The Angband Ladder: Akallabeth, Dunadan Sorceror by <PrinceOfNumenor@Arcor.de>

  [ToME 2.3.3 Character Sheet]

 Name  : Akallabeth             Age                 71       STR! 18/***       
 Sex   : Female                 Height              82       INT! 18/***       
 Race  : Dunadan Hermit         Weight             185       WIS! 18/***       
 Class : Sorceror               Social Class        99       DEX! 18/***       
 Body  : Player                                              CON! 18/***       
 God   : Eru Iluvatar                                        CHR! 18/***       
                                                                               
 + To Melee Hit          10 Level             50    Hit Points      728/   728 
 + To Melee Damage      -60 Experience  63267364    Spell Points   2381/  2441 
 + To Ranged Hit         14 Max Exp     63267364    Sanity          930/   930 
 + To Ranged Damage      14 Exp to Adv.    *****    Piety                34231 
   AC                37+226 Gold        27783764    Speed           Fast (+70) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Poor         Perception  : Poor         Blows/Round:  4         
 Bows/Throw  : Fair         Searching   : Poor         Shots/Round:  1         
 Saving Throw: Superb       Disarming   : Good         Mel.dmg/Rnd:  4d4-240   
 Stealth     : Superb       Magic Device: Bad          Infra-Vision: 10 feet   
                                                       Tactic:       coward    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of the last scions of the Royal House of Dark            
          Numenoreans from the land of Angmar, hailing back in blood           
          to the famed Witch King. Your dark hair and eyes and your            
          pale skin give you an eery but beautiful apperance.                  


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 107 (5350')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        Erebor: Level 72 (3600')
        The Old Forest: Level 25 (1250')
        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 40 (2000')
        The Sandworm lair: Level 30 (1500')
        The Helcaraxe: Level 40 (2000')
        A lost temple: Level 19 (950')

 Your body is a Player.
 You are currently on level 107 of Angband.
 You have defeated 46358 enemies.
 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 98 princesses.
 You saved Arda and became a famed Queen.
 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 33rd Hrive of the 2890th year of the third age.
 You have been adventuring for 101 days.

                    adefkmnopsuxz{|@            
        Add Str   : ...4*...4..3.4..            
        Add Int   : ....*....33...3.            
        Add Wis   : ...4*........4.+            
        Add Dex   : ....*....3....3.            
        Add Con   : ....*...4..3..3.            
        Add Chr   : ....*....3....3.            
        Mul Mana  : +.........+....+            
        Mul SPower: +........+......            
        Add Stea. : ...4............            
        Add Sear. : .........3......            
        Add Tun.. : ..............3.            
        Add Speed : .**..3.....3.4..            
        Slay Evil : .............+..            
        Slay Und. : .............+..            
        Slay Demon: .............+..            
        Slay Troll: .............+..            
        Fire 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 : ........++......            
        Res Neth  : .......+........            
        Res Nexus : ...........+....            
        Res Chaos : .....+..+.......            
        Res Disen : .........+......            
        Aura Elec : .......+........            
        Auto Curse: ....+...........            
        Levitate  : ..........+.....            
        Lite      : .............++.            
        See Invis : .....+..........            
        Regen     : ...............+            
        Activate  : .+...+...++.....            
        Cursed    : ..+.+.........+.            
        Fly       : ...+............            
        Climb     : ...........+....            
        Orc.ESP   : .....+..+.......            
        Full ESP  : .+..............            

Skills (points left: 0)
 - Combat                                        01.000 [0.300]
          . Archery                              00.500 [0.000]
 - Sneakiness                                    02.200 [0.900]
          . Stealth                              09.900 [0.500]
          . Disarming                            00.900 [0.000]
 - Magic                                         50.000 [1.000]
          . Magic-Device                         02.500 [1.000]
          . Spell-power                          50.000 [0.600]
          . Sorcery                              50.000 [0.700]
          . Mana                                 00.000 [0.900]
                   . Fire                        00.000 [1.000]
                   . Water                       00.000 [1.000]
                   . Air                         00.000 [1.000]
                   . Earth                       00.000 [1.000]
          . Meta                                 00.000 [1.000]
          . Conveyance                           00.000 [1.000]
          . Divination                           00.000 [1.000]
          . Temporal                             00.000 [1.000]
          . Mind                                 00.000 [1.000]
          . Nature                               00.000 [1.000]
          . Udun                                 01.200 [0.400]
          . Necromancy                           35.100 [0.900]
          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          00.000 [0.900]
 - Spirituality                                  10.050 [0.550]
          . Prayer                               35.000 [0.500]
 - Monster-lore                                  05.750 [0.500]
          . Summoning                            01.000 [0.300]
          . Corpse-preservation                  00.800 [0.800]
          . Symbiosis                            26.700 [0.500]
          . Mimicry                              01.300 [0.400]

Abilities
 * Perfect casting
 * Undead Form


  [Character Equipment]

a) a Mage Staff of Wizardry (1d4) (+11,+11)(80%) (+4) {!*}
    It can be wielded
    two-handed.  It can be used to store a spell.  It increases your spell
    power by 4.  It increases your mana capacity by 80%.  
    You found it in the remains of Saruman of Many Colours on level 57 of
    Mordor.
d) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {!*}
    It can be activated for fire branding of bolts every 999 turns
     if it is being worn. It increases your speed by 10.  It provides
    resistance to fire.  It gives telepathic powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Horned Reaper on level 96 of Mount Doom.
e) a Ring of Speed (+22) {cursed, !*}
    
    It increases your speed by 22.  It is cursed.  
    You found it in the remains of a Nightwalker on level 95 of Angband.
f) The Ring 'Armoth' (+4% of critical hits) {!*}
    It 
    increases your strength, wisdom, stealth and ability to score critical
    hits by 4.  It makes you invisible.  It sustains your strength, 
    dexterity and constitution.  It provides immunity to paralysis.  It
    provides resistance to poison, dark, blindness, confusion and sound.  
    It allows you to fly.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Acidic cytoplasm on level 90 of Mount
    Doom.
k) an Amulet of Doom [+6] (+10) {cursed}
    It increases your strength, intelligence, wisdom, dexterity, 
    constitution and charisma by 10.  It is cursed.  It cannot be dropped
    while cursed.  It can re-curse itself.  
    You found it lying in a vault on level 81 of Angband.
m) The Arkenstone of Thrain (+3) {!*}
    It can be
    activated for detection every 30+d30 turns if it is being worn. It
    provides light (radius 3) forever.  It increases your speed and luck
     by 3.  It provides resistance to life draining, light, dark and chaos
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of orcs.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 65 of Mordor.
n) The Splint Mail of Anogrin (-8,-64) [19,+11](40%) {!*}
    It increases
     your hit points by 40%.  It sustains your intelligence and dexterity.
    It provides immunity to fire.  It provides resistance to life draining
    , dark, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Stone troll on level 35 of Mordor.
o) The Fur Cloak of Hebrend [3,+13] {!*}
    It
    provides immunity to electricity and cold.  It provides resistance to 
    fire, poison, light and nether.  It produces an electric sheath.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
p) The Small Metal Shield of Thorin [3,+25] (+4) {!*}
    It 
    increases your strength and constitution by 4.  It provides immunity 
    to acid.  It provides immunity to paralysis.  It provides resistance 
    to sound, shards and chaos.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 43 of Mordor.
s) 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 a Blue Thunderlord in the town of
    Lothlorien .
u) The Set of Gauntlets of Eol [3,+15](60%) (+3) {!*}
    It can be activated for mana bolt (9d8) 7+d7 turns if it
    is being worn. It can be used to store a spell.  It increases your 
    intelligence and luck by 3.  It increases your mana capacity by 60%.  
    It provides immunity to paralysis.  It provides resistance to 
    electricity, poison and dark.  It allows you to levitate.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord on level 54 of Mordor.
x) 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 29 of The Sandworm lair.
z) Qlzqqlzuup, the Lord of Flesh (5000 hp) {!*}
{) The Bolt of Hunumhath (1d5) (+11,+9) (+4 to speed) {!*}
    It
    provides light (radius 1) forever.  It increases your strength, wisdom
     and speed by 4.  It does extra damage from fire.  It is especially
    deadly against trolls.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Zombie Young bronze dragon on level 67 of
    Erebor.
|) The Dwarven Shovel of Nienosta (+3) {cursed, !*}
    It provides light (radius 1) forever.  It increases your 
    intelligence, dexterity, constitution, charisma and ability to tunnel
     by 3.  It is cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Old Man Willow on level 25 of The Old
    Forest.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
b) a Fireproof Tome of the Eternal Flame {!d!k!v!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
c) a Fireproof Tome of the Blowing Wind {!d!k!v!s}
    It
    cannot be harmed by electricity.  It cannot be harmed by fire.  
    You bought it from the Book Store.
d) a Fireproof Tome of the Impenetrable Earth {!d!k!v!s}
    It cannot be harmed by acid.  It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
e) a Fireproof Tome of the Everrunning Wave {!d!k!v!s}
    It
    cannot be harmed by fire.  
    You found it in the remains of a Lesser kraken on level 35 of The
    Helcaraxe.
f) a Fireproof Tome of Translocation {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
g) a Fireproof Tome of the Tree {!d!k!v!s}
    It
    cannot be harmed by fire.  
    You bought it from the Black Market.
h) a Fireproof Tome of Knowledge {!d!k!v!s}
    It cannot be harmed by fire.  
    You found it in the remains of a Demilich on level 53 of Paths of the Dead.
i) a Fireproof Tome of the Time {!d!k!v!s}
    
