The Angband Ladder: Rythamun, Dark-Elf Geomancer by <bceason@yahoo.com>

  [ToME 2.3.2 Character Sheet]

 Name  : Rythamun               Age                121       STR!     40       
 Sex   : Neuter                 Height              57       INT!     40       
 Race  : Vampire Dark-Elf       Weight             102       WIS!     40       
 Class : Geomancer              Social Class         6       DEX!     40       
 Body  : Player                                              CON!     40       
 God   : Eru Iluvatar                                        CHR!     40       
                                                                               
 + To Melee Hit         -69 Level             50    Hit Points     1568/  1568 
 + To Melee Damage      -25 Experience  49081067    Spell Points   2898/  2898 
 + To Ranged Hit        -31 Max Exp     49081067    Sanity          930/   930 
 + To Ranged Damage      14 Exp to Adv.    *****    Piety                65415 
   AC                38+124 Gold         4775409    Speed           Fast (+50) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Very Bad     Perception  : Superb       Blows/Round:  4         
 Bows/Throw  : Very Bad     Searching   : Superb       Shots/Round:  1         
 Saving Throw: Excellent    Disarming   : Good         Mel.dmg/Rnd:  4d4-100   
 Stealth     : Superb       Magic Device: Legendary[17]Infra-Vision: 1450 feet 
                                                       Tactic:       coward    
                                                       Explor:       leisurely 
                         (Character Background)                                
          You are one of several children of a Dark Elven Warrior.             
          You have black eyes, straight black hair and a very dark             
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        OFF
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ON
 Arena Levels:         ON
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 127 (6350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Nether Realm: Level 696 (34800')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        The Void: Level 150 (7500')
        Paths of the Dead: Level 70 (3500')
        Maze: Level 37 (1850')
        Orc Cave: Level 20 (1000')
        Erebor: Level 72 (3600')
        The Old Forest: Level 20 (1000')
        Moria: Level 50 (2500')
        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 28 (1400')
        The Sandworm lair: Level 30 (1500')
        A lost temple: Level 30 (1500')

 Your body is a Player.
 You are currently in the town of Lothlorien.
 You have defeated 25603 enemies.
 You destroyed Melkor forever and have been elevated to the status of Vala by
Eru Iluvatar.
 Arda will forever be free.
 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 The sword that was broken is now reforged.
 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 74 princesses.
 You saved Arda and became a famed Ruler.
 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.
 It is currently the 41st Quelle of the 2890th year of the third age.
 You have been adventuring for 55 days.

                    adefkmnopsuxz{|@            
        Add Str   : ..3.....4*......            
        Add Int   : *.3.3....*......            
        Add Wis   : *.3......*.....+            
        Add Dex   : ..3......*......            
        Add Con   : ..3.....4*4.....            
        Add Chr   : *.3......*......            
        Mul Mana  : +..............+            
        Mul SPower: +...............            
        Add Stea. : .......4........            
        Add Sear. : ....3..4.....3..            
        Add Infra : *........*...3..            
        Add Tun.. : .............3..            
        Add Speed : .*3*.......*....            
        Slay Orc  : .............+..            
        Slay Troll: .............+..            
        Acid 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  : +.....*.*+......            
        Imm Elec  : +.*......+......            
        Imm Fire  : *+....*..+......            
        Imm Cold  : +.....*..++....+            
        Res Pois  : ..+......+.....+            
        Res Fear  : ........+.......            
        Res Light : .........+......            
        Res Dark  : .........+.....+            
        Res Blind : ....+...........            
        Res Conf  : ....+...++......            
        Res Sound : ........+.......            
        Res Shard : ................            
        Imm Neth  : ...*.....+.....+            
        Res Nexus : ......+..+......            
        Res Chaos : ........+.......            
        Res Disen : .++...+.........            
        WraithForm: ...+............            
        Levitate  : ..+.............            
        Lite      : .....+...+.....+            
        See Invis : +.++.....+.....+            
        Digestion : ..+.............            
        Regen     : ..++......+.....            
        Activate  : +++.......+.....            
        Drain Exp : ...+............            
        Cursed    : .+.+.....+......            
        Hvy Curse : .+.+.....+......            
        Prm Curse : .........+......            
        No blows  : +...............            
        Precogn.  : +...............            
        Climb     : ..............+.            
        Orc.ESP   : ........+....+..            
        Troll.ESP : .............+..            
        Demon.ESP : +...............            
        Evil.ESP  : +...............            
        Full ESP  : .........+......            

