It can be wielded two-handed.  It can be activated for speed
    (dur 20+d20) every 250 turns if it is being worn. It does extra damage 
    from electricity.  It is a great bane of dragons.  It provides
    immunity to electricity.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Great Hell Wyrm on level 61 of Mordor.
x) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It is a great bane
    of demons.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elder vampire on level 64 of Mordor.


  [Home Inventory - Lothlorien ]

a) 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.  
    It was given to you as a reward.
b) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated for destroy doors
    and traps every 10 turns if it is being worn. It increases your 
    intelligence, wisdom and constitution by 3.  It provides resistance to 
    acid, poison and confusion.  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.
c) 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 in the remains of a Water troll on level 46 of Moria.
d) 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.  
    It was given to you as a reward.
e) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    It can be activated for heal (777),
    curing and heroism every 300 turns if it is being worn. It increases 
    your intelligence, wisdom and stealth by 4.  It makes you completely
    fearless.  It provides resistance to life draining, acid, electricity, 
    fire, cold, poison and dark.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
f) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every 500 turns
     if it is being worn. It increases your strength and charisma by 4.  
    It provides resistance to acid, electricity, fire, cold, dark, nexus
     and disenchantment.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 70 of Erebor.
g) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    It increases 
    your strength, stealth, infravision and ability to tunnel by 5.  It
    provides resistance to acid, electricity, fire and poison.  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 The Sandworm Queen on level 30 of The
    Sandworm lair.
h) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It increases your stealth and searching by 4.  It
    provides resistance to acid, electricity, fire, cold and dark.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill orc on level 13 of Orc Cave.
i) The Hard Leather Armour of Himring [6,+15]
    It
    can be activated for protect evil (dur level*3 + d25) every 225+d225
    turns if it is being worn. It provides resistance to poison, nether
     and chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill troll on level 62 of Mordor.
j) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It 
    increases your dexterity and speed by 3.  It provides resistance to 
    acid, shards and nether.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
k) The Leather Scale Mail 'Finglos' (-1 to accuracy) [11,+11]
    It sustains your 
    strength, dexterity and charisma.  It provides immunity to cold.  It
    provides resistance to life draining, acid, cold, sound and shards.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk Rogue on level 35 of The Land
    Of Rhun.
l) The Thunderlord Coat of Marda [9,+25] (+5)
    It increases your intelligence, constitution and charisma by 5
    .  It sustains your intelligence, constitution and charisma.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, cold, blindness, confusion and nexus.  It allows you to
    sense the presence of thunderlords.  It reflects bolts and arrows.  It
    produces a fiery sheath.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature bronze dragon on level 62 of Dol
    Guldur.
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to poison and blindness.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Water troll on level 37 of The Helcaraxe.
n) 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.  
    You found it in the remains of a Monastic lich on level 53 of Mordor.
o) 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 an Olog on level 49 of Mordor.
p) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    It can be
    activated for rays of fear in every direction if it is being worn. It 
    decreases your intelligence, wisdom and searching by 5.  It provides
    immunity to cold.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to acid, fire, poison and 
    disenchantment.  It allows you to see invisible monsters.  It produces
    an anti-magic shell.  It drains life.  It induces random
    teleportation.  It carries an ancient foul curse.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a
    cheerful song every 3 turns if it is being worn. It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Dreadlord on level 59 of Mordor.
r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It 
    increases your strength and constitution by 2.  It provides immunity
    to paralysis.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature bronze dragon on level 63 of
    Mordor.
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 Set of Gauntlets of Eol [3,+15](60%) (+3)
    It can be activated
    for mana bolt (9d8) 7+d7 turns if it is being worn. It can be used to
    store a spell.  It increases your intelligence and luck by 3.  It
    increases your mana capacity by 60%.  It provides immunity to
    paralysis.  It provides resistance to electricity, poison and dark.  
    It allows you to levitate.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Sky Drake on level 98 of Angband.
u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It
    can be activated for frost bolt (6d8) every 7+d7 turns if it is being
    worn. It can be used to store a spell.  It increases your constitution
     by 4.  It sustains your constitution.  It provides resistance to cold
    .  It speeds your regenerative powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Cave orc Shaman on level 47 of Moria.
v) The Set of Gauntlets 'Paurhach' [2,+15]
    
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to fire.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death knight on level 71 of Erebor.
w) The Set of Gauntlets 'Paurnen' [2,+15]
    It
    can be activated for acid bolt (5d8) every 5+d5 turns if it is being
    worn. It can be used to store a spell.  It provides resistance to acid
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill troll on level 60 of Dol Guldur.
x) 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 a Young multi-hued dragon in the town of
    Gondolin .