    It cannot be harmed by fire.  
    You found it lying in a vault on level 30 of The Sandworm lair.
j) a Fireproof Holy Tome of Eru Iluvatar {!d!k!v!s}
    It
    cannot be harmed by fire.  
    You found it in the remains of a Demilich on level 51 of Mordor.
k) a Holy Tome of Manwe Sulimo
l) The Skull of Vecna {Cure Insanity}
    It can
    be activated for cure insanity every 200 turns.  
    You found it in the remains of a Barbazu on level 97 of Angband.
m) 9 Potions of Restore Mana
n) an Amulet of Anti-Magic
o) an Elven Paper Armour of Resist Cold [4,+25] (+1 to stealth)
p) an Elven Hard Leather Armour (-1 to accuracy) [6,+25] (+3 to stealth)
q) an Elven Leather Scale Mail (-1 to accuracy) [11,+23] (+2 to stealth)
r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It
    provides light (radius 1) forever.  It increases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and 
    infravision by 125.  It provides resistance to acid, electricity, fire
    , cold, poison, light, dark, confusion, nether and nexus.  It allows
    you to see invisible monsters.  It gives telepathic powers.  It is
    permanently cursed.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 107 of
    Angband.
s) a Hatchet of Spinning (1d5) (+19,+20) (+1)
t) a Dagger of *Slay Dragon* (1d4) (+13,+17) (+1)
u) a Dagger of *Slay Orc* (1d4) (+16,+16) (+1)
v) a Spectral Lance (2d8) (+15,+15)
w) 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.  


  [Home Inventory - Bree ]

a) a Fireproof Tome of Meta Spells
    It cannot be harmed by fire.
    
    You found it in the remains of a Barbazu on level 57 of Dol Guldur.
b) a Fireproof Tome of the Mind
    It
    cannot be harmed by fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
c) a Fireproof Unholy Tome of the Hellflame {!d!k!v!s}
    It
    cannot be harmed by fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) a Fireproof Corrupted Tome of Melkor
    It
    cannot be harmed by fire.  
    You found it in the remains of an Enchantress on level 41 of Mordor.
e) The Skull of Vecna {Cure Insanity}
    It
    can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Master mystic on level 92 of Mount Doom.
f) The Skull of Vecna {Cure Insanity}
    
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of a Dread on level 35 of The Helcaraxe.
g) 15 Sprigs of Athelas
h) 14 Potions of Cure Critical Insanity
i) 39 Potions of *Healing*
j) 8 Potions of Life
k) 55 Potions of Restore Mana
l) 2 Potions of New Life
m) an Adamantite Rod of the Istari of Nothing (400/400)
n) a Partial Totem of a Great Wyrm of Power
o) The Phial of Galadriel (+4)
    It
    can be activated for light area (dam 2d15) every 10+d10 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 31 of Mirkwood.
p) The Filthy Rag of the Wight [1,-1] (+6 to searching)
    It increases 
    your intelligence, searching and spell power by 6.  It provides
    resistance to blindness and confusion.  It renders you especially
    vulnerable to fire.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
q) The Robe of Great Luck [-30,-20] (+60)
    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 in the remains of an Ancient multi-hued dragon on level 71 of
    Erebor.
r) 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 in the remains of a Barbazu on level 105 of Angband.
s) a Climbing Set
t) The Mage Staff of Forochel (3d4) (-7,-4)(60%) (+3 to infravision)
    It
    can be wielded two-handed.  It increases your intelligence, wisdom, 
    infravision and spell power by 3.  It increases your mana capacity by 
    60%.  It sustains your intelligence and wisdom.  It provides immunity 
    to cold.  It provides resistance to blindness.  It renders you
    especially vulnerable to fire.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
u) a Mage Staff of Power (1d4) (-7,+0) (+12)
    It can be wielded
    two-handed.  It can be used to store a spell.  It increases your spell
    power by 12.  
    It was given to you as a reward.
v) a Mage Staff (1d4) (+0,+0)


  [Home Inventory - Gondolin ]

a) The Ring 'Anast' (+4 to speed)
    It increases your speed by 4.  It
    makes you completely fearless.  It provides resistance to poison and 
    disenchantment.  It allows you to levitate.  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 Young bronze dragon on level 42 of
    Submerged Ruins.
b) The Ring 'Glangil' [+7] (+5)
    It increases your wisdom by 5.  It sustains your 
    intelligence, dexterity and charisma.  It provides resistance to acid, 
    sound and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Cave orc on level 21 of Orc Cave.
c) The Ring 'Valdo' [+13] (+3 attacks)
    It
    can be activated for ball of fire and resist fire every 50+d50 turns
     if it is being worn. It increases your intelligence and attack speed
     by 3.  It sustains your intelligence.  It provides resistance to fire
    , cold, shards and nexus.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient gold dragon on level 59 of
    Mordor.
d) The Ring 'Ecthor' [+13] (+3 attacks)
    It can be activated for ball of fire and resist fire every
    50+d50 turns if it is being worn. It increases your stealth and attack
    speed by 3.  It provides resistance to electricity, fire, confusion
     and nether.  It allows you to see invisible monsters.  It slows your
    metabolism.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great crystal drake on level 72 of Erebor.
e) The Ring 'Curestin' (+6)
    
    It increases your strength, charisma and infravision by 6.  It
    sustains your strength and dexterity.  It provides resistance to dark.
    It allows you to see invisible monsters.  It slows your metabolism.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
f) The Ring of Lorian (+4)
    It 
    increases your strength and stealth by 4.  It sustains your strength
     and wisdom.  It makes you completely fearless.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Headless ghost on level 73 of Angband.
g) The Ring of Barahir (+1)
    