 Corruption list:
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                                        01.200 [0.300]
          . Weaponmastery                        00.200 [0.400]
          . Archery                              01.000 [0.000]
 - Sneakiness                                    04.500 [0.900]
          . Stealth                              03.000 [0.400]
          . Disarming                            00.500 [0.000]
 - Magic                                         50.000 [1.100]
          . Magic-Device                         43.450 [1.050]
          . Spell-power                          50.000 [0.700]
          - Geomancy                             50.000 [0.700]
                   . Fire                        50.000 [1.050]
                   . Water                       34.072 [1.050]
                   . Air                         34.072 [1.050]
                   . Earth                       34.072 [1.050]
          . Meta                                 05.600 [0.700]
          . Conveyance                           10.500 [0.700]
          . Divination                           00.000 [0.700]
          . Temporal                             00.000 [0.700]
          . Mind                                 00.000 [0.700]
          . Nature                               00.000 [0.700]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            02.100 [0.700]
          . Thaumaturgy                          00.000 [0.700]
 - Spirituality                                  18.150 [0.550]
          . Prayer                               50.000 [0.500]
 - Monster-lore                                  00.500 [0.500]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            01.000 [0.300]
          . Mimicry                              01.300 [0.400]

Abilities
 * Perfect casting


  [Fates]

You are fated to meet a Giant white mouse on level 4.
You may meet a Pitiful-looking beggar on level 1.
You may find a Small Wooden Boomerang on level 1.
You are fated to meet a Giant black ant on level 14.
You may meet a Giant white mouse on level 1.
You may meet a Giant white mouse on level 18.
You are fated to find a Soft Studded Leather on level 8.


  [Character Equipment]

a) The Mage Staff of Eternity [Manathrust] (1d4) (-19,-19)(240%) (+12 to
infravisi
        It is part of the trinity of the ultimate weapons.  It can be wielded
    two-handed.  It can be activated for restore mana every 666 turns if
    it is being worn. It has a spell stored inside.  It increases your 
    intelligence, wisdom, charisma, infravision, luck and spell power by 
    12.  It increases your mana capacity by 240%.  It provides immunity to 
    fire.  It provides resistance to acid, electricity and cold.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of demons and evil beings.  It can't attack.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You made it yourself.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {cursed}
    It can be activated for fire branding of bolts
    every 999 turns if it is being worn. It increases your speed by 10.  
    It provides resistance to fire and disenchantment.  It is heavily
    cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature black dragon on level 98 of
    Angband.
e) The Ring of Power 'Vilya' (+12,+12) (+3) {@w2@A0}
    It can be activated for greater healing (900) every 200+d200
    turns if it is being worn. It increases your strength, intelligence, 
    wisdom, dexterity, constitution, charisma, speed and luck by 3.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to electricity.  It provides immunity to paralysis.  It
    provides resistance to life draining, poison and disenchantment.  It
    allows you to levitate.  It allows you to see invisible monsters.  It
    slows your metabolism.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 123 of Angband.
f) The Ring of Phasing (+15 to speed)
    It grants you
    the power of teleport if it is being worn.  It increases your speed
     and luck by 15.  It provides immunity to nether.  It provides
    resistance to life draining.  It renders you incorporeal.  It allows
    you to breathe without air.  It allows you to see invisible monsters.  
    It speeds your regenerative powers.  It drains experience.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Tik'srvzllat on level 696 of Nether Realm.
k) an Amulet of the Magi [Remove Curses] (-4,-4) (+3 to searching) {@w3}
    
    It has a spell stored inside.  It increases your intelligence and 
    searching by 3.  It sustains your intelligence.  It provides immunity
    to paralysis.  It provides resistance to blindness and confusion.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Nightwalker on level 694 of Nether Realm.
m) The Anchor of Space-Time {@w0}
    
    It provides light (radius 1) forever.  It prevents the space-time
    continuum from being disrupted.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 53 of The Sacred Land Of Mountains.
n) The Metal Lamellar Armour of Ungwilin (-71,-13) [23,+16](40%) {@w1}
    
    It increases your hit points by 40%.  It sustains your constitution.  
    It provides immunity to acid, fire and cold.  It provides resistance 
    to nexus and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Dracolich on level 56 of Mordor.
o) an Elven Cloak of Air [4,+15] (+4 to stealth)
    It 
    increases your stealth, searching and luck by 4.  It allows you to
    breathe without air.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
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 makes you completely fearless.  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.  
    You found it lying in a vault on level 31 of Moria.
s) The Massive Iron Crown of Morgoth [0,+11] (+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 103 of
    Angband.
u) The Set of Gauntlets 'Paurnimmen' [Recharge] [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if
    it is being worn. It has a spell stored inside.  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.  
    You found it in the remains of a Dread on level 43 of Moria.
x) a Pair of Metal Shod Boots of Speed [6,+11] (+10)
    It 
    increases your speed by 10.  
    You bought it from the Footwear Shop.
z) a Greater draconic quylthulg (913 hp)
{) The Silver Bolt 'Stone-biter' (6d5) (+20,+15) (+3 to searching)
    It increases your searching, 
    infravision, ability to tunnel and luck by 3.  It does extra damage 
    from acid.  It is especially deadly against orcs.  It is especially
    deadly against trolls.  It allows you to sense the presence of orcs
     and trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 72 of Erebor.
|) a Climbing Set


