The Angband Ladder: F0rBiDDeN, RohanKnight Paladin by <leo@aceleranet.com.br>

  [ToME 2.0.0 Character Dump]

 Name  : F0rBiDDeN              Age                 23       STR: 18/***       
 Sex   : Female                 Height              51       INT: 18/150       
 Race  : RohanKnight            Weight              77       WIS: 18/***       
 Class : Paladin                Social Class         1       DEX: 18/***       
 Body  : Player                                              Con: 18/*** 18/***
                                                             CHR: 18/140       
                                                                               
 + To Melee Hit         102 Level             50    Max Hit Points      1240   
 + To Melee Damage       98 Experience  63574214    Cur Hit Points      1240   
 + To Ranged Hit         86 Max Exp     63574214    Max SP (Mana)        346   
 + To Ranged Damage      80 Exp to Adv.    *****    Cur SP (Mana)        327   
   AC                32+126 Gold        12249677    Loan                   0   
                                                    Loan time              0   
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[47]Perception  : Fair         Blows/Round:  7+4       
 Bows/Throw  : Legendary[20]Searching   : Good         Shots/Round:  2         
 Saving Throw: Superb       Disarming   : Excellent    Wpn.dmg/Rnd:  63d6+686  
 Stealth     : Very Good    Magic Device: Very Good    Infra-Vision: 30 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Serf.  You have dark            
          brown eyes, curly black hair, and a very dark complexion.            
                                                                               
                                                                               


  [Miscellaneous information]

 Cth monsters:       OFF
 Zlike monsters:     OFF
 Joke monsters:      OFF
 Maximize mode:      ON
 Preserve Mode:      ON
 Autoscum:           ON
 Small Levels:       ALWAYS
 Arena Levels:       OFF
 Persistent Dungeons:       ON
 Recall Depth:
        Mirkwood: Level 33 (1650')
        Mordor: Level 66 (3300')
        Angband: Level 90 (4500')
        Barrow-Downs: Level 10 (500')
        Mount Doom: Level 99 (4950')
        Submerged Ruins: Level 50 (2500')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Maze: Level 37 (1850')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 25 (1250')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Small Water Cave: Level 34 (1700')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Land Of Rhun: Level 40 (2000')
        The Sandworm lair: Level 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 13th Quelle of the 2890th year of the third age.
 Your adventured lasted 27 days.

     Your Attributes:
You are dead.
You can spit acid.
You are telekinetic.
You can teleport at will.
You can mind blast your enemies.
You can emit hard radiation at will.
You can drain life from a foe.
You can smell nearby monsters.
You can teleport yourself short distances.
You can consume solid rock.
You can switch locations with another being.
You can emit bright light.
You can feel the danger of evil magic.
You can drive yourself into a berserk frenzy.
You can turn ordinary items to gold.
You can bring down the dungeon around your ears.
You can feel the strength of the magics affecting you.
You can emit confusing, blinding radiation.
You can create a spear of darkness.
You can send evil creatures directly to the Nether Realm.
You can cast magic missiles.
You can use rohir powers.
You can mystify pets.
You can wake up a pet.
You have a scorpion tail (poison, 3d7).
You have horns (dam. 2d6).
You have an elephantine trunk (dam 1d4).
You have evil looking tentacles (dam 2d5).
You are superhumanly strong (+4 STR).
Your brain is a living computer (+4 INT/WIS).
You are very resilient (+4 CON).
Your appearance is masked with illusion.
You have an extra pair of eyes (+15 search).
You are resistant to magic.
You have remarkable infravision (+3).
You have an extra pair of legs (+3 speed).
Electricity is running through your veins.
Your skin has turned into scales (-1 CHR, +10 AC).
You have wings.
Your body is very limber (+3 DEX).
You are protected from the ravages of time.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can fly.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are lucky.
You have a firm hold on your life force.
You reflect arrows and bolts.
You are surrounded with a fiery aura.
You are surrounded with electricity.
You are carrying a permanent light.
You are resistant to acid.
You are resistant to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to 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.
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 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 drains life from your foes.
Your weapon melts your foes.
Your weapon freezes your foes.
Your weapon poisons your foes.
Your weapon strikes at animals with extra force.
Your weapon strikes at demons with holy wrath.
Your weapon is especially deadly against dragons.