    It can be activated for dispel small life every 55+d55 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, stealth and searching by 1.  It
    provides resistance to poison and dark.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Dracolich on level 48 of Mordor.
h) The Ring of Tulkas (+4)
    It
    can be activated for haste self (75+d75 turns) every 150+d150 turns if
    it is being worn. It increases your strength, dexterity, constitution
     and speed by 4.  It allows you to sense the presence of evil beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Sarko, rider of gold Foronth on level 99 of
    Mount Doom.
i) 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.
j) 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 Carcharoth, the Jaws of Thirst on level 94
    of Angband.
k) The Ring of Flare (+3)
    It can be activated for dimension door every 100 turns if
    it is being worn. It grants you the power of swap position if it is
    being worn.  It increases your strength, constitution, charisma and 
    searching by 3.  It provides immunity to fire.  It allows you to fly.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of thunderlords.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Demilich on level 51 of Mordor.
l) The Blue Stone 'Toris Mejistos'(40%) (+2)
    It
    grants you the power of restore life if it is being worn.  It provides
    light (radius 1) forever.  It can be used to store a spell.  It 
    increases your intelligence, wisdom and luck by 2.  It increases your 
    mana capacity by 40%.  It sustains your intelligence and wisdom.  It
    provides resistance to life draining.  It allows you to breathe
    underwater.  It allows you to sense the presence of evil beings and 
    good beings.  It slows your metabolism.  It speeds your regenerative
    powers.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Ar-Pharazon the Golden on level 50 of
    Submerged Ruins.
m) The Elfstone 'Elessar' (+7,+7) [+10] (+4)
    It can be activated for heal and cure black breath
    every 200 turns if it is being worn. It provides light (radius 3)
    forever.  It increases your strength, wisdom, charisma and speed by 4.
    It makes you completely fearless.  It provides resistance to fire, 
    poison and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 68 of
    Erebor.
n) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and charisma by 2.  It provides
    resistance to acid, electricity, fire, cold, shards and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
    It can be activated for destroy doors
    and traps every 10 turns if it is being worn. It increases your 
    intelligence, wisdom and constitution by 3.  It provides resistance to 
    acid, poison, confusion and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 46 of Submerged Ruins.
p) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It 
    increases your strength, dexterity and speed by 2.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire, cold, confusion and sound.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
q) The Full Plate Armour of Isildur [25,+25] (+1)
    It increases your constitution by 1.  
    It provides resistance to acid, electricity, fire, cold, confusion, 
    sound and nexus.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
r) The Mithril Chain Mail 'Belegennon' (-1 to accuracy) [28,+20] (+4 to
stealth)
    It can be activated for heal (777),
    curing and heroism every 300 turns if it is being worn. It increases 
    your intelligence, wisdom and stealth by 4.  It makes you completely
    fearless.  It provides resistance to life draining, acid, electricity, 
    fire, cold, poison and dark.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
s) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
    It can be activated for genocide every
    500 turns if it is being worn. It increases your strength and charisma
     by 4.  It provides resistance to acid, electricity, fire, cold, dark, 
    confusion and disenchantment.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 66 of The Sacred Land Of
    Mountains.
t) The Robe of Incanus [2,+20] (+3)
    It grants you the power of weigh magic if it is being worn.  
    It can be used to store a spell.  It increases your intelligence, 
    wisdom and searching by 3.  It sustains your intelligence and wisdom.  
    It provides immunity to paralysis.  It provides resistance to acid, 
    electricity, fire and cold.  It allows you to see invisible monsters.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Young bronze dragon on level 32 of Maze.
u) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
    
    It increases your stealth and searching by 4.  It provides resistance 
    to acid, electricity, fire, cold and dark.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Black orc on level 46 of The Sacred Land
    Of Mountains.
v) The Soft Studded Leather of Ellin (-45,-16) [5,+14](40%)
    It increases your hit points by 40%.  It sustains your 
    dexterity.  It provides immunity to electricity.  It makes you
    completely fearless.  It provides resistance to fire, cold, poison and 
    sound.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 98 of Angband.
w) The Hard Leather Armour of Himring [6,+15]
    It
    can be activated for protection from evil (dur level*3 + d25) every
    225+d225 turns if it is being worn. It provides resistance to poison, 
    nether and chaos.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Ancient gold dragon on level 83 of
    Angband.
x) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides
    resistance to acid, dark and shards.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the floor of a special level.


  [Home Inventory - Minas Anor ]

a) The Cloak 'Colannon' [1,+15] (+3 to speed)
    It can be activated
    for teleport (range 100) every 45 turns if it is being worn. It 
    increases your stealth and speed by 3.  It provides resistance to acid
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
b) The Cloak of Habeon [1,+6]
    It
    sustains your intelligence and constitution.  It provides immunity to 
    acid.  It provides resistance to electricity, sound and nether.  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 Cloak of Thorongil [1,+10]
    It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to acid.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) The Shadow Cloak of Luthien [6,+20] (+2)
    It can
    be activated for restore life levels every 450 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
    , wisdom, charisma, stealth, speed and luck by 2.  It makes you
    invisible.  It provides resistance to acid, fire, cold and confusion.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
e) a Spider Web of Air [1,+14]
    It allows you to
    breathe without air.  
    You found it in the remains of a Barbazu on level 65 of Mordor.
f) The Small Metal Shield of Vinar [3,+12]
    It
    sustains your constitution.  It provides immunity to acid and 
    electricity.  It provides resistance to cold, sound, nexus and chaos.  
    It reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Uruk on level 77 of Angband.
g) The Large Leather Shield of Mithor [4,+12] {Princess 85!}
    It
    sustains your strength, dexterity and constitution.  It provides
    immunity to electricity, fire and cold.  It makes you completely
    fearless.  It provides resistance to life draining, acid, light, 
    confusion, sound, nexus, chaos and disenchantment.  It reflects bolts
    and arrows.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
h) The Large Leather Shield of Celegorm [4,+20]
    It provides resistance to acid, 
    electricity, fire, cold, light, dark and sound.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Novice paladin on level 33 of Maze.
i) The Large Metal Shield of Leneth [5,+15]
    It
    sustains your strength and wisdom.  It provides immunity to fire.  It
    provides resistance to life draining, electricity, confusion, shards
     and disenchantment.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 96 of
    Angband.
j) 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 blindness.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    It was given to you as a reward.
k) The Shield of Deflection of Gil-galad [10,+20] (+5)
    It can be activated for starlight (75)
    every 75+d75 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your wisdom, charisma, searching and luck by 5.
    It sustains your wisdom, dexterity and charisma.  It provides
    resistance to acid, electricity, dark and disenchantment.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Pit Fiend on level 89 of Mount Doom.
l) an Iron Crown of the Magi [0,+17] (+3)
    
    It can be used to store a spell.  It increases your intelligence by 3.
    It sustains your intelligence.  It provides resistance to acid, 
    electricity, fire, cold and blindness.  It gives telepathic powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 95 of
    Angband.
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness and confusion.  It allows you to sense the
    presence of orcs, trolls and evil beings.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Master lich on level 46 of Moria.
n) The Metal Cap of Thengel [3,+12] (+3)
    It 
    increases your wisdom, charisma and luck by 3.  It provides resistance 
    to confusion.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 35 of The Helcaraxe.
o) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It
    can be activated for detection every 55+d55 turns if it is being worn. 
    It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Vampire on level 28 of Maze.
p) 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.
q) The Steel Helm 'Lebohaum' [20,+80]
    It can be activated for sing a cheerful song every 3 turns if
    it is being worn. It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 95 of
    Angband.
r) 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 Vampire lord on level 70 of Angband.
s) The Set of Leather Gloves 'Cammithrim' [1,+10]
    
    It can be activated for magic missile (2d6) every 2 turns if it is
    being worn. It provides light (radius 1) forever.  It sustains your 
    constitution.  It provides immunity to paralysis.  It provides
    resistance to light.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
t) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated
    for arrows (150) every 90+d90 turns if it is being worn. It grants you
    the power of magic missile if it is being worn.  It increases your 
    dexterity and luck by 4.  It provides immunity to paralysis.  It
    provides resistance to acid.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 95 of
    Angband.
u) 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 in the remains of a Nightcrawler on level 99 of Mount Doom.
v) 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.  
    You found it in the remains of a Master lich on level 53 of Paths of the
    Dead.


  [Home Inventory - Lothlorien ]

a) The Ring of Power of Ji Indur Dawndeath (+4 to speed)
    It increases your speed by 4.  It makes you invisible.  It
    provides resistance to fire, poison, confusion and chaos.  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 46 of Paths of
    the Dead.
b) The Ring of Power of Akhorahil the Blind (+2 to speed)
    It increases your speed and attack speed by 2.  It makes you
    invisible.  It sustains your dexterity.  It provides resistance to 
    sound.  It speeds your regenerative powers.  It drains experience.  It
    cannot be dropped while cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 45 of Paths of
    the Dead.
c) The Ring of Power of Ren the Unclean (+2 attacks)
    It increases your intelligence and attack speed by 2.  It
    makes you invisible.  It sustains your dexterity.  It provides
    resistance to poison, confusion, shards and 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 Ren the Unclean on level 68 of Paths of the
    Dead.
d) The Ring of Power of Hoarmurath of Dir (+1 attack)
    It increases your intelligence, charisma, searching, attack speed
     and ability to score critical hits by 1.  It makes you invisible.  It
    provides resistance to electricity and 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 Hoarmurath of Dir on level 70 of Angband.
e) The Ring of Power of Khamul, the Black Easterling (+4% of critical hits)
    
    It increases your dexterity, infravision and ability to score critical
    hits by 4.  It makes you invisible.  It sustains your charisma.  It
    provides resistance to poison, confusion and nexus.  It slows your
    metabolism.  It drains experience.  It cannot be dropped while cursed.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Khamul, the Black Easterling on level 99 of
    Mount Doom.
f) The Ring of Power of Dwar, Dog Lord of Waw (+4)
    It increases your dexterity by 4.  It makes you invisible.  
    It sustains your dexterity.  It provides resistance to electricity and 
    chaos.  It allows you to fly.  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 Dwar, Dog Lord of Waw on level 59 of Dol
    Guldur.
g) The Ring of Power of Adunaphel the Quiet (+1 to stealth)
    It increases your strength, constitution, charisma, stealth and 
    infravision by 1.  It makes you invisible.  It provides resistance to 
    acid, poison, dark 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 Adunaphel the Quiet on level 74 of Angband.
h) The Ring of Power of Uvatha the Horseman
    
