The Angband Ladder: Maladict, RohanKnight Paladin by <andrew.rowan@gmail.com>

  [ToME 2.3.3 Character Sheet]

 Name  : Maladict               Age                 22       STR:     40       
 Sex   : Male                   Height              64       INT:     30       
 Race  : Vampire RohanKnight    Weight              84       WIS:     39       
 Class : Paladin                Social Class         1       DEX!     38       
 Body  : Player                                              CON!     40       
 God   : Tulkas                                              CHR!     38       
                                                                               
 + To Melee Hit          48 Level             50    Hit Points     1157/  1157 
 + To Melee Damage       50 Experience  24973243    Spell Points    413/   413 
 + To Ranged Hit         46 Max Exp     24973243    Sanity          905/   905 
 + To Ranged Damage      12 Exp to Adv.    *****    Piety                83889 
   AC                26+156 Gold        11362971    Speed           Fast (+31) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[37]Perception  : Excellent    Blows/Round:  13        
 Bows/Throw  : Heroic       Searching   : Excellent    Shots/Round:  1         
 Saving Throw: Legendary[5] Disarming   : Fair         Mel.dmg/Rnd:  39d5+650  
 Stealth     : Legendary[25]Magic Device: Legendary[27]Infra-Vision: 60 feet   
                                                       Tactic:       coward    
                                                       Explor:       slug-like 
                         (Character Background)                                
          You are one of several children of a Serf.  You have brown           
          eyes, straight brown hair, and a dark complexion.                    
                                                                               
                                                                               


  [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')
        Mordor: Level 66 (3300')
        Angband: Level 100 (5000')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        Moria: Level 40 (2000')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 30 (1500')
        A lost temple: Level 29 (1450')

 Your body was a Player.
 You have defeated 12346 enemies.
 You destroyed the One Ring, thus weakening Sauron.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 You saved Bree from a dreadful Nazgul.
 You saved 97 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 3rd Enderi of the 2890th year of the third age.
 Your adventure lasted 14 days.

     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Lothlorien.
You can drain life from a foe.
You can feel the danger of evil magic.
You can cast magic missiles.
You can use rohir powers.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
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 surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
You are resistant to lightning.
You are completely immune to fire.
You are resistant 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 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.
You are completely fearless.
Your eyes are resistant to blindness.
The space-time continuum cannot be disrupted near you.
Your dexterity is sustained.
Your charisma 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.
Your weapon has been blessed by the gods.
Your weapon burns your foes.
Your weapon strikes at evil with extra force.
Your weapon is especially deadly against orcs.
Your weapon is especially deadly against trolls.


                    adefkmnopsuxz{|@            
        Add Str   : 4..44...43....6+            
        Add Int   : ......42........            
        Add Wis   : ....4..2.3......            
        Add Dex   : 44........4.....            
        Add Con   : ......4.43.3...+            
        Add Chr   : ...44..2........            
        Add Stea. : ..9...42...3....            
        Add Sear. : ..............6.            
        Add Infra : ..............6.            
        Add Tun.. : ..............6.            
        Add Speed : .49.4.42.3.3...+            
        Add Blows : ...4............            
        Slay Anim.: .............+..            
        Slay Evil : +............+..            
        Slay Und. : .............+..            
        Slay Orc  : +............++.            
        Slay Troll: +............++.            
        Slay Giant: .............++.            
        Slay Drag.: .............++.            
        Poison Brd: .............+..            
        Acid Brand: .............++.            
        Elec Brand: .............+..            
        Fire Brand: +............+..            
        Cold 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  : ++..+.*+.+......            
        Res Cold  : .+....++.+.....+            
        Res Pois  : ..+.+....+.....+            
        Res Fear  : +...+...........            
        Res Light : .........+......            
        Res Dark  : ..............++            
        Res Blind : .......+.+......            
        Res Conf  : ...+....++......            
        Res Sound : ........++......            
        Res Shard : ..+.............            
        Res Neth  : ...............+            
        Res Nexus : ...+..+.........            
        Res Chaos : ...+....++......            
        Res Disen : +...+.........+.            
        Aura Fire : ......+.........            
        Lite      : +....+...+.....+            
        See Invis : +........+......            
        Digestion : ..........+.....            
        Regen     : .........+......            
        Activate  : +...+..+.++...+.            
        Blessed   : +...............            
        Fly       : ......+.........            
        Climb     : ..............+.            
        Orc.ESP   : ........+.....+.            
        TLord.ESP : ......+.........            
        Full ESP  : ...............+            

 Corruption list:
Random teleportation:
  Randomly teleports you around

Vampiric Teeth:
  Your teeth allow you to drain blood to feed yourself
  However your stomach now only accepts blood.

