The Angband Ladder: Aishapra, Troll Possessor by <tjvanwyk@gmail.com>

  [ToME 2.3.4 Character Sheet]

 Name  : Aishapra               Age                 27       STR! 18/***       
 Sex   : Male                   Height              75       INT!  18/50       
 Race  : Troll LostSoul         Weight             232       WIS! 18/140       
 Class : Possessor              Social Class         1       Dex! 18/135 18/140
 Body  : Durin's Bane                                        CON! 18/***       
 God   : Melkor Bauglir                                      CHR! 18/170       
                                                                               
 + To Melee Hit          89 Level             50    Hit Points      -50/  1470 
 + To Melee Damage       84 Experience  27025761    Spell Points      0/    17 
 + To Ranged Hit         62 Max Exp     27025761    Sanity          605/   605 
 + To Ranged Damage      14 Exp to Adv.    *****    Piety               300000 
   AC                165+148Gold         2294172    Speed           Fast (+58) 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[62]Perception  : Excellent    Blows/Round:  10        
 Bows/Throw  : Legendary[22]Searching   : Excellent    Shots/Round:  1         
 Saving Throw: Bad          Disarming   : Very Bad     Mel.dmg/Rnd:  10d6+840  
 Stealth     : Bad          Magic Device: Legendary[5] Infra-Vision: 90 feet   
                                                       Tactic:       berserker 
                                                       Explor:       running   
                         (Character Background)                                
          You are the offspring of a Cave-Troll Warrior.  You have             
          slime green eyes, oily bright red hair, and blue scabby              
          skin.                                                                
                                                                               


  [Miscellaneous information]

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

 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 65 (3250')
        Angband: Level 95 (4750')
        Barrow-Downs: Level 10 (500')
        Halls of Mandos: Level 98 (4900')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 36 (1800')
        Orc Cave: Level 20 (1000')
        Erebor: Level 72 (3600')
        The Old Forest: Level 23 (1150')
        Moria: Level 49 (2450')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Sandworm lair: Level 30 (1500')

 Your body was Durin's Bane.
 You have defeated 24968 enemies.
 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 Bree from a dreadful Nazgul.
 You saved a young hobbit from an horrible fate.
 You saved 64 princesses.
 You found 1 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 16th Quelle of the 2890th year of the third age.
 Your adventure lasted 30 days.

     Your Attributes:
You are dead, killed by a Greater Balrog on level 95 of Angband.
You cannot speak.
You have strong breath.
You can open doors.
You can bash doors.
You destroy walls.
You can move monsters.
You have demon blood in your veins.
You are inherently evil.
You are not living.
You are immune to confusion.
You can breathe fire.
You can terrify.
You can use confusion.
You can magically summon a demon.
You can magically summon an undead.
You are immortal.
You can breath fire.
You can switch locations with another being.
You can cast magic missiles.
You can turn into a Balrog at will.
You are able to control the space/time continuum.
You are bleeding.
You will soon be recalled.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are very lucky.
You have a firm hold on your life force.
You are surrounded with a fiery aura.
You are carrying a permanent light.
You are completely immune to acid.
You resist lightning exceptionally well.
You are completely immune to fire.
You resist cold exceptionally well.
You resist poison exceptionally well.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
The space-time continuum cannot be disrupted near you.
Your strength is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your attack speed is affected by your equipment.
Your weapon freezes your foes.
Your weapon strikes at animals with extra force.
Your weapon strikes at evil with extra force.
Your weapon strikes at undead with holy wrath.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against orcs.


                    adefkmnopsuxz{|@            
        Add Str   : 2.134...4.....6+            
        Add Int   : ..1....2.......+            
        Add Wis   : ..1.44.2.......+            
        Add Dex   : 2.1.......4..5..            
        Add Con   : 2.13..2.4......+            
        Add Chr   : ..1344.2.....5.+            
        Add Stea. : 2......2........            
        Add Sear. : ...3.4........6.            
        Add Infra : ..............6.            
        Add Tun.. : ..............6.            
        Add Speed : 2*1.4..2...*.5..            
        Add Blows : 2...............            
        Chaotic   : .............+..            
        Slay Anim.: +...............            
        Slay Evil : +...............            
        Slay Und. : +...............            
        Slay Demon: +...............            
        Slay Orc  : +.............+.            
        Slay Troll: ..............+.            
        Slay Giant: ..............+.            
        Slay Drag.: ..............+.            
        Acid Brand: ..............+.            
        Cold Brand: +...............            
        Sust Str  : ..+.............            
        Sust Int  : ................            
        Sust Wis  : ..+.............            
        Sust Dex  : ................            
        Sust Con  : ..+...+.........            
        Sust Chr  : +.+.............            
        Invisible : +......+....+..+            
        Mul life  : ...............+            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : +.+.....+.+.....            
        Hold Life : ......+.........            
        Imm Acid  : ......++*++...+.            
        Res Elec  : .........+......            
        Imm Fire  : .+**+..+.......*            
        Res Cold  : +.....++.+......            
        Res Pois  : +...+....+......            
        Res Fear  : ..+.+.+.........            
        Res Light : +...............            
        Res Dark  : .....++.......+.            
        Res Blind : ................            
        Res Conf  : ......+++......+            
        Res Sound : +.......+.......            
        Res Shard : ................            
        Res Neth  : .++...+..+......            
        Res Nexus : ......+.........            
        Res Chaos : ......+++.......            
        Res Disen : ....+.........+.            
        Aura Fire : ...............+            
        Lite      : +............+..            
        See Invis : +.++............            
        Digestion : +...............            
        Regen     : +.+.............            
        Activate  : .+++++++..+...+.            
        Cursed    : ...+..+.........            
        Fly       : ...+...........+            
        Sentient  : +...............            
        Climb     : ..............+.            
        Orc.ESP   : +.......+.....+.            
        Troll.ESP : +...............            
        Undead.ESP: +.....+.........            
        TLord.ESP : ...+............            
        Spider ESP: +...............            
        Full ESP  : ..........+.....            