    It makes you invisible.  It sustains your wisdom.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to electricity, fire and poison.  It allows you to fly.  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 Uvatha the Horseman in the town of Bree .
i) The Hatchet of the Night (2d6) (+34,+22) (+4)
    
    It can be activated for vampiric drain (3*100) every 250 turns if it
    is being worn. It increases your dexterity and stealth by 4.  It
    drains life from your foes.  It is a great bane of undead.  It
    provides resistance to dark.  It allows you to see invisible monsters.
    It drains experience.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 67 of
    Erebor.
j) The Dagger of Rilia (2d4) (+4,+3)
    It can be activated for stinking cloud (12), rad. 3, every 4+d4
    turns if it is being worn. It poisons your foes.  It is especially
    deadly against orcs.  It provides resistance to poison and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Great Wyrm of Law on level 72 of Erebor.
k) The Rapier 'Forasgil' (1d6) (+12,+19)
    
    It does extra damage from frost.  It is especially deadly against
    natural creatures.  It provides resistance to cold and light.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 69 of Angband.
l) The Spear 'Nimloth' (1d6) (+11,+13) (+3 to speed)
    
    It increases your stealth, infravision and speed by 3.  It does extra
    damage from frost.  It strikes at undead with holy wrath.  It provides
    resistance to cold and 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.  
    You found it in the remains of Glaurung, Father of the Dragons on level 72
    of Erebor.
m) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
    It can be wielded two-handed.  It can be activated for word
    of recall every 200 turns if it is being worn. It increases your 
    dexterity and charisma by 3.  It does extra damage from fire and frost
    .  It provides immunity to paralysis.  It provides resistance to fire, 
    cold and light.  It allows you to see invisible monsters.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Barrow wight on level 68 of Paths of the
    Dead.
n) The Lance of Eorlingas (3d8) (+3,+21) (+2)
    It must be wielded two-handed.  It increases your strength, 
    dexterity and speed by 2.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It fights against evil with holy
    fury.  It makes you completely fearless.  It allows you to see
    invisible monsters.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Lizard man on level 45 of Paths of the
    Dead.
o) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
    It can be activated for cure serious wounds every 3+d3 turns if
    it is being worn. It increases your strength and dexterity by 1.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Spectral Ranger on level 66 of Paths of
    the Dead.
p) The Whip 'Lasher' (1d6) (+12,+15) (+3)
    It increases your dexterity and attack speed by 3.  It 
    poisons your foes.  It is very sharp and can cut your foes.  It is
    especially deadly against orcs.  It is especially deadly against
    natural creatures.  It provides immunity to paralysis.  It provides
    resistance to poison.  It allows you to sense the presence of orcs.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 56 of Paths of the
    Dead.
q) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
    It can be wielded two-handed.  It can be activated for dispel
    evil (x4) every 100+d100 turns if it is being worn. It provides light
    (radius 1) forever.  It increases your strength, wisdom and speed by 4
    .  It strikes at undead with holy wrath.  It fights against evil with
    holy fury.  It provides resistance to life draining, electricity, fire
    , nether and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Water troll on level 77 of Angband.
r) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
    It
    can be wielded two-handed.  It increases your wisdom and ability to
    tunnel by 4.  It does extra damage from electricity.  It is a great
    bane of dragons.  It strikes at demons with holy wrath.  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 acid, electricity, fire, cold, sound and nexus.
    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.
s) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
    It must be wielded two-handed.  It 
    increases your strength and constitution by 4.  It does extra damage 
    from electricity and fire.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It is especially deadly against
    natural creatures.  It makes you completely fearless.  It provides
    resistance to electricity, fire and dark.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 69 of Erebor.
t) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
    
    It increases your intelligence, wisdom, dexterity and speed by 1.  It
    provides resistance to electricity, fire and cold.  It slows your
    metabolism.  It fires missiles with extra might.  It fires missiles
    excessively fast.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Storm Wyrm on level 72 of Erebor.
u) The Short Bow of Amrod (x4) (+12,+15) (+2)
    
    It increases your strength and constitution by 2.  It provides
    resistance to electricity, fire and cold.  It speeds your regenerative
    powers.  It fires missiles with extra might.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Mature multi-hued dragon on level 40 of
    Mordor.
v) The Long Bow of Bard (x5) (+17,+19) (+2)
    It increases your dexterity and luck by 2.  It provides
    immunity to paralysis.  It allows you to sense the presence of dragons
    .  It fires missiles with extra might.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Elite uruk on level 30 of Moria.
w) The Heavy Crossbow 'Elkar' (x6) (+12,+20) (+2 to speed)
    It
    provides light (radius 1) forever.  It increases your strength, wisdom
    , dexterity, constitution, charisma and speed by 2.  It fires missiles
    with extra might.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Greater Balrog on level 105 of Angband.
x) 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 a Stone giant Chieftain on level 47 of
    Mordor.


  [Home Inventory - Khazad-dum ]

a) The Light War Axe of Ice (2d5) (+3,+15) (+3)
    It increases your intelligence and charisma by 3.  It does
    extra damage from frost.  It sustains your dexterity.  It provides
    immunity to cold.  It provides resistance to nexus.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death drake on level 63 of Mordor.
b) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
    It 
    increases your dexterity by 4.  It is very sharp and can cut your
    foes.  It is very sharp and can make your foes bleed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snaga Captain on level 21 of Orc Cave.
c) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
    
    It can be wielded two-handed.  It increases your constitution by 3.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It fights against
    evil with holy fury.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 51 of The Sacred Land Of
    Mountains.
d) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
    It can be wielded two-handed.  It can be activated for 
    detect orcs every 10 turns if it is being worn. It increases your 
    dexterity and searching by 4.  It is especially deadly against orcs.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snotling on level 31 of Heart of the
    Earth.
e) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
    It can be activated for frost ball (48) every 5+d5 turns if it
    is being worn. It increases your dexterity, speed and attack speed by 
    2.  It does extra damage from frost.  It poisons your foes.  It
    provides resistance to cold.  It allows you to see invisible monsters.
    It slows your metabolism.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Green Thunderlord in the town of
    Lothlorien .
f) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
    It increases your intelligence, dexterity and speed by 3.  
    It is especially deadly against trolls.  It is especially deadly
    against giants.  It provides immunity to paralysis.  It provides
    resistance to poison.  It allows you to see invisible monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
g) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
    It increases your 
    attack speed by 2.  It is especially deadly against natural creatures.
    It provides resistance to disenchantment.  It allows you to see
    invisible monsters.  It slows your metabolism.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Stone giant on level 33 of Maze.
h) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
    It 
    increases your dexterity, constitution, speed and attack speed by 2.  
    It is especially deadly against dragons.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  It allows you to sense the presence of animals.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Grave wight on level 37 of The Helcaraxe.
i) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
    
    It increases your strength, dexterity and constitution by 4.  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 and constitution.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to life draining
    , cold, nether and 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.  
    You found it in the remains of a Vampire on level 62 of The Sacred Land Of
    Mountains.
j) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
    It provides light (radius 1) forever.  It increases your 
    searching by 3.  It does extra damage from frost.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It
    fights against evil with holy fury.  It provides resistance to life
    draining, cold and dark.  It allows you to sense the presence of orcs
     and dragons.  It slows your metabolism.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
k) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth by 2.  
    It is especially deadly against orcs.  It is especially deadly against
    trolls.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs and trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Mature multi-hued dragon on level 46 of
    Mordor.
l) The Long Sword 'Durandil' (2d5) (+5,+6) (+3)
    It can be activated for sing a cheerful song every 3 turns if
    it is being worn. It increases your luck by 3.  It makes you
    completely fearless.  It cannot be harmed by acid, cold, lightning or
    fire.  
    It was given to you as a reward.
m) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
    It increases your intelligence, wisdom
     and attack speed by 2.  It is especially deadly against dragons.  It
    strikes at demons with holy wrath.  It strikes at undead with holy
    wrath.  It fights against evil with holy fury.  It is especially
    deadly against natural creatures.  It makes you completely fearless.  
    It provides resistance to nexus, chaos and disenchantment.  It allows
    you to see invisible monsters.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 59 of
    Mordor.
n) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
    It can be wielded two-handed.  It increases your dexterity, 
    ability to tunnel and speed by 5.  It sustains your dexterity.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Snotling on level 51 of Illusory Castle.
o) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
    