Vampiric Strength:
  Your body seems somewhat dead
  In this near undead state it has improved strength, constitution and
intelligence
  But reduced dexterity, wisdom and charisma.

Vampire:
  You are a Vampire. As such you resist cold, poison, darkness and nether.
  Your life is sustained, but you cannot stand the light of the sun.


Skills (points left: 0)
 - Combat                                        50.000 [0.800]
          . Weaponmastery                        50.000 [1.000]
          . Archery                              00.500 [0.000]
          . Barehand-combat                      00.000 [0.900]
 - Sneakiness                                    04.205 [0.900]
          . Stealth                              03.900 [0.500]
          . Disarming                            01.000 [0.900]
 - Magic                                         50.000 [0.900]
          . Magic-Device                         50.000 [1.050]
          . Spell-power                          00.000 [0.600]
 - Spirituality                                  50.000 [1.000]
          . Prayer                               50.000 [1.400]
          . Mindcraft                            50.000 [0.600]
 - Monster-lore                                  00.000 [0.500]
          . Summoning                            01.000 [0.300]

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


  [Fates]

You are fated to find a Cloak on level 13.


  [Character Equipment]

a) The Long Sword 'Anduril' (3d5) (+10,+13) [+3] (+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.  
d) 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 lying in a vault on level 73 of Angband.
e) The Ring of Ninaron (+9)
    It increases your 
    stealth, speed and ability to score critical hits by 9.  It makes you
    invisible.  It provides resistance to acid, poison and shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
f) The Ring called 'Myrenthrae' (+4 attacks)
    It increases your strength, charisma
     and attack speed by 4.  It makes you invisible.  It sustains your 
    charisma.  It provides resistance to nexus and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.
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 Great Wyrm of Perplexity on level 72 of
    Erebor.
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 in the remains of Scatha the Worm on level 49 of The Sacred
    Land Of Mountains.
n) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, 
    stealth and speed by 4.  It provides immunity to fire.  It provides
    resistance to acid, electricity, cold and nexus.  It allows you to
    fly.  It allows you to sense the presence of thunderlords.  It
    reflects bolts and arrows.  It produces a fiery sheath.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
o) The Shadow Cloak of Luthien [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 blindness.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your 
    strength and constitution by 4.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to sound and 
    chaos.  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.
s) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated for heal 700 hit
    points every 250 turns if it is being worn. It provides light (radius
    1) forever.  It increases your strength, wisdom, constitution and 
    speed by 3.  It provides resistance to life draining, electricity, 
    fire, cold, poison, light, blindness, confusion, sound and chaos.  It
    allows you to see invisible monsters.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150)
    every 90+d90 turns if it is being worn. It grants you the power of 
    magic missile if it is being worn.  It increases your dexterity and 
    luck by 4.  It provides immunity to paralysis.  It provides resistance 
    to acid.  It slows your metabolism.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 73 of Angband.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It increases your 
    constitution, stealth and speed by 3.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
z) (nothing)
{) 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.
|) 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.  
    It was given to you as a reward.


  [Character Inventory]

a) a Fireproof Tome of the Impenetrable Earth {!d!k!v}
    It cannot be harmed by acid.  It
    cannot be harmed by fire.  
    You bought it from the Library.
b) a Fireproof War Tome of Tulkas {!k!d!v}
    It cannot be harmed by fire.  
    You bought it from the Forbidden Library.
c) The Tome of Collected Weird Magic
    It can be activated for 
    genocide every 500 turns.  
    You found it in the remains of a Half-orc Shaman on level 21 of Orc Cave.
d) Bumganir's Bag of Magic Toys
    
    It can be activated for paralyze.  
    You found it lying on the ground on level 99 of Angband.
e) The Crystal Ball of The Witch-King of Angmar
    It can be
    activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Demonologist on level 30 of Mirkwood.
f) Jor's Buckler of Missile Attraction
    
