The Angband Ladder: Broevudd, RohanKnight Swordmaster by <jraller@dcn.davis.ca.us>

  [ToME 2.0.0 Character Dump]

 Name  : Broevudd               Age                 21       STR: 18/***       
 Sex   : Neuter                 Height              43       INT: 18/110       
 Race  : RohanKnight            Weight              77       WIS: 18/110       
 Class : Swordmaster            Social Class         1       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
                                                             CHR: 18/***       
                                                                               
 + To Melee Hit         121 Level             50    Max Hit Points      1406   
 + To Melee Damage       86 Experience  14846006    Cur Hit Points      -164   
 + To Ranged Hit         66 Max Exp     14875828    Max SP (Mana)        137   
 + To Ranged Damage      48 Exp to Adv.    *****    Cur SP (Mana)          0   
   AC                42+137 Gold         6115674    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[95]Perception  : Excellent    Blows/Round:  12        
 Bows/Throw  : Legendary[27]Searching   : Superb       Shots/Round:  2         
 Saving Throw: Fair         Disarming   : Excellent    Wpn.dmg/Rnd:  48d6+1032 
 Stealth     : Good         Magic Device: Superb       Infra-Vision: 80 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Serf.  You have brown           
          eyes, straight brown hair, and an average complexion.                
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 54 (2700')
        Angband: Level 67 (3350')
        Barrow-Downs: Level 10 (500')
        Cirith Ungol: Level 30 (1500')
        Maze: Level 32 (1600')
        Orc Cave: Level 22 (1100')
        Erebor: Level 63 (3150')
        The Old Forest: Level 16 (800')
        Moria: Level 50 (2500')
        Dol Guldur: Level 66 (3300')
        The Land Of Rhun: Level 30 (1500')
        The Sandworm lair: Level 29 (1450')

 Your body was a Player.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 40th Quelle of the 2890th year of the third age.
 Your adventured lasted 54 days.

     Your Attributes:
You are dead.
You are telekinetic.
You can switch locations with another being.
You can feel the danger of evil magic.
You can cast magic missiles.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You aggravate monsters.
You feel rightous.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
Your appetite is small.
You can sense the presence of evil beings.
You can sense the presence of dragonriders.
You are lucky.
You have a firm hold on your life force.
You are carrying a permanent light.
You are resistant 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 bright light.
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 blasts of shards.
You are resistant to nexus attacks.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence 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 ability to score critical hits is affected by your equipment.
Your weapon is very sharp.
Your weapon burns your foes.
Your weapon strikes at animals with extra force.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against orcs.
Your weapon is especially deadly against trolls.
Your weapon is especially deadly against giants.
Your weapon is a great bane of dragons.

Skills (points left: 0)
 - Combat                                        50.000 [0.900]
	  - Weaponmastery                               50.000 [1.150]
	 	  - Sword-mastery                             50.000 [0.500]
	 	  . Axe-mastery                               00.000 [0.100]
	 	  . Hafted-mastery                            00.000 [0.100]
	 	  . Polearm-mastery                           00.000 [0.100]
	  - Archery                                     07.000 [0.600]
 - Sneakiness                                    10.720 [0.900]
	  . Stealth                                     10.000 [0.500]
	  . Disarming                                   10.900 [0.900]
 - Magic                                         06.172 [0.300]
	  . Magic-Device                                24.000 [1.150]
	  . Divination                                  02.000 [0.500]
	  . Thaumaturgy                                 03.000 [0.500]
 - Spirituality                                  02.440 [0.400]
	  . Prayer                                      02.000 [0.500]
	  . Mindcraft                                   02.000 [0.500]
 - Monster-lore                                  05.000 [0.500]
	  . Mimicry                                     01.000 [0.500]
 - Misc                                          00.000 [0.000]
	  . Antimagic                                   00.000 [0.550]

 One of your companion(s) has been killed.
 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 49 princesses.

 You have defeated 28695 enemies.


  [Corruptions]

 You are telekinetic.


  [Fates]

You are fated to find a Mushroom of Stupidity on level 54.
You may meet a Novice warrior on level 1.
You are fated to die on level 23.
You may find a Scroll of *Destruction* on level 51.
You are fated to die on level 51.
You may meet a Grave wight on level 56.
You are fated to find a Potion of Resist Cold on level 1.


