The Angband Ladder: Taold, RohanKnight Paladin by <jeremy.mitchell@gmail.com>

  [ToME 2.2.7 Character Dump]

 Name  : Taold                  Age                 23       Str!     40     40
 Sex   : Neuter                 Height              55       INT!     32       
 Race  : RohanKnight            Weight              73       WIS!     36       
 Class : Paladin                Social Class         1       DEX!     38       
 Body  : Player                                              CON!     40       
 God   : Tulkas                                              CHR!     38       
                                                                               
 + To Melee Hit          78 Level             50    Max Hit Points      1144   
 + To Melee Damage       57 Experience  15851794    Cur Hit Points      1144   
 + To Ranged Hit         48 Max Exp     15851794    Max SP (Mana)        464   
 + To Ranged Damage       7 Exp to Adv.    *****    Cur SP (Mana)        464   
   AC                 37+89 Gold         2036295    Piety             143699   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[35]Perception  : Bad          Blows/Round:  13        
 Bows/Throw  : Legendary[2] Searching   : Fair         Shots/Round:  2         
 Saving Throw: Very Good    Disarming   : Good         Mel.dmg/Rnd:  13d4+741  
 Stealth     : Bad          Magic Device: Legendary[20]Infra-Vision: 0 feet    
                                                       Tactic:       berserker 
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Serf.  You have                 
          blue-gray eyes, straight blond hair, and a very dark                 
          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')
        Mordor: Level 65 (3250')
        Angband: Level 68 (3400')
        Barrow-Downs: Level 10 (500')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 71 (3550')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 34 (1700')

 Your body is a Player.
 You are currently in the town of Bree.
 You have defeated 21403 enemies.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved 66 princesses.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 It is currently the 45th Quelle of the 2890th year of the third age.
 You have been adventuring for 59 days.

                    adefkmnopsuxz{|@            
        Add Str   : ........44......            
        Add Int   : .4........3...2.            
        Add Wis   : ..............2.            
        Add Dex   : .4.......4....2.            
        Add Con   : .4..3...44......            
        Add Chr   : .4............2.            
        Mul Mana  : ..........+.....            
        Add Tun.. : ..............2.            
        Add Speed : .....3.....5...+            
        Add Blows : ..32..........2.            
        Vampiric  : ..............+.            
        Slay Evil : +............+..            
        Slay Und. : +...............            
        Slay Drag.: +...............            
        Elec Brand: +...............            
        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  : ...+..*+*+......            
        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 : +...............            
        Levitate  : ...+......+.....            
        Lite      : .+..+....+......            
        See Invis : .....+...+......            
        Regen     : ....+...........            
        Xtra Shots: .+..............            
        Activate  : +..+++...++.....            
        Drain Exp : +...............            
        Fly       : .......+........            
        Orc.ESP   : .....+..+.......            
        Dragon.ESP: .........+......            
        TLord.ESP : .........+......            
        Full ESP  : ...............+            

Skills (points left: 19)
 - Combat                                        38.400 [0.800]
          . Weaponmastery                        50.000 [1.000]
          . Archery                              10.200 [0.500]
          . Barehand-combat                      00.000 [0.900]
 - Sneakiness                                    01.000 [0.900]
          . Stealth                              01.000 [0.300]
 - Magic                                         22.285 [0.900]
          . Magic-Device                         50.000 [1.050]
          . Spell-power                          00.000 [0.600]
 - Spirituality                                  16.200 [1.000]
          . Prayer                               50.000 [1.400]
          . Mindcraft                            50.000 [0.600]
 - Monster-lore                                  00.000 [0.500]
          . Mimicry                              01.000 [0.300]

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


  [Fates]

You may meet Merton Proudfoot, the lost hobbit on level 1.
You are fated to find a Potion of Slime Mold Juice on level 1.
You are fated to find a Rod Tip of Light on level 1.
You are fated to meet a Mangy-looking leper on level 1.