 Corruption list:
Balrog Aura:
  Surrounds you with a fiery aura
  But it can burn scrolls when you read them

Balrog Wings:
  Creates ugly, but working, wings allowing you to fly
  But it reduces charisma by 4 and dexterity by 2

Balrog Strength:
  Provides 3 strength and 1 constitution
  But it reduces charisma by 1 and dexterity by 3

Balrog Form:
  Allows you to turn into a Balrog at will
  You need Balrog Wings, Balrog Aura and Balrog Strength to activate it

Demon Spirit:
  Increases your intelligence by 1
  But reduce your charisma by 2

Demon Hide:
  Increases your armour class by your level
  Provides immunity to fire at level 40
  But reduces speed by your level / 7

Demon Breath:
  Provides fire breath
  But gives a small chance to spoil potions when you quaff them

Demon Realm:
  Provides access to the demon school skill and the use of demonic equipment
  You need Demon Spirit, Demon Hide and Demon Breath to activate it

Anti-teleportation:
  Prevents all teleportations, be it of you or monsters


Skills (points left: 0)
 - Combat                                        44.500 [0.600]
          . Weaponmastery                        50.000 [0.600]
          . Archery                              20.400 [0.500]
 - Sneakiness                                    01.110 [0.700]
          . Stealth                              00.400 [0.700]
          . Disarming                            02.000 [0.500]
 - Magic                                         00.840 [0.600]
          . Magic-Device                         35.200 [1.000]
          . Udun                                 00.000 [0.400]
          . Demonology                           00.000 [1.500]
          . Necromancy                           01.700 [0.500]
 - Spirituality                                  03.000 [0.500]
          . Prayer                               02.500 [0.500]
          . Music                                00.000 [0.300]
 - Monster-lore                                  31.800 [1.100]
          . Corpse-preservation                  25.300 [0.900]
          . Possession                           50.000 [0.800]
          . Symbiosis                            05.700 [0.400]

Abilities
 * Ammo creation
 * Extra Max Blow(1)
 * Extra Max Blow(2)
 * Spread blows

 68 of your companions have been killed.

  [Fates]

You may meet a Newt on level 7.
You may meet a Jackal on level 15.
You may meet a Mean-looking mercenary on level 1.
You may find a Sky Blue Potion of Resist Heat on level 12.
You are fated to meet a Giant green frog on level 6.


  [Character Equipment]

a) The Small Sword 'Sting' (E:151282, L:33) (1d6) (+37,+21) (+2 to speed) {@w0 
}
    It provides light (radius 1) forever.  It increases your strength, 
    dexterity, constitution, stealth, speed and attack speed by 2.  It
    does extra damage from frost.  It is especially deadly against orcs.  
    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 invisible.  It
    sustains your charisma.  It provides immunity to paralysis.  It
    provides resistance to cold, poison, light and sound.  It allows you
    to see invisible monsters.  It allows you to sense the presence of 
    orcs, trolls, spiders and undead.  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 Dracolich on level 85 of Angband.
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 and nether.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 63 of The Sacred Land Of Mountains.
e) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
    It can be activated for healing (500) every 200+d100 turns if it is
    being worn. It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma, speed and luck by 1.  It sustains 
    your strength, wisdom, constitution and charisma.  It provides
    immunity to fire.  It provides immunity to paralysis.  It makes you
    completely fearless.  It provides resistance to nether.  It allows you
    to see invisible monsters.  It speeds your regenerative powers.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
f) The Ring of Flare (+3) {cursed}
    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 is cursed.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 92 of Halls of Mandos.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+4) (charging)
    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 Horned Reaper on level 63 of The Sacred
    Land Of Mountains.
m) 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 wisdom, charisma, searching and luck by 4.  It provides
    resistance to dark.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of an Archon on level 65 of Halls of Mandos.
n) The Adamantite Plate Mail 'Soulkeeper' (-4 to accuracy) [40,+20] (+2)
(charging
    It can be activated for heal 1000 hit points every 888 turns if it is
    being worn. It increases your constitution by 2.  It sustains your 
    constitution.  It makes you completely fearless.  It provides
    resistance to life draining, acid, cold, dark, confusion, nether, 
    nexus and chaos.  It allows you to sense the presence of undead.  It
    is cursed.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 93 of Angband.
o) The Shadow Cloak of Luthien [6,+20] (+2)
    It can be activated for restore life levels every 450 turns if it is
    being worn. It can be used to store a spell.  It increases your 
    intelligence, wisdom, charisma, stealth, speed and luck by 2.  It
    makes you invisible.  It provides resistance to acid, fire, cold and 
    chaos.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
p) The Small Metal Shield of Thorin [3,+25] (+4)
    It increases your strength and constitution by 4.  It provides
    immunity to acid.  It provides immunity to paralysis.  It provides
    resistance to sound and chaos.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 63 of The Sacred Land Of Mountains.
s) The Dragon Helm of Thrain [8,+10]
    It provides light (radius 5) forever.  It provides resistance to acid, 
    electricity, cold, poison and nether.  It cannot be harmed by acid,
    cold, lightning or fire.  
    It was given to you as a reward.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
    It can be activated for arrows (150) every 90+d90 turns if it is being
    worn. It grants you the power of magic missile if it is being worn.  
    It increases your dexterity and luck by 4.  It provides immunity to
    paralysis.  It provides resistance to acid.  It gives telepathic
    powers.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 58 of The Sacred Land Of Mountains.
x) a Pair of Hard Leather Boots of Speed [3,+9] (+10)
    It increases your speed by 10.  
    You found it lying in a vault on level 26 of The Sandworm lair.
z) a Master quylthulg named 'Junior Shabadoo' (2642 hp)
{) The Seeker Bolt 'Thonach' (4d5) (+3,+5) (+5 to speed)
    It provides light (radius 1) forever.  It increases your dexterity, 
    charisma and speed by 5.  It produces chaotic effects.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 93 of Angband.
|) The Mattock of Nain (+12,+18) (+6 to searching)
    It can be activated for stone to mud every 5 turns if it is being
    worn. It increases your strength, searching, infravision and ability
    to tunnel by 6.  It does extra damage from acid.  It is especially
    deadly against dragons.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides resistance to acid, dark and disenchantment.  It
    allows you to climb mountains.  It allows you to sense the presence of 
    orcs.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.