    It can be activated for cure insanity every 200 turns.  
    You found it lying on the ground on level 38 of Mordor.
g) Pytar's Portable Pandemonium
    It can be
    activated for mass genocide every 1000 turns.  
    You found it in the remains of a Vrock on level 91 of Angband.
h) a Potion of *Healing*
i) a Potion of Life
j) 17 Scrolls of Satisfy Hunger
    
k) a Golden Rod of the Istari of Healing (250/250)
    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 Nightwalker on level 99 of Mount Doom.
l) a Mithril Rod of the Istari of Home Summoning (320/320)
    
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    It was given to you as a reward.
m) a Mithril Rod of the Istari of Disarming (320/320)
    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 Saruman of Many Colours on level 59 of
    Mordor.
n) an Adamantite Rod of the Istari of Recall (400/400)
    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 Saruman of Many Colours on level 59 of
    Mordor.
o) an Adamantite Rod of Healing (200/200)
    
p) 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 Tselakus, the Dreadlord on level 62 of
    Mordor.
q) The Augmented Chain Mail 'Uleglar' (-2 to accuracy) [16,+18]
    It sustains your constitution.  It provides immunity to cold.  
    It provides resistance to acid, electricity, fire and disenchantment.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 97 of
    Angband.
r) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
    It can be activated for heal 1000 hit points every 888 turns
     if it is being worn. It increases your constitution by 2.  It
    sustains your constitution.  It makes you completely fearless.  It
    provides resistance to life draining, acid, cold, dark, confusion, 
    nether, nexus and chaos.  It allows you to sense the presence of 
    undead.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 100 of
    Angband.
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 100 of
    Angband.
t) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
    It can be wielded two-handed.  It can be activated for dispel
    evil (x4) every 100+d100 turns if it is being worn. It provides light
    (radius 1) forever.  It increases your strength, wisdom and speed by 4
    .  It strikes at undead with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to life draining, electricity, fire
    , nether and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 97 of
    Angband.
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) a Rod Tip of Healing (120 Mana to cast)
    
b) a Rod Tip of Havoc (90 Mana to cast)
    
c) The Ring of Duros (+5)
    It increases your intelligence, searching and speed by 5.  It
    sustains your dexterity.  It provides resistance to fire, shards and 
    nexus.  It allows you to fly.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Nightcrawler on level 99 of Mount Doom.
d) The Blue Stone 'Toris Mejistos'(40%) (+2)
    
    It grants you the power of restore life if it is being worn.  It
    provides light (radius 1) forever.  It can be used to store a spell.  
    It increases your intelligence, wisdom and luck by 2.  It increases
     your mana capacity by 40%.  It sustains your intelligence and wisdom.
    It provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    good beings.  It slows your metabolism.  It speeds your regenerative
    powers.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
e) The 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 Nightcrawler on level 99 of Mount Doom.
f) 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 Pit Fiend on level 99 of Mount Doom.
g) The Partial Plate Armour 'Duindil' (-3 to accuracy) [22,+15]
    
    It sustains your dexterity.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to life
    draining, fire, light, shards, nether and nexus.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of Baphomet the Minotaur Lord on level 60 of
    Mordor.
h) 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, poison, dark 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 a Hell knight on level 99 of Mount Doom.
i) The Large Leather Shield of the Haradrim [4,+15] (+2)
    
    It can be activated for berserk strength every 50+d50 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    sustains your strength and constitution.  It makes you completely
    fearless.  It provides resistance to poison and blindness.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 73 of Angband.
j) The Large Metal Shield of Ladran [5,+13]
    It sustains your 
    strength and intelligence.  It provides resistance to life draining, 
    poison and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
k) 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 lying in a vault on level 73 of Angband.
l) The Set of Gauntlets of Nariengos (+5 to damage) [2,+11]
    It sustains your 
    intelligence, wisdom, constitution and charisma.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    cold, poison, light, confusion, sound, nexus and disenchantment.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
m) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt
    (9d8) every 8+d8 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Archon on level 61 of Mordor.
n) The Set of Gauntlets 'Paurnen' [2,+15]
    It can
    be activated for acid bolt (5d8) every 5+d5 turns if it is being worn. 
    It can be used to store a spell.  It provides resistance to acid.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 73 of Angband.
o) The Hatchet of the Night (2d6) (+34,+22) (+4)
    It can be
    activated for vampiric drain (3*100) every 250 turns if it is being
    worn. It increases your dexterity and stealth by 4.  It drains life
    from your foes.  It is a great bane of undead.  It provides resistance 
    to dark.  It allows you to see invisible monsters.  It drains 
    experience.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 71 of Angband.
p) The Light War Axe of Ice (2d5) (+3,+15) (+3)
    