  [Character Equipment]

a) The Dagger 'Dethanc' (E:3976856, L:42) (1d4) (+41,+18)
        It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It does extra damage from electricity and fire.  It is
    especially deadly against dragons.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It makes you
    invisible.  It provides resistance to electricity, fire, cold and 
    disenchantment.  It produces a fiery sheath.  It drains experience.  
    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 .
d) The Long Bow 'Taleg' (x3) (+11,+7) (+4)
    It provides light (radius 1) forever.  It increases 
    your intelligence, dexterity, constitution and charisma by 4.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it while digging a rubble.
e) an Indestructible Ring of Extra Attacks (+3 attacks) {100% off}
    It increases your attack speed by 
    3.  It cannot be harmed by acid, cold, lightning or fire.  
    You stole it from the Black Market.
f) The Ring of Menweth [+15] (+2 attacks)
    It can be activated for ball of
    lightning and resist lightning every 50+d50 turns if it is being worn. 
    It increases your attack speed by 2.  It makes you invisible.  It
    sustains your dexterity.  It provides resistance to acid, electricity, 
    sound and nexus.  It allows you to levitate.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 71 of Erebor.
k) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
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 Ice Wyrm on level 66 of Erebor.
n) The Augmented Chain Mail of Nivring (-2 to accuracy) [16,+10]
    
    It sustains your wisdom.  It provides immunity to acid, fire and cold.
    It makes you completely fearless.  It provides resistance to life
    draining and acid.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Storm giant on level 51 of Illusory
    Castle.
o) The Cloak 'Adorlaca' [1,+7]
    It provides immunity to fire.  It provides immunity to
    paralysis.  It provides resistance to acid and shards.  It allows you
    to fly.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
p) The Small Metal Shield of Thorin [3,+24] (+4)
    It increases your strength and constitution by 4.  It
    provides immunity to acid.  It provides immunity to paralysis.  It
    provides resistance to sound, shards 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 Chaos drake on level 44 of Moria.
s) The Dragon Helm of Dor-Lomin [8,+20] (+4)
    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, dexterity and constitution by 4.  It provides resistance to 
    acid, electricity, fire, cold, light and blindness.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    dragons and thunderlords.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Sky Drake on level 72 of Erebor.
u) 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 Dracolich on level 72 of Erebor.
x) a Pair of Metal Shod Boots of Speed [6,+8] (+5)
    It 
    increases your speed by 5.  
    You bought it from the Rare Footwear Shop.
z) (nothing)
{) 23 Silver Arrows (3d4) (+6,+4)
|) The Pick 'Anenen' (+5,-1) (+2 attacks)
    It increases your 
    intelligence, wisdom, dexterity, charisma, ability to tunnel and 
    attack speed by 2.  It drains life from your foes.  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.


  [Character Inventory]

a) a Fireproof Tome of the Impenetrable Earth {!k}
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of an Enchantress on level 45 of Moria.
b) a Fireproof War Tome of Tulkas {!k}
    It
    cannot be harmed by fire.  
    You found it in the remains of an Enchantress on level 45 of Moria.
c) The Crystal Ball of Godly Sights {Mass Genocide}
    It
    can be activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 22 of The Helcaraxe.
d) Baalzebub's Tormented Skullcap {heal 700}
    It can
    be activated for heal 700 hit points every 250 turns.  
    You found it in the remains of a Novice priest on level 71 of Erebor.
e) The Immortal Skull of Benetar {@A1 Hunger}
    