  [Character Inventory]

a) a Fireproof Tome of the Eternal Flame {!k!d!v}
    It cannot be
    harmed by fire.  
    You found it lying in a vault on level 53 of The Sacred Land Of Mountains.
b) a Fireproof Tome of the Blowing Wind {!k!d!v}
    
    It cannot be harmed by electricity.  It cannot be harmed by fire.  
    You found it in the remains of a Dracolisk on level 57 of Mordor.
c) a Fireproof Tome of the Impenetrable Earth {!k!d!v}
    It
    cannot be harmed by acid.  It cannot be harmed by fire.  
    You found it in the remains of a Greater Balrog on level 95 of Angband.
d) a Fireproof Tome of the Everrunning Wave {!k!d!v}
    
    It cannot be harmed by fire.  
    You bought it from the Library.
e) a Fireproof Tome of Translocation {!k!d!v}
    It cannot be harmed by fire.  
    You found it in the remains of a Lesser black reaver on level 70 of Paths
    of the Dead.
f) a Fireproof Tome of Knowledge {!k!d!v}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
g) a Fireproof Holy Tome of Eru Iluvatar {!k!d!v}
    It
    cannot be harmed by fire.  
    You bought it from the Forbidden Library.
h) The Diamond Prism of Light (charging) {genocide @A8}
    It can be activated for 
    genocide every 500 turns.  
    You found it lying on the ground on level 71 of Erebor.
i) The Diamond Prism of Light {genocide}
    It can be
    activated for genocide every 500 turns.  
    You found it in the remains of an Emperor wight on level 123 of Angband.
j) The Medallion of Good Will (charging) {mass geno @A9}
    
    It can be activated for mass genocide every 1000 turns.  
    You found it lying on the ground on level 19 of Mirkwood.
k) 64 Potions of Cure Insanity
l) 68 Potions of *Healing* {@q9}
m) 75 Potions of Restore Mana {@q1!q}
n) a Golden Rod of the Istari of Nothing (250/250)
o) a Mithril Rod of the Istari of Speed (320/320) {@z2!k!d!v!s}
    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 Black reaver on level 70 of Paths of the
    Dead.
p) an Adamantite Rod of Cheapness of Home Summoning (200/200) {@z8!k!d!v!s}
    It can cast spells for a lesser mana cost.  
    You found it in the remains of an Archlich on level 66 of Erebor.
q) a Wand of Essence of Speed[1|26] of Plenty (1 charge) {@a0!k!d!v!s}
    
    You found it in the remains of a Dread on level 69 of Paths of the Dead.
r) a Staff of Genocide[1|7] (1 charge) {@u8}
s) a Fireproof Staff of Mana[3|30] (1 charge) {@u1!k!d!v!s}
    
    It cannot be harmed by fire.  
    You found it in the remains of a Barbazu on level 71 of Erebor.
t) The Ring of Flare (+3) (charging) {@w2@A0}
    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 Greater Balrog on level 53 of The Sacred
    Land Of Mountains.
u) The Blue Stone 'Toris Mejistos' [Remove Curses](40%) (+2) {@w3}
    It grants you the power of restore life if it is
    being worn.  It provides light (radius 1) forever.  It has a spell
    stored inside.  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.
v) The Arkenstone of Thrain (+3) {@w0}
    It can be activated for detection every 30+d30 turns
     if it is being worn. It provides light (radius 3) forever.  It 
    increases your speed and luck by 3.  It provides resistance to life
    draining, light, dark and chaos.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 67 of The Sacred
    Land Of Mountains.
w) The Mage Staff of Aronwe [Manathrust] (1d4) (+0,+0)(100%) (+5)
    It can be wielded two-handed.  It has a spell stored
    inside.  It increases your spell power by 5.  It increases your mana
    capacity by 100%.  It sustains your intelligence.  It provides
    resistance to blindness and confusion.  It allows you to fly.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Archlich on level 67 of Dol Guldur.


  [Home Inventory - Bree ]

a) The Augmented Chain Mail of Feluindor (-59,-7) [16,+16](40%)
    
    It increases your hit points by 40%.  It provides immunity to 
    electricity.  It provides resistance to poison, confusion, chaos and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Storm Wyrm on level 69 of Paths of
    the Dead.
b) The Robe of Great Luck [-30,-20] (+60) {@w1}
    It increases your luck by 60.  It provides immunity to
    paralysis.  It drains mana and life.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 69 of Paths of the Dead.
c) The Shadow Cloak of Luthien [6,+20] (+2) {@A5}
    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 makes you completely fearless.  It provides
    resistance to acid, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
d) The Mouse Fur of Lanerch [1,+17]
    It sustains your 
    strength.  It provides immunity to electricity.  It provides
    resistance to cold, poison, dark, nether and chaos.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 126 of Angband.
e) The Large Metal Shield of Laurelwet [5,+11] {i.ac,el,co r.po,nx,sh,ds RE}
    It sustains your 
    dexterity.  It provides immunity to acid, electricity and cold.  It
    provides resistance to poison, shards, nexus and disenchantment.  It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 65 of
    Dol Guldur.
f) The Large Metal Shield of Belos [5,+14]
    It sustains your intelligence.  It provides immunity to 
    acid and electricity.  It provides resistance to light, nether and 
    chaos.  It reflects bolts and arrows.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Sky Drake on level 126 of Angband.
g) 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 sound.  It allows you to sense the presence of evil beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon in the town of
    Gondolin .
h) an Iron Crown of the Magi [0,+12] (+1) {sp pow, ESP}
    It can be used to store a spell.  It increases your 
    intelligence and spell power by 1.  It sustains your intelligence.  It
    provides resistance to acid, electricity, fire, cold and light.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 45 of The Sacred Land Of
    Mountains.
i) The Golden Crown of Gondor [0,+15] (+3)
    It can be activated for heal 700 hit points every 250 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your strength, wisdom, constitution and speed by 3.  It
    provides resistance to electricity, fire, cold, light, dark, 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.  
    You found it in the remains of a Great Swamp Wyrm on level 70 of Angband.
j) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
    