  [The Mathom-house Inventory - Bree ]

a) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you invisible.  
    It sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 16 of Mirkwood.
b) The Demonhorn of Gothmog [2,+13] (-5)
    It provides
    light (radius 2) forever.  It decreases your charisma by 5.  It allows
    you to see invisible monsters.  It allows you to sense the presence of 
    demons.  It slows your metabolism.  It speeds your regenerative
    powers.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 60 of Dol Guldur.
c) 10 Sprigs of Athelas
d) 99 Potions of Water Curing {quest}
e) The Crumpled Scroll of Mass Resurrection
    It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
f) The Wand of Digging of Thrain (18 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
g) The Ring of Power of Adunaphel the Quiet (+3 to speed)
    It increases your intelligence, wisdom and speed by 3.  It
    makes you invisible.  It provides resistance to poison, dark 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 Adunaphel the Quiet on level 43 of Mordor.
h) The Ring of Power of Ji Indur Dawndeath (+4)
    
    It increases your strength and dexterity by 4.  It makes you
    invisible.  It sustains your constitution.  It provides resistance to 
    dark, confusion and chaos.  It allows you to levitate.  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 53 of Mordor.
i) The Ring of Power of Uvatha the Horseman (+1 to stealth)
    
    It increases your dexterity, stealth and infravision by 1.  It makes
    you invisible.  It sustains your dexterity.  It makes you completely
    fearless.  It provides resistance to shards.  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 .
j) an Amulet of Doom [-8] (-9)
    
    It decreases your strength, intelligence, wisdom, dexterity, 
    constitution and charisma by 9.  It cannot be dropped while cursed.  
    It can re-curse itself.  
k) The Amulet of Dualendin (-3 to searching)
    It decreases your searching by 3.  It
    sustains your dexterity.  It provides resistance to sound and nether.  
    It produces an anti-magic shell.  It induces random teleportation.  It
    aggravates nearby creatures.  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.
l) an Everburning Torch of Fading (with 0 turns of light)
    It
    provides light (radius 1) when fueled.  It cannot be harmed by fire.  
    You found it in the remains of a Kobold Rogue on level 8 of Barrow-Downs.
m) 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 increases your intelligence, wisdom and 
    charisma by 2.  It makes you invisible.  It provides resistance to 
    blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
n) The Rusty Chain Mail 'Esgal' (-5 to accuracy) [14,-1]
    It sustains your constitution.  It
    provides immunity to fire.  It provides resistance to cold, poison and 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient black dragon on level 53 of
    Mordor.
o) The Ribbed Plate Armour of Nathol (-1 to accuracy) [28,+11]
    It provides resistance to poison, confusion, nether and chaos.  
    It drains experience.  It carries an ancient foul curse.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 69 of Erebor.
p) The Iron Crown of Beruthiel [0,+20] (-5)
    It 
    decreases your strength, dexterity and constitution by 5.  It provides
    immunity to paralysis.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It speeds your regenerative powers.  It can
    re-curse itself.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
q) The Dragon Helm of Thrain [8,+15]
    It provides light (radius 3) forever.  
    It makes you completely fearless.  It provides resistance to life
    draining, dark, confusion and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
r) a Basillard (*Defender*) (1d8) (+10,+12) [+14] (+4 to stealth) {!k!t}
    It increases your wisdom, dexterity, 
    constitution and stealth by 4.  It sustains your strength and 
    constitution.  It provides immunity to paralysis.  It provides
    resistance to life draining, acid, electricity, fire, cold, poison, 
    blindness and disenchantment.  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 Wormtongue, Agent of Saruman on level 10 of
    Orc Cave.
s) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is
    being worn. It increases your searching and infravision by 2.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
t) The Player corpse
    It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 58 of Mordor.
u) The Mage Staff of Faudalien (1d4) (+7,+2)(100%) (+5)
    
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It can be used to store a spell.  It increases your spell power by 5.  
    It increases your mana capacity by 100%.  It sustains your 
    intelligence.  It provides resistance to blindness.  It allows you to
    fly.  It allows you to see invisible monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
v) The Mage Staff of Cargelmen (1d4) (+4,-2) [+6] (+2)
    It can be wielded two-handed.  It provides light
    (radius 1) forever.  It can be used to store a spell.  It increases 
    your spell power by 2.  It sustains your wisdom.  It provides
    resistance to confusion.  It allows you to fly.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 24 of The Sandworm lair.
w) a Mage Staff of Mana (1d4) (-25,-5)(80%)
    It can
    be wielded two-handed.  It can be used to store a spell.  It increases
     your mana capacity by 80%.  
    You found it lying on the ground on level 29 of The Land Of Rhun.