    It must be wielded two-handed.  It increases your strength by 2.  It
    does extra damage from fire.  It poisons your foes.  It is very sharp
    and can cut your foes.  It is a great bane of dragons.  It is
    especially deadly against trolls.  It provides immunity to paralysis.  
    It provides resistance to fire, poison and sound.  It allows you to
    sense the presence of dragons.  It slows your metabolism.  It speeds
    your regenerative powers.  It drains life.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
p) The Spear of Orome (4d6) (+15,+15) (+4)
    It can be activated for stone to mud every 5 turns
     if it is being worn. It increases your intelligence, wisdom, 
    searching, infravision, ability to tunnel and speed by 4.  It does
    extra damage from fire.  It is especially deadly against dragons.  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 makes you completely fearless.  It provides
    resistance to life draining, fire and light.  It allows you to
    levitate.  It allows you to see invisible monsters.  It allows you to
    sense the presence of giants.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Olog on level 43 of Moria.
q) The Trident of Wrath (3d8) (+16,+18) (+2)
    It can be
    wielded two-handed.  It increases your strength and dexterity by 2.  
    It produces chaotic effects.  It is a great bane of undead.  It fights
    against evil with holy fury.  It provides resistance to light and dark
    .  It allows you to see invisible monsters.  It drains mana.  It has
    been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Ice Wyrm on level 66 of The Sacred
    Land Of Mountains.
r) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
    It can be wielded two-handed.  It increases your 
    intelligence by 2.  It does extra damage from fire and frost.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It strikes at demons with holy wrath.  It sustains your 
    intelligence.  It provides resistance to fire and cold.  It allows you
    to sense the presence of giants.  It slows your metabolism.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill orc on level 35 of Moria.
s) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
    It must
    be wielded two-handed.  It can be activated for berserker and +10 to
    speed (50) every 100+d200 turns if it is being worn. It provides light
    (radius 1) forever.  It increases your strength and constitution by 3.
    It does extra damage from acid.  It is especially deadly against orcs.
    It is especially deadly against trolls.  It is a great bane of demons.
    It provides resistance to acid.  It drains mana.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Hill troll on level 26 of Mirkwood.
t) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
    It
    can be wielded two-handed.  It increases your charisma by 3.  It does
    extra damage from fire.  It is especially deadly against giants.  It
    strikes at undead with holy wrath.  It provides resistance to fire and 
    sound.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of giants.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Death drake on level 63 of Mordor.
u) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
    It
    can be activated for identify spell every 10 turns if it is being
    worn. It can be used to store a spell.  It increases your intelligence
     and wisdom by 4.  It fights against evil with holy fury.  It provides
    resistance to light.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Law drake on level 62 of Dol Guldur.
v) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
    
    It can be wielded two-handed.  It can be activated for drain life (90)
    every 70 turns if it is being worn. It increases your wisdom and 
    infravision by 4.  It does extra damage from frost.  It is especially
    deadly against orcs.  It provides resistance to cold, light and 
    disenchantment.  It allows you to sense the presence of orcs, trolls
     and giants.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient white dragon on level 35 of The
    Helcaraxe.
w) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
    It increases your strength by 4.  It poisons your foes.  It
    is especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against natural creatures.  It
    provides resistance to nexus.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ettin in the town of Gondolin .
x) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
    It
    can be wielded two-handed.  It can be activated for confuse monster
    every 15 turns if it is being worn. It provides light (radius 1)
    forever.  It increases your stealth by 2.  It does extra damage from 
    fire.  It fights against evil with holy fury.  It provides resistance 
    to fire and confusion.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying on the ground on level 18 of Mirkwood.


  [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 an Ice skeleton on level 23 of The
    Helcaraxe.
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 in the remains of a Dread on level 56 of Mordor.
c) The Demonhorn of Gothmog [2,+13] (-5)
    It
    provides light (radius 2) forever.  It decreases your charisma by 5.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
d) 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 23 of The Sandworm lair.
e) The Wand of Digging of Thrain (20 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
f) The Golden Horn of the Thunderlords (5 charges) {100% off}
    
    It was given to you as a reward.
g) The Catapult Trap Set of Ahromarwar (+25,+15) [+30] (+3)
    It is well-hidden. It rearms itself.  
    It fires missiles with extra might.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Paladin on level 105 of Angband.
h) The Device Trap Set 'Hanisbroner's Surprise' [+25] (+3)
    It is
    well-hidden. It rearms itself.  It can teleport monsters to you.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 92 of Angband.
i) The Ring 'Sulor' (+3)
    It can be
    activated for teleportation and destruction of the ring if it is being
    worn. It increases your strength by 3.  It sustains your strength.  It
    provides resistance to blindness, confusion and shards.  It induces
    random teleportation.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the ground on level 27 of The Land Of Rhun.
j) The Ring of Sorie (-6 attacks)
    It 
    decreases your stealth and attack speed by 6.  It provides resistance 
    to acid and electricity.  It slows your metabolism.  It drains 
    experience.  It induces random teleportation.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 97 of Angband.
k) The Ring 'Earog' (+1 to infravision)
    It 
    increases your strength, intelligence, dexterity, charisma and 
    infravision by 1.  It sustains your wisdom and constitution.  It
    provides resistance to nether.  It allows you to fly.  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.
l) The Ring 'Aerelf' [-17]
    It can be activated for ball of acid and resist acid every
    50+d50 turns if it is being worn. It provides resistance to acid, 
    electricity and fire.  It drains experience.  It aggravates nearby
    creatures.  It carries an ancient foul curse.  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.
m) 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.
n) The Amulet of Carlammas (+2)
    It can be activated for protection from evil (dur
    level*3 + d25) every 225+d225 turns if it is being worn. It increases 
    your constitution by 2.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolich on level 52 of Mordor.
o) 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 Gold Thunderlord on level 65 of Mordor.
p) The Necklace 'Nauglamir' (+3)
    
    It provides light (radius 3) forever.  It increases your strength, 
    dexterity, constitution, infravision and speed by 3.  It provides
    immunity to paralysis.  It makes you completely fearless.  It allows
    you to see invisible monsters.  It speeds your regenerative powers.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Law on level 72 of Angband.
q) The Jewel 'Evenstar' (+3)
    
    It can be activated for restore stats and life levels every 750 turns
     if it is being worn. It provides light (radius 1) forever.  It 
    increases your constitution by 3.  It sustains your intelligence, 
    wisdom and constitution.  It provides resistance to life draining, 
    cold, dark and nether.  It speeds your regenerative powers.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 59 of Mordor.
r) The Brass Lantern of Noromegis (with 4202 turns of light)
    
    It provides light (radius 5) when fueled.  It allows you to see
    invisible monsters.  It prevents teleportation.  It aggravates nearby
    creatures.  It fills you with the Black Breath.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 70 of Dol Guldur.
s) 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 makes you
    invisible.  It provides resistance to poison and blindness.  It cannot
    be harmed by fire.  
    It was given to you as a reward.
t) 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 lying on the ground on level 29 of The Sandworm lair.
u) The Phial of Undeath (-5)
    It
    can be activated for ruination every 10+d10 turns if it is being worn. 
    It provides light (radius 5) forever.  It decreases your strength, 
    intelligence, wisdom, dexterity, constitution, charisma and luck by 5.
    It allows you to breathe without air.  It allows you to sense the
    presence of undead.  It carries an ancient Morgothian curse.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
v) 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 Saruman of Many Colours on level 57 of
    Mordor.
w) The Anchor of Space-Time
    It provides light (radius 1) forever.  It prevents the
    space-time continuum from being disrupted.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
x) The Stone of Lore
    It can
    be activated for perilous identify every turn if it is being worn. It
    provides light (radius 1) forever.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the floor of a special level.
a) The Black Dragon Scale Mail 'Nimron' (-2 to accuracy) [30,+22]
    It can be activated
    for breathe acid (130) every 90+d90 turns if it is being worn. It
    sustains your strength, dexterity and constitution.  It provides
    immunity to fire.  It makes you completely fearless.  It provides
    resistance to acid, poison and nexus.  It allows you to fly.  It
    reflects bolts and arrows.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 101 of Angband.
b) an Elven Blue Dragon Scale Mail (-2 to accuracy) [30,+19] (+1 to stealth)
    
