The Angband Ladder: Geek, RohanKnight Swordmaster by <crbrissole@msn.com>

  [ToME 2.0.0 Character Dump]

 Name  : Geek                   Age                 22       STR: 18/***       
 Sex   : Male                   Height              71       INT: 18/120       
 Race  : RohanKnight            Weight              80       WIS: 18/200       
 Class : Swordmaster            Social Class         1       DEX: 18/***       
 Body  : Player                                              CON: 18/***       
                                                             CHR: 18/***       
                                                                               
 + To Melee Hit         114 Level             50    Max Hit Points      1366   
 + To Melee Damage       90 Experience  11891864    Cur Hit Points      -363   
 + To Ranged Hit         58 Max Exp     11891864    Max SP (Mana)        141   
 + To Ranged Damage      61 Exp to Adv.    *****    Cur SP (Mana)          8   
   AC                47+193 Gold         1263065    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[90]Perception  : Excellent    Blows/Round:  13+1      
 Bows/Throw  : Legendary[30]Searching   : Superb       Shots/Round:  2         
 Saving Throw: Fair         Disarming   : Superb       Wpn.dmg/Rnd:  52d5+1170 
 Stealth     : Bad          Magic Device: Legendary[2] Infra-Vision: 30 feet   
                                                       Tactic:       confident 
                                                       Explor:       fast      
                         (Character Background)                                
          You are one of several children of a Serf.  You have dark            
          brown eyes, curly black hair, and an average complexion.             
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       ON
 Zlike monsters:     ON
 Joke monsters:      ON
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ON
 Arena Levels:       ON
 Persistent Dungeons:       OFF
 Recall Depth:
        Mirkwood: Level 18 (900')
        Mordor: Level 65 (3250')
        Barrow-Downs: Level 10 (500')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Heart of the Earth: Level 36 (1800')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        The Small Water Cave: Level 34 (1700')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 29 (1450')
        The Helcaraxe: Level 40 (2000')

 Your body was a Player.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 7th Coire of the 2890th year of the third age.
 Your adventured lasted 147 days.

     Your Attributes:
You are dead.
You can spit acid.
You can teleport at will.
You can smell nearby precious metal.
You can smell nearby monsters.
You can emit confusing, blinding radiation.
You can create a spear of darkness.
You can destroy walls.
You can cast magic missiles.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You have an elephantine trunk (dam 1d4).
You are bleeding.
You are poisoned.
You aggravate monsters.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
Your appetite is small.
You have ESP.
You are lucky.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are completely immune to cold.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
The space-time continuum cannot be disrupted near you.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your ability to score critical hits is affected by your equipment.
Your weapon is very sharp.
Your weapon poisons your foes.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon is especially deadly against orcs.
Your weapon is especially deadly against trolls.
Your weapon is especially deadly against giants.
Your weapon is especially deadly against dragons.

Skills (points left: 0)
 - Combat                                        50.000 [0.900]
	  - Weaponmastery                               50.000 [1.150]
	 	  - Sword-mastery                             50.000 [0.500]
	 	  . Axe-mastery                               00.000 [0.100]
	 	  . Hafted-mastery                            00.000 [0.100]
	 	  . Polearm-mastery                           00.000 [0.100]
	  - Archery                                     18.400 [0.600]
	  . Barehand-combat                             01.000 [0.500]
 - Sneakiness                                    25.570 [0.900]
	  . Stealth                                     04.000 [0.500]
	  . Disarming                                   18.100 [0.900]
 - Magic                                         03.853 [0.300]
	  . Magic-Device                                50.000 [1.150]
 - Spirituality                                  01.200 [0.400]
	  . Prayer                                      02.500 [0.500]
 - Monster-lore                                  01.500 [0.500]
	  . Corpse-preservation                         00.800 [0.800]
 - Misc                                          00.000 [0.000]
	  . Antimagic                                   00.000 [0.550]

 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 64 princesses.

 You have defeated 16059 enemies.


  [Corruptions]

 You can spit acid (dam lvl).
 You can teleport at will.
 You can smell nearby precious metal.
 You can smell nearby monsters.
 You can emit confusing, blinding radiation.
 You can create a spear of darkness.
 You have an elephantine trunk (dam 1d4).


