The Angband Ladder: Ibiacan, Human Geomancer by <greg@wooledge.org>

  [ToME 2.3.2(CVS) Character Sheet]

 Name  : Ibiacan                Age                 19       STR! 18/***       
 Sex   : Male                   Height              71       INT! 18/***       
 Race  : Human                  Weight             145       WIS! 18/***       
 Class : Geomancer              Social Class        87       DEX! 18/***       
 Body  : Player                                              Con! 18/*** 18/***
 God   : Eru Iluvatar                                        CHR! 18/***       
                                                                               
 + To Melee Hit          38 Level             50    Hit Points     -126/  1079 
 + To Melee Damage       20 Experience  22290351    Spell Points   1721/  1848 
 + To Ranged Hit         40 Max Exp     22290351    Sanity          930/   930 
 + To Ranged Damage      14 Exp to Adv.    *****    Piety                48884 
   AC                24+103 Gold         1776008    Speed           Fast (+31) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Superb       Perception  : Superb       Blows/Round:  5         
 Bows/Throw  : Superb       Searching   : Superb       Shots/Round:  1         
 Saving Throw: Good         Disarming   : Good         Mel.dmg/Rnd:  5d4+100   
 Stealth     : Superb       Magic Device: Good         Infra-Vision: 1310 feet 
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Noble Lord.  You are a          
          well-liked child.  You have dark brown eyes, straight                
          auburn hair, and an average complexion.                              
                                                                               


  [Miscellaneous information]

 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 32 (1600')
        Mordor: Level 65 (3250')
        Angband: Level 106 (5300')
        Barrow-Downs: Level 8 (400')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 680 (34000')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        The Void: Level 148 (7400')
        Maze: Level 37 (1850')
        Orc Cave: Level 21 (1050')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Sandworm lair: Level 30 (1500')
        A lost temple: Level 30 (1500')

 Your body was a Player.
 You have defeated 15365 enemies.
 You tried to destroy Melkor forever, but died in the attempt.
 Arda will be quiet, but not free from evil.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 65 princesses.
 You saved Arda and became a famed King.
 You found all of the relic pieces and pleased your god.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 21st Quelle of the 2890th year of the third age.
 Your adventure lasted 35 days.

     Your Attributes:
You are dead, killed by a Nightcrawler on level 680 of Nether Realm.
You can switch locations with another being.
You can cast magic missiles.
You can restore lost life forces.
You can sense what is beyond walls.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are very lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.

Skills (points left: 0)
 - Combat                                        01.000 [0.200]
          . Weaponmastery                        00.700 [0.400]
 - Sneakiness                                    01.000 [0.900]
          . Stealth                              00.400 [0.500]
 - Magic                                         39.097 [0.900]
          . Magic-Device                         10.450 [1.050]
          . Spell-power                          45.100 [0.700]
          - Geomancy                             50.000 [0.700]
                   . Fire                        50.000 [1.050]
                   . Water                       43.514 [1.050]
                   . Air                         50.000 [1.050]
                   . Earth                       37.214 [1.050]
          . Meta                                 00.000 [0.700]
          . Conveyance                           05.600 [0.700]
          . Divination                           12.600 [0.700]
          . Temporal                             15.400 [0.700]
          . Mind                                 00.000 [0.700]
          . Nature                               10.500 [0.700]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          00.000 [0.700]
 - Spirituality                                  07.050 [0.550]
          . Prayer                               30.000 [0.500]
 - Monster-lore                                  00.000 [0.500]
          . Mimicry                              01.000 [0.300]

Abilities
 * Perfect casting


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (+15,+10)(100%) (+5) {cursed}
        It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 5.  It increases your mana capacity by 
    100%.  It is cursed.  
    You found it in the remains of an Archlich on level 87 of Angband.
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 increases your speed by 10.  It provides resistance to 
    fire.  It allows you to levitate.  It is cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend on level 99 of Mount Doom.
e) The Ring of Flare (+3) {cursed}
    