    It can be activated for satisfy hunger.  
    You found it in the remains of a Dark elven warlock on level 26 of A lost
    temple.
f) 17 Potions of Cure Critical Wounds
g) 20 Potions of Healing
h) 2 Potions of *Healing*
i) a Silver Rod of the Istari of Healing (200/200) {!z@z4}
    It can hold more mana.  It can cast spells for a lesser mana
    cost.  It can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Fallen angel on level 45 of Mordor.
j) a Golden Rod of Recall (72/125) {@z2!z}
k) a Mithril Rod of Capacity of Disarming (320/320) {@z3}
    It
    can hold more mana.  
    You found it in the remains of a Barbazu on level 72 of Erebor.
l) an Adamantite Rod of the Istari of Healing (400/400) {!z@z5}
    It can
    hold more mana.  It can cast spells for a lesser mana cost.  It can
    cast spells faster.  It regenerates its mana faster.  
    You bought it from the Black Market.
m) The Anchor of Space-Time
    It provides light (radius 1)
    forever.  It prevents the space-time continuum from being disrupted.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 44 of Moria.
n) 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 Great crystal drake on level 61 of Erebor.
o) 26 Bolts (1d5) {good}
p) 24 Arrows of Slay Undead (1d4) (+8,+8)
    
    It strikes at undead with holy wrath.  
    You found it in the remains of a Great Bile Wyrm on level 72 of Erebor.
q) 31 Flight Arrows (exploding) (1d3) (+6,+8)
r) 24 Arrows (exploding) (1d4) (+5,+7) {time}
s) 23 Sheaf Arrows (exploding) (1d5) (+4,+6) {ice}
t) 20 Seeker Arrows of Flame (4d4) (+7,+11)
    
    It does extra damage from fire.  It cannot be harmed by fire.  
    You found it lying in a vault on level 40 of Paths of the Dead.
u) 23 Seeker Arrows (exploding) (4d4) (+6,+8)
v) 22 Silver Arrows (exploding) (3d4) (+3,+9) {disintegration}
w) 19 Empty Bottles


  [Home Inventory - Bree ]

a) The Demonblade of Marim (4d6) (+23,+21)
    It does
    extra damage from acid, electricity and fire.  It is very sharp and
    can make your foes bleed.  It is especially deadly against giants.  It
    strikes at demons with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
b) 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 in the remains of a Hezrou on level 50 of Moria.
c) Raal's Tormented Spirits {teleport level}
    It can be
    activated for teleport level.  
    You found it in the remains of a Ghoul on level 61 of Erebor.
d) 5 Sprigs of Athelas
e) 12 Potions of Healing
f) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
g) The Amulet 'Gondorien' (+5)
    It increases your intelligence, wisdom and dexterity
     by 5.  It makes you completely fearless.  It provides resistance to 
    electricity, fire, light and confusion.  It gives telepathic powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 60 of Erebor.
h) The Amulet called 'BoneKiller' (+6,+6) [+5] (+4) {100% off}
    
    It increases your strength, wisdom, dexterity, constitution, charisma, 
    stealth and infravision by 4.  It sustains your strength and 
    constitution.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You made it yourself.
i) The Phial of Undeath (-5) {cursed}
j) The Double Chain Mail of Gwarim (-2 to accuracy) [16,+6]
    It sustains your charisma.  It provides
    resistance to electricity, cold, confusion, sound, chaos and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Water troll on level 72 of Erebor.
k) The Partial Plate Armour of Elwenor (-3 to accuracy) [22,+12]
    It
    provides immunity to cold.  It provides immunity to paralysis.  It
    provides resistance to life draining, fire and nether.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death drake on level 72 of Erebor.
l) The Rhino Hide Armour of Galegos (-1 to accuracy) [8,+17]
    It
    sustains your strength and constitution.  It provides immunity to cold
    .  It makes you completely fearless.  It provides resistance to acid, 
    light and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You bought it from the Black Market.
m) The Cord Armour of Aruntar [6,+8]
    It sustains your intelligence.  It
    provides immunity to cold.  It provides resistance to poison, 
    confusion, shards and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Hell knight on level 60 of Erebor.
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 Death drake on level 43 of Mordor.
o) 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.
p) The Light War Axe 'Dennon' (2d5) (+14,+5) (+3 attacks)
    It increases your wisdom and attack speed by 3.  It does extra
    damage from acid.  It produces chaotic effects.  It is a great bane of
    demons.  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 an Ettin in the town of Gondolin .
q) 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 Hill troll on level 22 of Orc Cave.
r) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It 
    increases your dexterity, stealth and searching by 4.  It does extra
    damage from acid.  It poisons your foes.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It fights
    against evil with holy fury.  It sustains your dexterity.  It provides
    immunity to paralysis.  It provides resistance to 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 Ettin in the town of Gondolin .
s) 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.  
    You found it in the remains of an Ice troll Chieftain on level 44 of Moria.
t) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
    
