The Angband Ladder: The Fury, Spider Ancient Master by <thefurry@hvc.rr.com>
[Fury 1.1.0 Character Sheet] Name : The Fury Age 1 STR: 19 Sex : Male Height 1 INT: 36 Race : Spider Ancient Weight 1 WIS: 37 Class : Master Social Class 1 DEX: 34 Body : Player CON: 26 God : Ulmo Chr: 27 28 + To Melee Hit 43 Level 50 Max Hit Points 146 + To Melee Damage 23 Experience 8809071 Cur Hit Points -21 + To Ranged Hit 43 Max Exp 8809071 Max SP (Mana) 2764 + To Ranged Damage 0 Exp to Adv. ***** Cur SP (Mana) 2764 AC 36+125 Gold 669478 Piety 2619 (Miscellaneous Abilities) Fighting : Superb Perception : Fair Blows/Round: 1 Bows/Throw : Superb Searching : Fair Shots/Round: 1 Saving Throw: Very Good Disarming : Fair Mel.dmg/Rnd: 25-37 Stealth : Legendary[5] Magic Device: Excellent Infra-Vision: 120 feet Tactic: normal Explor: normal (Character Background) [Miscellaneous information] Joke monsters: OFF Maximize mode: ON Preserve Mode: ON Autoscum: ON Small Levels: ALWAYS Arena Levels: ON Always unusual rooms: OFF Persistent Dungeons: OFF Recall Depth: Mirkwood: Level 33 (1650') Barad-Dur: Level 66 (3300') Angband: Level 68 (3400') Barrow-Downs: Level 10 (500') Den of Dogs: Level 23 (1150') Orc Cave: Level 22 (1100') Erebor: Level 63 (3150') The Old Forest: Level 25 (1250') Moria: Level 50 (2500') The Land Of Rhun: Level 40 (2000') A lost temple: Level 5 (250') Your body was a Player. You have defeated 4763 enemies. The sword that was broken is now reforged. You saved Bree from a dreadful Nazgul. You saved 62 princesses. You found none of the relic pieces. You started your adventure the 43rd Yavie of the 2890th year of the third age. You ended your adventure the 51st Yavie of the 2890th year of the third age. Your adventure lasted 8 days. Your Attributes: You are dead, killed by Seeker Arrow Trap on level 63 of Erebor. You can spit acid. You can teleport yourself short distances. You can feel the danger of evil magic. You can drive yourself into a berserk frenzy. You can turn ordinary items to gold. You can bring down the dungeon around your ears. You can run for your life after hitting something. You are able throw a thick and very resistant spider web. Your eyes are sensitive to infrared light. You can see invisible creatures. You can breathe underwater. 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 are surrounded with a fiery aura. You are surrounded with electricity. You are carrying a permanent light. You are resistant to acid. You are completely immune to lightning. You are resistant to fire. You are completely immune to cold. You are resistant to poison. You are resistant to darkness. You are resistant to confusion. You are resistant to sonic attacks. You are resistant to chaos. You are resistant to nether forces. Your intelligence is sustained. Your wisdom is sustained. Your constitution is sustained. Your dexterity 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 speed is affected by your equipment. Corruption list: Ancalagon's Breath: Fires an acid ball. Damage=level Radius 1+(level/30) Level=9, Cost=9, Stat=DEX, Difficulty=15 Blink: You can teleport yourself short distances (10 squares). Level=3, Cost=3, Stat=WIS, Difficulty=12 Midas touch: You can turn ordinary items to gold. Turns a non-artifact object into 1/3 its value in gold Level=10, Cost=5, Stat=INT, Difficulty=12 Earthquake: You can bring down the dungeon around your ears. Radius=10, center on the player Level=12, Cost=12, Stat=STR, Difficulty=16 Skills (points left: 0) . Weaponmastery 01.000 [0.300] . Barehand-combat 03.000 [0.500] - Sneakiness 06.400 [0.900] . Stealth 00.000 [0.400] . Dodging 01.000 [0.300] - Powers 50.000 [1.000] . Devices 13.000 [1.000] . Power 50.000 [0.600] . Mastery 50.000 [1.200] . Energy 00.000 [0.900] . Fire 01.000 [1.000] . Water 03.000 [1.000] . Air 01.000 [1.000] . Earth 01.000 [1.000] . Meta 00.000 [1.000] . Movement 01.000 [1.000] . Knowledge 00.000 [1.000] . Temporal 04.000 [1.000] . Mind 01.000 [1.000] . Nature 06.000 [1.000] . Runecraft 00.000 [0.900] . Innate 43.200 [0.900] . Alchemy 12.500 [0.500] - Spirituality 18.930 [0.550] . Prayer 18.000 [0.500] - Monster-lore 03.200 [0.800] . Symbiosis 01.000 [0.300] . First-aid 02.800 [0.600] [Fates] You are fated to find a Rod Tip of Trap Location on level 1. You are fated to find a Main Gauche on level 2. You may find a Potion of