    It can be activated for breathe lightning (100) every 90+d90 turns if
    it is being worn. It increases your stealth by 1.  It provides
    resistance to acid, electricity, fire, cold and chaos.  It allows you
    to fly.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
c) The Multi-Hued Dragon Scale Mail 'Razorback' (-4 to accuracy) [30,+25]
    It can be activated for star ball
    (150) every 1000 turns if it is being worn. It provides light (radius
    1) forever.  It provides immunity to electricity.  It provides
    immunity to paralysis.  It provides resistance to fire, cold, poison, 
    light and dark.  It allows you to see invisible monsters.  It allows
    you to sense the presence of dragons.  It aggravates nearby creatures.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
d) The Bronze Dragon Scale Mail of Berdil (-2 to accuracy) [30,+22]
    It can be activated
    for breathe confusion (120) every 90+d90 turns if it is being worn. It
    sustains your intelligence.  It provides immunity to acid.  It
    provides immunity to paralysis.  It provides resistance to light, 
    confusion, nether, chaos and disenchantment.  It allows you to fly.  
    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 95 of
    Angband.
e) The Chain Mail of Beloros (-2 to accuracy) [14,+14]
    It sustains your strength, intelligence and charisma.  It
    provides immunity to electricity and fire.  It provides resistance to 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
f) The Double Ring Mail of Eorguir (-2 to accuracy) [15,+9]
    
    It provides immunity to acid.  It provides immunity to paralysis.  It
    provides resistance to fire and nexus.  It induces random
    teleportation.  It aggravates nearby creatures.  It carries an ancient
    foul curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Fallen angel on level 50 of Moria.
g) The Double Chain Mail of Ekkarfin (-2 to accuracy) [16,+8]
    It
    provides immunity to acid and cold.  It provides resistance to life
    draining, fire, poison and chaos.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Ancient multi-hued dragon on level 72 of
    Erebor.
h) The Metal Brigandine Armour of Athad (-3 to accuracy) [19,+11]
    It provides immunity to acid and electricity.  It provides
    resistance to fire, poison and nexus.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 72 of
    Erebor.
i) The Mithril Plate Mail of Eiloki (-3 to accuracy) [35,+16]
    It sustains your intelligence and dexterity.  It provides
    immunity to acid, electricity and fire.  It provides resistance to 
    light, chaos 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 99 of Angband.
j) The Mithril Plate Mail of Brenya (+3,+15) [35,+13](-100%)
    It decreases your hit points by 100%.  It provides
    immunity to electricity.  It provides resistance to poison and chaos.  
    It induces random teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Archon on level 70 of Angband.
k) The Robe of Moreng (-9,-1) [2,+13](20%)
    It
    increases your hit points by 20%.  It sustains your intelligence and 
    wisdom.  It provides immunity to fire.  It provides immunity to
    paralysis.  It provides resistance to life draining, electricity, 
    poison, dark, shards and nexus.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Quasit on level 22 of Orc Cave.
l) The Robe of Athonuin [2,+9]
    It
    sustains your intelligence.  It provides immunity to electricity and 
    fire.  It provides immunity to paralysis.  It provides resistance to 
    chaos and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Hezrou on level 87 of Mount Doom.
m) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
    It 
    increases your strength, stealth, infravision and ability to tunnel by 
    5.  It provides resistance to acid, electricity, fire and poison.  It
    allows you to sense the presence of animals.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of The Sandworm Queen on level 30 of The
    Sandworm lair.
n) The Rhino Hide Armour of Curin (-1 to accuracy) [8,+0]
    It sustains your strength and charisma.  It makes you
    completely fearless.  It provides resistance to electricity, light, 
    sound, chaos and disenchantment.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Golgarach, the Living Rock on level 36 of
    Heart of the Earth.
o) The Thunderlord Coat of Trone [9,+20] (+4 to speed)
    It increases your intelligence, constitution, 
    stealth and speed by 4.  It provides immunity to fire.  It provides
    resistance to acid, electricity, cold and nexus.  It allows you to
    fly.  It allows you to sense the presence of thunderlords.  It
    reflects bolts and arrows.  It produces a fiery sheath.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
p) The Thunderlord Coat of Marda [9,+25] (+5)
    It increases your intelligence, 
    constitution and charisma by 5.  It sustains your intelligence, 
    constitution and charisma.  It provides immunity to cold.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity, blindness, confusion and nexus.  It
    allows you to sense the presence of thunderlords.  It reflects bolts
    and arrows.  It produces a fiery sheath.  It drains mana.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Archon on level 70 of Angband.
q) a Feathers Cloak of Air [1,+9]
    It
    allows you to breathe without air.  
    It was given to you as a reward.
r) an Entish Bark of Air [1,+6]
    It allows you to breathe without air.  
    
    It was given to you as a reward.
s) a Mouse Fur of Air [1,+5]
    It allows you to breathe without air.  
    
    You found it while digging a rubble.
t) The Small Metal Shield of Umnor [3,+11]
    It sustains your intelligence and 
    wisdom.  It provides immunity to electricity.  It provides resistance 
    to cold and poison.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Bile Demon on level 66 of Dol Guldur.
u) The Large Leather Shield of the Haradrim [4,+15] (+2)
    
    It can be activated for berserk strength every 50+d50 turns if it is
    being worn. It increases your strength and constitution by 2.  It
    sustains your strength and constitution.  It makes you completely
    fearless.  It provides resistance to poison and blindness.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Barrow wight on level 37 of Moria.
v) The Dragon Shield of Helen [8,+26]
    It
    sustains your constitution.  It provides immunity to acid.  It
    provides resistance to electricity, fire, dark, confusion, shards and 
    nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
w) The Iron Crown of Beruthiel [0,+20] (-5)
    
    It decreases your strength, dexterity and constitution by 5.  It
    provides immunity to paralysis.  It allows you to see invisible
    monsters.  It gives telepathic powers.  It can re-curse itself.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
x) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
    It can be activated for analyze
    monster every 500+d200 turns if it is being worn. It provides light
    (radius 1) forever.  It increases your intelligence, dexterity, 
    charisma, searching and speed by 3.  It provides immunity to
    paralysis.  It provides resistance to cold, light, dark, blindness, 
    sound and shards.  It allows you to see invisible monsters.  It drains 
    mana.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 72 of Erebor.
a) The Iron Helm of Knowledge [6,+20] (-6)
    
    It can be activated for whispers from beyond(sanity drain) 100+d200
    turns if it is being worn. It provides light (radius 1) forever.  It 
    decreases your luck by 6.  It identifies all items for you.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Glass Golem on level 52 of Illusory
    Castle.
b) The Iron Helm of Aldiste [5,+15]
    It provides immunity to paralysis.  It provides resistance to 
    dark.  It allows you to breathe underwater.  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 Bronze Thunderlord in the town of
    Lothlorien .
c) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
    It can be activated for rays of fear in every direction if
    it is being worn. It decreases your intelligence, wisdom and searching
     by 5.  It provides immunity to cold.  It provides immunity to
    paralysis.  It makes you completely fearless.  It provides resistance 
    to acid, fire, poison and disenchantment.  It allows you to see
    invisible monsters.  It produces an anti-magic shell.  It drains life.
    It induces random teleportation.  It carries an ancient foul curse.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient bronze dragon on level 62 of
    Mordor.
d) The Steel Helm 'Nathal' [6,+10]
    It provides light (radius 2) forever.  It sustains your 
    intelligence and wisdom.  It provides resistance to electricity, 
    blindness, confusion, nexus and disenchantment.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it in the remains of The Watcher in the Water on level 34 of The
    Small Water Cave.
e) The Dragon Helm of Thrain [8,+10]
    It provides light (radius 4) forever.  It sustains 
    your intelligence and wisdom.  It provides immunity to paralysis.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
f) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt
    (6d8) every 7+d7 turns if it is being worn. It can be used to store a
    spell.  It increases your constitution by 4.  It sustains your 
    constitution.  It provides resistance to cold.  It speeds your
    regenerative powers.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Merrow on level 28 of The Helcaraxe.
g) The Set of Gauntlets of Ecthar [2,+1]
    