  [Character Inventory]

a) Tenser's Alteration Manual (charging) {tele100 100t !d!v!s}
    It can be activated for teleport (range 100) every 100 turns.  
    You found it in the remains of a Monastic lich on level 50 of Cirith Ungol.
b) Raal's Black Candle (charging) {mass gen 1000t  !d!k!s!v}
    It can be activated for mass genocide every 1000 turns.  
    You found it in the remains of a Master vampire on level 70 of Angband.
    
c) Jor's Buckler of Missile Attraction {light abs @A5!d!k!s!v}
    It can be activated for light absorption every 80 turns.  
    You found it in the remains of a Death quasit on level 33 of Moria.
d) a Skull druj (2200 hp)
e) 28 Magenta Potions of Resistance {!d!k!s!v@q3}
    It cannot be harmed by acid, cold, lightning or fire.  
f) 27 Scrolls titled "ypcre zunsun" of Satisfy Hunger {!d!k!s!v@r5}
    
g) a Copper Rod of the Istari of Trap Location (40/40) {@z0  !d!k!s!v}
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Grey wraith on level 47 of Paths of the
    Dead.
h) a Moonstone Rod of the Istari of Detection (150/150) {@z5  !d!k!s!v}
i) a Silver Rod of Capacity of Perception (200/200) {!d!k!s!v@z7}
    It can hold more mana.  
    You found it lying in a vault on level 26 of The Sandworm lair.
j) a Silver Rod of the Istari of Healing (32/200) {@z9  !d!k!s!v}
    It can hold more mana.  It can cast spells for a lesser mana cost.  It
    can cast spells faster.  It regenerates its mana faster.  
    You found it in the remains of a Nightwalker on level 85 of Angband.
k) a Mithril Rod of Enlightenment (130/160) {@z3  !d!k!s!v}
    
l) a Mithril Rod of Simplicity of Recall (86/160) {!*!*}
    
    You found it lying in a vault on level 26 of The Sandworm lair.
m) an Adamantite Rod of Cheapness of Disarming (200/200) {@z1   !d!k!s!v}
    It can cast spells for a lesser mana cost.  
    You found it lying on the ground on level 24 of The Sandworm lair.
n) a Silver Wand of Stone Prison[2|16] (0 charges) {@a1  !d!k!s!v}
    
o) The Sea Shell Amulet of Istirn [+4] (+2) {!*!*!*}
p) The Slaughter Axe 'Naturebane' (5d7) (+31,+27) (+3) {!*!*!*}
q) a Frozen Ball-and-Chain of Westernesse (2d4) (+12,+12) (+1) {@w0  !d!k!s!v}
    It can be wielded two-handed.  It increases your strength, dexterity
     and constitution by 1.  It does extra damage from frost.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It is especially deadly against giants.  It provides immunity
    to paralysis.  It makes you completely fearless.  It provides
    resistance to cold.  It allows you to see invisible monsters.  It
    allows you to sense the presence of orcs, trolls and giants.  It can
    resist being shattered by morgul beings.  It cannot be harmed by cold.
    
    You found it in the remains of a Mature multi-hued dragon in the town of
    Gondolin .
r) 16 Seeker Bolts of Orionwen (4d5) (+13,+11) (+2) {@f0 !d!k!s!v}
    It increases your strength, constitution and charisma by 2.  It
    produces chaotic effects.  It is a great bane of demons.  It strikes
    at undead with holy wrath.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You made it yourself.
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Home 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 lying on the ground on level 25 of The Old Forest.
b) The Demonhorn of Gothmog [2,+13] (-5) {!*!*!*}
    It provides light (radius 2) forever.  It decreases your charisma by 5
    .  It allows you to see invisible monsters.  It allows you to sense
    the presence of demons.  It slows your metabolism.  It speeds your
    regenerative powers.  It can re-curse itself.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Master mindcrafter on level 57 of The
    Sacred Land Of Mountains.
c) 6 Sprigs of Athelas
d) 16 Grey Speckled Potions of Cure Serious Insanity {!d!k!s!v!q@q5}
    
e) 5 Misty Potions of Cure Insanity {!*!*!*}
    
f) 6 Chartreuse Potions of *Healing* {!*!*!*}
    
g) 2 Ichor Potions of Life {!*!*!*}
    
h) 36 Scrolls of Remove Curse
    
i) 4 Scrolls of *Remove Curse* {25% off}
    
j) The Crumpled Scroll of Mass Resurrection
k) a Silver Rod of Quickness of Detection (100/100) {@z5!d!k!s!v}
    It can cast spells faster.  
    You found it lying in a vault on level 32 of Mirkwood.
l) a Mithril Rod of Nothing (160/160) {!*!*}
m) a Zirconium Rod Tip of Perception (20 Mana to cast)
    
n) 3 Rusty Rod Tips of Disarming (50 Mana to cast)
    