    It provides light (radius 1) forever.  It increases your searching by 
    1.  It does extra damage from fire.  It is especially deadly against
    orcs.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to fire and light.  It allows
    you to sense the presence of orcs.  It slows your metabolism.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
u) The Long Sword 'Elendis' (2d5) (+3,+8) (+3 to speed)
    It increases your constitution, speed and attack
    speed by 3.  It does extra damage from fire.  It is very sharp and can
    cut your foes.  It is a great bane of dragons.  It is a great bane of
    undead.  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 a Great Wyrm of Perplexity on level 72 of
    Erebor.
v) 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, poison and blindness.  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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
w) The Battle Axe of Earang (2d8) (+13,+9) (+1)
    It can be wielded two-handed.  It increases your 
    intelligence and constitution by 1.  It does extra damage from acid
     and frost.  It produces chaotic effects.  It has been blessed by the
    gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 41 of Moria.
x) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
    It can be
    wielded two-handed.  It can be activated for destruction every
    200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 42 of Moria.


  [Home Inventory - Gondolin ]

a) 30 Potions of Cure Serious Insanity
b) 6 Potions of Cure Critical Insanity
c) 2 Potions of Cure Insanity
d) The Wand of Digging of Thrain (14 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
e) The Ring 'Ellivraur' (+2 attacks)
    It increases your searching and attack speed by 2.  It
    sustains your intelligence.  It provides resistance to cold.  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 an Ethereal dragon on level 72 of Erebor.
f) 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 Lesser black reaver on level 66 of Erebor.
g) The Ring of Glingur (+4) {100% off}
    
    It increases your strength, intelligence, wisdom, dexterity, charisma, 
    stealth, searching, speed and ability to score critical hits by 4.  It
    makes you invisible.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You stole it from the Rare Jewelry Shop.
h) 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 64 of Erebor.
i) 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 lying in a vault on level 44 of Moria.
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 Wyrm of Power on level 72 of Erebor.
k) 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.
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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
m) The Iron Helm 'Garnionwe' [5,+13]
    It sustains your strength and charisma.  It provides
    resistance to life draining, acid and nexus.  It allows you to breathe
    underwater.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Algroth on level 31 of Moria.
n) The Broad Sword 'Carwe' (2d5) (+5,+10) (+5 to speed)
    It 
    increases your wisdom and speed by 5.  It does extra damage from fire.
    It poisons your foes.  It strikes at demons with holy wrath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
o) 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.  
    It was given to you as a reward.
p) 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 nexus, 
    chaos and disenchantment.  It allows you to see invisible monsters.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient black dragon in the town of
    Gondolin .
q) The Bastard Sword of Elumnar (3d4) (+10,+31) (+4)
    It can be wielded two-handed.  It increases your strength, 
    wisdom and constitution by 4.  It does extra damage from electricity.  
    It is very sharp and can make your foes bleed.  It is a great bane of
    dragons.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 67 of Angband.
r) 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.
s) 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
t) The Long Bow of Galagon (x3) (+10,+13) (+2 to speed)
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, constitution, charisma
     and speed by 2.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolisk on level 59 of Mordor.
u) 26 Arrows (exploding) (1d4) (+7,+6) {mana}
v) 33 Arrows (exploding) (1d4) (+6,+4) {meteor}
w) 23 Sheaf Arrows (exploding) (1d5) (+4,+3) {chaos}
x) Climbing Set