    It can be activated for temporary ESP (dur 20+d20) every 20+d50 turns
     if it is being worn. It increases your intelligence, dexterity, 
    charisma, searching and spell power by 3.  It provides resistance to 
    acid, fire, shards and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Gothmog, the High Captain of Balrogs on
    level 90 of Angband.
k) a Dwarven Iron Helm of Intelligence [5,+11] (+4 to infravision)
    It increases your intelligence, constitution and 
    infravision by 4.  It sustains your intelligence.  It provides
    resistance to fire.  It allows you to sense the presence of trolls and 
    dragons.  
    You found it in the remains of a Master vampire on level 70 of Angband.
l) The Steel Helm of Hammerhand [6,+20] (+3)
    
    It grants you the power of berserk if it is being worn.  It increases 
    your strength, dexterity and constitution by 3.  It sustains your 
    strength, dexterity and constitution.  It makes you completely
    fearless.  It provides resistance to acid, cold, dark and nexus.  It
    slows your metabolism.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of The Minotaur of the Labyrinth on level 37
    of Maze.
m) The Dragon Helm of Dor-Lomin [8,+20] (+4)
    It can be activated for rays of fear in every direction if it
    is being worn. It provides light (radius 1) forever.  It increases 
    your strength, dexterity and constitution by 4.  It provides
    resistance to acid, electricity, fire, cold, light and blindness.  It
    allows you to see invisible monsters.  It allows you to sense the
    presence of dragons and thunderlords.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
n) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2.
    It provides immunity to paralysis.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 72 of Erebor.
o) The Pair of Soft Leather Boots of Wormtongue (-10,-10) [2,+10] (+3)
    
    It grants you the power of panic hit if it is being worn.  It 
    increases your intelligence, dexterity, charisma, stealth, searching
     and speed by 3.  It provides immunity to paralysis.  It provides
    resistance to light and dark.  It allows you to levitate.  It allows
    you to sense the presence of good beings and unique beings.  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.
p) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    
    It increases your constitution, stealth and speed by 3.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
q) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
    It 
    increases your strength, constitution and speed by 3.  It makes you
    completely fearless.  It provides resistance to nexus.  It allows you
    to climb mountains.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
r) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
    It
    grants you the power of magic map if it is being worn.  It increases 
    your searching, infravision and ability to tunnel by 4.  It allows you
    to climb mountains.  It cannot be harmed by acid, cold, lightning or
    fire.  
s) a Magical Gnomish Shovel of Digging (+7)
    It grants you the power of stone to mud if it is being worn.  
    It increases your ability to tunnel by 7.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You bought it from the Black Market.
t) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity and 
    constitution by 4.  It provides resistance to nether.  It fires
    missiles with extra might.  It fires missiles excessively fast.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature gold dragon on level 53 of The
    Sacred Land Of Mountains.
u) The Long Bow of Ostin (x6) (+6,+8) (+3)
    It provides light (radius 1) forever.  It 
    increases your strength, intelligence, dexterity, constitution and 
    charisma by 3.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Uruk Shaman on level 43 of Moria.
v) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    It 
    increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
w) The Mage Staff of Silornin [Manathrust] (1d4) (+9,+11)(100%) (+5)
    It can be wielded two-handed.  It
    provides light (radius 1) forever.  It has a spell stored inside.  It 
    increases your intelligence and spell power by 5.  It increases your 
    mana capacity by 100%.  It sustains your intelligence and wisdom.  It
    provides immunity to paralysis.  It allows you to fly.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.