o) an Ashen Staff of Recovery[3|14] (13 charges)
p) The Origami Paper Amulet of Fuilin (+1) {!*!*!*}
    It increases your wisdom and constitution by 1.  It provides
    resistance to dark, confusion and nexus.  It speeds your regenerative
    powers.  It induces random teleportation.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it lying on the ground on level 30 of The Sandworm lair.
q) 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 Gelugon in the town of Gondolin .
r) a Malachite Amulet of Telepathy
s) The Rusty Chain Mail of Elmirir (-5 to accuracy) [14,+7] {!*!*!*}
    It sustains your charisma.  It provides immunity to electricity, fire
     and cold.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 27 of The Sandworm lair.
t) 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.  
    It was given to you as a reward.
u) 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.
v) 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.
w) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
    It can be activated for ball of cold (100) every 300 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    speed by 10.  It does extra damage from frost.  It is especially
    deadly against trolls.  It is a great bane of demons.  It strikes at
    undead with holy wrath.  It fights against evil with holy fury.  It
    provides immunity to paralysis.  It makes you completely fearless.  It
    provides resistance to cold and light.  It allows you to see invisible
    monsters.  It slows your metabolism.  It speeds your regenerative
    powers.  It has been blessed by the gods.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of Smaug the Golden on level 53 of The Sacred
    Land Of Mountains.


  [Home Inventory - Gondolin ]

a) The Shrunken Head of Nightmares {heal700 100t !d!k!s!v}
    It can be activated for heal 700 hit points every 100 turns.  
    You found it in the remains of a Monastic lich in the town of Minas Anor .
b) 62 Hazy Potions of Cure Critical Wounds {!d!k!s!v@q0}
    
c) a Chartreuse Potion of *Healing*
    
d) 11 Scrolls titled "funin titri" of Remove Curse {!*}
    
e) a Mithril Rod of Curing (160/160) {@z9  !d!k!s!v}
    
f) a Mithril Rod Tip of Healing (120 Mana to cast)
    
g) The Adamantite Ring of Luinast (+2 to speed) {!*!*!*}
    It increases your constitution, infravision and speed by 2.  It
    sustains your strength and charisma.  It provides resistance to poison
    , nether and disenchantment.  It allows you to see invisible monsters.
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ancient black dragon in the town of
    Gondolin .
h) The Jet Ring of Bregros (+3 attacks) {!*!*!*}
    It increases your strength, searching and attack speed by 3.  It
    provides resistance to acid, electricity and blindness.  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.
i) an Indestructible Quartzite Ring of Speed (+9)
    It increases your speed by 9.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Great Wyrm of Law on level 71 of Angband.
j) 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 an Osyluth in the wilderness or in a town.
k) 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 93 of Angband.
l) The Palantir of Orthanc (+2) {!*!*!*}
    It can be activated for clairvoyance every 100+d100 turns if it is
    being worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Storm Wyrm on level 90 of Angband.
m) 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.  
    You found it lying on the ground on level 90 of Halls of Mandos.
n) 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, nexus 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
o) 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.  
    It was given to you as a reward.
p) The Large Metal Shield of Araste [5,+15] {!*!*!*}
    It sustains your strength and constitution.  It provides immunity to 
    cold.  It makes you completely fearless.  It provides resistance to 
    electricity and nexus.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
q) The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-3) {cursed}
    It decreases your strength and dexterity by 3.  It provides immunity 
    to fire and cold.  It provides immunity to paralysis.  It provides
    resistance to poison, nether and disenchantment.  It drains mana.  It
    induces random teleportation.  It aggravates nearby creatures.  It is
    heavily cursed.  It carries an ancient foul curse.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Grave wight on level 77 of Angband.
r) 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.  
s) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) {!*!*!*}
    It can be activated for drain life (120) every 400 turns if it is
    being worn. It increases your wisdom and constitution by 3.  It is
    especially deadly against dragons.  It allows you to sense the
    presence of undead and evil beings.  It slows your metabolism.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Great Wyrm of Chaos on level 71 of
    Angband.
t) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) {!*!*!*}
    It can be wielded two-handed.  It increases your intelligence by 3.  
    It does extra damage from fire.  It is especially deadly against
    natural creatures.  It provides resistance to fire.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Blue Thunderlord on level 71 of Angband.
u) Eol, the Dark Elf's corpse {!*!*!*}


  [Home Inventory - Minas Anor ]

a) The Gem of Rage (charging) {!*!*!*}
    It can be activated for cure insanity every 200 turns.  
    You found it in the remains of an Emperor wight on level 61 of Mordor.
b) 26 Scrolls titled "funin titri" of Remove Curse {!*}
    
c) a Golden Rod of Curing (125/125) {!d!k!s!v!*}
    
d) 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 Demilich on level 54 of The Sacred Land
    Of Mountains.
e) 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 Gelugon in the town of Gondolin .
f) 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.
g) The Large Metal Shield of Anarion [5,+20] {!*!*!*}
    It sustains your strength, intelligence, wisdom, dexterity, 
    constitution and charisma.  It provides resistance to acid, 
    electricity, fire, cold and nexus.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it in the remains of an Ice troll on level 42 of Moria.
h) 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 lying in a vault on level 32 of Mirkwood.
i) 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 Emperor Mimic on level 47 of Mordor.
j) a Fiery Pike of Westernesse (2d5) (+10,+13) (+2)
    It can be wielded two-handed.  It provides light (radius 1) forever.  
    It increases your strength, dexterity and constitution by 2.  It does
    extra damage from fire.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to fire.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs, 
    trolls and giants.  It can resist being shattered by morgul beings.  
    It cannot be harmed by fire.  
    You found it in the remains of a Master mindcrafter on level 57 of Paths
    of the Dead.
k) The Seeker Arrow of Bard (8d4) (+20,+15) {!*!*!*}
l) 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 Smaug the Golden on level 53 of The Sacred
    Land Of Mountains.
m) Shelob, Spider of Darkness's corpse