  [Character Equipment]

a) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   
   Dark and deadly runes stand stark against the naked steel
   of this awesome weapon, and you feel a stunning power of
   slaying and rending as you slowly approach.
   It affects your strength.
   It affects your charisma.
   It affects your infravision.
   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.
   It provides resistance to poison.
   It provides resistance to 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.
d) The Heavy Crossbow of Umaelth (x6) (+14,+8) (+2)
   
   It affects your strength.
   It affects your intelligence.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It provides light.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Flare (+3)
   
   The mighty ring of the Thunderlord Flare that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to Flare by Celegorm when he arrived on
   Minddle-earth with a full weyr of Thunderlords.
   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 affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   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 dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
f) a Ring of Extra Attacks (+2 attacks)
k) an Amulet of Trickery (+4)
m) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light 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 affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
o) a Cloak of Mimicry [Ent] of Aman [1,+25] (+2 to stealth)
   
   It affects your stealth.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Large Metal Shield of Anarion [5,+18]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to blindness.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   
   A crown of massive gold, set with wondrous jewels of
   thought and warding, worn by the kings of ancient Numenor.
   Its wearer may go into battle always knowing what he faces
   - unless his own folly blinds him to the nature and
   magnitude of the task.
   It can be activated for...
   analyze monster every 500+d100 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your speed.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides light.
   It allows you to see invisible monsters.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Metal Shod Boots called 'Nike' [6,+10]
   
   It sustains your strength.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to sound.
   It provides resistance to nexus.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
z) (nothing)
{) 16 Seeker Bolts of Acid (4d5) (+15,+15)
   
   It does extra damage from acid.
   It cannot be harmed by acid.
|) a Gnomish Shovel of Digging (1d2) (+15,+11) (+3)
   
   It affects your ability to tunnel.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) The Gem of Venom
   
   It can be activated for...
   cure critical wounds
b) The Gem of Hate
   
   It can be activated for...
   acquirement
c) The Devil's Pentagram
   
   It can be activated for...
   mass genocide
d) Benetar's Death Ray Experiment
   
   It can be activated for...
   mass genocide
e) The Bottomless Bottle
   
   It can be activated for...
   cure hunger
f) Raal's Tormented Spirits
   
   It can be activated for...
   cure serious wounds
g) Agannazar's Altruistic Assassin
   
   It can be activated for...
   mass genocide
h) 14 Rations of Food
i) 2 Potions of Healing
j) a Golden Rod of Detection (125/125)
k) a Mithril Rod of Cheapness of Perception (159/160)
   
   It can cast spells for a lesser mana cost.
l) an Adamantite Rod of Charging of Recall (200/200)
   
   It regenerates its mana faster.
m) an Adamantite Rod of Restoration (199/200)
n) a Wand of Wall Creation (1 charge)
o) The Ring of Power of Hoarmurath of Dir (+2 to speed)
   
   It affects your wisdom.
   It affects your speed.
   It makes you invisible.
   It sustains your charisma.
   It provides immunity to paralysis.
   It speeds your regenerative powers.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Ring of Power of Dwar, Dog Lord of Waw (+1 to searching)
   
   It affects your searching.
   It affects your infravision.
   It makes you invisible.
   It sustains your strength.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to blindness.
   It provides resistance to sound.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Ring of Durin (+2)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to 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.
r) The Dragon Helm of Thrain [8,+11]
   
   It sustains your dexterity.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
   
   The "Singing Blade", whose wearer can slay Orcs and Trolls
   in the hidden and secret places of the earth.
   It affects your dexterity.
   It affects your charisma.
   It affects your stealth.
   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.
   It allows you to sense the presence of trolls.
   It cannot be harmed by acid, cold, lightning or fire.
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) Valdarbon's Automatic Alchemist
   
   It can be activated for...
   light absortion
b) 20 Mushrooms of Cure Serious Wounds {100% off}
c) The Ring of Noegoron (+1% of critical hits)
   
   It affects your intelligence.
   It affects your wisdom.
   It affects your infravision.
   It affects your ability to score critical hits.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to shards.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
d) a Ring of Speed (+14)
e) The Ring of Essil (+2% of critical hits)
   
   It affects your strength.
   It affects your ability to score critical hits.
   It sustains your dexterity.
   It provides resistance to light.
   It provides resistance to confusion.
   It provides resistance to shards.
   It provides resistance to chaos.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
f) a Ring of Invisibility
g) an Amulet of ESP
h) a Dwarven Lantern of the Magi (+1)
   
   It grants you the power of...
   magic map
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It makes you invisible.
   It provides resistance to blindness.
   It cannot be harmed by fire.
i) The Ring Mail of Amdain (-2) [12,+10]
   
