The Angband Ladder: Zerwen, High-Elf Demonologist by <maija.toivola@spamisevil-tut.fi>

  [Theme 1.1.2 Character Dump]

 Name  : Zerwen                 Age                120       STR!     40       
 Sex   : Female                 Height             125       INT!     29       
 Race  : High-Elf               Weight             213       WIS!     31       
 Class : Demonologist           Social Class        83       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Nobody                                              CHR!     27       
                                                                               
 + To Melee Hit         112 Level             50    Max Hit Points      1950   
 + To Melee Damage       87 Experience  41217641    Cur Hit Points      1415   
 + To Ranged Hit         59 Max Exp     41217641    Max SP (Mana)        266   
 + To Ranged Damage      14 Exp to Adv.    *****    Cur SP (Mana)        266   
   AC                 54+90 Gold         3578670                               
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[90]Perception  : Very Good    Blows/Round:  11        
 Bows/Throw  : Legendary[25]Searching   : Very Good    Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Very Good    Mel.dmg/Rnd:  77d6+957  
 Stealth     : Superb       Magic Device: Superb       Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the only child of a Telerin Mage.  You have light            
          grey eyes, straight black hair, and a fair 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 33 (1650')
        Barad-Dur: Level 66 (3300')
        Angband: Level 99 (4950')
        Barrow-Downs: Level 10 (500')
        Orodruin: Level 85 (4250')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Maze: Level 25 (1250')
        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 26 (1300')
        The Withered Heath: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        Emyn Luin: Level 70 (3500')
        Dol Amroth: Level 35 (1750')
        Near Harad: Level 20 (1000')

 Your body is a Player.
 You are currently in the town of Gondolin.
 You have defeated 28048 enemies.
 You saved Gondolin from destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved 97 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 29th Quelle of the 2890th year of the third age.
 You have been adventuring for 43 days.

                    adefkmnopsuxz{|@            
        Add Wis   : ...3............            
        Add Dex   : ........4.4.....            
        Add Con   : D..........3....            
        Add Chr   : .........5......            
        Add Stea. : ...........3....            
        Add Sear. : .....4..........            
        Add Tun.. : ...3............            
        Add Speed : D**........3....            
        Chaotic   : +...............            
        Vampiric  : +...............            
        Slay Evil : +............+..            
        Slay Demon: +...............            
        Poison Brd: +...............            
        Fire 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  : ......+*..+.....            
        Imm 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 : ........+.......            
        Aura Elec : ........+.......            
        Levitate  : ........+.......            
        Lite      : ++..+...........            
        See Invis : .........+.....+            
        Digestion : ....+....+......            
        Regen     : ....+....+......            
        Activate  : .+...+....+.....            
        Cursed    : .+..............            
        Hvy Curse : +.......++......            
        Orc.ESP   : ...+............            
        Demon.ESP : .........+......            
        Evil.ESP  : .........+......            
        Good.ESP  : .........+......            

Skills (points left: 32)
 - Combat                                        49.900 [0.750]
          - Weaponmastery                        50.000 [0.750]
                   . Sword-mastery               50.000 [0.600]
          . Archery                              02.400 [0.500]
 - Sneakiness                                    02.000 [1.800]
          . Stealth                              01.000 [0.300]
          . Disarming                            02.000 [1.800]
 - Magic                                         32.163 [0.700]
          . Magic-Device                         15.950 [1.150]
          . Demonology                           50.000 [1.000]
 - Spirituality                                  15.790 [0.700]
          . Prayer                               00.000 [0.500]
          . Mindcraft                            25.200 [0.500]
 - Monster-lore                                  02.500 [0.500]
          . Summoning                            01.000 [0.300]
          . Corpse-preservation                  00.800 [0.800]

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


  [Fates]

You are fated to meet a Village idiot on level 19.
You may find a Hatchet on level 7.
You may meet a Butterfly on level 11.


  [Character Equipment]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20 to speed) {cursed}
    It provides light
    (radius 1) forever.  It decreases your strength, constitution, speed
     and luck by 20.  It does extra damage from fire.  It poisons your foes
    .  It produces chaotic effects.  It drains life from 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 is heavily
    cursed.  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 29 of The Withered Heath.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {cursed}
    It
    can be activated for fire branding of bolts every 999 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    speed by 10.  It provides resistance to fire.  It is cursed.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 61 of Erebor.
e) a Rohirric Ring of Critical Hits (+12 to speed)
    
    It increases your speed and ability to score critical hits by 12.  It
    makes you completely fearless.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 95 of
    Angband.
f) The Sustain Intelligence of the Ironfists (+10,+10) (+3)
    It increases your wisdom and ability to tunnel by 3.  It makes
    you invisible.  It sustains your wisdom.  It provides resistance to 
    cold 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 Blue Balrog on level 68 of Dol Guldur.
k) The Blue Stone 'Coimir'(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 luck by 2.  It increases your hit points by 40%.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining and 
    nether.  It allows you to breathe underwater.  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 Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) 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 lying on the ground on level 30 of The Withered Heath.
n) The Ribbed Plate Armour 'Searyar' (-3 to accuracy) [28,+5]
    It
    provides immunity to electricity.  It provides resistance to acid, 
    cold, light and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Half-troll on level 70 of The Sacred Land
    Of Mountains.
o) The Fur Cloak 'Ilmarth' [3,+10]
    It sustains your intelligence.  It provides immunity to 
    acid, fire and cold.  It provides resistance to cold, dark, sound and 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Demonshield of Gothmog [13,+13] (+4) {cursed}
    It increases your dexterity by 4.  It
    makes you invisible.  It sustains your strength, dexterity and 
    constitution.  It provides immunity to fire and cold.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It produces an
    electric sheath.  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 a Vampire orc on level 30 of Moria.
s) The Demonhorn of Gothmog [2,+13] (-5) {cursed}
    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, evil beings and good beings.  It slows your
    metabolism.  It speeds your regenerative powers.  It identifies all
    items for you.  It is heavily cursed.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of Mirkwood.
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 cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 94 of Angband.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    
    It increases your constitution, stealth and speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 91 of Angband.
z) (nothing)
{) 36 Silver Bolts of Slay Evil (3d5) (+16,+12)
|) a Dwarven Shovel {excellent}