Cure Light Insanity on level 18. [Character Equipment] e) a Ring of Wizardry [Song of Belegaer](40%) (+2) {100% off} It has a spell stored inside. It increases your spell power by 2. It increases your mana capacity by 40%. It cannot be harmed by acid, cold, lightning or fire. You stole it from the Rare Jewelry Shop. f) a Ring of Acid [+18] {cursed} It can be activated for ball of acid and resist acid every 50+d50 turns if it is being worn. It provides resistance to acid. It is cursed. It cannot be harmed by acid, cold, lightning or fire. You stole it from the Expensive Black Market. g) The Ring of Barahir (+1) It can be activated for dispel small life every 55+d55 turns if it is being worn. It increases your strength, intelligence, wisdom, dexterity, constitution, charisma , stealth and searching by 1. It provides resistance to poison and dark. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Worm of Perplexity on level 61 of Barad-Dur. h) The Ring 'Eledhor' (+8 to damage) (+3) It increases your strength, speed and ability to score critical hits by 3. It provides resistance to sound 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 Black pudding on level 47 of Barad-Dur. i) a Blazing Ring of Flames [+12] It can be activated for ball of fire and resist fire every 50+d50 turns if it is being worn. It provides light (radius 1) forever. It provides resistance to fire. It produces a fiery sheath. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Dreadlord on level 56 of Barad-Dur. j) The Ring 'Vanyaril' It sustains your dexterity and constitution. It provides resistance to cold, dark, confusion and chaos. It allows you to fly. It slows your metabolism. 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. k) The Amulet of Faramir (+18,+0) [+8] (+5) It increases your stealth by 5. It sustains your dexterity. It provides resistance to confusion. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. m) 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 The Insane Player on level 28 of Mirkwood. n) The Paper Armour of Dirhor [4,+10] It sustains your intelligence and wisdom. It provides immunity to electricity and cold. It provides resistance to cold. It renders you especially vulnerable to fire. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. o) The Cloak of Ghan-buri-Ghan (+5,+5) [14,+0] (+5) It grants you the power of berserk if it is being worn. It increases your dexterity, stealth and speed by 5 . It makes you invisible. It sustains your dexterity. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. p) a Small Metal Shield of Electricity [3,-3] q) a Large Leather Shield of Resist Lightning [4,+1] s) 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 Great Swamp Worm on level 58 of Barad-Dur. u) The Set of Gauntlets 'Paurhach' [2,+15] v) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) It increases your strength and constitution by 2. It provides immunity to paralysis. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Dracolich on level 51 of Barad-Dur. x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3) It increases your constitution, stealth and speed by 3. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 34 of Barad-Dur. y) a Rogue's Pair of Soft Leather Boots of Jumping [2,+13] (+4 to stealth) It can be activated for phasing every 10+d10 turns if it is being worn. It grants you the power of panic hit if it is being worn. It increases your stealth, searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. You bought it from the Footwear Shop. z) (nothing) {) (nothing) |) The Rod of Annuminas (+4) It can be activated for rune of protection every 400 turns if it is being worn. It can be used to store a spell. It increases your charisma and luck by 4. It provides immunity to paralysis. It provides resistance to confusion. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Bile Worm on level 62 of Erebor. [Character Inventory] a) The Deck of Wild Magic b) a Potion of Healing c) a Potion of *Healing* d) 3 Potions of Restore Mana e) a Scroll of Genocide f) The Ring of the Firebeards (+5,+10) (+3) It increases your strength and ability to tunnel by 3. It makes you invisible. It sustains your strength. It makes you completely fearless. It provides resistance to fire. It allows you to sense the presence of good beings. It drains mana. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Bile Worm on level 62 of Erebor. g) The Arkenstone of Thrain (+3) h) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed) {curs} i) The Quarterstaff of Olorin (2d9) (+10,+13) (+4) j) a Magical Dwarven Pick of Digging (+4) k) The Key of Thorin It cannot be harmed by acid, cold, lightning or fire. You found it lying on the floor of a special level. l) The Cup of Thror m) The Red Arrow of Gondor n) The Parchment - Map of Thror o) The Mage Staff of Saruman (1d4) (+5,+5)(80%) (+4) It can be activated for ball of cold (48) every 400 turns if it is being worn. 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, speed and spell power by 4. It increases your mana capacity by 80%. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Barney the Dinosaur on level 62 of Erebor. p) 3 Empty Bottles q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Home Inventory - Bree ] a) The Box of Wizardry It can be activated for teleport level every 50 turns. You bought it from the Magic shop. b) 6 Sprigs of Athelas [Home Inventory - Gondolin ] a) a Water Tome of Ulmo b) a Wooden Rod of the Istari of Nothing (20/20) c) a Silver Rod of Cold Balls (100/100) d) a Rod Tip of Recall (80 Mana to cast) e) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed} [Home Inventory - Caras Galadhon ] a) a Book of Feanturi b) a Book of Song of Belegaer c) The Necklace of Girion [10,+0] (+5) It can be activated for grow mushrooms every 50+d50 turns if it is being worn. It increases your charisma by 5. It sustains your charisma. It provides resistance to poison and nexus. It allows you to see invisible monsters. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Durin's Bane on level 50 of Moria. d) The Amulet of Carlammas (+2) It can be activated for protection from 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 Dracolich on level 50 of Barad-Dur. e) The Jewel 'Evenstar' (+3) f) a Lucky Amulet of Devotion (+7) It provides light (radius 1) forever. It increases your wisdom, charisma and luck by 7. It sustains your wisdom and charisma. It provides resistance to life draining, fire, light and dark. It has been blessed by the gods. You found it in the remains of a Great Swamp Worm on level 58 of Barad-Dur. g) The Phial of Galadriel (+4) It can be activated for light area (dam 2d15) every 10+d10 turns if it is being worn. It provides light (radius 3) forever. It increases your searching and luck by 4. It cannot be harmed by acid, cold, lightning or fire. You found it lying in a vault on level 36 of The Land Of Rhun. h) The Arkenstone of Thrain (+3) i) The Anchor of Space-Time It provides light (radius 2) 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 36 of The Land Of Rhun. j) The Pearl 'Nimphelos' (+1) k) The Chain Mail of Peregrin Took (+3,+5) [14,+11] (+2) It can be activated for rays of fear in every direction if it is being worn. It provides light (radius 1) forever. It increases your strength by 2 . It sustains your strength. It makes you completely fearless. It allows you to sense the presence of trolls. It speeds your regenerative powers. It cannot be harmed by acid, cold, lightning or fire. You found it lying in a vault on level 36 of The Land Of Rhun. l) The Metal Brigandine Armour of Eramar (-9,-20) [19,+1](40%) It increases your hit points by 40%. It sustains your dexterity. It provides immunity to acid. It provides resistance to cold and dark. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Ulfang the Black on level 40 of The Land Of Rhun. m) The Filthy Rag of the Wight [1,-1](40%) (+2 to searching) 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 cannot be harmed by acid, cold, lightning or fire. n) 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 on the floor of a special level. o) 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 Cave orc on level 59 of Barad-Dur. p) 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 Malekith the Accursed on level 59 of Barad-Dur. q) The Short Sword 'Sting' (E:0, L:0) (1d7) (+7,+8) (+2 to speed) r) 2 Empty Bottles [The Museum Inventory - Bree ] a) a Parchment titled ``How to Win the Game'' It can be activated for cure hallucination every 100 turns. You found it in the remains of a Grave wight in the town of Bree . b) The Ring of Power of Uvatha the Horseman (+4 to infravision) It increases your infravision by 4. It makes you invisible. It sustains your strength, wisdom and constitution. 