   It sustains your wisdom.
   It sustains your dexterity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Cloak 'Holcolleth' [1,+4] (+2)
   
   This elven-grey mantle possesses great powers of
   tranquility and of concealment, and grants the wearer the
   knowledge and understanding of the Sindar.
   It can be activated for...
   Sleep II every 55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It provides resistance to nexus.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Iron Helm 'Holhenneth' [5,+10] (+2)
   
   A famous helm of forged iron granting extraordinary powers
   of mind and awareness.
   It can be activated for...
   detection every 55+d55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   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 affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   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.
p) The Set of Cesti of Caldor [5,+14]
   
   It sustains your strength.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Main Gauche of Earonaeth (1d5) (+8,+9) (+2 attacks)
   
   It affects your attack speed.
   It does extra damage from electricity.
   It does extra damage from fire.
   It is very sharp and make your foes bleed.
   It is a great bane of dragons.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
r) an Elemental Cutlass of Slay Evil (1d7) (+8,+8)
   
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It fights against evil with holy fury.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
   
   Famed sea-defender of Lebennin.  A short, slightly curved
   chopping blade  with a perfect edge shining cleanly in the
   sun, an object of hate to the men of Umbar who met it in
   combat.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   
   This fiery, shining blade earned its sobriquet "Foe-Hammer"
   from dying orcs who dared to come near hidden Gondolin.
   It affects your searching.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to light.
   It provides light.
   It allows you to sense the presence of orcs.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
u) a Vampiric Two-Handed Sword of the Thunderlords (3d6) (+14,+15)(20%) (+1 to
sea
   
   It must be wielded two-handed.
   It can be activated for...
   teleport every 50+d50 turns
   ...if it is being worn.
   It affects your searching.
   It does extra damage from electricity.
   It drains life from your foes.
   It is a great bane of dragons.
   It fights against evil with holy fury.
   It affects your hit points.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to shards.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It speeds your regenerative powers.
   It induces random teleportation.
v) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
   
   A thin spike of thrice-forged steel caps a straight sylvan
   shaft cut from a legendary tree; spells to break the will
   of the undead and strike coldfear into the hearts of foes
   lie on this perfectly balanced spear.
   It affects your stealth.
   It affects your infravision.
   It affects your speed.
   It does extra damage from frost.
   It strikes at undead with holy wrath.
   It provides resistance to cold.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives quickness and subtlety,
   while the other gives endurance and strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to 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.
x) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
   
   A powerful arrow that is feared by even the mightiest
   demons.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from 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.


  [Home Inventory - Gondolin ]

a) the Skull of Vecna
   
   It can be activated for...
   genocide
b) The Cunning Plan of Zog
   
   It can be activated for...
   genocide
c) Jor's Compendium of Strange Behaviour
   
   It can be activated for...
   cure serious wounds
d) A parchment titled ''Finer Points of Munchkinism''
   
   It can be activated for...
   cure hunger
e) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power of Dwar, Dog Lord of Waw (+3 to speed)
   
   It affects your infravision.
   It affects your speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your charisma.
   It provides resistance to fire.
   It provides resistance to nexus.
   It speeds your regenerative powers.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Power of Ji Indur Dawndeath (+2 to speed)
   
   It affects your intelligence.
   It affects your searching.
   It affects your speed.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to shards.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Power of Akhorahil the Blind (+1 to stealth)
   
   It affects your stealth.
   It affects your searching.
   It makes you invisible.
   It sustains your dexterity.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to poison.
   It provides resistance to blindness.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Ring of Marnien (+5)
   
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Ring of Dairian [+15] (+4)
   
   It can be activated for...
   ball of lightning and resist lightning
   ...if it is being worn.
   It affects your wisdom.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to shards.
   It allows you to fly.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Amulet of Ernor (+4)
   
   It affects your strength.
   It affects your wisdom.
   It sustains your intelligence.
   It sustains your charisma.
   It provides resistance to fire.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to 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.
p) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to confusion.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Cloak of Thorongil [1,+10]
   
   A cloak of shimmering green and brown that grants sight
   beyond sight and shakes off holding magics, worn by Aragorn
   son of Arathorn in his youth as he adventured under the
   name of Thorongil.
   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.
t) The Metal Cap of Thengel [3,+12] (+3)
   
   A ridged helmet made of steel, and embossed with scenes of
   valor in fine-engraved silver.  It grants the wearer
   nobility, clearness of thought and understanding.
   It affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   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.
w) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   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.
x) The Broad Sword 'Aranruth' (3d5) (+8,+3) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   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 sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   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.