    It sustains your dexterity and charisma.  It provides immunity to
    paralysis.  It provides resistance to light, confusion, nexus and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of The Watcher in the Water on level 34 of The
    Small Water Cave.
h) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt (9d8) every 8+d8
    turns if it is being worn. It can be used to store a spell.  It
    provides resistance to fire.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
i) The Set of Gauntlets 'Paurnen' [2,+15]
    It can be activated for acid bolt
    (5d8) every 5+d5 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
j) The Set of Gauntlets 'Pauraegen' [2,+15]
    It can be activated for lightning bolt
    (4d8) every 6+d6 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to electricity.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Dread on level 35 of The Helcaraxe.
k) The Pair of Metal Shod Boots of the Machine [6,+24] (+3)
    It 
    increases your intelligence, ability to tunnel and speed by 3.  It
    provides resistance to confusion, shards and chaos.  It allows you to
    sense the presence of non-living things.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
l) The Broken Dagger 'Athana' (1d1) (-6,+0) (+2 to speed)
    It increases your 
    strength and speed by 2.  It is especially deadly against giants.  It
    strikes at demons with holy wrath.  It is a great bane of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Shelob, Spider of Darkness on level 50 of
    Cirith Ungol.
m) The Broken Sword of Mitharung (1d2) (+6,+3)
    It provides light (radius 1) forever.  It does extra
    damage from electricity and fire.  It poisons your foes.  It drains
    life from your foes.  It is especially deadly against orcs.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Ulfang the Black on level 40 of The Land Of
    Rhun.
n) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6) {Lvl 9 Fate}
    It can be activated for lightning bolt (4d8) every 6+d6 turns if
    it is being worn. It does extra damage from electricity.  It provides
    resistance to electricity.  It cannot be harmed by acid, cold,
    lightning or fire.  
o) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6) {Lvl 6 Fate}
    It can be activated for frost bolt (6d8) every
    7+d7 turns if it is being worn. It does extra damage from frost.  It
    provides resistance to cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
p) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
    It increases your strength, dexterity and speed by 
    2.  It is very sharp and can cut your foes.  It is very sharp and can
    make your foes bleed.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It allows you to see invisible
    monsters.  It slows your metabolism.  It speeds your regenerative
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient black dragon on level 55 of The
    Sacred Land Of Mountains.
q) 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.  
r) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
    It increases your strength, constitution and speed
     by 2.  It does extra damage from electricity.  It is very sharp and
    can cut your foes.  It is very sharp and can make your foes bleed.  It
    strikes at demons with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to paralysis.  It provides resistance to 
    electricity, light and dark.  It allows you to see invisible monsters.
    It aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Lizard man on level 70 of The Sacred Land
    Of Mountains.
s) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed)
    It decreases your strength, wisdom, charisma and speed by 
    10.  It does extra damage from fire.  It drains life from your foes.  
    It makes you invisible.  It provides immunity to paralysis.  It
    renders you incorporeal.  It allows you to see invisible monsters.  It
    allows you to sense the presence of undead.  It slows your metabolism.
    It prevents teleportation.  It aggravates nearby creatures.  It
    carries an ancient Morgothian curse.  It can clone monsters.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Hell Wyrm on level 85 of Angband.
t) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5)
    
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It can re-curse itself.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
u) The Flamberge 'Arede' (3d7) (-4,+1) (+2 to speed)
    It
    must be wielded two-handed.  It increases your wisdom, constitution
     and speed by 2.  It does extra damage from frost.  It poisons your
    foes.  It produces chaotic effects.  It is a great bane of dragons.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The White Balrog on level 40 of The
    Helcaraxe.
v) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    It must be wielded two-handed.  It poisons your foes.  It is
    very sharp and can cut your foes.  It is very sharp and can make your
    foes bleed.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It strikes at undead
    with holy wrath.  It fights against evil with holy fury.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 95 of Angband.
w) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
    
    It does extra damage from fire and frost.  It poisons your foes.  It
    produces chaotic effects.  It is very sharp and can cut your foes.  It
    is a great bane of dragons.  It is especially deadly against orcs.  It
    is especially deadly against trolls.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It provides
    immunity to paralysis.  It provides resistance to acid, electricity, 
    fire, cold and chaos.  It allows you to see invisible monsters.  It
    allows you to sense the presence of evil beings.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.
x) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
    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 carries an ancient foul curse.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Maulotaur on level 58 of Mordor.
a) The Spear of Melkor (4d6) (+12,+24) (-4 to stealth)
    It 
    decreases your wisdom and stealth by 4.  It poisons your foes.  It
    provides resistance to light, dark, blindness, confusion and nether.  
    It allows you to sense the presence of good beings.  It drains mana
     and life.  It carries an ancient foul curse.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Half-troll on level 67 of The Sacred Land
    Of Mountains.
b) The Broad Spear 'Narsil' (1d9) (+3,+6) (+3 attacks)
    It increases your wisdom, dexterity and attack speed by 3
    .  It produces chaotic effects.  It drains life from your foes.  It is
    very sharp and can cut your foes.  It is especially deadly against
    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 cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of a Gelatinous cube on level 22 of Mirkwood.
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 in the remains of a Great Wyrm of Power on level 99 of
    Angband.
d) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
    It can be wielded two-handed.  It increases your searching, 
    infravision and ability to tunnel by 10.  It is especially deadly
    against giants.  It fights against evil with holy fury.  It makes you
    completely fearless.  It provides resistance to acid, electricity, 
    fire and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    
    You found it in the remains of a Great Wyrm of Thunder on level 95 of
    Angband.
e) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
    It can be activated for fire ball (300) every 200+d200 turns
     if it is being worn. It decreases your charisma by 4.  It does extra
    damage from fire.  It provides immunity to fire.  It carries an
    ancient foul curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of The Phoenix on level 64 of Dol Guldur.
f) The Club of Morfin (1d4) (+16,-1) {Fate's Gift}
    
    It provides light (radius 1) forever.  It drains life from your foes.  
    It can cause earthquakes.  It is a great bane of dragons.  It is
    especially deadly against orcs.  It is a great bane of undead.  It
    cannot be harmed by acid, cold, lightning or fire.  
g) The Whip of Gothmog (3d6) (+15,+16) (-2)
    It provides light
    (radius 1) forever.  It decreases your intelligence, dexterity and 
    infravision by 2.  It does extra damage from fire.  It is very sharp
    and can cut your foes.  It is very sharp and can make your foes bleed.
    It strikes at demons with holy wrath.  It is especially deadly against
    natural creatures.  It provides resistance to fire and light.  It
    allows you to sense the presence of spiders and demons.  It speeds
    your regenerative powers.  It drains life.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 86 of
    Angband.
h) The Three Piece Rod 'Enost' (3d3) (+17,+14)
    It produces chaotic effects.  It strikes at demons with holy
    wrath.  It prevents teleportation.  It aggravates nearby creatures.  
    It carries an ancient foul curse.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Barbazu on level 97 of Angband.
i) The Lead-Filled Mace 'Skullcleaver' (5d4) (+11,+23) [+20] (+5)
    It can
    be wielded two-handed.  It can be activated for destruction every
    200+d200 turns if it is being worn. It increases your strength, 
    infravision and ability to tunnel by 5.  It does extra damage from 
    electricity.  It poisons your foes.  It is a great bane of dragons.  
    It is especially deadly against natural creatures.  It provides
    resistance to blindness, sound and nexus.  It produces an anti-magic
    shell.  It aggravates nearby creatures.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Thunder on level 86 of
    Angband.
j) The Sling of Farmer Maggot (x2) (+20,+0) (+2) {100% off}
    It can be activated for terrify every 10+d50 turns if it is
    being worn. It increases your searching and infravision by 2.  It
    fires missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    It was given to you as a reward.
k) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
    It can be activated for magic arrow
    (10d10) every 20+d20 turns if it is being worn. It increases your 
    strength and constitution by 2.  It provides resistance to electricity
    , light, dark and blindness.  It fires missiles with extra might.  It
    aggravates nearby creatures.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Horned Reaper on level 76 of Angband.
l) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
    
    It does extra damage from acid, electricity, fire and frost.  It 
    poisons your foes.  It is especially deadly against dragons.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It is a great bane
    of demons.  It strikes at undead with holy wrath.  It fights against
    evil with holy fury.  It is especially deadly against natural
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 43 of Mordor.
m) The Seeker Arrow of Gondor (10d8) (+10,+20)
    