  [Fates]

You may meet a Woodsman on level 1.
You may meet a Pitiful-looking beggar on level 1.
You may meet an Aimless-looking merchant on level 1.
You may meet a Servant of Glaaki on level 9.
You are fated to find a Scroll of Object Detection on level 1.
You may find a Slime Mold on level 45.
You may find a Small Leather Shield on level 10.
You are fated to find a Scroll of Trap Detection on level 15.
You may meet an Insect swarm on level 1.
You are fated to find a Ring of Stupidity on level 2.
You may meet an Agent of the black market on level 6.
You may find a Staff of Starlight on level 40.
You may find a Main Gauche on level 19.
You may meet a Ghast on level 50.


  [Character Equipment]

a) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) {cursed, !k!v!d!s!t
@w1}
   
   A giant's weapon, with a long blade tall and straight
   thrusting out from a massive double-pronged hint.  On its
   blade are written doomspells against  both the living and
   undead.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is very sharp and 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 is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives quickness and subtlety,
   while the other gives endurance and strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It slows your metabolism.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
e) a Ring of Speed (+12) {!k!d!v!s!t}
f) an Indestructible Ring of Extra Attacks (+3 attacks) {cursed, !k!v!d!s!t}
   
   It affects your attack speed.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Amulet of Turen (+2,+4) [+4] (+3) {cursed, !k!v!d!s!t}
   
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your infravision.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to dark.
   It provides resistance to shards.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Anchor of Space-Time {!k!v!d!s!t}
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the time.
   It provides light (radius 1) forever.
   It prevents the space-time continuum from being disrupted.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth) {!k!v!d!s!t}
   
   The flying suit of Mardra, very powerful armour that
   protects the wearer from cold.  Wonderful as this mighty
   armour is, beware wearing it, for it has been cursed by a
   powerful wizard since Mardra had it and is said to have
   gained a couple of undesirable side-effects... 
   It can be activated for...
   summon a dragonrider every 1000 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It sustains your intelligence.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It allows you to sense the presence of dragonriders.
   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.
o) The Cloak 'Colannon' [1,+15] (+3 to speed) {!k!d!v!s!t}
   
   A crystal-blue cape of fine silk worn by a silent messenger
   of the forces of Law. Somehow, its wearer is always able to
   escape trouble.
   It can be activated for...
   teleport every 45 turns
   ...if it is being worn.
   It affects your stealth.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Shield of Deflection of Gil-galad [10,+20] (+5) {!k!v!d!s!t}
   
   
   It can be activated for...
   starlight (75) every 75+d75 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your luck.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Steel Helm 'Lebohaum' [20,+80] {!k!v!d!s!t}
   
   With the Helm 'Lebohaum' your head is safe!
   It can be activated for...
   sing a funny song every 3 turns
   ...if it is being worn.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {!k!v!d!s!t}
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5) {!k!v!d!s!t}
   
   A pair of high-laced shoes, strong against the powers of
   corruption and withering, that grant the wearer
   extraordinary agility.
   It can be activated for...
   remove fear and cure poison every 5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to paralysis.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
z) Chaugnar Faugn, Horror from the Hills (1850 hp) {!k!v!d!s!t}
{) 82 Silver Arrows (exploding) (3d4) (+10,+10) {!k}
|) a Magical Orcish Pick of Digging (1d3) (+11,+10) (+7) {!k!v!d!s @w9}
   
   It grants you the power of...
   stone to mud
   ...if it is being worn.
   It affects your ability to tunnel.
   It cannot be harmed by acid, cold, lightning or fire.


  [Character Inventory]

a) a Holy Tome of Eru Iluvatar
b) Kenault's Cantrip Generator
   
   It can be activated for...
   confusion
c) A parchment titled ''Immortality For Dummies'' (charging) {!k!v!d!s @A1
Genoc}
   
   It can be activated for...
   genocide
d) Jor's Compendium of Strange Behaviour {!k!v!d!s @A3 Restoration}
   
   It can be activated for...
   restoration
e) Agannazar's Antique Acorn {!k!v!d!s @A2 Genocide}
   
   It can be activated for...
   genocide
f) a Potion of Cure Serious Insanity
g) a Potion of Enlightenment
h) 13 Scrolls of Satisfy Hunger {!k!v!d!s @r1}
i) a Silver Rod of Capacity of Recall (200/200) {!k!v!d!s @z9}
   