  [Home Inventory - Gondolin ]

a) The Ring of Sulet {r.lite,blnd}
    It makes you invisible.  It sustains 
    your intelligence, wisdom and charisma.  It provides resistance to 
    light, blindness and nexus.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) The Ring 'Thodros' [+14] (+3)
    It
    can be activated for ball of fire and resist fire every 50+d50 turns
     if it is being worn. It increases your dexterity by 3.  It makes you
    invisible.  It sustains your intelligence and dexterity.  It provides
    resistance to electricity, fire, light and shards.  It allows you to
    see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
c) The Ring of Helch (+16 to damage)
    It makes you invisible.  It
    provides resistance to electricity, light, blindness, confusion and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Mature white dragon on level 95 of
    Angband.
d) The Ring of Barahir (+1)
    It can be activated for dispel small life every 55+d55 turns
     if it is being worn. It increases your strength, intelligence, wisdom
    , dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolisk on level 60 of Mordor.
e) 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.
f) The Ring of Power 'Nenya' (+9,+9) (+2)
    It can be activated
    for healing (800) every 100+d200 turns if it is being worn. It 
    increases your strength, intelligence, wisdom, dexterity, constitution
    , charisma, stealth, speed and luck by 2.  It sustains your 
    intelligence, wisdom and charisma.  It provides immunity to cold.  It
    provides immunity to paralysis.  It provides resistance to life
    draining and blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Archlich on level 126 of Angband.
g) The Ring of Findi {r.sd,sh,nx,ds}
    It
    sustains your wisdom.  It provides resistance to electricity, cold, 
    sound, shards, nexus and disenchantment.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 53 of The Sacred Land Of Mountains.
h) a Ring of Sound Resistance
i) The Ring 'Barin' [Teleportation] {r.conf,chaos}
    
    It has a spell stored inside.  It provides resistance to acid, 
    confusion and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
j) The Amulet of Carlammas (+2)
    It
    can be activated for protection from evil (dur level*3 + d25) every
    225+d225 turns if it is being worn. It increases your constitution by 
    2.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
k) The Amulet of Ingwe (+3)
    It
    can be activated for dispel evil (level*5) every 300+d300 turns if it
    is being worn. It increases your intelligence, wisdom, charisma, 
    searching and infravision by 3.  It provides immunity to paralysis.  
    It provides resistance to acid, electricity and cold.  It allows you
    to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 67 of The Sacred
    Land Of Mountains.
l) 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 Storm Wyrm on level 78 of Angband.
m) The Jewel 'Evenstar' (+3)
    
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Lesser Balrog on level 65 of The Sacred
    Land Of Mountains.
n) an Amulet of Trickery (+4)
    It increases your dexterity, stealth, infravision
     and speed by 4.  It sustains your dexterity.  It provides resistance 
    to poison and nexus.  
    You found it in the remains of a Great Wyrm of Many Colours on level 74 of
    Angband.
o) a Dwarven Lantern of the Magi (+2)
    It grants you the power of magic map if it is being worn.  It
    provides light (radius 2) forever.  It can be used to store a spell.  
    It increases your intelligence, wisdom and charisma by 2.  It cannot
    be harmed by fire.  
    It was given to you as a reward.
p) The Phial of Galadriel (+4) {luck}
    It can be activated for light area
    (dam 2d15) every 10+d10 turns if it is being worn. It provides light
    (radius 3) forever.  It increases your searching and luck by 4.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
q) 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 Blue Thunderlord in the town of Bree .
r) The Shield of Deflection of Gil-galad [10,+20] (+5) {luck}
    
    It can be activated for starlight (75) every 75+d75 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    wisdom, charisma, searching and luck by 5.  It sustains your wisdom, 
    dexterity and charisma.  It provides resistance to acid, electricity, 
    dark and disenchantment.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of a Mature green dragon on level 53 of The
    Sacred Land Of Mountains.
s) The Metal Cap of Thengel [3,+12] (+3) {luck}
    It increases your wisdom, charisma and luck
     by 3.  It provides resistance to confusion.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Gelugon on level 77 of Angband.
t) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {luck}
    It can
    be activated for arrows (150) every 90+d90 turns if it is being worn. 
    It grants you the power of magic missile if it is being worn.  It 
    increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to acid.  It allows you to
    levitate.  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 Long Bow of Bard (x5) (+17,+19) (+2) {luck}
    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 lying in a vault on level 59 of The Sacred Land Of Mountains.
v) The Seeker Arrow of Bard (8d4) (+20,+15)
    
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It is a great bane of dragons.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It strikes at demons with holy
    wrath.  It 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.  
    You found it in the remains of a Great Wyrm of Many Colours on level 127
    of Angband.
w) The Mage Staff of Eruil [Manathrust] (1d4) (+4,+9) [+3](100%) (+5)
    It can be wielded two-handed.  It provides light (radius 1)
    forever.  It has a spell stored inside.  It increases your 
    intelligence by 5.  It increases your mana capacity by 100%.  It
    provides immunity to paralysis.  It provides resistance to blindness.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 70 of Paths of the Dead.