    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 is cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Fallen angel on level 67 of The Sacred
    Land Of Mountains.
f) The Ring of Bormelth (+3)
    It increases your wisdom by 3.  It sustains your 
    intelligence.  It provides resistance to confusion, sound and chaos.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 51 of The
    Sacred Land Of Mountains.
k) The Blue Stone 'Toris Mejistos'(40%) (+2) {cursed}
    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 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 Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) a Dwarven Lantern of the Magi (+3)
    It grants you the power of magic map if it is being
    worn.  It provides light (radius 2) forever.  It can be used to store
    a spell.  It increases your intelligence, wisdom and charisma by 3.  
    It makes you invisible.  It provides resistance to blindness and 
    confusion.  It cannot be harmed by fire.  
    It was given to you as a reward.
n) The Hard Studded Leather of Varith (-1 to accuracy) [7,+11]
    It provides immunity to acid, 
    electricity, fire and cold.  It provides resistance to confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 94 of Mount
    Doom.
o) an Elven Cloak of the Magi (-1,-3) [4,+17] (+6)
    It increases your intelligence, stealth, searching, speed and 
    luck by 6.  It sustains your intelligence.  It provides immunity to
    paralysis.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Demonshield of Dolinde [5,+14]
    It sustains your strength.  It
    provides immunity to electricity and fire.  It provides resistance to 
    cold, poison and nexus.  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 Hezrou on level 62 of The Sacred Land Of
    Mountains.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light (radius 1) forever.  It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 104 of
    Angband.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it
    is being worn. It grants you the power of magic missile if it is being
    worn.  It increases your dexterity and luck by 4.  It provides
    immunity to paralysis.  It provides resistance to acid.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 94 of Mount
    Doom.
x) The Pair of Hard Leather Boots of Eluin [3,+10]
    It provides immunity to paralysis.  It provides resistance to 
    life draining, poison, confusion, shards, nether and chaos.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Armoury.
z) (nothing)
{) The Bolt of Silostol (1d5) (+6,+2) (+1 to speed)
    It provides light (radius 1) forever.  
    It increases your wisdom, speed and attack speed by 1.  It is a great
    bane of demons.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of an Uruk Archer on level 63 of Mordor.
|) The Mattock of Nain (+12,+18) (+6 to searching)
    It
    can be activated for stone to mud every 5 turns if it is being worn. 
    It increases your strength, searching, infravision and ability to
    tunnel by 6.  It does extra damage from acid.  It is especially deadly
    against dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides resistance to acid, dark and disenchantment.  It
    allows you to climb mountains.  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 67 of Angband.


  [Character Inventory]

a) 3 Fireproof Tomes of Magical Energy
    It cannot be
    harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) 3 Tomes of the Eternal Flame
    It
    cannot be harmed by fire.  
c) 3 Fireproof Tomes of the Blowing Wind
    It cannot be harmed by electricity.  It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) 3 Fireproof Tomes of the Impenetrable Earth
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) 3 Fireproof Tomes of the Everrunning Wave
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
f) 3 Fireproof Tomes of Translocation
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
g) 2 Fireproof Tomes of the Tree
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
h) 3 Fireproof Tomes of Knowledge
    It
    cannot be harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
i) 2 Fireproof Tomes of the Time
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
j) 3 Fireproof Tomes of the Mind
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 27 of The Sandworm lair.
k) 3 Fireproof Holy Tomes of Eru Iluvatar {!m}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
l) The Gem of Wisdom (charging) {cure insanity}
    It can
    be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
m) 3 Potions of Healing
    
n) 3 Potions of *Healing* {!*}
    
o) 4 Potions of Life {!*}
    
p) 14 Potions of Restore Mana {!*}
    
q) 19 Scrolls of Teleportation {!*}
    
r) a Scroll of Genocide {!*}
    
s) a Golden Rod of Capacity of Home Summoning (250/250) {@z5}
    It
    can hold more mana.  
    You found it lying in a vault on level 29 of The Sandworm lair.
t) an Adamantite Rod of Cheapness of Restoration (153/200) {@z2}
    It can
    cast spells for a lesser mana cost.  
    You found it lying in a vault on level 30 of The Sandworm lair.
u) The Small Metal Shield of Elingwing [3,+16]
    It
    sustains your dexterity.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to electricity and 
    confusion.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Power on level 671 of
    Nether Realm.
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 7 Sprigs of Athelas
    
b) 38 Potions of Healing {!*}
    
c) 4 Scrolls of Genocide {!*}
    
d) 2 Scrolls of Mass Genocide {!*}
    
e) a Golden Rod of Simplicity of Recall (125/125) {!*}
    
    You found it lying in a vault on level 30 of The Sandworm lair.
f) The Golden Horn of the Thunderlords (2 charges) {!*}
    