Skills (points left: 39)
 - Combat                                        21.600 [0.800]
	  - Weaponmastery                               50.000 [1.000]
	  . Barehand-combat                             00.000 [0.900]
 - Sneakiness                                    00.000 [0.200]
 - Magic                                         45.910 [0.900]
	  . Magic-Device                                01.000 [1.100]
	  . Spell-power                                 00.000 [0.600]
 - Spirituality                                  12.900 [1.000]
	  . Prayer                                      50.000 [1.400]
	  . Mindcraft                                   50.000 [0.600]
 - Monster-lore                                  00.000 [0.500]
 - Misc                                          00.000 [0.000]

 You destroyed the One Ring, thus weakening Sauron.
 You established a permanent void jumpgates liaison between Minas Anor and
Gondolin,
  thus allowing the last alliance to exist.
 You saved Gondolin from destruction.
 You saved 25 princesses.
 You saved Arda and became a famed Queen.

 You have defeated 26451 enemies.


  [Corruptions]

 You can spit acid (dam lvl).
 You are telekinetic.
 You can teleport at will.
 You can Mind Blast your enemies.
 You can emit hard radiation at will.
 You can drain life from a foe like a vampire.
 You can smell nearby monsters.
 You can teleport yourself short distances.
 You can consume solid rock.
 You can switch locations with another being.
 You can emit bright light.
 You can turn ordinary items to gold.
 You can bring down the dungeon around your ears.
 You can feel the strength of the magics affecting you.
 You can emit confusing, blinding radiation.
 You can create a spear of darkness.
 You can send evil creatures directly to Hell.
 You have a scorpion tail (poison, 3d7).
 You have horns (dam. 2d6).
 You have an elephantine trunk (dam 1d4).
 You have evil looking tentacles (dam 2d5).
 You are superhumanly strong (+4 STR).
 Your brain is a living computer (+4 INT/WIS).
 You are very resilient (+4 CON).
 Your appearance is masked with illusion.
 You have an extra pair of eyes (+15 search).
 You are resistant to magic.
 You have remarkable infravision (+3).
 You have an extra pair of legs (+3 speed).
 Electricity is running through your veins.
 Your body is enveloped in flames.
 Your skin has turned into scales (-1 CHR, +10 AC).
 You have wings.
 You are completely fearless.
 You are regenerating.
 You are telepathic.
 Your body is very limber (+3 DEX).
 You are protected from the ravages of time.


  [Fates]

You may meet a Hill orc on level 1.
You may meet a Jackal on level 12.
You may meet a Red jelly on level 15.
You may meet a Giant white ant on level 1.


  [Character Equipment]

a) The Glaive of Pain (E:25585908, L:50) (9d6) (+36,+40) (+2) {cursed}
   
   The massive chopper that crowns this glaive glows blood-red
   and black; fell spells of annihilation swirl and dance as
   you swing death's myrmidon down.
   It is sentient and can have access to the realms of:
   Fire
   Cold
   Acid
   Lightning
   Poison
   Mind
   
   It affects your charisma.
   It affects your ability to tunnel.
   It does extra damage from acid.
   It does extra damage from frost.
   It poisons your foes.
   It drains life from your foes.
   It is especially deadly against dragons.
   It strikes at demons with holy wrath.
   It is especially deadly against natural creatures.
   It makes you invisible.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to poison.
   It allows you to sense the presence of trolls.
   It allows you to sense the presence of giants.
   It slows your metabolism.
   It drains mana.
   It drains experience.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
d) The Long Bow 'Belthronding' (x3) (+20,+22) (+3) {cursed}
   
   The great bow of Beleg, made of black yew and strung with
   elven hair that faintly shines a pale clear gold.
   It affects your dexterity.
   It affects your stealth.
   It provides resistance to disenchantment.
   It fires missiles excessively fast.
   It is heavily cursed.
   It cannot be harmed by acid, cold, lightning or fire.
e) an Indestructible Ring of Extra Attacks (+2 attacks) {cursed}
   