  [Home Inventory - Minas Anor ]

a) The Gem of Venom {heal 700 @A1}
    It can
    be activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Sorcerer on level 38 of Mordor.
b) Benetar's Mana Battery {heal 700 @A0}
    It can
    be activated for heal 700 hit points every 100 turns.  
    You found it lying on the ground on level 28 of A lost temple.
c) The Crystal Ball of Godly Sights {heal 700 @A2}
    It can
    be activated for heal 700 hit points every 100 turns.  
    You found it lying on the ground on level 60 of Dol Guldur.
d) a Silver Rod of Quickness of Curing (31/100)
e) a Silver Rod of Capacity of Nothing (200/200)
f) an Adamantite Rod of Simplicity of Recall (200/200) {@z9!z!k!d!v!s}
    
    You found it in the remains of a Lesser black reaver on level 75 of
    Angband.
g) an Adamantite Rod of the Istari of Nothing (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 lying in a vault on level 70 of Paths of the Dead.
h) a Rod Tip of Curing (35 Mana to cast)
i) a Rod Tip of Speed (100 Mana to cast)
j) a Wand of Teleport Away[20|50] (3 charges)
k) a Staff of Probability Travel[4|20] (2 charges)
l) a Staff of Probability Travel[3|12] (3 charges)
m) The Golden Horn of the Thunderlords (6 charges) {@u9!u}
    
    It was given to you as a reward.
n) an Elven Cloak [4,+8] (+3 to stealth)
o) a Feathers Cloak of Air [1,+11]
    It allows you to breathe without air.  
    
    It was given to you as a reward.
p) a Dwarven Shovel (+3)


  [Home Inventory - Lothlorien ]

a) a Fireproof Tome of Magical Energy {!k!d!v}
    It cannot be harmed by fire.  
    You bought it from the Library.
b) The Tome of Rythamun {!k!d!v}
    It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
c) Raal's Tormented Spirits (charging) {cure insanity}
    It can be activated for cure insanity
    every 200 turns.  
    You found it in the remains of a Ghoul on level 46 of Moria.
d) The Medallion of Good Will (charging) {mass genocide}
    It can be
    activated for mass genocide every 1000 turns.  
    You found it in the remains of a Novice priest on level 127 of Angband.
e) 10 Sprigs of Athelas
f) 24 Potions of Cure Critical Insanity
g) 85 Potions of Healing {@q0}
h) 7 Potions of Life
i) 3 Scrolls of Genocide
j) 4 Scrolls of Mass Genocide
k) a Silver Rod of the Istari of Disarming (200/200) {@z3!k!d!v!s}
    
    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 lying on the ground on level 30 of The Sandworm lair.
l) a Golden Rod of the Istari of Healing (250/250) {@z0}
    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 Vampire on level 70 of Angband.
m) a Mithril Rod of Capacity of Restoration (320/320) {@z1}
    It can
    hold more mana.  
    You found it in the remains of a Nycadaemon on level 67 of Erebor.
n) a Wand of Essence of Speed[1|39] (3 charges) {@a0!d!k!v!s}
o) a Wand of Essence of Speed[1|26] (6 charges)
p) a Fireproof Staff of Genocide[1|10] (4 charges)
q) a Staff of Genocide[1|14] (4 charges)
r) a Staff of Genocide[1|11] (4 charges)
s) a Staff of Mana[1|20] (4 charges)
t) The Ring of Precognition {@w2}
    It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient red dragon on level 123 of
    Angband.
u) an Elven Cloak of Stealth [4,+14] (+6 to stealth) {luck}
    It increases your stealth, searching and luck by 6.  It cannot
    be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
v) a Mage Staff (1d4) (+5,+7)


  [The Mathom-house Inventory - Bree ]

a) The Demonblade of Gothmog (7d6) (+13,+13) (-20)
    It provides light (radius 1) forever.  
    It decreases your luck by 20.  It does extra damage from fire.  It 
    poisons your foes.  It produces chaotic effects.  It is very sharp and
    can make your foes bleed.  It strikes at demons with holy wrath.  It
    fights against evil with holy fury.  It can re-curse itself.  It can
    resist being shattered by morgul beings.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Novice mage on level 30 of Moria.
b) The Demonshield of Gothmog [13,+13] (+4)
    It 
    increases your dexterity by 4.  It makes you invisible.  It sustains 
    your strength, dexterity and constitution.  It provides immunity to
    paralysis.  It provides resistance to life draining.  It allows you to
    levitate.  It produces a fiery sheath.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 29 of The Sandworm lair.
c) The Demonhorn of Gothmog [2,+13] (-5)
    It
    provides light (radius 2) forever.  It decreases your charisma by 5.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Emperor wight on level 69 of Paths of
    the Dead.
d) The Hand of Vecna that Giveth {acquirement}
    It can be activated for acquirement every 3000 turns.  
    You found it lying on the ground on level 25 of The Sandworm lair.
e) a Parchment titled ''Immortality For Dummies'' {death}
    It
    can be activated for death.  
    You found it in the remains of a Nalfeshnee on level 53 of The Sacred Land
    Of Mountains.
f) The Scroll of Belpion {cursed}
    It induces random teleportation.  It is heavily cursed.  
    It cannot be harmed by acid, cold, lightning or fire.  
g) The Crumpled Scroll of Mass Resurrection
    It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 26 of The Sandworm lair.
h) The Wand of Digging of Thrain (17 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
i) The Ring of Power of Dwar, Dog Lord of Waw (+3 to speed)
    It increases your speed by 3.  It makes you invisible.  It
    provides immunity to paralysis.  It provides resistance to dark, 
    blindness and disenchantment.  It drains experience.  It cannot be
    dropped while cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 67 of Dol
    Guldur.
j) The Ring of Power of Ji Indur Dawndeath (+1 to speed)
    It increases your wisdom, charisma, stealth and speed by 1.  It
    makes you invisible.  It provides resistance to acid, electricity and 
    confusion.  It drains experience.  It cannot be dropped while cursed.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ji Indur Dawndeath on level 54 of Mordor.
k) The Ring of Power of Ren the Unclean (+3% of critical hits)
    