  [Home Inventory - Lothlorien ]

a) The Demonshield of Gothmog [13,+13] (+4) {!*!*!*}
    It increases your dexterity by 4.  It makes you invisible.  It
    sustains your strength, dexterity and constitution.  It provides
    immunity to paralysis.  It provides resistance to life draining.  It
    allows you to levitate.  It produces a fiery sheath.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the ground on level 43 of Cirith Ungol.
b) 99 Potions of Water Curing {quest}
c) 21 Scrolls of Remove Curse {!*}
    
d) The Star of Elendil (+1)
    It can be activated for light (dam 2d15) & map area every 50+d50 turns
     if it is being worn. It grants you the power of detect curses if it
    is being worn.  It provides light (radius 4) forever.  It increases 
    your speed by 1.  It provides resistance to life draining.  It allows
    you to see invisible monsters.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Fasolt the Giant on level 37 of Maze.
e) The Arkenstone of Thrain (+3) {!*!*!*}
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed
     and luck by 3.  It provides resistance to life draining, light, dark
     and chaos.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of an Archon on level 70 of The Sacred Land Of
    Mountains.
f) The Anchor of Space-Time
g) 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.
h) an Elven Cloak of Air [4,+14] (+4 to stealth)
    It increases your stealth, searching and luck by 4.  It allows you to
    breathe without air.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 32 of Mirkwood.
i) 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 Quasit on level 64 of Halls of Mandos.
    
j) 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.
k) 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 lying on the ground on level 20 of Orc Cave.
l) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to fire.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
m) The Set of Gauntlets 'Paurnen' [2,+14]
    It can be activated for acid bolt (5d8) every 5+d5 turns if it is
    being worn. It can be used to store a spell.  It provides resistance 
    to acid.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Ethereal dragon on level 76 of Halls of
    Mandos.
n) 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 lying in a vault on level 32 of Mirkwood.
o) 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.  
p) The Dagger 'Nimthanc' (E:713900, L:46) (1d4) (+40,+20) (+5) {!*!*!*}
    It can be activated for frost bolt (6d8) every 7+d7 turns if it is
    being worn. It increases your charisma by 5.  It does extra damage 
    from electricity and frost.  It poisons your foes.  It drains life
    from your foes.  It fights against evil with holy fury.  It is
    especially deadly against natural creatures.  It makes you invisible.  
    It makes you completely fearless.  It provides resistance to 
    electricity, cold and disenchantment.  It allows you to sense the
    presence of trolls.  It slows your metabolism.  It produces a fiery
    sheath.  It produces an electric sheath.  It drains experience.  It
    induces random teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying on the ground on level 36 of Maze.
q) The Dagger 'Dethanc' (E:416274, L:42) (1d4) (+40,+17) {!*!*!*}
    It can be activated for lightning bolt (4d8) every 6+d6 turns if it is
    being worn. It provides light (radius 1) forever.  It does extra
    damage from electricity, fire and frost.  It strikes at undead with
    holy wrath.  It fights against evil with holy fury.  It makes you
    invisible.  It sustains your charisma.  It provides resistance to 
    electricity, fire and poison.  It allows you to sense the presence of 
    giants.  It produces a fiery sheath.  It produces an electric sheath.  
    It induces random teleportation.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of a Master lich on level 60 of Erebor.
r) The Dagger 'Narthanc' (E:58686, L:38) (1d4) (+32,+16) (+2) {!*!*!*}
    It can be activated for fire bolt (9d8) every 8+d8 turns if it is
    being worn. It provides light (radius 1) forever.  It increases your 
    charisma by 2.  It does extra damage from electricity, fire and frost.
    It drains life from your foes.  It strikes at demons with holy wrath.  
    It strikes at undead with holy wrath.  It is especially deadly against
    natural creatures.  It makes you invisible.  It sustains your charisma
    .  It provides resistance to fire, cold and chaos.  It allows you to
    sense the presence of trolls and giants.  It slows your metabolism.  
    It drains experience.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of a Great Wyrm of Perplexity on level 85 of
    Angband.
s) 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 provides resistance to nexus, chaos and disenchantment.  It allows
    you to see invisible monsters.  It slows your metabolism.  It has been
    blessed by the gods.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying in a vault on level 32 of Mirkwood.
t) 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.  
u) a Mace of Westernesse (2d4) (+9,+13) (+1)
    It can be wielded two-handed.  It increases your strength, dexterity
     and constitution by 1.  It is especially deadly against orcs.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It allows you to see
    invisible monsters.  It allows you to sense the presence of orcs, 
    trolls and giants.  It can resist being shattered by morgul beings.  
    You found it in the remains of a Great Storm Wyrm on level 65 of The
    Sacred Land Of Mountains.
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.  
w) The Watcher in the Water's corpse {!*!*!*}
    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.


  [The Mathom-house Inventory - Bree ]

a) The Wand of Digging of Thrain (17 charges)
    
    You found it in the remains of Azog, King of the Uruk-Hai on level 22 of
    Orc Cave.
b) The Golden Horn of the Thunderlords (4 charges) {100% off}
    
    It was given to you as a reward.
c) 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 26 of The Sandworm lair.
d) The Ring of Power of Akhorahil the Blind (+3 to speed)
    It increases your charisma, stealth, speed and attack speed by 3.  It
    makes you invisible.  It provides resistance to electricity.  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 54 of The
    Sacred Land Of Mountains.
e) The Ring of Power of Hoarmurath of Dir (+2 to speed)
    It increases your constitution, speed and attack speed by 2.  It makes
    you invisible.  It sustains your constitution.  It provides immunity
    to paralysis.  It provides resistance to shards and nether.  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 Hoarmurath of Dir on level 72 of Erebor.
    