  [Home Inventory - Minas Anor ]

a) Kelek's Wormhole Machine
   
   It can be activated for...
   cure critical wounds
b) The Pendulum of Orcus
   
   It can be activated for...
   restoration
c) Lloth's Ceremonial Dagger
   
   It can be activated for...
   restoration
d) a Parchment titled ``Planar Travel Made Easy''
   
   It can be activated for...
   restoration
e) The Clay Tablets of Antiquity
   
   It can be activated for...
   cure poison
f) the Hand of Vecna
   
   It can be activated for...
   cure light wounds
g) A parchment titled ''Immortality For Dummies''
   
   It can be activated for...
   restoration
h) Raistlin's Ready Ranger
   
   It can be activated for...
   cure blindness
i) Tenser's Torch of Spontaneous Combustion
   
   It can be activated for...
   cure paralyzation
j) Jor's Book of Impossible Occurences
   
   It can be activated for...
   cure blindness
k) Olive's Omnipotent Ostrich
   
   It can be activated for...
   restoration
l) 7 Sprigs of Athelas
m) The Ring of Power of Ji Indur Dawndeath (+1 to infravision)
   
   It affects your constitution.
   It affects your infravision.
   It makes you invisible.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to poison.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Ring 'Ardarod' (+4)
   
   It affects your strength.
   It affects your dexterity.
   It affects your ability to score critical hits.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to electricity.
   It provides resistance to shards.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Ring of Cuant (+5,+9) (+1)
   
   It affects your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It provides immunity to paralysis.
   It provides resistance to electricity.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Amulet of Egorgel (+2)
   
   It affects your strength.
   It affects your charisma.
   It sustains your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to shards.
   It allows you to levitate.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the 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.
s) Elven Blue Dragon Scale Mail (-2) [30,+12] (+2 to stealth)
   
   It can be activated for...
   breathe lightning (100) every 90+d90 turns
   ...if it is being worn.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It allows you to fly.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
   
   The Petty-dwarves of Bathak forged this blade, and it
   shares their thirst for blood.
   It affects your dexterity.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   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.
x) The Whip 'Lasher' (1d6) (+12,+15) (+3)
   
   A powerful whip that is deadly against orcs.  It poisons
   your foes and is said to go "snicker snack".  
   It affects your dexterity.
   It affects your attack speed.
   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.


  [Home Inventory - Lothlorien ]

a) Baalzebub's Tormented Box
   
   It can be activated for...
   cure paralyzation
b) The Ebon Cube of Darkness
   
   It can be activated for...
   cure confusion
c) The Tome of Collected Weird Magic
   
   It can be activated for...
   cure hunger
d) Mordekainen's Pocket Magician
   
   It can be activated for...
   cure cut
e) the Medallion of Good Will
   
   It can be activated for...
   cure paralyzation
f) Heward's Excellent Experimental Earmuffs
   
   It can be activated for...
   cure light wounds
g) Bigby's Big Book of Brutality
   
   It can be activated for...
   cure corruption
h) an Aluminium Rod of Home Summoning (75/75)
i) The Wand of Digging of Thrain (25 charges)
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
j) The Ring of Power of Uvatha the Horseman (+1 attack)
   
   It affects your attack speed.
   It makes you invisible.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to cold.
   It allows you to fly.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Ring of Power of Adunaphel the Quiet (+3 to stealth)
   
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It makes you invisible.
   It sustains your wisdom.
   It provides resistance to fire.
   It slows your metabolism.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Amulet of Gunde (+1)
   
   It affects your dexterity.
   It sustains your constitution.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Amulet of Valas [+6] (+1)
   
   It can be activated for...
   vemon breathing every 40+d60 turns
   ...if it is being worn.
   It affects your dexterity.
   It provides resistance to poison.
   It provides resistance to shards.
   It provides resistance to nexus.
   It prevents teleportation.
   It cannot be harmed by acid, cold, lightning or fire.
n) an Amulet of Sustenance
o) an Amulet of ESP
p) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   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.
q) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Small Metal Shield of Thorin [3,+25] (+4)
   
   Invoking the strength and endurance of Thorin, King under
   the Mountain, this little metal shield is proof against the
   Element of Earth.
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
   
   A short thrusting blade with a large guard worn by Maedhros
   the Tall, eldest son of Feanor, and wielded with his left
   hand after the loss of his right hand in the pits of
   Thangorodrim.
   It affects your intelligence.
   It affects your dexterity.
   It affects your speed.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
   