  [Home Inventory - Minas Anor ]

a) a Morphic Oil of Spider
b) 12 Scrolls of *Destruction*
c) 3 Scrolls of Genocide
d) a Rod Tip of Disarming (50 Mana to cast)
e) The Golden Horn of the Thunderlords (6 charges) {100% off}
    
    It was given to you as a reward.
f) The Ring of Power of Ji Indur Dawndeath (+1 attack)
    It increases your intelligence, 
    constitution and attack speed by 1.  It makes you invisible.  It
    sustains your intelligence.  It provides resistance to sound.  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 68 of Angband.
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 Dracolisk on level 48 of Mordor.
h) 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.
i) 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.  
    It was given to you as a reward.
j) Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+16] (+1 to stealth)
    It can be activated for breathe
    lightning (100) every 90+d90 turns if it is being worn. It increases 
    your stealth by 1.  It provides resistance to acid, electricity, fire, 
    cold and confusion.  It allows you to fly.  It allows you to sense the
    presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
k) 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.  
    It was given to you as a reward.
l) a Spider Web [1,+3]
m) 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 in the remains of a Young gold dragon on level 43 of Mordor.
n) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    
    It can be activated for ball of fire (72) every 400 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    strength, dexterity and luck by 4.  It does extra damage from fire.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It fights against evil with holy fury.  It sustains your 
    dexterity.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to fire 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.  
o) 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 Fallen angel on level 45 of Mordor.
p) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It
    can be activated for cure serious wounds every 3+d3 turns if it is
    being worn. It increases your strength and dexterity by 1.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Olog on level 46 of Mordor.
q) 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 Death drake on level 43 of Mordor.
r) 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 Great Hell Wyrm on level 72 of Erebor.
s) a Heavy Crossbow of Power (x4) (+15,+20)
t) 20 Bolts (exploding) (1d5) (+5,+5)
u) 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.  
    It was given to you as a reward.
v) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It increases your dexterity and speed
     by 4.  It provides resistance to acid, electricity, fire and cold.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 59 of Mordor.
w) The Horn of Helm (+2)
    It
    can be activated for sound ball (300) every 300 turns if it is being
    worn. It increases your strength and constitution by 2.  It provides
    immunity to cold.  It makes you completely fearless.  It provides
    resistance to nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 46 of The Sacred Land Of
    Mountains.


  [Home Inventory - Lothlorien ]

a) 2 Spellbooks of Divine Aim {!k}
b) 4 Morphic Oils of Spider
c) 7 Potions of Restore Mana
d) a Golden Rod of Capacity of Disarming (250/250) {@z3}
    It can hold more mana.  
    You found it lying in a vault on level 28 of The Sandworm lair.
e) a Rod Tip of Teleport Other (60 Mana to cast)
f) a Ring of Speed (+15) {100% off}
    It 
    increases your speed by 15.  
    You stole it from the Rare Jewelry Shop.
g) The Ring of Durin (+2) {cursed}
    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 is heavily cursed.  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.
h) an Indestructible Ring of Critical Hits (+4% of critical hits)
i) 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 Green Thunderlord in a plain of grass.
j) 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.
k) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It grants you the power of magic map
     if it is being worn.  It increases your searching, infravision and 
    ability to tunnel by 4.  It allows you to climb mountains.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
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 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.
n) The Bastard Sword 'Lebreth' (3d4) (+1,+18) (+3)
    It can be wielded
    two-handed.  It increases your strength, intelligence and charisma by 
    3.  It does extra damage from fire.  It produces chaotic effects.  It
    is a great bane of dragons.  It is especially deadly against orcs.  It
    is a great bane of demons.  It is a great bane of undead.  It is
    especially deadly against natural creatures.  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 Blue Thunderlord in a plain of grass.
o) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
    