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 Uvatha the Horseman in the town of Bree . c) The Broken Sword of Mendi (1d2) (-5,-7) (+3 attacks) It increases your dexterity and attack speed by 3. It is especially deadly against giants. It is a great bane of undead. It has been blessed by the gods. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of Old Man Willow on level 25 of The Old Forest. d) The Hand and a Half 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. e) The Harp of Thorin (+2 to stealth) It can be activated for mass charm every 750 turns if it is being worn. It grants you the power of remove fear if it is being worn. It increases your charisma, stealth, infravision, ability to tunnel and luck by 2. It sustains your charisma. 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. [The Museum Inventory - Caras Galadhon ] a) The Maiablade of Gothmog (7d6) (+13,+13) (-20) It provides light (radius 1) forever. It decreases your luck by 20. It does extra damage from fire. It poisons your foes. It produces chaotic effects. It is very sharp and can make your foes bleed. It strikes at demons with holy wrath. It fights against evil with holy fury. It can re-curse itself. It can resist being shattered by morgul beings. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Maiaologist on level 30 of Mirkwood. b) The Maiahorn of Gothmog [2,+13] (-5) It provides light (radius 2) forever. It decreases your charisma by 5 . It allows you to see invisible monsters. It allows you to sense the presence of demons. It slows your metabolism. It speeds your regenerative powers. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. You found it lying on the ground on level 34 of Barad-Dur. c) The Gem of Wisdom It can be activated for cure blindness every 100 turns. You found it in the remains of a Mind flayer on level 25 of Mirkwood. d) Darkgod's Doll of the Player It can be activated for decreasing Strength. You found it in the remains of a Moon beast on level 11 of Mirkwood. e) The Altruistic Assassin It can be activated for acquirement every 3000 turns. You found it in the remains of a Mind flayer on level 25 of Mirkwood. f) The Device Trap Set of the Noegyth Nibin [+25] (+3) It is well-hidden. It rearms itself. It can teleport monsters to you. It fires missiles excessively fast. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. g) The Chain Mail of Valdurgil (-2 to accuracy) [14,+9] It sustains your wisdom and charisma. It provides immunity to fire. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Blue drake on level 45 of Barad-Dur. h) 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, sound and disenchantment. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. i) The Cloak 'Holcolleth' [1,+4] (+2) It can be activated for sleep nearby monsters every 55 turns if it is being worn. It increases your intelligence, wisdom, stealth and speed by 2. It provides resistance to acid. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. j) The Bearded Axe of Aranwende (1d6) (+7,-4) (+3 attacks) It can be wielded two-handed. It increases your charisma and attack speed by 3. It strikes at undead with holy wrath. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of The Blubbering idiot, agent of black market, Simon the weak on level 23 of Mirkwood. k) 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 a Great Swamp Worm on level 58 of Barad-Dur. l) The Dagger of Meriadoc (E:10, L:1) (1d4) (+4,+6) It can be activated for lightning bolt (4d8) every 6+d6 turns if it is being worn. It does extra damage from electricity. It provides resistance to electricity and shards. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. m) The Cavalry Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed) It increases your dexterity, constitution, speed and attack speed by 2. It is especially deadly against dragons. It is especially deadly against orcs. It is especially deadly against trolls. It is especially deadly against giants. It is especially deadly against natural creatures. It allows you to sense the presence of animals. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Great Swamp Worm on level 58 of Barad-Dur. n) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) It provides light (radius 1) forever. It increases your searching by 3. It does extra damage from frost. It is especially deadly against dragons. It is especially deadly against orcs. It fights against evil with holy fury. It provides resistance to cold and dark. It allows you to sense the presence of orcs and dragons. 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 Dracolich on level 61 of Barad-Dur. o) 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. p) a Frozen Two-Handed Sword (3d6) (+12,+9) It must be wielded two-handed. It does extra damage from frost . It provides resistance to cold. It cannot be harmed by cold. It was given to you as a reward. q) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2 attacks) {cursed} It increases your strength, constitution and attack speed by 2. It produces chaotic effects. It drains life from your foes. It provides immunity to paralysis. It provides resistance to life draining, confusion, nether, nexus and chaos. It prevents teleportation. It aggravates nearby creatures. It is heavily cursed. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of The Stormbringer on level 54 of Barad-Dur. r) The Spiked Dagger of Neind (2d4) (+2,+17) (+2) It increases your strength by 2. It does extra damage from electricity. It produces chaotic effects. It is very sharp and can cut your foes. It is very sharp and can make your foes bleed. It is a great bane of dragons. It is especially deadly against orcs. It is especially deadly against giants. It is a great bane of demons. It is especially deadly against natural creatures. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Munchkin on level 36 of The Land Of Rhun. s) The Halberd 'Osondir' (3d5) (+6,+9) (+3) It can be wielded two-handed. It increases your charisma by 3. It does extra damage from fire. It is especially deadly against giants. It strikes at undead with holy wrath. It provides resistance to fire and sound. It allows you to levitate. It allows you to see invisible monsters. It allows you to sense the presence of giants. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Dracolich on level 51 of Barad-Dur. t) The Lance of Eorlingas (3d8) (+3,+21) (+2) It must be wielded two-handed. It increases your strength, dexterity and speed by 2. It is especially deadly against orcs. It is especially deadly against trolls. It fights against evil with holy fury. It makes you completely fearless. 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. u) 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. It was given to you as a reward. v) 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 in the remains of a Munchkin on level 36 of The Land Of Rhun. w) 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. It was given to you as a reward. x) The Whip of Gothmog (3d6) (+15,+16) (-2) {cursed} It provides light (radius 1) forever. It decreases your intelligence, dexterity and infravision by 2. It does extra damage from fire. It is very sharp and can cut your foes. It is very sharp and can make your foes bleed. It strikes at demons with holy wrath. It is especially deadly against natural creatures. It provides resistance to fire and light. It allows you to sense the presence of spiders and demons. It speeds your regenerative powers. It drains life. It aggravates nearby creatures. It is heavily cursed. It cannot be harmed by acid, cold, lightning or fire. It was given to you as a reward. a) The Lead-Filled Mace 'Dolcrist' (5d4) (+11,+23) [+20] (+5) {cursed} 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 is cursed. It cannot be harmed by acid, cold, lightning or fire. You found it lying in a vault on level 36 of The Land Of Rhun. b) 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. It was given to you as a reward. c) The Sceptre of Numenor (-3 to speed) {cursed} It can be activated for dispel good (level*5) every 300+d300 turns if it is being worn. It can be used to store a spell. It decreases your strength, constitution, charisma, speed and luck by 3. It renders you incorporeal. It is heavily cursed. It can re-curse itself. It cannot be harmed by acid, cold, lightning or fire. You found it in the remains of a Dracolich on level 50 of Barad-Dur. |
Posted on 23.6.2005 16:40
4399. on the Ladder (of 19090)
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