    It increases your strength, charisma and ability to score critical hits
     by 3.  It makes you invisible.  It sustains your wisdom and 
    constitution.  It makes you completely fearless.  It provides
    resistance to acid, blindness and sound.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ren the Unclean on level 84 of Angband.
l) The Ring of Power of Akhorahil the Blind (+1 attack)
    
    It increases your attack speed by 1.  It makes you invisible.  It
    sustains your intelligence, wisdom and dexterity.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to nether.  It drains experience.  It cannot be dropped
    while cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 99 of Mount
    Doom.
m) The Ring of Power of Khamul, the Black Easterling (+4)
    It increases your strength and charisma by 4.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to light, 
    chaos and disenchantment.  It allows you to see invisible monsters.  
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Khamul, the Black Easterling on level 87 of
    Angband.
n) The Ring of Power of The Witch-King of Angmar (+5 to searching)
    It increases your searching by 5.  It makes you invisible.  It
    sustains your constitution.  It provides resistance to acid, blindness
    , confusion, nether and disenchantment.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Witch-King of Angmar on level 126 of
    Angband.
o) The Ring of Power of Uvatha the Horseman (+2)
    It increases your intelligence by 2.  It makes you invisible.  
    It sustains your intelligence.  It provides resistance to light.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Uvatha the Horseman in the town of Bree .
p) The Ring of Power of Hoarmurath of Dir (+2)
    
    It increases your charisma by 2.  It makes you invisible.  It provides
    resistance to electricity, cold, blindness, confusion and sound.  It 
    drains experience.  It cannot be dropped while cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Hoarmurath of Dir on level 67 of Dol Guldur.
q) The Ring of Power of Adunaphel the Quiet
    
    It makes you invisible.  It sustains your strength and charisma.  It
    provides resistance to dark and blindness.  It allows you to levitate.
    It drains experience.  It cannot be dropped while cursed.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Adunaphel the Quiet on level 70 of Paths of
    the Dead.
r) The Ring of Durin (+2)
    It grants you the power of midas touch if it is being worn.  
    It increases your strength, constitution and charisma by 2.  It
    sustains your strength, constitution and charisma.  It provides
    resistance to life draining, acid, cold, dark, nether and chaos.  It
    allows you to sense the presence of evil beings.  It drains experience
    .  It aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
s) The Wooden Torch 'Silmo' (with 532 turns of light) (+1 to searching)
    It provides light (radius 4) when fueled.  It increases 
    your searching and infravision by 1.  It provides resistance to light.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 24 of The Sandworm lair.
t) a Dwarven Lantern of Fading (with 0 turns of light)
    It
    provides light (radius 2) when fueled.  It cannot be harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
u) The Palantir of Orthanc (+2)
    It
    can be activated for clairvoyance every 100+d100 turns if it is being
    worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Balance on level 81 of
    Angband.
v) 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 Vecna, the Emperor Lich on level 89 of
    Angband.
w) The Soft Leather Armour of the Sandworm [30,+2] (+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.
x) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be activated for ball of cold (100) every 300
    turns if it is being worn. It provides light (radius 1) forever.  It 
    increases your speed by 10.  It does extra damage from frost.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to cold and light.  It allows you to
    see invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It has been blessed by the gods.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire lord on level 49 of The Sacred
    Land Of Mountains.
a) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4)
    It can be activated for ball of fire (72) every 400
    turns if it is being worn. It provides light (radius 1) forever.  It 
    increases your strength, dexterity and luck by 4.  It does extra
    damage from fire.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It fights against evil with holy
    fury.  It sustains your dexterity.  It provides immunity to paralysis.
    It makes you completely fearless.  It provides resistance to fire and 
    disenchantment.  It allows you to see invisible monsters.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
b) 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.  
    You found it lying in a vault on level 69 of Paths of the Dead.
c) The Glaive of Pain (E:45, L:3) (9d6) (+0,+30)
    It can
    be wielded two-handed.  It drains mana.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 69 of Paths of the Dead.
d) The Mighty Hammer 'Grond' (E:25, L:2) (9d9) (+25,+25) [+10]
    It must
    be wielded two-handed.  It can be activated for alter reality every
    100 turns if it is being worn. It can cause earthquakes.  It is a
    great bane of dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is a great bane of demons.  It
    is a great bane of undead.  It fights against evil with holy fury.  It
    is especially deadly against natural creatures.  It provides
    resistance to acid, electricity, fire and cold.  It allows you to see
    invisible monsters.  It gives telepathic powers.  It produces an
    anti-magic shell.  It aggravates nearby creatures.  It cannot be
    harmed by acid, cold, lightning or fire.  
e) The Sling of Farmer Maggot (x2) (+20,+1) (+2) {100% off}
    It can be activated for 
    terrify every 10+d50 turns if it is being worn. It increases your 
    searching and infravision by 2.  It fires missiles excessively fast.  
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
f) The Bolt of Finevan (1d5) (+3,+6) (+5)
    It increases your wisdom and dexterity
     by 5.  It produces chaotic effects.  It is especially deadly against
    trolls.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
g) The Metal Boomerang 'Glimdrir' (5d5) (+15,+16) (+3 to speed)
    It increases your dexterity and speed
     by 3.  It poisons your foes.  It strikes at undead with holy wrath.  
    It fights against evil with holy fury.  It provides immunity to
    paralysis.  It provides resistance to acid, electricity, fire, cold
     and sound.  It speeds your regenerative powers.  It prevents
    teleportation.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it lying in a vault on level 53 of The Sacred Land Of Mountains.
h) The Mage Staff of Curos [Noxious Cloud] (1d4) (+5,+4) [+3](80%)
    