    It can be activated for ball of lightning (100) every 500 turns if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your wisdom and dexterity by 4.  It does extra damage from electricity
     and frost.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It is especially deadly against giants.  It is
    a great bane of undead.  It provides immunity to paralysis.  It
    provides resistance to electricity, cold and light.  It slows your
    metabolism.  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 Swordsman on level 21 of Orc Cave.
p) 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 Great crystal drake on level 53 of Mordor.
q) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    
    It must be wielded two-handed.  It can be activated for berserker and
    +10 to speed (50) every 100+d200 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength and 
    constitution by 3.  It does extra damage from acid.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is a
    great bane of demons.  It provides resistance to acid.  It drains mana
    .  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 27 of Mirkwood.
r) 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.  
    It was given to you as a reward.
s) The Morning Star of Valdina (2d6) (+14,+6)
    It does extra damage from electricity.
    It can cause earthquakes.  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 Storm giant on level 51 of Illusory
    Castle.
t) 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.
u) a Long Bow of Lothlorien (x4) (+21,+14) (+1)
    It increases your dexterity by 1.  It
    provides immunity to paralysis.  It gives telepathic powers.  It fires
    missiles with extra might.  It has been blessed by the gods.  It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of a Dracolich on level 60 of Erebor.
v) 26 Seeker Bolts (exploding) (4d5) (+7,+7)
w) 16 Arrows (exploding) (1d4) (+7,+6)


  [The Mathom-house Inventory - Bree ]

a) The Ring of Power of Akhorahil the Blind (+2)
    It 
    increases your strength and dexterity by 2.  It makes you invisible.  
    It sustains your dexterity.  It provides resistance to nether and 
    chaos.  It allows you to see invisible monsters.  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 Akhorahil the Blind on level 49 of Moria.
b) 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.
c) The Robe of Monwe (-63,-37) [2,+9](40%)
    It increases your 
    hit points by 40%.  It sustains your wisdom, constitution and charisma
    .  It provides immunity to fire.  It provides resistance to life
    draining and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ice troll on level 37 of Moria.
d) 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.
e) The Leather Scale Mail 'Lainque' (-11,-41) [11,+8](20%)
    It increases your hit points by 20%.  It sustains your 
    intelligence.  It provides immunity to acid.  It provides immunity to
    paralysis.  It provides resistance to dark.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Fallen angel on level 45 of Moria.
f) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    It
    can be activated for temporary ESP (dur 20+d20) every 20+d50 turns if
    it is being worn. It increases your intelligence, dexterity, charisma, 
    searching and spell power by 3.  It provides resistance to acid, fire, 
    shards and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
g) 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.
h) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed)
    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 carries an ancient
    morgothian curse.  It can clone monsters.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 44 of Moria.
i) 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.
j) 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 15 of A lost temple.



Posted on 4.2.2005 03:59

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On 4.2.2005 03:59 jeremy.mitchell@gmail.com wrote:
I'm running a Paladin for the fun of it. I'm having trouble deciding what to wear. I don't know if I should continue trying to level my dagger, or go with another weapon. I just don't seem to get the raw hitting power now that I have started Angband. Any suggestions?

On 4.2.2005 17:00 HektorLorenzo@web.de wrote:
Swap one ring of RoEA to some decent
RoSlaying or RoAccuracy. At least a +25 in to hit and to dam counted together.
Get an amulet of weaponmastery and some gauntets of power, slaying, thievery, whatever.
Cast Divine Aim often and go for it with your nice *thanc.
There is few better weapons than a leveled *thanc.
Don't forget toLook out for some Cloaks of Aman or Shooters of Extra Might to Cover Nether Resistance.
Thats my suggestions :)
Good Luck.

On 4.2.2005 21:08 Elliott946@aol.com wrote:
I'll give some slightly different advice, just for variety. You have two problems, which are related - 1) You don't really do enough damage, and 2) Your equipment options, very aggravatingly, make it difficult to have both rNether and rDisenchant, both of which you really MUST have at this point.