   It can hold more mana.
j) a Mithril Rod of Perception (160/160) {!k!v!d!s @z8}
k) a Mithril Rod of Charging of Enlightenment (160/160) {!k!v!d!s @z1}
   
   It regenerates its mana faster.
l) a Mithril Rod of Detection (125/160) {!k!v!d!s @z2}
m) a Wand of Dragon's Flame (4 charges)
n) a Staff of Dispel Evil of Plenty (14 charges)
   
o) a Ring of Extra Attacks (+1 attack)
p) The Jewel 'Evenstar' (+3)
   
   A pure white jewel, the last gift of Queen Arwen Undomiel
   to Frodo Baggins, intended to be worn around his neck on
   the chain that had once borne the One Ring.
   It can be activated for...
   restore every 150 turns
   ...if it is being worn.
   It affects your constitution.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides light.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4)
   
   The beautiful sword of Thingol with a hilt of gold and
   silver inlay, glistening icily enough to freeze the hearts
   of demons. You feel supple and lightfooted as you hold it.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It sustains your strength.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to cold.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Dark Sword 'Mormegil' (E:45, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
   
   A foul, twisted sword with blackened spines and knobs,
   whose very name is a curse upon the lips of Elves and Men.
   It is sentient.
   
   It generates an antimagic field.
   It affects your speed.
   It affects your attack speed.
   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 fire.
   It provides resistance to chaos.
   It provides resistance to disenchantment.
   It drains mana.
   It drains life.
   It drains experience.
   It aggravates nearby creatures.
   It is heavily cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
s) Climbing Set {!k!v!d!s @w9}
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Box of Many Wonders {Cure Corruptions}
   
   It can be activated for...
   cure corruption
b) Chaugnar Faugn, Horror from the Hills (2000 hp)
c) 5 Sprigs of Athelas
d) a Potion of *Healing*
e) 2 Potions of Invulnerability
f) 2 Scrolls of *Remove Curse*
g) 13 Scrolls of Enchant Weapon To-Hit {25% off}
h) a Scroll of Enchant Weapon To-Dam
i) an Adamantite Rod of Nothing (200/200) {!k}
j) an Adamantite Rod of Nothing (200/200) {!k}
k) a Rod Tip of Recall (80 Mana to cast)
l) 2 Rings of Extra Attacks (+3 attacks)
m) a Dwarven Lantern of the Magi (+1) {!k!v!d @w8}
   
   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 affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It makes you invisible.
   It provides resistance to blindness.
   It provides resistance to disenchantment.
   It cannot be harmed by fire.
n) an Executioner's Sword of Life (4d5) (+12,+17)(60%)
   
   It must be wielded two-handed.
   It affects your hit points.
   It provides resistance to life draining.
o) a Scythe of Slicing of the Thunderlords (8d4) (+7,+10) (+2 to searching) {.}
   
   It must be wielded two-handed.
   It can be activated for...
   teleport every 50+d50 turns
   ...if it is being worn.
   It affects your searching.
   It does extra damage from electricity.
   It is very sharp and make your foes bleed.
   It is a great bane of dragons.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It speeds your regenerative powers.
   It induces random teleportation.
p) a Heavy Crossbow of Extra Shots (x4) (+20,+15) {!k!v!d!s @w2}
   
   It fires missiles excessively fast.
q) The Bolt of Erithil (1d5) (+19,+16) (+2 to speed) {!k!v!d!s!f @w3}
   
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It does extra damage from acid.
   It does extra damage from fire.
   It is especially deadly against giants.
   It is a great bane of undead.
   It is especially deadly against natural creatures.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
r) 99 Silver Bolts (3d5) (+9,+9) {!k!v!d!s @w3 @f1}
s) 27 Silver Bolts (3d5) (+9,+9)
t) 26 Silver Bolts (3d5) (+6,+4)
u) 26 Silver Bolts (3d5) (+5,+1)
v) 13 Silver Arrows (3d4) (+9,+9) {!k!v!d!s}
w) Climbing Set


  [Home Inventory - Gondolin ]

a) 3 Sprigs of Athelas
b) The Wand of Digging of Thrain (24 charges)
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
c) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light every 50+d50 turns
   ...if it is being worn.
   It grants you the power of...
   detect curses
   ...if it is being worn.
   It provides light (radius 4) forever.
   It affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
   