Posted on 10.9.2004 16:06
Last updated on 23.10.2005 01:29

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On 10.9.2004 16:06 federico.odorizzi@studenti.unitn.it wrote:
I changed the Character Background to give the character the right history.

A princess in the Barrow Downs rewarded him with some boots (+7 speed), but then he found the one he's wearing now: a bit more AC are always welcome.
I think Maedhros is no good if compared with the *Defender* he has: with it he has already quite all the resistances. The only *problem* he had so far was the lack of Identify scrolls in the stores, and he had to go to Gondolin very often to get some, but even there he found only few.
It's bad to be unlucky...

Now waiting for a death fate, hoping it'll be at level one and not in places where I have to go. And now to Lorien!

On 12.9.2004 11:51 federico.odorizzi@studenti.unitn.it wrote:
And in fact the Death Fate arrived. Level 39, so Rhun, Mordor, Helcaraxe, ....... too many places.

Now he's at level 22 of Mirkwood, with a quest (FF)t for 9 Vibration Hounds. The problem is that two are inside an enormous vault (95*18 tiles) filled with every kind of monsters (I can see them with precog). The problem is that it seems there are no walls inside, it might be all an open space. And he has only 14 charges of Noxoius Cloud and 65 arrows.

Enter or recall? This is the problem...

On 15.9.2004 17:11 federico.odorizzi@studenti.unitn.it wrote:
The decision was: enter!

He looked a bit closely to the monsters, and found out that there were two Dracolisk, and decided it would have been a good idea to be *careful*. The vault was all but empty, quite all filled with traps and permanent walls. SO he could keep in the central part of it killing the two hounds. Then it was too risky, and he recalled back.

Had to use a potion of life in Mirkwood 33 in a quest for 14 Black Wraiths. Then Rhun with no problems, just skipped level 39. Killed Ulfang and got Carnoroth from him. Then used a scroll of Artifact Creation (got in a store in Rhun) on a shield Ulfang dropped, with great results :)

On 22.9.2005 19:19 federico.odorizzi@studenti.unitn.it wrote:
After a huge amount of time... a new big update.
Got plenty of good stuff in Moria and then in Mordor (where Derfuin is atm), but still the equipment isn't completely satisfying. Vorpal Blade is really awesome, but I'm stillswitching it with my *Defender*, for I miss rsound and rblind otherwise. I'm searching for the Arkenstone (luck, speed) and Elessar (str, speed).
With my 99 quests in Mordor things are starting getting harder (FF for 15 Bone Golems and such pleasant monsters; it seems the rng likes to send me lots of summoners), but for the moment that caused only a bit of paranoia.

On 24.9.2005 15:18 federico.odorizzi@studenti.unitn.it wrote:
At level 60 of Mordor he got a princess quest for 14 Dracoliches that dropped Celegorm, Orome and Thorin. Stairs down and a new princess quest for 14 Great Hell Wyrms (who were a piece of cake), who brought Derfuin the mace 'Taratol', the Ring of Flare, the jewel 'Evenstar', the Short Bow of Amras and, finally, the Arkenstone of Thrain, that was on top of his wish-list! :))

Now he's missing only a good digger to cover all other res (bilnd hasn't been a problem yet, as he has detection with mindcraft, and conf should be covered by chaos, so the must have is sound), a better pair of Boots of Speed and Elessar.

And after he gets to the bottom of Mordor it'll be time to use Dethanc to increase its level...

On 10.10.2005 17:21 federico.odorizzi@studenti.unitn.it wrote:
Elessar was just the level below the Arkenstone, and next had the Bow of Bard. He had to leave Mordor before completing the last level, a princess quest for 12 Skull Druj.

Completed the second God Quest and the Sacred Land of Mountains (Trone fortunatly didn't summon Marda, and dropped also the Cesti of Fingolfin), then returned to Mordor to kill the drujs.

It was time to enter Dol Guldur, save Thrain, and kill the Necromancer (had to recall at least three times, but then fortunatly he summoned only some vampires that covered Derfuin's liberties until he killed the Necromancer).

Went to Galadriel and started the Chase. Glaurung, the Watcher and Shelob didn't have It, and lacking water breath it's better to wait to kill Ar Pharzon.