   It affects your attack speed.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring of Power 'Nenya' (+9,+9) (+2) {cursed}
   
   The Ring of Adamant, with a pure white stone as
   centerpiece.  Nenya is one of the three Rings of Power
   created by the Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (800) every 100+d200 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 speed.
   It affects your luck.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your charisma.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to life draining.
   It provides resistance to blindness.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Jewel 'Evenstar' (+3) {cursed}
   
   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 is cursed.
   It cannot be harmed by acid, cold, lightning or fire.
m) 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.
n) The Thunderlord Coat of T'ron [9,+20] (+4 to speed)
   
   The flying suit of T'ron.  It protects the user from fire
   and imps are said to be less annoying with this on.  
   It affects your intelligence.
   It affects your constitution.
   It affects your stealth.
   It affects your speed.
   It provides immunity to fire.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nexus.
   It allows you to fly.
   It allows you to sense the presence of dragonriders.
   It reflects bolts and arrows.
   It produces a fiery sheath.
   It cannot be harmed by acid, cold, lightning or fire.
o) a Cloak of Mimicry [Demon] of Aman [1,+26] (+2 to stealth)
   
   It affects your stealth.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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 disenchantment.
   It allows you to sense the presence of evil beings.
   It cannot be harmed by acid, cold, lightning or fire.
s) 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.
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   
   The hand-sheathing of Fingolfin, warrior-king of Elves and
   Men, who gave Morgoth seven mighty wounds and pain that
   will last forever.
   It can be activated for...
   a magical arrow (150) every 90+d90 turns
   ...if it is being worn.
   It grants you the power of...
   magic missile
   ...if it is being worn.
   It affects your dexterity.
   It affects your luck.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
x) a Pair of Metal Shod Boots [6,-6]
z) (nothing)
{) 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.
|) an Orcish Pick (1d3) (+6,+5) (+2)


  [Character Inventory]

a) a Tome of the Impenetrable Earth
b) an Unholy Tome of the Hellflame
c) 2 Spellbooks of Divine Aim
d) the Immortal Skull of Benetar
   
   It can be activated for...
   paranoia
e) The Cunning Plan of Zog
   
   It can be activated for...
   pet summoning
f) Cathal's Corrupting Cymbal
   
   It can be activated for...
   cure hunger
g) 9 Potions of Healing
h) 6 Potions of Restore Mana
i) a Silver Rod of the Istari of Recall (200/200)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
j) a Mithril Rod of the Istari of Teleport Other (320/320)
   
   It can hold more mana.
   It can cast spells for a lesser mana cost.
   It can cast spells faster.
   It regenerates its mana faster.
k) The Ring of Power 'Narya' (+6,+6) (+1)
   
   The Ring of Fire, set with a ruby that glows like flame.
   Narya is one of the three Rings of Power created by the
   Elves and hidden by them from Morgoth.
   It can be activated for...
   healing (500) every 200+d100 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 speed.
   It affects your luck.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your 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.
l) The Amulet of Ingwe (+3)
   
   The ancient heirloom of Ingwe, high lord of the Vanyar,
   against whom nothing of evil could stand.
   It can be activated for...
   dispel evil (x5) every 300+d300 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your searching.
   It affects your infravision.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Necklace 'Nauglamir' (+3)
   
   A carencet of gold, set with a multitude of shining gems of
   Valinor.  Despite its size, its weight seems as that of
   gossamer.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It affects your infravision.
   It affects your speed.
   It provides immunity to paralysis.
   It makes you completely fearless.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Palantir of Orthanc (+2)
   
   A shining white ball of unbreakable crystal, the ancient
   Palantiri were used by kings of Numenor and later by the
   Exiles for rapid communication between distant lands.
   Nothing is hidden from one who gazes into a Palantir: but
   the observed will also be aware of the observer, as was
   Sauron when Saruman tried to spy on him with this
   particular Palantir.
   It can be activated for...
   clairvoyance every 100+d100 turns
   ...if it is being worn.
   It provides light (radius 2) forever.
   It affects your intelligence.
   It affects your wisdom.
   It affects your searching.
   It affects your infravision.
   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.
o) The Anchor of Space-Time
   