   Familar with the secret ways hidden in darkness, this
   leather cuirass is truly more than it appears.
   It affects your stealth.
   It affects your searching.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Small Leather Shield of Gauros [2,+8]
   
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to light.
   It provides resistance to shards.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Iron Helm 'Holhenneth' [5,+10] (+2)
   
   A famous helm of forged iron granting extraordinary powers
   of mind and awareness.
   It can be activated for...
   detection every 55+d55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It can be used to store a spell.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   It can be activated for...
   acid bolt (5d8) every 5+d5 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cleaver 'Debrim' (2d4) (+14,+0) (+1)
   
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from electricity.
   It is a great bane of demons.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
   
   The Petty-dwarves of Bathak forged this blade, and it
   shares their thirst for blood.
   It affects your dexterity.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
   
   Forged by the dwarves of Khazad-dum in a time of
   desperation, this axe turned many a battle against the
   invading orcs.
   It can be activated for...
   detect orcs every 10 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your searching.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
   
   A dagger covered in sparks and finely balanced for deadly
   throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   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 provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   It is especially deadly against natural creatures.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
   
   This coldly gleaming blade is called simply "Biter", by
   orcs who came to know its power all too well.
   It affects your searching.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It fights against evil with holy fury.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides light.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   
   This fiery, shining blade earned its sobriquet "Foe-Hammer"
   from dying orcs who dared to come near hidden Gondolin.
   It affects your searching.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to light.
   It provides light.
   It allows you to sense the presence of orcs.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
   
   Wielded by the High Priest of Meneltarma, this great mace
   gleams coldly as though moonlit, and it can strike as
   mighty a blow spiritually as physically.
   It can be activated for...
   drain life (90) every 70 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your infravision.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to shards.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of giants.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Rounded Pebble 'Travak' (3d6) (+8,+5)
   
   A bolt imbued with the powers of the elements.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Minas Anor ]

a) 4 Sprigs of Athelas {25% off}
b) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
c) The Amulet of Carlammas (+2)
   
   A fiery circle of bronze, with mighty spells to ward off
   evil.
   It can be activated for...
   protection from evil every 225+d225 turns
   ...if it is being worn.
   It affects your constitution.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Arkenstone of Thrain (+3)
   
   A great globe seemingly filled with moonlight, the famed
   Heart of the Mountain, which splinters the light that falls
   upon it into a thousand glowing shards.
   It can be activated for...
   detection every 30+d30 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your speed.
   It affects your luck.
   It provides resistance to life draining.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Robe of Incanus [2,+20] (+3)
   
   Gandalf's long, flowing robe.  It provides insight and
   allows thewearer to see things not seen by all.  
   It grants you the power of...
   weigh magic
   ...if it is being worn.
   It can be used to store a spell.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Large Leather Shield of the Haradrim [4,+15] (+2)
   
   A great shield from the far lands of the South, whose
   wielder will go charging into battle heedless of danger,
   with the strength and endurance of a madman.  Nor will he
   fear poison, for the Southron barbarians handle poisoned
   darts naturally.
   It can be activated for...
   berserk strength every 50+d50 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It sustains your strength.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to poison.
   It provides resistance to blindness.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Large Metal Shield of Anarion [5,+20]
   
   The great metal-bound shield of Anarion, son of Elendil,
   who Sauron found himself powerless to wither or diminish.
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
   
   The midnight-hued steel circlet of the sorceress-queen
   Beruthiel, which grants extraordinary powers of sight and
   awareness at a terrible physical cost.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It provides immunity to paralysis.
   It provides light.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Metal Cap of Thengel [3,+12] (+3)
   
   A ridged helmet made of steel, and embossed with scenes of
   valor in fine-engraved silver.  It grants the wearer
   nobility, clearness of thought and understanding.
   It affects your wisdom.
   It affects your charisma.
   It affects your luck.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5)
   
   A headpiece, gaudy and barbaric, that betrayed a warrior
   when he most needed succor.
   It can be activated for...
   rays of fear in every direction
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It produces an anti-magic shell.
   It drains life.
   It induces random teleportation.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
   
   A massive axe with twin razor-sharp heads, so large that it
   usuallyrequires two hands to wield, intricately engraved in
   gold with spellsto ward off the elements and smite evil.
   It affects your searching.
   It affects your infravision.
   It affects your ability to tunnel.
   It is especially deadly against giants.
   It fights against evil with holy fury.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4)
   