    It strikes at demons with holy wrath.  It fights against evil with
    holy fury.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Dracolisk on level 58 of Mordor.
n) The Rounded Pebble 'Travak' (3d6) (+8,+5)
    It
    does extra damage from acid, electricity, fire and frost.  It poisons
    your foes.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Hill orc on level 13 of Orc Cave.
o) The Small Metal Boomerang of Anarwe (3d4) (+15,+11)
    It
    does extra damage from acid.  It poisons your foes.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It is
    especially deadly against giants.  It is especially deadly against
    natural creatures.  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.
p) 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 in the remains of a Great Swamp Wyrm on level 69 of Angband.
q) The Drum of the Druedain (+4 to stealth)
    
    It can be activated for detection every 99 turns if it is being worn. 
    It increases your stealth, searching and infravision by 4.  It
    provides resistance to poison and dark.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of a Barbazu on level 63 of Paths of the Dead.
r) The Harp of Daeron (+1 to speed)
    
    It increases your wisdom, charisma, stealth, speed and luck by 1.  It
    provides resistance to acid, electricity, fire, cold and sound.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Sandworm lair.
s) The Horn of Rohan (+2)
    It can
    be activated for heroism, berserker, and haste every 250 turns if it
    is being worn. It increases your wisdom and charisma by 2.  It allows
    you to sense the presence of dragons.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 27 of Mirkwood.
t) Ancalagon the Black's corpse
    It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Ancalagon the Black on level 95 of Angband.
u) The Mage Staff of Loros (1d4) (+3,+11) [+6] (+4) {Essence Quest}
    
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your spell power by 4.  It sustains your intelligence.  It
    provides resistance to blindness and confusion.  It allows you to fly.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.



Posted on 12.9.2006 02:13
Last updated on 23.9.2006 03:41

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270. on the Ladder (of 18973)
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On 12.9.2006 02:53 wrote:
Am I really diving THAT slow ? Exp nearly maxed and not even reached Sauron (who is the only option left for dropping The One), and I haven't done much scumming (just an extended stay at the bottom of SWL for stat-gain and tome collection), 'just cleared all special levels and quest monsters (and of course manathrusting everything between me and them, including Flare, Gandalf and most other "good" (coaligned) monsters).

'Originally wanted to post this character once she had The One and reached the Cracks of Doom, deciding if to wear it or not, but some finds have prompted me to do so sooner - see for example that RoS +22 (!!!) found on Nameless, Qlzqqlzuup accidently summoned from a dropped ?oSNMP in the Crypt while looting (and still being under the influence of Essence of Speed - at Speed 42 at that time, barely enough to get a move on him before we'd went hostile), and Ancalagorn's corpse on Ang 95 Princess Quest (of course NOT yet achieved by my uncounted attempts on a barehand Possesor) ...

Still, this character seems to be much too powerful and much too fragile at the same time :
Ancalagorn ? barely a problem. Tarrasques ? a jokle. Capital Ds ? breakfast. GWoPs ? lunch - I even had to battle Vecna, a GWoL, a GWoC and a GDQ at the same time in the glass room in Nameless to get through - lots of summons, lots of time spent to kill them all, but only one !oRM used to kill them all.
On the other hand, 700 HP don't FEEL safe at all, and when I look at my eqipment it seems barely adequate - in fact for half the slots there's better stuff stored in my houses, I just can't make it fit together without losing either HP or critical resists (rBlind, rDisen) (at least not without succumbing to the temptation to steal-scum the Gondlolin Jewelry Store).

Still it seems as if I can finally get to win this game instead of just losing promising character after promising character to some dumb mistake in Angband.

Now on to shake that stupid ring out of Sauron .....

On 12.9.2006 13:15 remuz@free.fr wrote:
I did not look at your stashed equipment, but your current gear looks already : plenty of speed, resistances, and a +% hp armor.

Worshipping Melkor, this character is now insanely powerful, able to finish the game in a very short time. My (very cheesy) strategy for such characters : Run at all times Essence of speed and Probability travel. Use Probability travel to quickly move around the dungeon. Whenever you feel like it, use mass genocide (udun spell). It's basically free, so do not fear to overuse it. If you drop below 600 hp, heal. Keep a few potions of *healing* handy in case you are hurt really bad (when you heal, you need to get over that 600 hp barrier to be completely safe).
When you have killed most of the big uniques, it is time for sauron and morgoth. With a genociding sorc, I usually do not bother with anti-summonning techniques, and fight in the open. That way, they lose turns moving toward you. If they summon, genocide. If they summon and you are hurt, teleport, or, safer, move accross a wall with probability travel (which you must have on before the battle begins, and make sure you fight with your back against a wall).


On 15.9.2006 04:21 wrote:
Updated for the final step of Mount Doom. The level is already cleared, only Sauron is sitting in a stone prison and waiting for his execution. He pretty much deserves it as after killing him thrice he finally remembered he'd put that stupid ring in his pocket ...

After Angband, Mount Doom felt like a breeze, and even Angband didn't produce a real challenge yet. Even having to take on Sauron along with Gothmog and his entourage at the same time didn't turn dangerous, just time consuming.
Looting and picking up stragglers after the battle took even more time and Sauron had respawned before I was done.
Of course those were the two times he forgot to bring the ring.

Finally finding Cubragol opened up some opportunities for equipment changes, though I still haven't found a way to incorporate Toris or free up the cloak slot.

Interestingly enough, I've not even once needed to use any of the summoing, udun, melkor or necromancy abilities. Not anywhere close to needed either of those ...
Is learning when to run away really all that mekes the difference between a tombstone and a winner ? Or am I just incredibly lucky.

On 15.9.2006 09:43 remuz@free.fr wrote:
Just a off-topic comment, I really like Undead Form. It allows you to make mistakes in a game where mistake are usually deadly. I discovered this ability very recently, but I think that from now on, each of my character who can afford it will buy it (sadly, non-sorcerors may not be able to afford it, but still).

And yes, I think that in the case of a sorceror, learning when to run away really makes the difference (they have got the firepower, they just need to stay alive to use it). :)

On 18.9.2006 03:42 wrote:
Even with Undead Form I wouldn't want my saving throw below Suberb level, I usually prefer not dying to spectral existence, but it's an option, sure - and not even much more of a drain on skill points.
Even Non-Sorcerers non-Necromancers Non-Dark Priests can try to get the skill from FF at the same .5 most characters get on Spirituality.
And of course there's always the Combat Necromancer concept that's quite tempting ...

Update on character .
Destroyed the ring, killed Sauron, converted to Eru worship, did the Rite of Feeling the Weight of the World (aka running around town with a dargon corpse in inventory for three ingame days), cleared the fates and went back to Angband.
Morgoth finally put in an apperance on Lvl 107 - on a small level that only constisted of a graveyrd, two vaults and a small circular room away on the east side - of course I started out right aside the garveyard, and of course morgoth came out a second later with all the undeads leaking after through the breech ...
I Phase Door'ed - right into the pit room ... :grumble: ... teleported again - small uninhabited cirular room this time. And only Morgy trailing after me. Casting Eru's Runes, and Manathrusting Morgy was then only an anticlimax.

Now all that's left to do is dive to the bottom of Angband, see if I can find the Blood of Life and at least something that lets me swap in the Cloak of Air without ripping a hole into my resists;
Then search the bottom of Erebor for fountains of Restore Mana, *Healing* and Cure Critical Insanity;
Then it's off to the Void.
I'm probabbly overpreparing, am I ?

On 18.9.2006 04:54 Docker's Omelette wrote:
It will be a triangular green year before you can overprepare in ToME. Stock up real good on them healing vittles, and have a back-up for every escape device you possess too.

On 23.9.2006 03:58 wrote:
'Don't play when tired' ... 'should have listened.
YASD
Killed by teleporting rignt into a graveyard (pit of diverse undead) on Ang 122.
For some reason I don't understand Undead Form didn't trigger - or it did and just didn't save me - however when all the 'foo hits you' 'foo breathes nether' messages were done and I was looking at a tombstone I was so POed that I didn't even take a final dump ...

I'm still angry, and still puzzled - but ... welll ... at least a winner, if not an ultimate winner, and in a few days I might really look at it that way ... of course now I'm still angry ...............

Back to my Barehand Possesor experiments for now, I guess.

On 29.9.2006 14:38 Killo wrote:
A Barehanded Loremaster is the best way to do a kung-fu possession character IMHO because you get decent skill mods for Barehanded Combat, Corpse Preservation and Possession. Pick up a Thunderlord at mid-levels, then a Great Wyrm later on, and finally try to get old Ancagalon the Black (gives well over 6000hp + kickass race powers)

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