  [Character Inventory]

a) Smeagol's Lost Toy
    It can be
    activated for acquirement.  
    You found it lying in a vault on level 72 of Erebor.
b) The Staff of the Ithryn Luin
    It can be
    activated for cure insanity.  
    You found it in the remains of a Dark elven warlock on level 42 of
    Barad-Dur.
c) Darkgod's Voodoo Doll of the Player
    It can be activated for restore stats and life levels every
    750 turns.  
    You found it in the remains of a Hill giant on level 43 of Barad-Dur.
d) a Parchment titled ``Concerning Hobbits''
    
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Half-orc on level 31 of Moria.
e) The Ultimate Slime Mold
    It can
    be activated for satisfy hunger.  
    You found it in the remains of a Sorcerer on level 62 of Dol Guldur.
f) The Fire of Orthanc
    It
    can be activated for Destruction.  
    You found it in the remains of a Mornungol on level 72 of Erebor.
g) 15 Rations of Cram
h) 16 Lembases
i) 39 Potions of Cure Critical Wounds
j) 31 Potions of Healing
k) 2 Potions of *Healing*
l) 2 Potions of Life
m) 7 Potions of Enlightenment
n) a Potion of Resistance
o) 14 Scrolls of Teleportation
p) a Golden Rod of Capacity of Recall (188/250)
q) a Mithril Rod of Charging of Healing (160/160)
r) a Mithril Rod of Cheapness of Disarming (160/160)
s) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed}
    It
    can be activated for powerful things if it is being worn. It grants
    you the power of change the world if it is being worn.  It increases 
    your strength, intelligence, wisdom, dexterity, constitution, charisma
    , speed and spell power by 5.  It increases your mana capacity by 100%
    .  It makes you invisible.  It sustains your strength, intelligence, 
    wisdom, dexterity, constitution and charisma.  It provides immunity to 
    acid, electricity, fire and cold.  It provides immunity to paralysis.  
    It provides resistance to poison, blindness, nether and disenchantment
    .  It allows you to see invisible monsters.  It gives telepathic
    powers.  It speeds your regenerative powers.  It drains mana, life and 
    experience.  It is permanently cursed.  It cannot be dropped while
    cursed.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
t) a Lucky Amulet of Trickery (+5)
    It increases your dexterity, stealth, infravision, 
    speed and luck by 5.  It sustains your dexterity.  It provides
    resistance to poison and nexus.  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 Storm Worm on level 68 of Dol
    Guldur.
u) 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 lying in a vault on level 30 of The Withered Heath.
v) The Robe of Great Luck [2,+2] (+60)
    It 
    increases your luck by 60.  It provides immunity to paralysis.  It 
    drains mana and life.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Worm of Perplexity on level 81 of
    Angband.
w) (nothing)


  [Home Inventory - Bree ]

a) The Torch of Isengard
    It can be activated for teleport (range 100) every 45 turns.  
    You found it in the remains of a Sererrog on level 61 of Dol Guldur.
b) The Antique Acorn of Watchfulness
    It
    can be activated for restore stats and life levels every 750 turns.  
    You found it in the remains of a Black orc on level 35 of Moria.
c) a Sprig of Athelas
d) a Tilkal Rod of Charging of Nothing (200/200)
    It
    regenerates its mana faster.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Magic Rod Market.
e) The Wand of Digging of Thrain (19 charges)
f) The Sustain Wisdom of the Stiffbeards (+5,+10) [+5] (+3)
    It increases your constitution
     and ability to tunnel by 3.  It makes you invisible.  It sustains 
    your constitution.  It provides resistance to disenchantment.  It
    allows you to sense the presence of undead.  It reflects bolts and
    arrows.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 70 of Dol Guldur.
g) a Ring of Speed (+12)
h) a Draconic Ring of Extra Attacks (+2,+5) [+6] (+2 attacks)
    
    It can be activated for spinning around every 50+d25 turns if it is
    being worn. It increases your attack speed by 2.  It allows you to
    sense the presence of dragons.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient blue dragon on level 96 of
    Angband.
i) 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 Worm of Perplexity on level 70 of
    Dol Guldur.
j) a Lucky Amulet of Weaponmastery (+4,+4) [+4] (+4)
k) The Multi-Hued Dragon Scale Mail 'Lothronfaun' (-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.
l) 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 makes
    you completely fearless.  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 Vecna, the Emperor Lich on level 92 of
    Angband.
m) The Augmented Chain Mail of Ethiantir (-2 to accuracy) [16,+6]
    It sustains your charisma.  It provides immunity to fire.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, poison and shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
n) The Mumak Hide Armour of Gelron (-1 to accuracy) [8,+12]
    It sustains your intelligence and 
    charisma.  It provides immunity to fire and cold.  It provides
    resistance to poison and light.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
o) The Elven Cloak of Peregrin Took [4,+16] (+3)
    It can be activated for satisfy hunger
     if it is being worn. It increases your dexterity, charisma, stealth, 
    searching and luck by 3.  It makes you invisible.  It cannot be harmed
    by acid, cold, lightning or fire.  
p) The Spider Web of Earethre [1,+18]
    It sustains your intelligence and 
    wisdom.  It provides immunity to acid.  It provides resistance to 
    electricity, fire and chaos.  It produces a fiery sheath.  It produces
    an electric sheath.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
q) 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 an Easterling on level 70 of Dol Guldur.
r) a Rogue's Pair of Hard Leather Boots [3,+10] (+4 to stealth)
    