   The black axe of Gothmog, which struck Fingon at Nirnaeth.
   Mighty spells of evil make it unsafe in any hands but of
   the original wielder.
   It can be activated for...
   fire ball (300) every 200+d200 turns
   ...if it is being worn.
   It affects your charisma.
   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.
m) The Dagger of Rilia (2d4) (+4,+3)
   
   A large stiletto dagger that glistens with odourless
   poison, to which the wearer seems oddly immune.
   It can be activated for...
   stinking cloud (12) every 4+d4 turns
   ...if it is being worn.
   It poisons your foes.
   It is especially deadly against orcs.
   It provides resistance to poison.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Short Sword of Mirch (1d7) (+5,+8) (+3 to speed)
   
   It affects your intelligence.
   It affects your speed.
   It affects your attack speed.
   It poisons your foes.
   It is a great bane of dragons.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Sabre 'Careth Asdriag' (2d7) (+6,+8) (+2 to speed)
   
   An heirloom of the Lords of Rhun far to the east, and a
   name of dismay to creatures natural and unnatural.
   It affects your dexterity.
   It affects your constitution.
   It affects your speed.
   It affects your attack speed.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is especially deadly against natural creatures.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2 attacks)
   
   A damascened scimitar that seems wondrously easy to hold.
   Famed in song as the "Sickle of Harad", and a deadly foe to
   the undead.
   It affects your intelligence.
   It affects your wisdom.
   It affects your attack speed.
   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 provides resistance to nexus.
   It provides resistance to chaos.
   It provides resistance to 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.
q) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
   
   With elemental powers whose struggles turn this weapon red
   and purest white, this shining reaper bears within it a
   power of going forth and returning.
   It can be activated for...
   word of recall every 200 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your charisma.
   It does extra damage from fire.
   It does extra damage from frost.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Whip 'Lasher' (1d6) (+12,+15) (+3)
   
   A powerful whip that is deadly against orcs.  It poisons
   your foes and is said to go "snicker snack".  
   It affects your dexterity.
   It affects your attack speed.
   It poisons your foes.
   It is very sharp and can cut your foes.
   It is especially deadly against orcs.
   It is especially deadly against natural creatures.
   It provides immunity to paralysis.
   It provides resistance to poison.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Ball-and-Chain of Angwin (2d4) (+16,+6) (+1)
   
   It can be wielded two-handed.
   It affects your intelligence.
   It does extra damage from electricity.
   It does extra damage from frost.
   It produces chaotic effects.
   It is especially deadly against dragons.
   It is especially deadly against trolls.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4)
   
   The long-lost weapon of Kzurin, Dwarven champion of ancient
   Belegost, with runes of strength in its handle, and flames
   and sparks that roar and crackle around its massive head.
   It affects your strength.
   It affects your constitution.
   It does extra damage from electricity.
   It does extra damage from 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.
   It provides resistance to fire.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Short Bow of Amrod (x4) (+12,+15) (+2)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives enduranceand strength,
   while the other gives quickness and subtlety.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It fires missiles with extra might.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Long Bow of Bard (x5) (+17,+19) (+2)
   
   The great yew bow of grim-faced Bard, who shot the
   mightiest arrow that songs record.
   It is from a group of items rumored to be the bane of
   dragons.
   
   It affects your dexterity.
   It affects your luck.
   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.


  [Home Inventory - Lothlorien ]

a) 4 Sprigs of Athelas {25% off}
b) The Ring of Barahir (+1)
   
   A ring shaped into twinned serpents with eyes of emerald
   meeting beneath a crown of flowers, an ancient treasure of
   Isildur's house.
   It can be activated for...
   dispel small life every 55+d55 turns
   ...if it is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It affects your searching.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
c) The Blue Stone 'Toris Mejistos' [Globe of Light](40%) (+2)
   
   A blue stone, with an incredible number of incredibly small
   runes of power on it. It carries many secrets.
   It grants you the power of...
   restore life
   ...if it is being worn.
   It has a spell stored inside.
   It affects your intelligence.
   It affects your wisdom.
   It affects your luck.
   It affects your mana capacity.
   It sustains your intelligence.
   It sustains your wisdom.
   It provides resistance to life draining.
   It provides light.
   It allows you to sense the presence of evil beings.
   It allows you to sense the presence of 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.
d) The Stone of Lore
   