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It has a spell stored inside.  It increases your mana capacity by 80%.
    It sustains your wisdom.  It provides immunity to paralysis.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.



Posted on 4.3.2006 19:34
Last updated on 2.4.2006 02:41

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422. on the Ladder (of 19090)
164. on the ToME Ladder (of 3155)
Best for this player (

Related screenshots:
A little help from my friends
Hellfire for the Necromancer
In a bad spot thanks to Lord Q
Geomancer in the Crypt
Maze, meet Geomancer
WTF? Bug...
Nasty nasty pit in Mount Doom
Something special alright
Getting the ring from Sauron
Definitely a bad thing
Void WINNER!

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On 4.3.2006 19:34 bceason@yahoo.com wrote:
Geomancer searching for the ring.

On 4.3.2006 19:57 bceason@yahoo.com wrote:
Spellpoints were planned out carefully in advance for this one. Luck with FF quests let me get my Magic Device higher than I'd planned, which is no bad thing, since I'm leaning on the Staff of Mana pretty heavily now, since I can.

A few nice randarts make it possible for me to have nice levels of both HPs and SPs while keeping three immunities. A nice randart Mage Staff lets me fly finally without sacrificing resists.

On 10.3.2006 02:28 bceason@yahoo.com wrote:
Had to go to Angband looking for the ring, but I was able to find Sauron on my first trip to lvl 99 and he dropped the ring the first time. Probability Traveled my way through Mount Doom as quickly as possible, passing a truly nasty looking pit of undead on the way down (see screendumps). No big nasties at the top. I don't think there was a single unique there, and I trapped as many opponents with glass walls as I could before tossing the ring.

Sauron went down the second time as easily as the first and I dove until I saw the big P upon entering. I used Lay of Protection and Phase Door jumpgates to keep Morgy at bay and peppered him with Manathrusts. I think I only used one *Healing* after a Hand of Doom and no Restore Mana.

I'm contemplating going into the Void after the big nasty, but I'll have to play around with my kit some to get more comfortable. My dive to the bottom of Angband to off the Ringwraiths was much tougher than I thought it would be, and all but Ren are still down there waiting for me. I may not be a Void caliber player.

On 25.3.2006 02:33 bceason@yahoo.com wrote:
Hunted down the Ringwraiths in the Paths of the Dead. Found the Robe of Great Luck sometime in that process, which was quite useful to help in finding them as it helped create vaults in the Paths where all the wraiths ended up being. I had to go back to Angband for the Witch King of course, and I stumbled upon the Ring of Precognition. That paired with the robe made finding him easy. I just stair scummed until I found him. After that, I went back to Erebor for more potions of Restore Mana. Once I had a nice stock of around 80, I looked over my kit a few more times and decided what to take with me to the Void. Getting down to the Nether Realms has been pretty easy, but the Nether Realm itself has taught me the value of the staves of Genocide I took with me. If I try this again, it will be with a sorceror who knows the spell. I blew a really great staff of Genocide with a bad Recharge and am now cut off from my Lothlorien supply by a stupid Nether Realm town level. I'm proceeding cautiously towards Tiki. This takes more concentration than any other *banding experience I've had. Deeper we go...

On 2.4.2006 02:41 bceason@yahoo.com wrote:
I did it! Void Winner! Tiki and Melkor were dropped using Lay of Protection and Flare's activation. With Melkor, I added in the Anchor of Space Time while he was moving between gates. The extra turn that it took before switching places was worth not being yanked off of my post by a teleport to, which he attemted once or twice. Lots of potions of *Healing* used as my saving throw sucked, but only one Restore Mana. Yeehaw.

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