    It grants you the power of panic hit if it is being worn.  It 
    increases your stealth, searching and luck by 4.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
s) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
t) a Vampiric Broad Sword of *Slay Demon* (2d5) (+14,+10)(20%) (+1)
u) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
v) The Long Sword 'Celbere' (2d5) (+3,+16) (+3)
    It increases your dexterity by 3.  It
    does extra damage from frost.  It poisons your foes.  It produces
    chaotic effects.  It is especially deadly against trolls.  It is a
    great bane of demons.  It fights against evil with holy fury.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.
w) 35 Bolts of Slaying (2d6) (+9,+13)


  [Home Inventory - Gondolin ]

a) a Parchment titled ''There And Back Again''
    It can be activated for teleport (range 100) every 45 turns.  
    You found it in the remains of an Acidic cytoplasm on level 35 of The
    Helcaraxe.
b) a Sprig of Athelas
c) a Rod Tip of Healing (120 Mana to cast)
d) The Ring of Arwar (+4)
    It increases your wisdom by 4.  It provides resistance to 
    electricity, fire, confusion and disenchantment.  It allows you to see
    invisible monsters.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 23 of The Helcaraxe.
e) a Dazzling Ring of Slaying (+13,+11)
    It
    grants you the power of illuminate if it is being worn.  It provides
    light (radius 2) forever.  It provides resistance to light.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Rare Jewelry Shop.
f) a Draconic Ring of Speed (+1,+4) [+3] (+7)
g) 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 an Archlich on level 87 of Angband.
h) 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.
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 an Archlich on level 87 of Angband.
j) 3 Rings of Extra Attacks (+2 attacks)
k) The Ring of the Firebeards (+5,+10) (+3)
    It 
    increases your strength and ability to tunnel by 3.  It makes you
    invisible.  It sustains your strength.  It makes you completely
    fearless.  It provides resistance to fire.  It allows you to sense the
    presence of good beings.  It drains mana.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) 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 Naugladur, Lord of Nogrod on level 70 of
    Emyn Luin.
m) 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 Great Swamp Worm on level 74 of Angband.
n) The Silmaril of Flames (+2) {cursed}
    
    It can be activated for invulnerability (dur 8+d8) every 1000 turns if
    it is being worn. It grants you the power of banish evil if it is
    being worn.  It provides light (radius 5) forever.  It increases your 
    strength by 2.  It provides resistance to fire, light, dark, shards, 
    nether, nexus and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It drains mana and 
    experience.  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 an Archlich on level 87 of Angband.
o) The Silmaril of the Seas (+2) {cursed}
    It
    can be activated for word of recall every 200 turns if it is being
    worn. It grants you the power of banish evil if it is being worn.  It
    provides light (radius 5) forever.  It increases your intelligence by 
    2.  It provides resistance to light, dark, nether, nexus and chaos.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of evil beings.  It drains life and experience.  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 a Great Worm of Chaos on level 81 of
    Angband.
p) The Chain Mail of Beling (-2 to accuracy) [14,+10]
    It sustains your dexterity.  It provides immunity to acid.  It
    provides resistance to fire, cold, confusion, sound and disenchantment
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Thunder on level 89 of
    Angband.
q) The Robe of Galen [2,+16]
    It sustains your strength, intelligence and charisma.  It
    provides immunity to fire and cold.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to fire, cold, light, dark, sound, shards, nether, chaos and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Worm of Balance on level 78 of
    Angband.
r) 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.  
    It was given to you as a reward.
s) The Shadow Cloak of Luthien [6,+20] (+2)
t) The Large Leather Shield of the Haradrim [4,+15] (+2)
u) The Dagger of Peregrin (E:10, L:1) (1d4) (+4,+6)
v) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
w) 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 a Mummified human on level 32 of The
    Helcaraxe.
x) Climbing Set


  [Home Inventory - Minas Anor ]

a) The Demonshield 'Suluil' [5,+3]
    It provides immunity to fire.  It provides resistance to 
    life draining, cold, confusion, chaos and disenchantment.  It speeds
    your regenerative powers.  It reflects bolts and arrows.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Sorcerer on level 70 of The Sacred Land
    Of Mountains.
b) a Parchment titled ``Magic for the Layman''
    It can be activated for teleport (range 100) every 45
    turns.  
    You found it lying on the ground on level 29 of The Withered Heath.
c) The Clay Tablets of Antiquity
    It
    can be activated for restore stats and life levels every 750 turns.  
    You found it in the remains of a Mornungol on level 69 of The Sacred Land
    Of Mountains.
d) a Sprig of Athelas
e) 13 Potions of Cure Light Insanity
f) The Ring of Languinor [+13] (+1 to stealth)
    It increases your strength and stealth by 1.  It provides
    resistance to acid, confusion and 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 ground on level 31 of Mirkwood.
g) 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 a Great Swamp Worm on level 69 of The
    Sacred Land Of Mountains.
h) The Amulet 'Bornivram' (+3)
    It increases your charisma and searching by 3
    .  It sustains your intelligence and charisma.  It provides resistance 
    to dark, shards and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Shadow drake on level 49 of The Sacred
    Land Of Mountains.
i) 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 lying on the floor of a special level.
j) 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.
k) The Great Eagle Down 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.
l) 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 a Dark dwarven warrior on level 40 of
    Barad-Dur.
m) 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 gives telepathic powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
n) The Small Metal Shield of Hyatar [3,+5]
    It sustains your strength and 
    intelligence.  It provides resistance to dark and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Apprentice warrior on level 39 of
    Barad-Dur.
o) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, electricity, fire, cold, 
    light, dark and blindness.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 36 of
    Barad-Dur.
p) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to light 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 Dark dwarven warrior on level 39 of
    Barad-Dur.
q) 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.
r) The Pair of Hard Leather Boots of Gulmon [3,+6]
    It sustains your constitution and 
    charisma.  It provides resistance to life draining and confusion.  It
    allows you to levitate.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
s) The Dagger of Samwise (E:10, L:1) (1d4) (+4,+6)
    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.  It provides resistance 
    to fire and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Smaug the Golden on level 61 of Erebor.
t) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
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 Smaug the Golden on level 61 of Erebor.
v) The Harp of Thorin (+2 to stealth)
w) The Rod of Annuminas (+4)
    