   A powerful stone that provides a strong light for any who
   wields it. It is rumored that it may even protect the
   wearer from the passing of the time.
   It provides light (radius 1) forever.
   It prevents the space-time continuum from being disrupted.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
   
   A massive suit of heavy dragon scales deeply saturated with
   many colors.  It throbs with angry energies, and you feel
   the raw elemental might of  untamed Lightning as you put it
   on.
   It can be activated for...
   star ball (150) every 1000 turns
   ...if it is being worn.
   It provides immunity to electricity.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to dark.
   It provides light.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragons.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Cloak of Mimicry [Goat] of Hadaglion [1,+13] (+2 to stealth)
   
   It affects your stealth.
   It sustains your strength.
   It sustains your wisdom.
   It provides immunity to cold.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Golden Crown 'Helmar' [0,+20]
   
   It provides resistance to light.
   It provides resistance to dark.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   
   Two Silmarils of Feanor blaze from the thunderous crown of
   twisted iron. The corrupted metal feels at once as infernal
   as hellfire and as chilling as the Outer Darkness. One
   protrusion from the crown is abruptly ended where a third
   jewel might have shone.
   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 infravision.
   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 light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nether.
   It provides resistance to nexus.
   It provides light.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It is permanently cursed.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Steel Helm 'Lebohaum' [20,+80]
   
   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 Blade of Chaos of Estolach (6d5) (+18,+23) (+5)
   
   It affects your strength.
   It affects your wisdom.
   It does extra damage from electricity.
   It produces chaotic effects.
   It is very sharp and can cut your foes.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It strikes at undead with holy wrath.
   It provides resistance to chaos.
   It cannot be harmed by acid, cold, lightning or fire.
v) The Mighty Hammer 'Grond' (E:0, L:0) (9d9) (+25,+25) [+10]
   
   The mighty Hammer of the Underworld, blackened by
   doomspells of shattering, whose wielder holds the lives of
   all Morgoth's servants in his hand.
   It is sentient.
   
   It can be activated for...
   alter reality every 100 turns
   ...if it is being worn.
   It can cause earthquakes.
   It is a great bane of dragons.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of demons.
   It is a great bane of undead.
   It fights against evil with holy fury.
   It is especially deadly against natural creatures.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It produces an anti-magic shell.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
w) Climbing Set


  [Home Inventory - Bree ]

a) The Gem of Rage
   
   It can be activated for...
   cure serious wounds
b) The Skull of Ancient Wisdom
   
   It can be activated for...
   cure insanity
c) Benetar's Portable Plague
   
   It can be activated for...
   acquirement
d) The Box of Many Wonders
   
   It can be activated for...
   cure serious wounds
e) 2 Sprigs of Athelas
f) a Potion of *Healing*
g) a Potion of Life
h) a Scroll of Mass Genocide
i) a Silver Rod of Nothing (100/100)
j) a Staff of Curing (5 charges)
k) a Staff of Speed (6 charges)
l) a Ring of Speed (+10)
m) The Ring 'Valman' (+4)
   
   It affects your dexterity.
   It makes you completely fearless.
   It provides resistance to fire.
   It provides resistance to blindness.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to nexus.
   It allows you to levitate.
   It cannot be harmed by acid, cold, lightning or fire.
n) a Hard Leather Cap of the Noldor [2,+6] (+2)
   
   It can be activated for...
   detect treasure every 10+d20 turns
   ...if it is being worn.
   It affects your dexterity.
   It sustains your dexterity.
   It allows you to sense the presence of orcs.
o) 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.
p) 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.
q) 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.
r) The Dagger 'Narthanc' (E:4131, L:15) (1d4) (+14,+11)
   
   A fiery dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient and can have access to the realm of:
   Acid
   
   It can be activated for...
   fire bolt (9d8) every 8+d8 turns
   ...if it is being worn.
   It does extra damage from fire.
   It can cause earthquakes.
   It is especially deadly against natural creatures.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
   
   A short thrusting blade with a large guard worn by Maedhros
   the Tall, eldest son of Feanor, and wielded with his left
   hand after the loss of his right hand in the pits of
   Thangorodrim.
   It affects your intelligence.
   It affects your dexterity.
   It affects your speed.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It gives telepathic powers.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Lance 'Arrion' (2d8) (+0,-6) (+3)
   