    It was given to you as a reward.
g) The Ring of Power of Khamul, the Black Easterling (+2% of critical hits)
    It increases your dexterity and 
    ability to score critical hits by 2.  It makes you invisible.  It
    sustains your dexterity and constitution.  It provides resistance to 
    light.  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 Khamul, the Black Easterling on level 78 of
    Angband.
h) The Ring of Power of Akhorahil the Blind (+1)
    It increases your strength and constitution by 1.  It makes
    you invisible.  It provides resistance to confusion and shards.  It
    allows you to levitate.  It speeds your regenerative powers.  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 65 of Mordor.
i) The Ring 'Gaedagori' (+3)
    
    It increases your constitution by 3.  It sustains your wisdom and 
    dexterity.  It provides resistance to cold, poison, blindness and 
    chaos.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
j) The Ring of Dirth (+3)
    It increases your 
    intelligence by 3.  It makes you invisible.  It sustains your 
    dexterity and charisma.  It provides resistance to light and chaos.  
    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 Zombie Ancient gold dragon on level 94 of
    Mount Doom.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal and cure black breath every
    200 turns if it is being worn. It provides light (radius 3) forever.  
    It increases your strength, wisdom, charisma and speed by 4.  It makes
    you completely fearless.  It provides resistance to fire, poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Brown Thunderlord in a plain of grass.
l) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+12] (+3 to stealth)
    
    It can be activated for breathe lightning (100) every 90+d90 turns if
    it is being worn. It increases your stealth by 3.  It provides
    resistance to acid, electricity, fire, cold and light.  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.
m) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and 
    charisma by 2.  It provides resistance to acid, electricity, fire, 
    cold, confusion, shards and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
n) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    It 
    increases your stealth and searching by 4.  It provides resistance to 
    acid, electricity, fire, cold and dark.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord in a plain of grass.
o) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid, shards and nexus.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the floor of a special level.
p) The Cloak of Thorongil [1,+10]
    It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
q) a Spider Web of Protection [1,+11]
r) The Small Leather Shield of Ostalion [2,+16]
    It
    sustains your wisdom, dexterity and charisma.  It provides resistance 
    to poison, shards and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
s) 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 lying in a vault on level 106 of Angband.
t) The Pair of Metal Shod Boots of Neldolath [6,+13]
    It sustains your 
    wisdom and dexterity.  It provides resistance to light and shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
u) The Sling of the Thain (x6) (+15,+15) (+4)
    It 
    increases your dexterity and constitution by 4.  It provides
    resistance to nether.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Hezrou on level 62 of The Sacred Land Of
    Mountains.
v) 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 an Ancient gold dragon on level 69 of The
    Sacred Land Of Mountains.
w) The Light Crossbow of Ohalma (x6) (+23,+10) (+3 to speed)
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma and speed by 3.  It fires missiles with extra might.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Pit Fiend on level 86 of Angband.
x) The Arrow of Wethir (1d4) (+15,+6)
    It
    does extra damage from fire.  It poisons your foes.  It is a great
    bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Vort the Kobold Queen on level 11 of Orc
    Cave.


  [Home Inventory - Gondolin ]

a) The Demonshield of Finevrin [5,+10]
    It provides immunity to cold.  It provides resistance to life
    draining, fire, light and shards.  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 Sandworm lair.
b) The Demonshield of Gothmog [13,+13] (+4)
c) The Demonhorn of Gothmog [2,+13] (-5)
    It
    provides light (radius 2) forever.  It decreases your charisma by 5.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) Kenault's Cantrip Generator {heal 700}
    It can
    be activated for heal 700 hit points every 100 turns.  
    You found it lying on the ground on level 25 of The Sandworm lair.
e) The Crumpled Scroll of Mass Resurrection {!r!r}
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 70 of The Sacred Land Of
    Mountains.
f) The Ring of Power of The Witch-King of Angmar (+4)
    It increases your intelligence by 4.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to poison
     and light.  It allows you to levitate.  It slows your metabolism.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Witch-King of Angmar on level 101 of
    Angband.
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 lying in a vault on level 100 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 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 Wyrm of Thunder on level 67 of The
    Sacred Land Of Mountains.
j) The Necklace 'Nauglamir' (+3)
    It provides light (radius 3) forever.  It 
    increases your strength, dexterity, constitution, infravision and 
    speed by 3.  It provides immunity to paralysis.  It makes you
    completely fearless.  It allows you to see invisible monsters.  It
    speeds your regenerative powers.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 81 of Angband.
k) The Amulet 'Celda' (+3,+5) [+4] (+2)
    