    It can be activated for rune of protection every 400 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    charisma and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to confusion.  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 Bronze Thunderlord on level 70 of The
    Sacred Land Of Mountains.
x) The Cup of Thror
    It can be activated for alchemy every 500
    turns.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.


  [Home Inventory - Caras Galadhon ]

a) 2 Potions of Cure Insanity
b) The Ring of Relionde (+3 to stealth)
    It can be activated
    for teleportation and destruction of the ring if it is being worn. It 
    increases your wisdom and stealth by 3.  It makes you invisible.  It
    provides resistance to fire, blindness and shards.  It allows you to
    see invisible monsters.  It induces random teleportation.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 59 of Dol
    Guldur.
c) The Ring of Brinur (+3)
    It increases your strength, searching and speed by 3.  It
    provides resistance to fire and poison.  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 an Ethereal dragon on level 71 of Erebor.
d) The Ring 'Corme' (+2)
    
    It increases your constitution by 2.  It makes you completely
    fearless.  It provides resistance to fire, cold and blindness.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 30 of The Withered Heath.
e) The Ring of Niendan (+5)
    It 
    increases your charisma by 5.  It sustains your strength and dexterity
    .  It provides resistance to life draining, poison, dark, blindness, 
    confusion and nether.  It allows you to fly.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Half-ogre on level 59 of Dol Guldur.
f) 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 Dark dwarven warrior on level 43 of
    Barad-Dur.
g) The Black Banner of Gondor (-3)
    It can be activated for summon undead every 666+d333 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    decreases your stealth by 3.  It makes you invisible.  It provides
    resistance to dark, nether and chaos.  It allows you to sense the
    presence of undead.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Swamp Worm on level 69 of The
    Sacred Land Of Mountains.
h) The Ring Mail of Esgilodre (-2 to accuracy) [12,+13]
    It sustains your strength and dexterity.  It
    provides immunity to electricity and cold.  It provides resistance to 
    electricity and chaos.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 30 of The Withered Heath.
i) The Metal Scale Mail of Hunel (-2 to accuracy) [13,+8]
    It
    sustains your strength.  It provides immunity to acid and electricity.
    It provides immunity to paralysis.  It makes you completely fearless.  
    It provides resistance to dark, nether, nexus and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 72 of
    Erebor.
j) The Chain Mail of Peregrin Took (+3,+5) [14,+11] (+2)
    It can be activated for rays of fear in every direction if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your strength by 2.  It sustains your strength.  It makes you
    completely fearless.  It allows you to sense the presence of trolls.  
    It speeds your regenerative powers.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
k) 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 Dark dwarven warrior on level 32 of
    Mirkwood.
l) 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
    Withered Heath.
m) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+23] (+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.
o) 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 lying in a vault on level 30 of The Withered Heath.
p) The Cloak 'Colluin' [1,+20]
    It can
    be activated for resistance (20+d20 turns) every 111 turns if it is
    being worn. It provides resistance to acid, electricity, fire, cold
     and poison.  It allows you to sense the presence of good beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
q) an Elven Cloak of Stealth [4,+9] (+6 to stealth)
r) an Ethereal Fur Cloak of Electricity [3,+23]
s) The Mouse Fur of Mordach [1,+11]
    It provides immunity to electricity.  
    It provides resistance to acid, electricity, sound and disenchantment.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Withered Heath.
t) The Large Leather Shield 'Mendi' [4,+7]
    It
    sustains your strength and charisma.  It provides immunity to 
    electricity.  It provides resistance to life draining, light, sound
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dark dwarven warrior on level 39 of
    Barad-Dur.
u) The Small Mithril 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 sound, nether and chaos.  It allows you to
    sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
v) The Pair of Metal Shod Boots of Ecthornos [6,+10]
    It sustains your 
    intelligence and constitution.  It provides resistance to fire, poison
    , dark, confusion and shards.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 30 of The Withered Heath.
w) The Sceptre of Numenor (-3 to speed) {cursed}
    It can
    be activated for dispel good (level*5) every 300+d300 turns if it is
    being worn. It can be used to store a spell.  It decreases your 
    strength, constitution, charisma, speed and luck by 3.  It renders you
    incorporeal.  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 Tevildo, Prince of Cats on level 69 of
    Erebor.