Here's my suggestion:

Swap your current armor for Elwenor, swap the Evenstar for Elessar (or Bonekiller if you need the CON), and swap your 'thanc (nice though it is) for either Vorpal Blade or Marim (that randart demonblade). Keep your rings they way they are right now, start carrying some potions of Heroism around if Adrenal Channel doesn't provide it (because you'll lose rFear), and cast Divine Aim any time you're fighting something at all dangerous.

Right now, if you're attacking something that Dethanc slays or is branded against you'll average 840 damage/round if all blows hit. Making the above changes and using the Vorpal blade instead, you'll average 1,397 if all blows hit (assuming you're fighting something evil, but not counting the extra critical hits, vorpal effects, and benefits from heroism), plus you'll have an extra +2 speed (which is modestly better than nothing). You'll have a net -2 to hit, which shouldn't be major.

Using Marim will do almost exactly the same amount of damage as the Vorpal blade, except that while its brands work on more things (slay demons and giants, plus fire, acid, and electricity branding is probably more versatile than vorpal blade's slay evil), its damage output will also be hurt more if you run into something that it doesn't slay (a GWoP, for example), plus it doesn't have the extra damage from vorpal effects and it will have a net -9 to-hit vs the Vorpal Blade, which still isn't too bad, but is starting to add up. They're pretty darn close. I'd go with either.

You've got a bunch of nice weapons, so you actually have even more alternatives. Two more weapons that could work are Aeglos and Doomcaller. Aeglos does slightly less damage than the Vorpal Blade or Marim (though still MUCH more than Dethanc), its slays and brands are probably a bit less vertsatile, and its also slightly less accurate, but it IS a great bane of the undead so it'll actually do somewhat more damage against them than the other two.

Doomcaller, ah, Doomcaller. Its basically Mormegil-light. Not as destructive as a fully leveled Mormegil, but not as much of a hazard to use either. Its your most destructive weapon option, inflicting 1,659 damage/round against something its branded against, if all attacks hit, plus its vorpal. On the downside, it has that annoying -50 to your AC, plus it aggravates, so I just can't see using it as a primary weapon. It absolutely slaughters dragons though, so if you're specifically going after Glaurung or Ancalagon then it might be worth it to swap in just for that battle.

Swapping your ring of extra attacks for a ring of damage doesn't make any sense if you change to one of the weapons above. It would have to be a ring of damage (+40) or something and those don't exist (that I'm aware of).

However, an absolutely godly ring of accuracy or a really, really nice ring of slaying might in fact be better for late Angband. Swapping out the ring of extra attacks knocks down your damage output but 30% and at your present depth, it would take a ring of slaying with combined bonuses of, oh, at LEAST +35-37 (and those are mighty hard to find) to roughly match that, and no ring of damage or ring of accuracy will do it.

Late in Angband that'll change. Fighting a well armored, leveled enemy (a level 100 GWoB, for example, at AC 340) your to-hit with the Vorpal Blade will be about 9% (yes, really). When your accuracy is that bad, even small to-hit bonuses count for a lot. A +7 ring of accuracy will be about equal to your ring of extra attacks at that point, and a +20 ring of accuracy will get your to-hit up to about 25%. If you think this is bad, wait until you try to hit things in the Nether Realms.

Sadly, this is where being a Paladin instead of a swordmaster starts coming back to bite you.

So, I'd keep an eye out for Fingolfin or, umm, the other gloves with the plus to-hit (the name escapes me) and either use them or at least hang onto them for late Angband. I'd also look out for a really good ring of accuracy, or, even better, a great ring of slaying.

Good luck.

On 4.2.2005 21:16 Elliott946@aol.com wrote:
An addendum. I'd advise putting your extra skill points into Combat, because you'll get a few extra pluses to-hit out of it, and spirituality for the extra saving throw. I guess you can wait to see what FF provides, but don't wait too long.

Finally, the to-hit %'s I listed above do not include the benefit of Divine Aim, so if you have it running you'll be a little better than that (21% to-hit instead of 9% with the Vorpal Blade, for example), plus you'll do signficantly more damage.

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