    It increases your intelligence and charisma by 3.  It does extra
    damage from frost.  It sustains your dexterity.  It provides immunity 
    to cold.  It provides resistance to nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 73 of Angband.
q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    It can be wielded
    two-handed.  It increases your constitution by 3.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It fights against evil with holy
    fury.  It allows you to see invisible monsters.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 73 of Angband.
r) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your 
    attack speed by 2.  It is especially deadly against natural creatures.
    It provides resistance to disenchantment.  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 73 of Angband.
s) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It increases your 
    dexterity, constitution, speed and attack speed by 2.  It is
    especially deadly against dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It is especially deadly against natural
    creatures.  It allows you to sense the presence of animals.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 99 of
    Mount Doom.
t) 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 immunity to
    paralysis.  It provides resistance to cold and dark.  It allows you to
    sense the presence of orcs and dragons.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
u) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    It increases your intelligence, wisdom
    , dexterity and speed by 1.  It provides resistance to electricity, 
    fire and cold.  It slows your metabolism.  It fires missiles with
    extra might.  It fires missiles excessively fast.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend on level 99 of Mount Doom.
v) The Long Bow of Aglia (x3) (+11,+30) (+3)
    
    It provides light (radius 1) forever.  It increases your strength, 
    intelligence, constitution and charisma by 3.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
w) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity and luck
     by 2.  It provides immunity to paralysis.  It allows you to sense the
    presence of dragons.  It fires missiles with extra might.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 99 of Mount
    Doom.
x) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It can be activated for magic arrow (10d10) every 20+d20 turns if
    it is being worn. It increases your strength and constitution by 2.  
    It provides resistance to electricity, light, dark and blindness.  It
    fires missiles with extra might.  It aggravates nearby creatures.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 99 of Mount Doom.


  [Home Inventory - Gondolin ]

a) The Demonshield of Gothmog [13,+13] (+4)
    It increases your dexterity by 4.  It makes you
    invisible.  It sustains your strength, dexterity and constitution.  It
    provides immunity to paralysis.  It provides resistance to life
    draining.  It allows you to levitate.  It produces a fiery sheath.  It
    can re-curse itself.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 72 of Erebor.
b) The Crumpled Scroll of Mass Resurrection
c) The Ring of Flare (+3)
    It can be
    activated for dimension door every 100 turns if it is being worn. It
    grants you the power of swap position if it is being worn.  It 
    increases your strength, constitution, charisma and searching by 3.  
    It provides immunity to fire.  It allows you to fly.  It allows you to
    see invisible monsters.  It allows you to sense the presence of 
    thunderlords.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Bile Wyrm on level 72 of Erebor.
d) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
e) 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 Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
f) 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.
g) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your 
    constitution by 1.  It provides resistance to acid, electricity, fire, 
    cold, confusion, sound and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
h) 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.