f) The Ring of Power of Akhorahil the Blind (+3% of critical hits)
    It increases your strength, dexterity and ability to score critical
    hits by 3.  It makes you invisible.  It sustains your strength.  It
    provides resistance to blindness, nether and nexus.  It allows you to
    levitate.  It drains experience.  It cannot be dropped while cursed.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Akhorahil the Blind on level 70 of Angband.
g) The Ring of Power of Uvatha the Horseman (+1 attack)
    It increases your constitution, stealth and attack speed by 1.  It
    makes you invisible.  It sustains your dexterity and constitution.  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 .
h) The Ring of Power of Adunaphel the Quiet (+4)
    It increases your intelligence and charisma by 4.  It makes you
    invisible.  It sustains your constitution and charisma.  It makes you
    completely fearless.  It provides resistance to nether.  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 Adunaphel the Quiet on level 88 of Angband.
i) The Ring of Power of Dwar, Dog Lord of Waw (+2% of critical hits)
    It increases your constitution and ability to score critical hits by 2
    .  It makes you invisible.  It sustains your intelligence.  It
    provides resistance to dark and shards.  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 57 of Mordor.
j) The Ring of Power of Hoarmurath of Dir (+5)
    It increases your charisma by 5.  It makes you invisible.  It provides
    resistance to dark and sound.  It allows you to levitate.  It allows
    you to see invisible monsters.  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 Hoarmurath of Dir on level 69 of Dol Guldur.
k) The Ring of Power of Dwar, Dog Lord of Waw (+2 to stealth)
    It increases your stealth and searching by 2.  It makes you invisible.
    It sustains your strength and dexterity.  It provides resistance to 
    blindness.  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 69 of Dol
    Guldur.
l) The Ring of Power of Ren the Unclean (+1 to searching)
    It increases your dexterity and searching by 1.  It makes you
    invisible.  It sustains your wisdom.  It provides resistance to light.
    It allows you to see invisible monsters.  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 Ren the Unclean on level 59 of Paths of the
    Dead.
m) The Ring of Power of Adunaphel the Quiet
    It makes you invisible.  It sustains your wisdom, dexterity and 
    charisma.  It allows you to see invisible monsters.  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 Adunaphel the Quiet on level 70 of Angband.
n) 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.
o) The Phial of Undeath (-5) {cursed}
    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 is cursed.  It carries an ancient
    Morgothian curse.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Wormtongue, Agent of Saruman on level 25 of
    Maze.
p) 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, blindness, shards and nexus.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
q) 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 and confusion.  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.
r) The Double Chain Mail of Aragorn (-2 to accuracy) [16,+14]
    It sustains your charisma.  It provides immunity to electricity and 
    cold.  It makes you completely fearless.  It provides resistance to 
    fire, light, dark and nether.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
s) 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.  
    You found it in the remains of Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
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 lying in a vault on level 32 of Mirkwood.
u) 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.
v) 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 Fallen angel on level 70 of The Sacred
    Land Of Mountains.
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 a Dracolisk on level 60 of Dol Guldur.
x) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It provides resistance to 
    acid and shards.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it lying on the floor of a special level.
a) The Thunderlord Coat of Marda [9,+25] (+5) {cursed}
    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 is
    heavily cursed.  It cannot be harmed by acid, cold, lightning or fire.
    
    You found it in the remains of an Archon on level 70 of The Sacred Land Of
    Mountains.
b) 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 26 of The Sandworm lair.
c) The Cloak 'Holcolleth' [1,+4] (+2)
    It can be activated for sleep nearby monsters every 55 turns if it is
    being worn. It increases your intelligence, wisdom, stealth and speed
     by 2.  It provides resistance to acid.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
d) 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 63 of The Sacred Land Of Mountains.
e) The Hard Leather Cap of Thranduil [2,+10] (+2)
    It increases your intelligence and wisdom by 2.  It provides
    resistance to blindness.  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 lying on the floor of a special level.
f) The Iron Helm 'Holhenneth' [5,+10] (+2)
    It can be activated for detection every 55+d55 turns if it is being
    worn. It increases your intelligence, wisdom and searching by 2.  It
    provides resistance to blindness.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
g) The Iron Helm of Gorlim (+25,+25) [5,+10] (-5) {cursed}
    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 is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Novice warrior on level 64 of Halls of
    Mandos.
h) 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.  
    It was given to you as a reward.
i) 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 in the remains of an Ogre on level 63 of The Sacred Land Of
    Mountains.
j) 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 Mummified orc on level 30 of Mirkwood.
    