  [The Museum Inventory - Bree ]

a) Saruman's Unfinished Works
    It can be activated for decreasing Strength.  
    You found it in the remains of an Ethereal drake on level 96 of Angband.
b) The Ebon Cube of Darkness
    
    It can be activated for cure serious wounds every 3+d3 turns.  
    You found it in the remains of a Dark elven warlock on level 70 of Erebor.
c) The Pentagram of Lore
    
    It can be activated for cuts.  
    You found it lying on the ground on level 8 of Barrow-Downs.
d) The Tome of Collected Strange Magic
    It can be
    activated for cure blindness.  
    You found it lying on the ground on level 50 of Barad-Dur.
e) The Bottomless Bottle
    It can be
    activated for remove fear and cure poison every 5 turns.  
    You found it lying on the ground on level 2 of Barrow-Downs.
f) a Parchment titled ''Famous Last Words''
    It can be
    activated for curing.  
    You found it in the remains of a Dark elven druid on level 45 of Barad-Dur.
g) Curunir's Book of Impossible Occurences
    
    It can be activated for summon pet.  
    You found it in the remains of an Oathbreaker on level 56 of Barad-Dur.
h) 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.
i) The Amulet of Faramir (+18,+0) [+8] (+5)
    It increases your stealth by 5.  It sustains your 
    dexterity.  It provides resistance to confusion.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
j) The Leather Jerkin of Tom Bombadil [40,+0] (+1)
    It grants you the power of teleport if
    it is being worn.  It increases your strength, intelligence, wisdom, 
    dexterity, constitution and charisma by 1.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 94 of Angband.
k) 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.
l) The Set of Mithril Gauntlets of Seras [4,-1] {cursed}
    It sustains your constitution.  It
    provides resistance to life draining and nexus.  It drains experience.
    It induces random teleportation.  It aggravates nearby creatures.  It
    fills you with the Black Breath.  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 a Great Storm Worm on level 95 of Angband.
m) The Pair of Soft Leather Boots of Maringwar [2,+7]
    
    It sustains your wisdom and dexterity.  It provides resistance to life
    draining.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
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 a Bandit on level 16 of Orc Cave.


  [The Museum Inventory - Gondolin ]

a) The Fourteenth Eye of Sauron
    It can
    be activated for cure blindness.  
    You found it in the remains of a Gelatinous cube on level 30 of The
    Helcaraxe.
b) The Space-Time Continuum
    It can be activated for Ruination.  
    You found it in the remains of a Master mindcrafter in the town of
    Gondolin .
c) The Immortal Skull of Telepathy
    It can be activated for curing.  
    You found it in the remains of a Ranger chieftain on level 65 of Emyn Luin.
d) One Rune to Rule them All
    
    It can be activated for remove fear and cure poison every 5 turns.  
    You found it in the remains of an Acidic cytoplasm on level 35 of The
    Helcaraxe.
e) The Ring of Loromirn (-2% of critical hits) {cursed}
    It decreases your ability to score critical hits by 2.  It
    provides resistance to poison, light, dark and nexus.  It slows your
    metabolism.  It induces random teleportation.  It aggravates nearby
    creatures.  It is heavily cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Elenwe the Lost on level 40 of The
    Helcaraxe.
f) 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 nexus.  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 Worm of Law on level 78 of Angband.
g) The Large Mithril Shield 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 Great Swamp Worm on level 75 of Angband.
h) The Large Mithril Shield 'Earos' [8,+21]
    
    It provides immunity to electricity.  It provides immunity to
    paralysis.  It provides resistance to fire, light, confusion and 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Worm on level 75 of Angband.
i) 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 Dark dwarven lord on level 27 of The
    Helcaraxe.
j) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed) {cursed}
    It increases your dexterity and speed by 3.  It poisons your
    foes.  It strikes at undead with holy wrath.  It fights against evil
    with holy fury.  It provides immunity to paralysis.  It provides
    resistance to acid, electricity, fire, cold and sound.  It speeds your
    regenerative powers.  It prevents teleportation.  It is cursed.  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 .


  [The Museum Inventory - Minas Anor ]

a) Pandora's Box
    It can be activated for light area (dam 2d15) every
    10+d10 turns.  
    You found it in the remains of a Sererrog on level 69 of The Sacred Land
    Of Mountains.
b) The Gem of Wisdom
    It can be activated for acquirement.  
    You found it lying in a vault on level 28 of The Withered Heath.
c) The Boulder of Entmoot
    It can
    be activated for cure confusion.  
    You found it in the remains of a Dreadmaster on level 69 of The Sacred
    Land Of Mountains.
d) a Piece of the Mage Staff of Olorin
    It can be activated for cure stun.  
    You found it lying on the ground on level 63 of Erebor.
e) The Bag of Magic Toys
    It can be
    activated for decreasing Charisma.  
    You found it in the remains of a Dread on level 45 of The Sacred Land Of
    Mountains.
f) The Potion of Winning
    It can be activated for cure fear.  
    You found it in the remains of a Faunungol on level 70 of The Sacred Land
    Of Mountains.
g) The Skeleton of Nob
    It can be activated for experience loss.  
    You found it in the remains of a Vampire lord on level 50 of The Sacred
    Land Of Mountains.
h) The Magical Honey Jar
    It can be activated for darkness.  
    You found it in the remains of a Vampire orc on level 34 of Dol Amroth.
i) a Parchment titled ``Secrets of the Gnomish Wizards''
    
    It can be activated for Ruination.  
    You found it in the remains of a Dread on level 45 of The Sacred Land Of
    Mountains.
j) The Portable Soldier
    It can be activated for something weird.  
    You found it in the remains of a Lost soul in the town of Minas Anor .
k) The Perfect Symbiote
    
    It can be activated for cure fear.  
    You found it in the remains of a Vampire ogre on level 69 of The Sacred
    Land Of Mountains.
l) a Parchment titled ''Of the Kinslaying Wars''
    It can be activated for decreasing Constitution.  
    You found it lying on the ground on level 46 of The Sacred Land Of
    Mountains.
m) 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 62 of The Sacred Land Of
    Mountains.
n) The Ring 'Haraukas' (+3 to searching)
    It increases your dexterity, charisma and searching by 3.  
    It sustains your strength and dexterity.  It provides immunity to
    paralysis.  It provides resistance to fire and light.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Halfling slinger on level 43 of Barad-Dur.
o) The Ring of Lothare (+9,+10) (-4% of critical hits) {cursed}
    