i) The Robe of Incanus [2,+20] (+3)
        It grants you the power of weigh magic if it is being worn.  It can be
    used to store a spell.  It increases your intelligence, wisdom and 
    searching by 3.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient gold dragon on level 64 of
    Mordor.
j) 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.
k) 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 lying on the floor of a special level.
l) The Iron Helm of Knowledge [6,+20] (-6)
    It can be activated
    for whispers from beyond(sanity drain) 100+d200 turns if it is being
    worn. It provides light (radius 1) forever.  It decreases your luck by 
    6.  It identifies all items for you.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
m) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3 turns if
    it is being worn. It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Mim, Betrayer of Turin on level 45 of Moria.
n) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Pair of Metal Shod Boots of the Machine [6,+24] (+3)
    It increases your intelligence, 
    ability to tunnel and speed by 3.  It provides resistance to confusion
    , shards and chaos.  It allows you to sense the presence of non-living
    things.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.
p) The Katana of Halduinal (3d4) (+21,+25) (+2)
    It can be wielded
    two-handed.  It increases your intelligence and constitution by 2.  It
    does extra damage from electricity and fire.  It produces chaotic
    effects.  It is a great bane of undead.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 96 of
    Angband.
q) 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.
r) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
    It
    must be wielded two-handed.  It increases your strength, charisma and 
    infravision by 4.  It does extra damage from fire.  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 is especially deadly against giants.  It strikes at demons
    with holy wrath.  It strikes at undead with holy wrath.  It fights
    against evil with holy fury.  It is especially deadly against natural
    creatures.  It provides immunity to paralysis.  It provides resistance 
    to fire and chaos.  It allows you to see invisible monsters.  It 
    drains mana.  It aggravates nearby creatures.  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 Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must
    be wielded two-handed.  It poisons your foes.  It is very sharp and
    can cut your foes.  It is very sharp and can make your foes bleed.  It
    is especially deadly against dragons.  It is especially deadly against
    orcs.  It is especially deadly against trolls.  It is especially
    deadly against giants.  It strikes at undead with holy wrath.  It
    fights against evil with holy fury.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 70 of Angband.
t) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Lesser Balrog in the town of Gondolin .
u) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    
    It can be activated for fire ball (300) every 200+d200 turns if it is
    being worn. It decreases your charisma by 4.  It does extra damage 
    from fire.  It provides immunity to fire.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 79 of Angband.
v) The Whip of Gothmog (3d6) (+15,+16) (-2)
    
    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 cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 77 of Angband.
w) The Silver Bolt of Oiondolor (3d5) (+15,+7) (+6)
    
    It increases your constitution by 6.  It is especially deadly against
    dragons.  It is especially deadly against orcs.  It is a great bane of
    undead.  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 Great Swamp Wyrm on level 70 of Angband.
x) The Seeker Arrow of Gondor (10d8) (+10,+20)
    
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 95 of
    Angband.


  [Home Inventory - Minas Anor ]

a) The Ring of Power of Adunaphel the Quiet (+3 to infravision)
    It increases your infravision by 3.  It makes you invisible.  
    It provides resistance to fire, blindness and nexus.  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 Adunaphel the Quiet on level 70 of Paths of
    the Dead.
b) The Ring of Barahir (+1)
    It can be activated for dispel small life every 55+d55 turns
     if it is being worn. It increases your strength, intelligence, wisdom
    , dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Medusa, the Gorgon on level 60 of Erebor.
c) The Ring of Power 'Narya' (+6,+6) (+1)
    
    It can be activated for healing (500) every 200+d100 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, speed and luck by 1.  It sustains 
    your strength, wisdom, constitution and charisma.  It provides
    immunity to fire.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to nether.  It allows you
    to see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
d) The Ring of 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.
e) 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.  
    It was given to you as a reward.
f) 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 Dracolich on level 65 of Erebor.
g) 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 increases your intelligence, wisdom and 
    charisma by 3.  It makes you invisible.  It provides resistance to 
    blindness.  It cannot be harmed by fire.  
    It was given to you as a reward.
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 Great Storm Wyrm on level 70 of Dol
    Guldur.
i) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated for destroy doors and traps every 10 turns
     if it is being worn. It increases your intelligence, wisdom and 
    constitution by 3.  It provides resistance to acid, poison, confusion
     and nether.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 79 of Angband.
j) 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.  
    It was given to you as a reward.
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.  
    It was given to you as a reward.
l) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom, charisma and 
    luck by 3.  It provides resistance to confusion.  It cannot be harmed
    by acid, cold, lightning or fire.  
    It was given to you as a reward.
m) The Dragon Helm of Thrain [8,+14]
    It provides light (radius 4) forever.  
    It sustains your intelligence and wisdom.  It provides resistance to 
    life draining, acid and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
n) The Set of Leather Gloves 'Cammithrim' [1,+9]
    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 Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated
    for lightning bolt (4d8) every 6+d6 turns if it is being worn. It can
    be used to store a spell.  It provides resistance to electricity.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) 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.  
    It was given to you as a reward.
q) 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.  
    It was given to you as a reward.
r) 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 Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
s) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth
     by 2.  It is especially deadly against orcs.  It is especially deadly
    against trolls.  It allows you to levitate.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs and 
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
t) 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 makes you completely fearless.  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 Glaurung, Father of the Dragons on level 72
    of Erebor.
u) The Flamberge of Balad (3d7) (+19,+28) (+3)
    It must be wielded two-handed.  It increases your strength, 
    intelligence and dexterity by 3.  It does extra damage from frost.  It
    produces chaotic effects.  It is very sharp and can cut your foes.  It
    is especially deadly against giants.  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 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.
w) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an antimagic field.  It increases 
    your speed and attack speed by 2.  It does extra damage from fire.  It
    is especially deadly against dragons.  It provides immunity to fire.  
    It makes you completely fearless.  It provides resistance to chaos and 
    disenchantment.  It drains mana, life and experience.  It aggravates
    nearby creatures.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It does extra damage from acid, 
    electricity, fire and frost.  It poisons your foes.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 38 of
    Mordor.