   A great emerald that fills your mind with images of
   knowledge and dreadful understanding as you stare into its
   depths.
   It can be activated for...
   perilous identify every turn
   ...if it is being worn.
   It provides light (radius 1) forever.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   
   A stiff suit of armor composed of small metal plates sewn
   to an inner layer of heavy canvas, and covered with a
   second layer of cloth.  Within it is the spirit of Eorl the
   Young, matchless in combat.
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4 to stealth)
   
   This wondrous suit of fine-linked chain shimmers as though
   of pure silver.  It stands untouched amidst the fury of the
   elements, and a power of concealment rests within.
   It can be activated for...
   heal (777), curing and heroism every 300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your stealth.
   It provides resistance to life draining.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   
   A shimmering suit of true-silver, forged long ago by
   dwarven smiths of legend.  It gleams with purest white as
   you gaze upon it, and mighty are it powers to protect and
   banish.
   It can be activated for...
   genocide every 500 turns
   ...if it is being worn.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It allows you to sense the presence of orcs.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Cloak of Thorongil [1,+10]
   
   A cloak of shimmering green and brown that grants sight
   beyond sight and shakes off holding magics, worn by Aragorn
   son of Arathorn in his youth as he adventured under the
   name of Thorongil.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides resistance to acid.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Large Leather Shield of Celegorm [4,+20]
   
   This shield emblazoned with a multitude of creatures not
   seen for ages once protected Celegorm, lord of Himlad;
   around it lies a mystic balance  that contains the
   conflicts of the elements.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Iron Helm of Knowledge [6,+20] (-6)
   
   This helm, designed by Petty-Dwarves ages ago to act as the
   brain of a long lost project, is made of finest glass. Its
   light banishes all secrets, and makes audible whispers from
   the deceased.
   It can be activated for...
   whispers from beyond 100+d200 turns
   ...if it is being worn.
   It affects your luck.
   It provides light.
   It identifies all items for you.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Steel Helm of Hammerhand [6,+20] (+3)
   
   A great helm as steady as the heroes of the Westdike.
   Mighty were the blows of Helm, the Hammerhand!
   It grants you the power of...
   berserk
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It sustains your strength.
   It sustains your dexterity.
   It sustains your constitution.
   It makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nexus.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Set of Leather Gloves 'Cammithrim' [1,+10]
   
   These gloves glow so brightly as to light the way for their
   owner and cast magical bolts with great frequency.
   It can be activated for...
   magic missile (2d6) every 2 turns
   ...if it is being worn.
   It sustains your constitution.
   It provides immunity to paralysis.
   It provides resistance to light.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Set of Gauntlets 'Paurhach' [2,+15]
   
   A fiery set of gauntlets that can even shoot fire from the
   user's hands.  
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to fire.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Pauraegen' [2,+15]
   
   A set of handgear with sparks surrounding it, able to fire
   bolts of electricity.
   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.
o) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) {!k!v!d!s @w1}
   
   A short thrusting blade with a large guard worn by Maedhros
   the Tall, eldest son of Feanor, and wielded with his left
   hand after the loss of his right hand in the pits of
   Thangorodrim.
   It affects your intelligence.
   It affects your dexterity.
   It affects your speed.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
   
   Famed sea-defender of Lebennin.  A short, slightly curved
   chopping blade  with a perfect edge shining cleanly in the
   sun, an object of hate to the men of Umbar who met it in
   combat.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
   
   The "Singing Blade", whose wearer can slay Orcs and Trolls
   in the hidden and secret places of the earth.
   It affects your dexterity.
   It affects your charisma.
   It affects your stealth.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It allows you to levitate.
   It allows you to see invisible monsters.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
   
   An utterly perfect, cleanly chiseled sword, with a edge
   that effortlessly slices rock and bone, and spells to
   render the wearer lithe and nimble.  It is combat
   incarnate.
   It affects your dexterity.
   It affects your ability to tunnel.
   It affects your speed.
   It sustains your dexterity.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
   