    It decreases your ability to score critical hits by 4.  It provides
    resistance to disenchantment.  It allows you to levitate.  It
    aggravates nearby creatures.  It fills you with the Black Breath.  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 an Ancient red dragon on level 62 of Erebor.
p) The Rusty Chain Mail 'Galdarsil' (-5 to accuracy) [14,+0]
    
    It sustains your wisdom and dexterity.  It provides immunity to fire.  
    It makes you completely fearless.  It provides resistance to shards.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Elite uruk Shaman on level 51 of The
    Sacred Land Of Mountains.
q) The Rusty Chain Mail 'Barodrund' (-5 to accuracy) [14,-8]
    It provides immunity to electricity.  It
    provides resistance to acid, electricity, sound and nexus.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Prince Imrahil the Proud on level 35 of Dol
    Amroth.
r) The Steel Helm of Gildar [6,+6]
    It provides light (radius 5) forever.  It makes you completely
    fearless.  It provides resistance to fire, poison, blindness and 
    shards.  It allows you to breathe underwater.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Snow-troll Priest on level 56 of The
    Sacred Land Of Mountains.
s) The Crusader Axe of Turen (2d5) (+12,+8) (+5 to speed)
    It increases your dexterity and speed by 5.  
    It does extra damage from frost.  It poisons your foes.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It fights against evil with holy fury.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Stone giant Priest on level 52 of The
    Sacred Land Of Mountains.
t) The Short Sword 'Carrion' (1d7) (+15,+18) (+5)
    It increases your wisdom, constitution and 
    charisma by 5.  It does extra damage from fire.  It poisons your foes.
    It produces chaotic effects.  It is especially deadly against orcs.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 36 of
    Barad-Dur.
u) The Katana of Gelcar (3d4) (+14,+2) (-4) {cursed}
    It can be wielded two-handed.  It decreases your 
    constitution and charisma by 4.  It produces chaotic effects.  It is
    especially deadly against giants.  It aggravates nearby creatures.  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 Grima the Wormtongue, Agent of Saruman on
    level 20 of Near Harad.
v) 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 an Ancient green dragon on level 55 of The
    Sacred Land Of Mountains.
w) The Three-Piece Rod 'Hantareth' (3d3) (+18,+5) (+5)
    It increases your wisdom, charisma and 
    ability to tunnel by 5.  It does extra damage from frost.  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 an Apprentice rogue on level 63 of The
    Sacred Land Of Mountains.
x) The Mage Staff of Arenth (1d4) (+8,+9) [+4](100%)
    It can be wielded two-handed.  It can be used
    to store a spell.  It increases your mana capacity by 100%.  It
    provides immunity to paralysis.  It provides resistance to confusion.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 48 of The Sacred Land Of
    Mountains.


  [The Museum Inventory - Caras Galadhon ]

a) The Bag of Tricks
    It can be activated for something weird.  
    You found it lying on the ground on level 21 of Mirkwood.
b) The Shard of Pottery that is Not Junk
    It can be
    activated for decreasing Dexterity.  
    You found it lying on the ground on level 30 of Mirkwood.
c) The Crystal Ball of Godly Sights
    It can be
    activated for paralyze.  
    You found it in the remains of a Monastic lich on level 55 of Barad-Dur.
d) 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 a Great Worm of Thunder on level 69 of The
    Sacred Land Of Mountains.
e) The Necklace of Girion [10,+0] (+5)
    It can be activated for grow mushrooms every
    50+d50 turns if it is being worn. It increases your charisma by 5.  It
    sustains your charisma.  It provides resistance to poison and nexus.  
    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.
f) The Metal Scale Mail of Tharegir (-2 to accuracy) [13,+7]
    It sustains your constitution.  It
    provides resistance to confusion, nether and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Worm of Perplexity on level 70 of
    Dol Guldur.
g) The Chain Mail of Ornamen (-63,-55) [14,+13](40%)
    It increases your hit points by 40%.  It provides immunity 
    to acid.  It provides immunity to paralysis.  It provides resistance 
    to electricity, cold and dark.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolisk on level 61 of Dol Guldur.
h) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    
    It increases your strength and charisma by 2.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    shards and nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
i) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic
     if it is being worn.  It can be used to store a spell.  It increases 
    your intelligence, wisdom and searching by 3.  It sustains your 
    intelligence and wisdom.  It provides immunity to paralysis.  It
    provides resistance to acid, electricity, fire 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 Lygrog on level 69 of Dol Guldur.
j) The Cleaver 'Daithanos' (2d4) (+11,+3) (+1 to speed)
    It
    provides light (radius 1) forever.  It increases your wisdom, charisma
     and speed by 1.  It does extra damage from fire.  It is very sharp
    and can cut your foes.  It is very sharp and can make your foes bleed.
    It strikes at undead with holy wrath.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Headless on level 61 of Barad-Dur.
k) The Light War Axe 'Cam-tal-crist' (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 lying in a vault on level 23 of The Withered Heath.
l) The Long Sword 'Borwe' (2d5) (+7,+0) (+4)
    It 
    increases your constitution by 4.  It does extra damage from fire.  It
    produces chaotic effects.  It drains life from your foes.  It is very
    sharp and can make your foes bleed.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You bought it from the Weaponsmith.
m) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    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 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 a Great Ice Worm on level 72 of Erebor.
n) The Lead-Filled Mace 'Dolcrist' (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 Half-ogre on level 59 of Dol Guldur.