Angband awaits.


Wear Fingolfin would be great, but it'd cost also 4 CON points; until a replacement for the CON is found he can't wear it.
Using Bard he also lost elec res.

Have you seen somewhere a randart digger with +4CON, r elec, r sound? In case just tell me :))

On 21.10.2005 01:55 federico.odorizzi@studenti.unitn.it wrote:
Derfuin finally entered Angband, and with him I also entered there for the first time. :)

The Crypt and the first levels of Angband didn't seems that hard, and helped a lot the inventory department: got Luthien from the Crypt and the Crown of Gondor the level below; this wonderful crown covered all the missing resistances!

Anyway, going deeper Derfiun discovered how nasty levelled monsters are, so decided to stop diving at level 79, and moved to Erebor to gather some potions of Curing, Speed and *Healing*. When finished stocking, thanks to a helm who allowed him to breathe underwater, he went to the Submerged Ruins (you may never know, Ar-Pharazon could have stolen It while Sauron was in Numenor) and killed Ar-Pharazon, who was so nice to handle him Toris Mejistos and Lasher.

Time to search for Sauron, then.

Did the Dimensional Gates (whoa, pretty hard at first) and killed there Huan and Marda. Switched Gil-Galad for the Hellkeeper, and used Narya to cover ImmFire.

Morgoth probably started to feel uneasy, as he sent Ungoliant and Gothmog at level 89, but both fell under Vorpal Blade's ferocious blows; same fate waited for Ancalagon, the Tarrasque and Kronos just below. Other three steps down lie Uriel and the Mouth of Sauron, who dropped Narthanc. :)

Nameless gave Razorback, Amrod, Ulmo and Nenya, so as long as ImmFire is not needed Derfuin decided to wear Nenya for Narya and Fingolfin!

Now Sauron and the Ring await him. Will It get control over his weak human mind or will He cast It in the Sammath Naur??
The final struggle between Man and Evil... begins

On 21.10.2005 10:38 veryfoobar-tome@yahoo.com wrote:
Nice, a fate for a Climbing Set! I'd like to get one of those early on.

On 22.10.2005 16:11 federico.odorizzi@studenti.unitn.it wrote:
Actually, when I got that fate I had already a climbing set stored in Lothlorien :)
I didn't use it a lot for I wanted that +7 speed my boots granted... then, as I don't want to sell artifacts (apart from randarts) and other items I used and I'm fond of (like Finglos), I sold them while preparing my equipment and deciding what to do of the Ring.

Btw, Zipper's DitL is really nice! :D


Now I also changed a bit my eq: Thrain (imm acid) for Gil-Galad and Trone (imm fire) for the randart (imm acid+cold), losing a bit in WIS (-3) but maxxing again CON (+2). This also allowed me to use always Nenya, instead of switching it with Narya for imm fire.

On 23.10.2005 01:29 federico.odorizzi@studenti.unitn.it wrote:
Derfuin and the One Ring wrestled a lot, but in the end the Power of the Ring wasn't enough, so Derfuin rose to Mount Doom and cast the Ring in the Great Fire of Sammath Naur.

Unfortunatly, as he is an unlucky human barbarian archer, he *had* to kill Sauron on the top of Mount Doom before destroying the Ring, so he had the unenviable task to find the big bad sorceror again, and it took a while... but alas for Sauron, Derfuin finally found the vault he was hiding into, and killed him.

Morgoth was easier to find, for as soon as he noticed Derfuin's presence he threw down doors and walls to give him a warm welcome. And really warm it was at the beginning, with Derfuin constantly teleporting away to avoid big open rooms where summons would have been harder to control.

Finally he found a decent spot, and there the Fight began! The Enemy was so nice to summon, with Khamul and Dwar, Lisa and another allied thunderlord (I suppose he liked the old Horatii Curiatii match), but unfortunatly things didn't go as he planned... and he got killed.

Winner :)


The following are the last messages I got, just to make some humour:

Morgoth, Lord of Darkness hits you.
Lisa, rider of gold Romth says: 'Very fancy. Bet you can't do it again.'
You scratch Morgoth, Lord of Darkness.
It was a good hit!
Morgoth, Lord of Darkness lets out a gurgling laugh.
You scratch Morgoth, Lord of Darkness.
You feel the hand of Tulkas helping your blow.
Your weapon cuts deep into Morgoth, Lord of Darkness.
Morgoth, Lord of Darkness says: 'What's with that weirdo with the teeth?'
You have slain Morgoth, Lord of Darkness.


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