    It increases your strength and constitution by 2.  It sustains your 
    strength and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to light and 
    disenchantment.  It allows you to levitate.  It allows you to see
    invisible monsters.  It slows your metabolism.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Nightwalker on level 102 of Angband.
l) The Phial of Galadriel (+4)
    
    It can be activated for light area (dam 2d15) every 10+d10 turns if it
    is being worn. It provides light (radius 3) forever.  It increases 
    your searching and luck by 4.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
m) The Full Plate Armour of Isildur [25,+25] (+1)
    
    It increases your constitution by 1.  It provides resistance to acid, 
    electricity, fire, cold, confusion, sound and nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 70 of The Sacred
    Land Of Mountains.
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every 500 turns if
    it is being worn. It increases your strength and charisma by 4.  It
    provides resistance to acid, electricity, fire, cold, dark, confusion
     and disenchantment.  It allows you to sense the presence of orcs.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
o) 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 lying in a vault on level 29 of The Sandworm lair.
p) The Robe of Silorest [2,+16]
    It
    sustains your strength and constitution.  It provides immunity to acid
     and electricity.  It provides resistance to confusion and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You bought it from the Black Market.
q) 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.
r) an Elven Cloak of Aman [4,+22] (+5 to stealth)
    It increases your stealth, searching and luck by 5.  It
    provides resistance to dark.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
s) The Shadow Cloak of Luthien [6,+20] (+2)
    It can
    be activated for restore life levels every 450 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
    , wisdom, charisma, stealth, speed and luck by 2.  It makes you
    invisible.  It provides resistance to acid, fire, cold and dark.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
t) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated
    for heal 700 hit points every 250 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your strength, wisdom
    , constitution and speed by 3.  It provides resistance to electricity, 
    fire, cold, light, blindness, confusion, sound, nexus and chaos.  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 Ancient green dragon on level 53 of
    Mordor.
u) a Golden Crown of the Magi [0,+10] (+3)
    It can be used to store a spell.  It increases your 
    intelligence and spell power by 3.  It sustains your intelligence.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire, cold and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 81 of Angband.
v) 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 lying on the ground on level 23 of The Sandworm lair.
w) a Dragon Helm [8,+16]
    It
    makes you completely fearless.  It provides resistance to fire, poison
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
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 in a vault on level 30 of The Sandworm lair.


  [Home Inventory - Minas Anor ]

a) The Pendulum of Orcus {mass geno}
    It can
    be activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) a Golden Rod of the Istari of Healing (250/250) {@z1}
    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 Nightwing on level 62 of Mordor.
c) a Staff of Mana[3|28] (3 charges)
    