  [The Museum Inventory - Esgaroth ]

a) The Gem of Chaos
    
    It can be activated for teleport level.  
    You found it lying on the ground on level 97 of Angband.
b) 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 an Ancient black dragon on level 72 of
    Erebor.


  [The Museum Inventory - Osgiliath ]

a) The Sustain Dexterity of the Stonefoots [+6] (+3)
    It provides light (radius 3) forever.  It increases your 
    charisma and ability to tunnel by 3.  It makes you invisible.  It
    sustains your charisma.  It provides resistance to shards.  It drains 
    experience.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a White Balrog on level 71 of Erebor.
b) The Small Mithril Shield of Arastin [5,+15]
    It
    sustains your strength, dexterity and charisma.  It provides immunity 
    to acid and cold.  It provides resistance to cold, sound and nexus.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 72 of Erebor.
c) The Reaper Axe 'Turen' (3d4) (+1,+7)
    It
    can be wielded two-handed.  It does extra damage from fire.  It is
    especially deadly against orcs.  It is especially deadly against
    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 Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
d) The Katana of Enelyath (3d4) (+16,+11) (+5)
    It can be wielded two-handed.  It provides light (radius
    1) forever.  It increases your strength by 5.  It does extra damage 
    from electricity and frost.  It poisons your foes.  It is very sharp
    and can make your foes bleed.  It is especially deadly against trolls.
    It is a great bane of demons.  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 52 of
    Barad-Dur.
e) The Two-Handed Sword 'Anglachel' (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 a Dracolisk on level 68 of Erebor.
f) The Parchment - Map of Thror
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.



Posted on 15.12.2004 13:51
Last updated on 7.2.2005 22:35

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552. on the Ladder (of 19051)
18. on the Theme Ladder (of 186)
Third best for this player (

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On 15.12.2004 13:51 maija.toivola@spamisevil-tut.fi wrote:
At the moment Zerwen is in the upper regions of Barad-dur. She is doing rather well, but those missing high resistances are going to be a problem very soon, and finding good demon equipment is hard. My demonblade is still my original plain one that I have enchanted up. I have found Gothmog's blade, but I don't like the massive hit to luck.

Mindcraft supplement from Fumblefingers recently allowed me to ditch my rod of trap detection and free up an inventory slot. Higher levels of mindcraft look attractive but I'm not sure it's worth the point cost.

On 15.12.2004 16:44 maija.toivola@spamisevil-tut.fi wrote:
I got ambushed in Mordor but good resulted from that since I got finally a cold drake corpse for the beastmaster.

The next beastmaster quest was for *drumroll* a singing happy drunk. And, as it happened, a singing happy drunk had followed me to the beastmaster shanty. I threw a ration of cram at him to make him angry at me and then killed him. It was extremely easy since I was on level 37 and the drunk was kind enough to leave a corpse immediately. This must have been about the easiest beastmaster quest ANYONE has EVER had. Now I need to get myself a plasma hound.

Notice that I have put zero points in corpse preservation, so the drunk case was really very lucky.

On 16.12.2004 16:58 maija.toivola@spamisevil-tut.fi wrote:
Hydras, hydras, hydras... I have a princess quest for 14 14-headed hydras which summon more 14-headed hydras. I have currently killed 9 of the quest hydras and uncounted non-quest hydras.

I like my new cloak I got a few levels back. I had to lose full telepathy for it, but I now have all four elemental immunities. It is rather nice when fighting against hydras with lots of elemental attacks. Poison, plasma, and ice can still wear one down, though, and I need to then teleport away. I try to use mindcraft's Major Displacement to save scrolls.

On 17.12.2004 18:31 maija.toivola@spamisevil-tut.fi wrote:
Hydra-killing got interrupted when I gained level 45 and accepted the Gondolin quest. I must have gained something like 4 or 5 levels due to those hydras. I had killed all the quest hydras except 3, but on the other hand the level was gradually getting more and more filled with other hydras...

I decided to delay my quest because I felt I wasn't ready for it and try to find some nicer equipment instead. I knew I would start to encounter nasty chaos damage in Mordor soon (I had already done a quest for Chaos Vortices without resisting chaos) and decided to look at the side dungeons. Helcaraxe netted nothing of interest, but then when I was peeking at the top of Moria I got a superb level feeling and... paydirt!

I found the Demonshield of Gothmog and thus completed the set. It is really very nice now. There is a bug in the descriptions: for example, although the text says demonblade decreases speed by 20 it really increases it by 10. I still want to find some nicer items for other itemslots, but on the whole my equipment situation is much better now.

On 17.12.2004 21:13 wrote:
What are the benefits of completing the set? Do the negs ot speed and luck reverse?



On 18.12.2004 18:41 maija.toivola@spamisevil-tut.fi wrote:
Zerwen is coming along quite nicely. The completed Gothmog set made her (or him, I really need to find a gender change trap to make him her again) a lot more powerful. I really appreciate the vampirism and the auto-identification. If one must have bad luck at least there is something to help partially negate the increased difficulty in finding good stuff.

The Necromancer put up a good fight, but I did kill him. Later I went to Erebor with the map and the key and dealt with Smaug and his treasure. It was very profitable and the Demon Field spell worked like a charm.

I'm particularly happy that Smaug dropped Cubragol, the #1 favorite trueart bow of all those that don't plan on shooting anything.

On 18.12.2004 18:59 maija.toivola@spamisevil-tut.fi wrote:
Response to two posts back:

- the demonblade affects STR, CON, and speed
- the demonblade is vampiric
- the demonshield provides immunity to fire & cold
- the demonshield provides electric sheath
- the demonhorn identifies all objects
- the demonhorn gives telepathy for good and evil creatures

The improvement is quite radical.