  [Home Inventory - Lothlorien ]

a) a Rod Tip of Disarming (50 Mana to cast)
b) The Ring of Harda (+4)
    It increases your strength, intelligence and searching by 4.  
    It sustains your constitution.  It provides immunity to paralysis.  It
    provides resistance to light and blindness.  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.
c) The Ring of Thmoth (+8)
    It increases your dexterity, constitution and speed by 8.  It
    sustains your strength and dexterity.  It provides resistance to fire
     and blindness.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of Cantoras, the Skeletal Lord on level 73 of
    Angband.
d) The Phial of Undeath (-5)
    It can be activated for ruination every 10+d10 turns if it is
    being worn. It provides light (radius 5) forever.  It decreases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma and 
    luck by 5.  It allows you to breathe without air.  It allows you to
    sense the presence of undead.  It carries an ancient Morgothian curse.
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
e) The Large Leather Shield of Celegorm [4,+20]
    It makes you completely fearless.  It
    provides resistance to acid, electricity, fire, cold, light and dark.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
f) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and 
    wisdom by 2.  It provides resistance to blindness and nether.  It
    allows you to sense the presence of orcs, trolls and evil beings.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
g) 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.
h) 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 Smeagol on level 22 of Orc Cave.
i) 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 Great Wyrm of Chaos on level 89 of
    Angband.
j) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be wielded two-handed.  It can be activated for word of
    recall every 200 turns if it is being worn. It increases your 
    dexterity and charisma by 3.  It does extra damage from fire and frost
    .  It provides immunity to paralysis.  It provides resistance to fire, 
    cold and light.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
k) 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.
l) 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 Great Wyrm of Chaos on level 89 of
    Angband.



Posted on 20.1.2006 01:53
Last updated on 13.8.2006 15:16

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1307. on the Ladder (of 19090)
534. on the ToME Ladder (of 3155)
5. for this player (

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On 20.1.2006 20:16 Elliott946@aol.com wrote:
I'm sure you're waiting for more Melkor quests, but you really want to get Prayer up to 25 or so to get full value from auto-Curse.

On 20.1.2006 23:19 andrew.rowan@gmail.com wrote:
Dead. Decided I was invincible, wandered into Angband and was knocked out by a master mystic and cursed to death by aranea. I hate this game. I love this game. I hate this game.

Died at level 41.

On 13.8.2006 15:16 andrew.rowan@gmail.com wrote:
My first 'good' winner.

Luckily I managed to save up all my stupid mistakes until it no longer mattered.
I somehow contrived to drink a potion of corruption and (of course) ended up teleporting randomly, but had the Anchor.
Then, having just killed Morgoth, I was wandering around finishing off all the major demons and great wyrms he summoned. I went to activate my healing junkart and accidentally triggered one I had just picked up - for paralysis. That was the end of me, but I had previously chugged the Blood of Life, so made it to Lothlorien for a happy retirement.

Since the mistakes were now coming thick and fast I thought it best not to go anywhere near the void. Maybe next time...

On 13.8.2006 15:18 andrew.rowan@gmail.com wrote:
Damn, hadn't realised I already had a character with this name! Oh well, this guy was rather more successful.

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