d) The Ring of Power of Ji Indur Dawndeath (+3 attacks)
    It 
    increases your intelligence, infravision and attack speed by 3.  It
    makes you invisible.  It sustains your wisdom.  It provides immunity
    to paralysis.  It provides resistance to light.  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 Ji Indur Dawndeath on level 78 of Angband.
e) 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 54 of The Sacred Land
    Of Mountains.
f) The Ring 'Dilathien' (+2)
    It increases your wisdom and dexterity by 2.  It provides
    resistance to life draining, fire, dark, confusion and nether.  It
    allows you to levitate.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Half-ogre on level 63 of Mordor.
g) The Jewel 'Evenstar' (+3)
    It
    can be activated for restore stats and life levels every 750 turns if
    it is being worn. It provides light (radius 1) forever.  It increases 
    your constitution by 3.  It sustains your intelligence, wisdom and 
    constitution.  It provides resistance to life draining, cold, dark and 
    nether.  It speeds your regenerative powers.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 69 of The Sacred
    Land Of Mountains.
h) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area
    every 50+d50 turns if it is being worn. It grants you the power of 
    detect curses if it is being worn.  It provides light (radius 4)
    forever.  It increases your speed by 1.  It provides resistance to 
    life draining.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nycadaemon on level 51 of The Sacred Land
    Of Mountains.
i) 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, confusion and sound.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) an Elven Cloak [4,+7] (+3 to stealth)
    It 
    increases your stealth, searching and luck by 3.  It cannot be harmed
    by acid, cold, lightning or fire.  
k) The Large Metal Shield of Anarion [5,+20]
    It sustains your strength, 
    intelligence, wisdom, dexterity, constitution and charisma.  It
    provides resistance to acid, electricity, fire, cold and 
    disenchantment.  It allows you to sense the presence of evil beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Master vampire on level 67 of The Sacred
    Land Of Mountains.
l) a Dragon Shield of Preservation (-2,-10) [8,+24]
    It sustains your strength, dexterity and 
    constitution.  It provides resistance to life draining, electricity, 
    fire, poison and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Greater titan on level 78 of Angband.
m) 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.
n) 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.
o) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
    It can be activated
    for remove fear and cure poison every 5 turns if it is being worn. It 
    increases your dexterity and charisma by 5.  It sustains your 
    constitution and charisma.  It provides immunity to paralysis.  It
    provides resistance to confusion, nether and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) The Dagger 'Narthanc' (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 dark.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 23 of The Sandworm lair.
q) 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 cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
r) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be activated
    for ball of cold (100) every 300 turns if it is being worn. It
    provides light (radius 1) forever.  It increases your speed by 10.  It
    does extra damage from frost.  It is especially deadly against trolls.
    It is a great bane of demons.  It strikes at undead with holy wrath.  
    It fights against evil with holy fury.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to cold and light.  It allows you to see invisible monsters.  It slows
    your metabolism.  It speeds your regenerative powers.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Ugluk, the Uruk on level 99 of Mount Doom.
s) 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 Cave troll on level 67 of Angband.
t) The Pick 'Valduin' (+4)
    It
    provides light (radius 1) forever.  It increases your strength, 
    intelligence, dexterity, constitution, charisma and ability to tunnel
     by 4.  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.
u) The Long Bow of Ekkas (x6) (+17,+13) (+3)
    It provides light (radius 1) forever.  It increases your 
    strength, intelligence and wisdom by 3.  It fires missiles with extra
    might.  It fires missiles excessively fast.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
v) The Bolt 'Lingor' (1d5) (+11,+9) (+3)
    It increases your strength, wisdom
     and dexterity by 3.  It does extra damage from acid.  It is a great
    bane of demons.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it lying on the ground on level 29 of The Sandworm lair.
w) a Mage Staff of Power (1d4) (-6,-16) (+12)
    It
    can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 12.  
    You found it in the remains of an Archlich on level 100 of Angband.


  [Home Inventory - Lothlorien ]

a) The Devil's Pentagram {mass geno}
    It
    can be activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) The Crystal Ball of The Witch-King of Angmar {mass geno}
    It
    can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Half-orc Shaman on level 30 of Mirkwood.
c) Agannazar's Antique Acorn {teleport level}
    
    It can be activated for teleport level every 50 turns.  
    You found it lying on the ground on level 29 of The Sandworm lair.
d) a Silver Rod of the Istari of Nothing (200/200)
e) The Ring of Power of Khamul, the Black Easterling (+4 to speed)
    It 
    increases your stealth, speed and ability to score critical hits by 4.
    It makes you invisible.  It sustains your dexterity.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to disenchantment.  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 Khamul, the Black Easterling on level 70 of
    Dol Guldur.
f) The Ring of Power of Ji Indur Dawndeath (+1 to speed)
    It increases your wisdom, speed and attack speed by 1.  It
    makes you invisible.  It provides immunity to paralysis.  It provides
    resistance to dark and nexus.  It allows you to levitate.  It drains 
    experience.  It cannot be dropped while cursed.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 87 of Angband.
g) an Indestructible Ring of Speed (+9)
h) 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 The Witch-King of Angmar on level 101 of
    Angband.
i) The Ring of Power 'Vilya' (+12,+12) (+3)
    It can be activated for greater healing (900) every 200+d200
    turns if it is being worn. It increases your strength, intelligence, 
    wisdom, dexterity, constitution, charisma, speed and luck by 3.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to life draining, poison and disenchantment.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 101 of Angband.
j) The Arkenstone of Thrain (+3)
    It can be
    activated for detection every 30+d30 turns if it is being worn. It
    provides light (radius 3) forever.  It increases your speed and luck
     by 3.  It provides resistance to life draining, light, dark and chaos
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 66 of
    The Sacred Land Of Mountains.
k) The Anchor of Space-Time
    It provides light (radius 1) forever.  It
    prevents the space-time continuum from being disrupted.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Bronze Thunderlord in a plain of grass.
l) The Bronze Dragon Scale Mail of Earingwe (-2 to accuracy) [30,+17]
    