   "One, two! One, two!  And through, and through, the vorpal
   bladewent snicker-snack!"
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is very sharp and can cut your foes.
   It is very sharp and 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.
v) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
   
   Within this long thrusting spear lie the spirits of frost
   giants and fire demons, who war forever, trapped by magely
   spells.  
   It affects your intelligence.
   It does extra damage from fire.
   It does extra damage from 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.
   It provides resistance to cold.
   It allows you to sense the presence of giants.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
w) The metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
   
   Beor's boomerang makes its wielder as agile as the winds,
   and as hard to harm.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
x) Climbing Set


  [Home Inventory - Gondolin ]

a) the Skull of Vecna
   
   It can be activated for...
   genocide
b) The Cunning Plan of Zog
   
   It can be activated for...
   genocide
c) Jor's Compendium of Strange Behaviour
   
   It can be activated for...
   cure serious wounds
d) A parchment titled ''Finer Points of Munchkinism''
   
   It can be activated for...
   cure hunger
e) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power of Dwar, Dog Lord of Waw (+3 to speed)
   
   It affects your infravision.
   It affects your speed.
   It affects your ability to score critical hits.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your charisma.
   It provides resistance to fire.
   It provides resistance to nexus.
   It speeds your regenerative powers.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Power of Ji Indur Dawndeath (+2 to speed)
   
   It affects your intelligence.
   It affects your searching.
   It affects your speed.
   It makes you invisible.
   It sustains your wisdom.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to shards.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring of Power of Akhorahil the Blind (+1 to stealth)
   
   It affects your stealth.
   It affects your searching.
   It makes you invisible.
   It sustains your dexterity.
   It sustains your charisma.
   It makes you completely fearless.
   It provides resistance to poison.
   It provides resistance to blindness.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Ring of Marnien (+5)
   
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Ring of Dairian [+15] (+4)
   
   It can be activated for...
   ball of lightning and resist lightning
   ...if it is being worn.
   It affects your wisdom.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to poison.
   It provides resistance to shards.
   It allows you to fly.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Amulet of Ernor (+4)
   
   It affects your strength.
   It affects your wisdom.
   It sustains your intelligence.
   It sustains your charisma.
   It provides resistance to fire.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to 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.
p) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to confusion.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Cloak of Thorongil [1,+10]
   
   A cloak of shimmering green and brown that grants sight
   beyond sight and shakes off holding magics, worn by Aragorn
   son of Arathorn in his youth as he adventured under the
   name of Thorongil.
   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.
t) The Metal Cap of Thengel [3,+12] (+3)
   
   A ridged helmet made of steel, and embossed with scenes of
   valor in fine-engraved silver.  It grants the wearer
   nobility, clearness of thought and understanding.
   It affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   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.
w) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   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.
x) The Broad Sword 'Aranruth' (3d5) (+8,+3) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   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 sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   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.



Posted on 22.9.2002 05:53
Last updated on 30.11.2002 21:05

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2736. on the Ladder (of 19090)
823. on the ToME Ladder (of 3155)
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On 22.9.2002 05:53 jraller@dcn.davis.ca.us wrote:
Moving along. Wish there was a better way to know which quest was safe to take next.

On 22.9.2002 21:52 jraller@dcn.davis.ca.us wrote:
More progress. Time to research quests and reconsider equipment choices.

On 23.9.2002 02:44 jraller@dcn.davis.ca.us wrote:
Ok, got the shield, dove a little deeper and have been working on figuring out the quest stuff.

On 30.9.2002 05:19 jraller@dcn.davis.ca.us wrote:
Continuing. Haradekket got toasted, but still deals major damage, considering Aranruth.

On 4.10.2002 02:44 jraller@dcn.davis.ca.us wrote:
Further along. The rod of detection is helping out. I've skipped level 51 in order to postpone that nasty death thing. I need to figure out where to add the skill points.

On 10.11.2002 22:57 jraller@dcn.davis.ca.us wrote:
Need to find the prisoner in the tower. I really want to upgrade to 2.10

On 10.11.2002 22:57 jraller@dcn.davis.ca.us wrote:
Need to find the prisoner in the tower. I really want to upgrade to 2.10

On 28.11.2002 02:01 jraller@dcn.davis.ca.us wrote:
I'm waiting for Tome 2.1.0!

On 30.11.2002 21:05 jraller@dcn.davis.ca.us wrote:
I pushed myself too far. Went after a skull druj quest to save a princess. It didn't work out even with the wand of wall creation.

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