   Within this long thrusting spear lie the spirits of frost
   giants and fire demons, who war forever, trapped by magely
   spells.  
   It affects your intelligence.
   It does extra damage from fire.
   It does extra damage from frost.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at demons with holy wrath.
   It sustains your intelligence.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to sense the presence of giants.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
   
   Lordly and tall did Osondir stand against the wrath of
   giants, and clear-eyed in barrows fell, wielding a halberd
   glowing ruby red.
   It affects your charisma.
   It does extra damage from fire.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It provides resistance to fire.
   It provides resistance to 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.
u) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
   
   A flail whose head befuddles those who stare as you whirl
   it around, and becomes a fiery comet as you bring it down.
   It can be activated for...
   confuse monster every 15 turns
   ...if it is being worn.
   It affects your stealth.
   It does extra damage from fire.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to confusion.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Seeker Arrow 'Bullseye' (7d4) (+20,+15)
   
   A powerful arrow that is feared by even the mightiest
   demons.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It is a great bane of demons.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Seeker Arrow of Gondor (10d8) (+10,+20)
   
   An arrow that was created to rid the world of demons.  
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Flute of Menolly (+1 to speed) {!k!v!d @t2 @w2}
   
   A pretty flute that makes those who play it beautiful, wise
   and fast. 
   It can be activated for...
   singing a *charming* song
   ...if it is being worn.
   It affects your wisdom.
   It affects your charisma.
   It affects your stealth.
   It affects your speed.
   It affects your luck.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to sound.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) 3 Sprigs of Athelas
b) The Wand of Digging of Thrain (24 charges)
   The miner's friend.  This wand was used by Thrain to dig
   into the walls of the dungeon and is quite useful because
   it will never be destroyed.
c) The Phial of Galadriel (+4)
   
   A small crystal phial, with the light of Earendil's Star
   contained inside.  Its light is imperishable, and near it
   darkness cannot endure.
   It is from a group of Elven items once entrusted to Hobbits
   
   It can be activated for...
   illumination every 10+d10 turns
   ...if it is being worn.
   It provides light (radius 3) forever.
   It affects your searching.
   It affects your luck.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Star of Elendil (+1)
   
   The shining Star of the West, a famed heirloom of Elendil's
   house.
   It can be activated for...
   magic mapping and light every 50+d50 turns
   ...if it is being worn.
   It grants you the power of...
   detect curses
   ...if it is being worn.
   It provides light (radius 4) forever.
   It affects your speed.
   It provides resistance to life draining.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, well padded with leather. You feel strong and tall
   as Arvedui, last king of Arnor, as you put it on.
   It affects your strength.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Full Plate Armour of Isildur [25,+25] (+1)
   
   A gleaming steel suit covering the wearer from neck to
   foot, with runes of warding and stability deeply engraved
   into its surface.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Soft Leather Armour of the Sandworm [30,+0] (+5 to stealth)
   
   This powerful piece of armour was made using the remains of
   the Sandworm Queen.
   It affects your strength.
   It affects your stealth.
   It affects your infravision.
   It affects your ability to tunnel.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It allows you to sense the presence of animals.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
   
   Familar with the secret ways hidden in darkness, this
   leather cuirass is truly more than it appears.
   It affects your stealth.
   It affects your searching.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   
   A tunic and skirt sewn with thick, overlapping scales of
   hardened leather whose wearer moves with agility and
   assurance.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to acid.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
j) The Small Leather Shield of Gauros [2,+8]
   
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to light.
   It provides resistance to shards.
   It reflects bolts and arrows.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Hard Leather Cap of Thranduil [2,+10] (+2)
   
   The hunting cap of King Thranduil, to whose ears come all
   the secrets of his forest domain.
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Iron Helm 'Holhenneth' [5,+10] (+2)
   
   A famous helm of forged iron granting extraordinary powers
   of mind and awareness.
   It can be activated for...
   detection every 55+d55 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
   
   A set of handgear so icy as to be able to fire frost bolts.
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It can be used to store a spell.
   It affects your constitution.
   It sustains your constitution.
   It provides resistance to cold.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Gauntlets 'Paurnen' [2,+15]
   
   A set of handgear so corrosive that it may fire bolts of
   acid.
   It can be activated for...
   acid bolt (5d8) every 5+d5 turns
   ...if it is being worn.
   It can be used to store a spell.
   It provides resistance to acid.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Cleaver 'Debrim' (2d4) (+14,+0) (+1)
   