    It can be activated for breathe confusion (120) every 90+d90 turns if
    it is being worn. It sustains your constitution.  It provides immunity 
    to electricity and cold.  It provides immunity to paralysis.  It
    provides resistance to life draining, dark, confusion and sound.  It
    allows you to fly.  It reflects bolts and arrows.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
m) The Full Plate Armour of Lostarest (-24,-23) [25,+15](40%)
    It increases your hit points by 40%.  
    It provides resistance to life draining, acid, electricity, dark and 
    nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 99 of Angband.
n) The Full Plate Armour 'Serienyar' (-64,-43) [25,+17](40%)
    It increases
     your hit points by 40%.  It provides resistance to acid, electricity, 
    fire, poison, shards, nether 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 .
o) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) {cursed}
    It increases your intelligence and searching by 2.  
    It increases your mana capacity by 40%.  It provides resistance to 
    blindness and confusion.  It renders you especially vulnerable to
    fire.  It allows you to see invisible monsters.  It is heavily cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
p) The Cord Armour 'Anariaur' (-43,-54) [6,+11](20%)
    It increases
     your hit points by 20%.  It sustains your wisdom.  It provides
    immunity to acid and cold.  It provides resistance to fire, poison, 
    dark, confusion and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mature white dragon on level 32 of
    Mirkwood.
q) 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.
r) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and 
    constitution by 4.  It provides immunity to acid.  It provides
    immunity to paralysis.  It provides resistance to 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 Lesser Balrog on level 99 of Mount Doom.
s) The Small Metal Shield 'Teldor' [3,+11]
    
    It provides immunity to electricity.  It provides resistance to fire, 
    dark, sound and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Mindcrafter on level 18 of A lost temple.
t) The Shield of Deflection of Gil-galad [10,+20] (+5)
    
    It can be activated for starlight (75) every 75+d75 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom, 
    dexterity and charisma.  It provides resistance to acid, electricity, 
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
u) a Pair of Hard Leather Boots of Speed [3,+12] (+8)
    It increases your speed by 8.  
    You bought it from the Footwear Shop.


  [The Mathom-house Inventory - Bree ]

a) a Parchment titled ``Planar Travel Made Easy''
    It can be activated for death.  
    You found it in the remains of a Half-orc on level 21 of Orc Cave.
b) 17 Mushrooms of Cure Serious Wounds {100% off}
    
c) 99 Potions of Water Curing {quest}
    
d) The Arrow Trap Set 'Merlion Karc's Demonbane' (+17,+27) [+37] (+2)
    It
    is well-hidden. It can only be set off by demons.  It fires missiles
    with extra might.  It fires missiles excessively fast.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) The Ring of Power of Uvatha the Horseman (+1)
    It 
    increases your strength and dexterity by 1.  It makes you invisible.  
    It sustains your intelligence.  It provides resistance to cold and 
    poison.  It allows you to see invisible monsters.  It speeds your
    regenerative powers.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
f) The Ring of Durin (+2)
    