There is something funny going on with the numerical values. It looks like the demonblade's real effective pval is now +7 even though it looks like -20 and the demonhorn's pval is shown truly as -5. I think my luck may still be heavily negative like a potion of self knowledge claimed but I'm not entirely sure.

On 18.12.2004 19:03 maija.toivola@spamisevil-tut.fi wrote:
And oh, I noticed my permanent speed doesn't show on the dump. It is now +22 with Cubragol. A while ago it was +12.

On 19.12.2004 15:05 maija.toivola@spamisevil-tut.fi wrote:
Due to some completist impulse I did all the remaining quests in Mordor/Barad-dűr. Hydras, bone golems, and greater titans were a piece of cake really, at least when I realized I needed to wear the Anchor of Space-time to prevent quest monsters being teleported around the level from my weapon's chaotic effects. However, bronze golems, those non-evil non-demons that resist fire, poison, and electricity in addition to having tough melee, lots of hitpoints, and an annoying habit of summoning Greater Demons really often.

Attempt one: Use a corner and try to pick off the golems off one by one - FAILURE, I didn't do enough damage/turn and got hit badly by the golems and their summons.

Attempt two: Summon many demons and make a demon army - FAILURE, the golems had already summoned too many too powerful demons and their chainsummoning army beat my army.

Attempt three - Re-enter the level to reset it and play summoner again - a tedious SUCCESS, finally.

I don't particularly like pets, especially chainsummoning ones. It feels too munchinish and slows down the game. Additionally a demonologist must be careful with the splash damage from the Demon Blade spell because it angers pets. I generally prefer Demon Blade's direct damage to pets but sometimes one has to make an exception.

On 19.12.2004 21:52 Elliott946@aol.com wrote:
Did you try fighting them in an anti-summoning tunnel?

I haven't spent much time playing Theme, so if the AI works like it does in Hengband it won't work, but if it works like it does in ToME, those guys get a WHOLE lot easier that way.

Something to consider for next time.

On 20.12.2004 13:06 maija.toivola@spamisevil-tut.fi wrote:
It was the kind of princess room (open on the inside and surrounded by an inconvenient amount of open floor outside) that making an antisummoning corridor work without any tunneling balrogs getting summoned would have been very hard.

So I decided to make around me an antisummoning field made of a big bunch of greater demons. :) That worked reasonably well.

On 28.12.2004 13:25 maija.toivola@spamisevil-tut.fi wrote:
I found the Robe of Great Luck and it in turn helped me find Ringil. Unfortunately I am not planning to use it, since I made a point of playing this demonologist as a demonologist rather than a swordmaster.

On 6.1.2005 13:34 maija.toivola@spamisevil-tut.fi wrote:
I had a long and difficult princess quest for Greater Dragonic Qs and then two quests that were easier than the other stuff in the dungeon. When I arrived to level 99 and the end of potential FF raises I allocated some of my spare skill points to raise mindcraft to 25. I still have points left and I'm not quite sure what to do with them. Could I make myself a handy archer to take out those pesky Nazgűl?

Sauron was a tough cookie. He summoned a huge amount of monsters, including a Ren the Unclean and the Tarrasque, neither of which I ended up killing. I lost the Tarrasque, but I had to lay blows on Sauron while Ren stood next to me and gave me Black Breath. Sauron dropped the One Ring, and I dropped the Robe of Great Luck to get it. I had quite a hard time getting the robe back from the chain-summoning horde of leveled hydras and demons. Luckily Ren was trapped by lava caused by hydra breaths, I think, and the Tarrasque was nowhere to be seen.

Now I have the Ring taking up my inventory space, along with a cursed artifact amulet based on the amulet of doom, and the town has no scrolls of *Remove Curse*.

On 7.1.2005 20:40 maija.toivola@spamisevil-tut.fi wrote:
I wished to improve my kit Morgoth in mind, so I fountain-scummed for needed healing potions in Erebor and went to Submerged Ruins to pick up Coimir. Erebor was painfully boring for a character as powerful as mine, but the Ruins were not since I had no water breathing... After visiting the top, I used the Thunderlord service to go to the bottom where I teleported myself around with Mindcraft powers and looked for Ar-Pharazon, who was kind enough to present himself in a timeful manner. Now I have some equipment juggling to do if I want to have both Coimir and all the most important resistances.

Also, a potion of learning was on sale in a black market. I bought it (the potion, not the market) and gained 10 skill points. I love my Robe of Great Luck.

On 7.2.2005 22:35 maija.toivola@spamisevil-tut.fi wrote:
I think I lost some touch while I was on holiday from Zerwen. Zerwen could have become a winner, even though she was weaker than my two other winners. I hate no-teleport levels. They are unorthogonal and besides I would have survived if I had been able to teleport.

I was on top of Mount Doom, fighting Sauron and a bunch of Nightcrawlers in a situation I didn't much like. I could have handled Sauron or the Nightcrawlers alone, but together they could do some serious damage. Still, I should probably been able have survive a few more turns with my most powerful potions and that rod seems to have charged since I last checked on it. (It was "of charging" after all) Simple healing potions just weren't really sufficient and I was surprised by one particularly deadly turn.

On 8.2.2005 00:03 maija.toivola@spamisevil-tut.fi wrote:
Looks like the character dump didn't work out for some reason.

On 8.2.2005 00:06 maija.toivola@spamisevil-tut.fi wrote:
And, I did wonder about that rod. I knew it wouldn't have recharged that fast. So anyway, Zerwen is dead, killed by a Nightcrawler regardless of what this dump says.

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