   It affects your dexterity.
   It affects your constitution.
   It does extra damage from electricity.
   It is a great bane of demons.
   It is especially deadly against natural creatures.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Light War Axe 'Limbslicer' (2d5) (+12,+15) (+4)
   
   The Petty-dwarves of Bathak forged this blade, and it
   shares their thirst for blood.
   It affects your dexterity.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Broad Axe 'Orchast' (2d7) (+20,+14) (+4)
   
   Forged by the dwarves of Khazad-dum in a time of
   desperation, this axe turned many a battle against the
   invading orcs.
   It can be activated for...
   detect orcs every 10 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your searching.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Dagger 'Dethanc' (E:10, L:1) (1d4) (+4,+6)
   
   A dagger covered in sparks and finely balanced for deadly
   throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   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 provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Rapier 'Forasgil' (1d6) (+12,+19)
   
   A slender, tapered blade whose wielder strikes icy blows
   with deadly accuracy.
   It does extra damage from frost.
   It is especially deadly against natural creatures.
   It provides resistance to cold.
   It provides resistance to light.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Short Sword 'Gilettar' (1d7) (+3,+7) (+2)
   
   A stubby blade worn by Beren, whose horn sounded of old in
   the glades of Brethil.
   It affects your attack speed.
   It is especially deadly against natural creatures.
   It provides resistance to disenchantment.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
   
   This coldly gleaming blade is called simply "Biter", by
   orcs who came to know its power all too well.
   It affects your searching.
   It does extra damage from frost.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It fights against evil with holy fury.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides light.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of dragons.
   It slows your metabolism.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   
   This fiery, shining blade earned its sobriquet "Foe-Hammer"
   from dying orcs who dared to come near hidden Gondolin.
   It affects your searching.
   It does extra damage from fire.
   It is especially deadly against orcs.
   It strikes at demons with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to fire.
   It provides resistance to light.
   It provides light.
   It allows you to sense the presence of orcs.
   It slows your metabolism.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
   
   Wielded by the High Priest of Meneltarma, this great mace
   gleams coldly as though moonlit, and it can strike as
   mighty a blow spiritually as physically.
   It can be activated for...
   drain life (90) every 70 turns
   ...if it is being worn.
   It affects your wisdom.
   It affects your infravision.
   It does extra damage from frost.
   It is especially deadly against orcs.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to shards.
   It allows you to sense the presence of orcs.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of giants.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Rounded Pebble 'Travak' (3d6) (+8,+5)
   
   A bolt imbued with the powers of the elements.  
   It does extra damage from acid.
   It does extra damage from electricity.
   It does extra damage from fire.
   It does extra damage from frost.
   It poisons your foes.
   It cannot be harmed by acid, cold, lightning or fire.



Posted on 29.10.2002 14:42
Last updated on 8.11.2002 12:26

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3438. on the Ladder (of 19090)
917. on the ToME Ladder (of 3155)
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On 29.10.2002 14:42 crbrissole@msn.com wrote:
My Current guy ... going nicely at the minute

On 31.10.2002 17:21 crbrissole@msn.com wrote:
Going good now :)

On 1.11.2002 18:42 crbrissole@msn.com wrote:
Caught up between Ring of +3 attacks vs Ring of +12 Speed, And The Deflector Shield and Maedros vs The Life Sword.

On 2.11.2002 09:33 crbrissole@msn.com wrote:
Going great guns ... Found a nice vault in Moria today with the Anchor, The Scythe of Slicing which I've been using a small amount and another randart.
Still trying to find the best equip combo tho :/

On 3.11.2002 15:30 crbrissole@msn.com wrote:
Came so close to being a dead guy today ... Walked into a room of Raal's Tomes and left with 11hp :/ Eek
Other than that I've been going fairly good ...

On 6.11.2002 13:52 crbrissole@msn.com wrote:
Going very nicely now ... Can't believe how good he's going ... I've made some EQ changes lately but am still undecided exactly what would be best!

On 7.11.2002 15:52 crbrissole@msn.com wrote:
Came accross my first Nazgul today :) About 20 Silver Arrows/Bolts and all done :) Im in Artifact Collection, Finish of the Dungeons before heading to Angband mode :P

On 8.11.2002 12:25 crbrissole@msn.com wrote:
FORK! :(

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