k) The Great Axe of Eonwe (4d4) (+15,+18) [+8] (+2)
    It can be activated for mass genocide every 1000 turns if it is being
    worn. It increases your strength, intelligence, wisdom, dexterity, 
    constitution and charisma by 2.  It does extra damage from frost.  It
    is especially deadly against orcs.  It is a great bane of demons.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It provides immunity to cold.  It provides immunity to
    paralysis.  It allows you to see invisible monsters.  It allows you to
    sense the presence of non-living things.  It has been blessed by the
    gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
l) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
    It increases your dexterity, stealth and searching by 4.  It does
    extra damage from acid.  It poisons your foes.  It is especially
    deadly against orcs.  It is especially deadly against trolls.  It
    fights against evil with holy fury.  It sustains your dexterity.  It
    provides immunity to paralysis.  It provides resistance to dark.  It
    allows you to see invisible monsters.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Dwar, Dog Lord of Waw on level 57 of Mordor.
m) 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 Snaga Shaman on level 37 of Moria.
n) 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.
o) 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 Young bronze dragon on level 58 of The
    Sacred Land Of Mountains.
p) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
    It increases your dexterity and stealth by 3.  It provides resistance 
    to acid, electricity, fire and 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.  
    You found it in the remains of an Uruk on level 36 of Maze.
q) 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 cold and dark.  It
    allows you to sense the presence of orcs and dragons.  It slows your
    metabolism.  It speeds your regenerative powers.  It cannot be harmed
    by acid, cold, lightning or fire.  
    You found it lying in a vault on level 32 of Mirkwood.
r) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
    It provides light (radius 1) forever.  It increases your searching by 
    1.  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 and 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.  
s) The Long Sword 'Elvagil' (2d5) (+5,+7) (+2)
    It increases your dexterity, charisma and stealth by 2.  It is
    especially deadly against orcs.  It is especially deadly against
    trolls.  It allows you to levitate.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs and trolls.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Bolg, Son of Azog on level 35 of Moria.
t) 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.  
    You found it lying in a vault on level 26 of The Sandworm lair.
u) The Long Sword of Angmar (4d5) (-22,-25) (-10 to speed) {cursed}
    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 is
    heavily cursed.  It carries an ancient Morgothian curse.  It can clone
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.
v) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2) {cursed}
    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 is cursed.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of a Great Swamp Wyrm on level 63 of Mordor.
w) 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 Hill troll on level 50 of Moria.
x) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
    It can be wielded two-handed.  It increases your constitution by 5.  
    It is a great bane of dragons.  It is especially deadly against
    trolls.  It strikes at demons with holy wrath.  It fights against evil
    with holy fury.  It provides resistance to disenchantment.  It allows
    you to sense the presence of dragons and demons.  It drains life.  It
    aggravates nearby creatures.  It is heavily cursed.  It can re-curse
    itself.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
a) 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 confusion.  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 a Dread on level 69 of Dol Guldur.
b) 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 lying in a vault on level 61 of Erebor.
c) 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.
d) The Dark Sword 'Mormegil' (E:67, L:3) (6d7) (+0,+0) [-20] (+2 to speed)
{curs}
    It generates an antimagic field.  It increases your speed and attack
    speed by 2.  It does extra damage from fire.  It is especially deadly
    against dragons.  It provides immunity to fire.  It makes you
    completely fearless.  It provides resistance to chaos and 
    disenchantment.  It drains mana, life and experience.  It aggravates
    nearby creatures.  It is heavily cursed.  It carries an ancient foul
    curse.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of an Archon on level 70 of The Sacred Land Of
    Mountains.
e) 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 Archon on level 70 of The Sacred Land Of
    Mountains.
f) 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.  
    It was given to you as a reward.
g) 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 an Ancient white dragon on level 40 of
    Moria.
h) 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 Water troll on level 50 of Moria.
i) 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 Water troll on level 68 of Dol Guldur.
    
j) 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 lying in a vault on level 31 of Mirkwood.
k) 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 an Ancient white dragon on level 50 of The
    Sacred Land Of Mountains.
l) 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 The Tarrasque on level 85 of Angband.
m) The Mace 'Taratol' (3d4) (+12,+12)
    It can be wielded two-handed.  It can be activated for speed (dur
    20+d20) every 250 turns if it is being worn. It does extra damage from 
    electricity.  It is a great bane of dragons.  It provides immunity to 
    electricity.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Cave troll Chieftain on level 58 of The
    Sacred Land Of Mountains.
n) 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 sound.
    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 Marda, rider of gold Laronth on level 70 of
    The Sacred Land Of Mountains.
o) 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 an Ogre on level 35 of Moria.
p) The Sling of the Thain (x6) (+15,+15) (+4)
    It increases your dexterity and constitution by 4.  It provides
    resistance to nether.  It fires missiles with extra might.  It fires
    missiles excessively fast.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Trone, the Rebel Thunderlord on level 70 of
    The Sacred Land Of Mountains.
q) 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.
r) 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 lying in a vault on level 32 of Mirkwood.
s) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
t) 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.  
u) 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 Maeglin, the Traitor of Gondolin in the
    town of Gondolin .
v) 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 60 of Mordor.



Posted on 19.7.2007 07:55
Last updated on 6.8.2007 01:52

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On 19.7.2007 07:55 tjvanwyk@gmail.com wrote:
Just a sort of themed character. Goal is to take a Marilith corpse (which I have acquired) and corrupt her with potions to get all the Balrog and demon corruptions.

I know Manwe would be the best god from a gameplay standpoint because of the speed boost to counter the speed penalty from the corruptions. But she worships Melkor because he's so... evil. :)

My body progression went like this so far:
* Picked off a Mage early on by hacking and then going back into the walls.
* Just upstairs was a lone sorcerer, so I took a chance and summoned on him, and got lucky with a greater demon. With me, a Tengu, and the greater demon hacking on him, he went down easy enough, and was nice enough to leave his corpse.
* I started running around with Greater Dragons (companioned a Great Wyrm of Thunder as soon as I got lucky with a summon) and some Undead. Eventually, a Hell Knight was nice enough to summon a Marilith corpse, which was promptly dispatched by my GWoT.

Cool early drops:
* The Ring of Flare (the fire immunity is nice because of my demons throwing around hellfire...)
* A randart Mithril Chain, which I am hanging onto even though I don't have a torso (might void-dive in another demon body later, so I'll need decent body armor)
* A Shadow Blade of *Slay Evil* - found this one very early. The detect evil is obviously invaluable in the Halls of Mandos because most everything down there is evil.

I am currently slogging through the Halls of Mandos with a Great Wyrm of Thunder and a Horned Reaper as companions, chain summoning, killing stuff, getting experience, and slowly ascending. I'd like to be clev 40+ before leaving.

Hoping to find a dungeon town with a library so I can start hunting for some better loot (almost out of ID scrolls)...

On 19.7.2007 07:59 tjvanwyk@gmail.com wrote:
Oops. I forgot that that "randart" I found is actually a true art (Mithril Chain of Belegennon). It's a nice one. Definitely keeping it.

Oh yeah - picked a Troll because I don't want the aggravation from Troll's Blood. I like my summons.

On 19.7.2007 10:25 tjvanwyk@gmail.com wrote:
Found a dungeon town at HoM64 that has a Forbidden Library for mass ID, so I'll probably hang around in the general vicinity for awhile getting loot and hauling it back for ID.