    It grants you the power of midas touch if it is being worn.  It 
    increases your strength, constitution and charisma by 2.  It sustains 
    your strength, constitution and charisma.  It provides resistance to 
    life draining, acid, cold, dark, nether and chaos.  It allows you to
    sense the presence of evil beings.  It drains experience.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
g) The 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 The Tarrasque on level 86 of Angband.
h) 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.  
    You found it lying in a vault on level 29 of The Sandworm lair.
i) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It can
    be activated for analyze monster every 500+d200 turns if it is being
    worn. It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, charisma, searching and speed by 3.  It
    provides immunity to paralysis.  It provides resistance to cold, light
    , dark, blindness, sound and shards.  It allows you to see invisible
    monsters.  It drains mana.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Cantoras, the Skeletal Lord on level 87 of
    Angband.
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is
    being worn. It increases your intelligence, wisdom and searching by 2.
    It provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice warrior on level 78 of Angband.
k) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    
    It can be activated for rays of fear in every direction if it is being
    worn. It decreases your intelligence, wisdom and searching by 5.  It
    provides immunity to cold.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, fire, 
    poison and disenchantment.  It allows you to see invisible monsters.  
    It produces an anti-magic shell.  It drains life.  It induces random
    teleportation.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
l) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It can
    be activated for frost ball (48) every 5+d5 turns if it is being worn. 
    It increases your dexterity, speed and attack speed by 2.  It does
    extra damage from frost.  It poisons your foes.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire lord on level 78 of Angband.
m) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    
    It increases your strength, constitution and speed by 2.  It does
    extra damage from electricity.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It strikes at
    demons with holy wrath.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It provides resistance to electricity
    , light and dark.  It allows you to see invisible monsters.  It
    aggravates nearby creatures.  It is cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Eol, the Dark Elf in the town of Gondolin .
n) 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 a Green Thunderlord in a plain of grass.
o) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
    
    It can be activated for fire ball (300) every 200+d200 turns if it is
    being worn. It decreases your charisma by 4.  It does extra damage 
    from fire.  It provides immunity to fire.  It is cursed.  It carries
    an ancient foul curse.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
p) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
    It
    can be wielded two-handed.  It can be activated for destruction every
    200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Horned Reaper on level 81 of Angband.
q) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
    
    It must be wielded two-handed.  It increases your strength and ability
    to tunnel by 6.  It does extra damage from fire.  It poisons your foes
    .  It drains life from your foes.  It is especially deadly against
    dragons.  It is a great bane of undead.  It fights against evil with
    holy fury.  It is especially deadly against natural creatures.  It
    provides immunity to fire.  It provides resistance to dark, chaos and 
    disenchantment.  It prevents teleportation.  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 .
r) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must be wielded two-handed.  It can be activated
    for alter reality every 100 turns if it is being worn. It can cause
    earthquakes.  It is a great bane of dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is a great
    bane of demons.  It is a great bane of undead.  It fights against evil
    with holy fury.  It is especially deadly against natural creatures.  
    It provides resistance to acid, electricity, fire and cold.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It
    produces an anti-magic shell.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
s) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be
    activated for terrify every 10+d50 turns if it is being worn. It 
    increases your searching and infravision by 2.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
t) The Mage Staff 'Earrielch' (1d4) (+13,+17)(80%)
    It can be wielded two-handed.  It
    provides light (radius 1) forever.  It can be used to store a spell.  
    It increases your mana capacity by 80%.  It provides immunity to
    paralysis.  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 Sauron, the Sorcerer on level 99 of Angband.
u) The Mage Staff 'Arsil' (1d4) (+11,+5) {cursed}
    
    It can be wielded two-handed.  It can be used to store a spell.  It
    sustains your intelligence and wisdom.  It allows you to see invisible
    monsters.  It induces random teleportation.  It aggravates nearby
    creatures.  It fills you with the Black Breath.  It is heavily cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.



Posted on 20.6.2005 18:42
Last updated on 21.6.2005 16:04

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1572. on the Ladder (of 19090)
609. on the ToME Ladder (of 3155)
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On 20.6.2005 18:42 greg@wooledge.org wrote:
My first spellcaster winner. This is right after recalling to Bree with the Crown & Hammer. I may try for the Melkor ending with this one, but I don't have great hopes of success.

This character ran into the infamous "Sauron was generated in Mt. Doom and you recalled out of Mt. Doom before Ctrl-X-iting the game or taking the stairs back up, while he was still alive, and now he can't be generated" bug. I fixed that by running the game in gdb and toggling the flag that marked Sauron as being saved on a persistent level. I don't consider that cheating since it's a workaround for a bug.

Stupid me, I wasted all those skill poins in Divination; the divination school levels granted via Prayer make them completely unnecessary. Oh well.

On 21.6.2005 16:04 greg@wooledge.org wrote:
Died in the Nether Realm. I was running for the stairs and there were some Ws behind me, firing the occasional nether ball. Then when I was one step away from the stairs, something summoned an undead mass right *on* the stairs, blocking my escape. I tried hitting it with a Strike spell, but it was right against a wall so it didn't move. Then I died immediately thereafter. Oh well.

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