On 20.7.2007 06:14 tjvanwyk@gmail.com wrote:
Done corrupting thanks to a junkart of corruption. Currently scumming the sandworm lair for stat potions.

Speaking of which, I'm thinking of dismissing my companion GWoT. He shatters potions, breathes on me, has a hard time killing some low level monsters with melee attacks (!), and steals XP. That wasn't so much of a problem in the halls (where I needed the muscle), and I don't need him as a crutch anymore, so...

I'm going to hang on to it until I get bored with the Sandworm lair.

On 20.7.2007 07:41 tjvanwyk@gmail.com wrote:
Hmm... what happened?

Hit a trap of silent switching (hit a wrong key) and had a Broad Sword of Morgul placed into my hand, so I got the black breath. Cured thanks to the herbal healers in Gondolin.

Dismissed my companion because I wanted to go rescue the hobbit in the maze and I didn't know if an errant breath from the GWoT would affect Merton. Good thing I did - I soon ran into a flock of Crebain.

On 21.7.2007 01:50 tjvanwyk@gmail.com wrote:
Aishapra the Dervish Marilith-Balrog is progressing nicely... :)

On 21.7.2007 03:52 tjvanwyk@gmail.com wrote:
Hit a Greater Vault ("switchback" type) in Mirkwood. Notable kills included Gabriel The Messenger, Itangast the Fire Drake, and a Greater Titan. Too many notable finds within to list.

On 22.7.2007 03:53 tjvanwyk@gmail.com wrote:
Found another checkerboard vault in the Sandworm Lair... complete with annoying greater wall monsters. Think I burned through 5 scrolls of satisfy hunger during the time it took to dig out the walls while being constantly harassed by these guys. Finally found an ego digger in there, at the other end of the vault of course. Also got a rod tip of perception (too bad I didn't get that in the halls of mandos).

On 22.7.2007 06:03 tjvanwyk@gmail.com wrote:
Unfortunately, Nimthanc has picked up experience draining. Not that big of a deal this late in the game, however. I would probably Mathom it if it were drain mana, though - can't afford being kicked out of my body/getting system shocks.

On 23.7.2007 03:22 tjvanwyk@gmail.com wrote:
Dove through Moria to take down Durin's Bane. He was nice enough to drop an artifact or two (IIRC), but I mathomed them.

He was also nice enough to drop his corpse. I might leave the Marilith body behind and use his corpse for void-diving if I get that far (I'll need a slot for a cloak of air). That way I can have a good body and stay in the daemon theme. :)

On 28.7.2007 08:44 tjvanwyk@gmail.com wrote:
Another update.

Ringil came along thanks to Smaug the Golden (smote him in the Land of Mountains); first time finding it for me. Got a pretty good randart ring from Shelob. Currently going for Trone, then plan to hit Erebor.

On 30.7.2007 19:18 tjvanwyk@gmail.com wrote:
Most notable recent finds: Cubragol, Thorin, the Elfstone.

On 2.8.2007 09:09 tjvanwyk@gmail.com wrote:
Almost died in The Crypt, but was saved thanks to Melkor's near-death summons. Anti-teleportation + Possessor = problems when trying to return the space-time continuum to normal. Got stuck in the chamber of Thuringwethil (the queen vampire) and couldn't jump in the void because my mana ran out, so I had to grin, bear it, heal a lot, and then wait for my emergency summons to wail on Thuringwethil and her minions.

Also had a Greater Rotting Quylthulg summon two ringwraiths - and some other nasty high-level Undead - on me in the Crypt. My weapon of Westernesse and the Elfstone have been lifesavers.

Currently trying to finish a quest for 20 Greater Draconic Quylthulgs...

On 5.8.2007 06:24 tjvanwyk@gmail.com wrote:
Interesting stroke of luck. Found the last *thanc in the Dim Gates, and then the next level found Sting. Think I'll save Sting for that (potential) Void-dive using Durin's Bane's body.

On 5.8.2007 08:45 tjvanwyk@gmail.com wrote:
Got bored with the Marilith body, so I dumped it and I'm currently possessing Durin's Bane. Partly wanted to do so so I had an excuse to use Sting, as before I was too tempted to use the three Thancs.

I am missing the massive damage from the *thanc set, but I have gained: 1) several missing equipment slots, including a symbiote (currently using a 3000 HP Master Quylthulg). With my boots of speed and a randart indestructible bolt with +speed, my base speed is +56! 2) I've doubled my hitpoints.

I'm currently running around the easier levels of Angband levelling Sting and reading scrolls of SNMP to see if I can get an even better symbiote (like a greater Draconic or Demonic Quylthulg, or maybe a Druj of some sort).

On 6.8.2007 01:52 tjvanwyk@gmail.com wrote:
Ugh. Dead, thanks to Gothmog summoning kin (who then chain summoned) in the nameless level. Got greedy and tried to swap position across the level to grab razorback, but of course with only 17 mana...

Sting wasn't nice enough to pick up vampirism, so with Greater Demons all around me (I wasn't careful enough to swap pos into a hallway :( ) and I didn't have enough health regains to hold out until I recalled.

Character wasn't as powerful as I thought. Way too few hit points from a Marilith body to be of much use past the midgame.

On 6.8.2007 01:56 tjvanwyk@gmail.com wrote:
Oh yeah - one more thing.

The plan of going with a Troll was the right idea as far as not getting aggravation. But to be honest, aggravation isn't nearly as bad as anti-teleportation for this type of character because of the lack of mana.

E.g., Ancalagon the Black - or really, his summons - almost killed me about a dozen times because I couldn't teleport away, and only recalled in the nick of time. Having to waste a turn is BAD when you're almost dead...

Back to the drawing board, I guess.

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