   It must be wielded two-handed.
   It affects your strength.
   It does extra damage from acid.
   It produces chaotic effects.
   It drains life from your foes.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Gondolin ]

a) A parchment titled ''Famous Last Words''
   
   It can be activated for...
   cure cut
b) The Toenail of Vecna
   
   It can be activated for...
   cure corruption
c) a Silver Rod of Probing (100/100)
d) a Silver Rod of Capacity of Nothing (200/200)
   
   It can hold more mana.
e) a Rod Tip of Detection (80 Mana to cast)
f) a Rod Tip of Teleport Other (60 Mana to cast)
g) a Staff of Power of Plenty (0 charges)
   
h) 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.
i) 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.
j) 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.
k) 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 makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth)
   
   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.
m) 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 allows you to see invisible monsters.
   It gives telepathic powers.
   It speeds your regenerative powers.
   It is cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Beaked Axe 'Anden' (2d6) (+7,+26)
   
   It must be wielded two-handed.
   It does extra damage from frost.
   It poisons your foes.
   It produces chaotic effects.
   It drains life from your foes.
   It is especially deadly against dragons.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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.
q) The Sabre of Sirudhrad (1d7) (-8,+1) (+5 to speed)
   
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It produces chaotic effects.
   It is very sharp and make your foes bleed.
   It is especially deadly against dragons.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Katana of Rantarad (3d4) (+4,+23) (+1)
   
   It can be wielded two-handed.
   It affects your wisdom.
   It affects your dexterity.
   It affects your charisma.
   It does extra damage from acid.
   It does extra damage from electricity.
   It is very sharp and can cut your foes.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Katana of Dindor (3d4) (-2,+2)
   
   It can be wielded two-handed.
   It does extra damage from acid.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It provides light.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Two-Handed Sword 'Linde' (3d6) (+8,+0) (-4) {cursed}
   
   It must be wielded two-handed.
   It affects your constitution.
   It is very sharp and make your foes bleed.
   It is especially deadly against natural creatures.
   It aggravates nearby creatures.
   It fills you with the Black Breath.
   It is heavily cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Executioner's Sword 'Crisdurian' (4d5) (+17,+18)
   
   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 cannot be harmed by acid, cold, lightning or fire.
v) The Sickle of Salevrin (2d3) (+16,+7) (+2 attacks)
   
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your attack speed.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It is especially deadly against natural creatures.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
   
   The weapon of one of the great dwarven priests, with powers
   to preserve body, soul and enchantments, and the bane of
   those who seek life beyond death.
   It can be activated for...
   dispel evil (x4) every 100+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your speed.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
x) 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.


  [Home Inventory - Minas Anor ]

a) The Tome of Collected Weird Magic
   
   It can be activated for...
   acquirement
b) a Parchment titled ``Demigods and their Uses''
   
   It can be activated for...
   cure stun
c) Raal's Tormented Spirits
   
   It can be activated for...
   cure stun
d) The Ring of Power of Ji Indur Dawndeath (+3 to infravision)
   
   It affects your infravision.
   It makes you invisible.
   It sustains your intelligence.
   It provides resistance to fire.
   It provides resistance to blindness.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
e) The Ring of Power of Ren the Unclean
   
   It makes you invisible.
   It sustains your wisdom.
   It makes you completely fearless.
   It provides resistance to sound.
   It provides resistance to disenchantment.
   It allows you to levitate.
   It drains experience.
   It cannot be droped while cursed.
   It cannot be harmed by acid, cold, lightning or fire.
f) The Ring 'Ibungonas' [+10] (+1)
   
   It can be activated for...
   ball of cold and resist cold
   ...if it is being worn.
   It affects your dexterity.
   It sustains your intelligence.
   It provides resistance to cold.
   It provides resistance to shards.
   It provides resistance to nexus.
   It provides resistance to disenchantment.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Flare (+3)
   
   The mighty ring of the Thunderlord Flare that makes the
   wearer strong and healthy.  It was once a ring of power and
   has been given to Flare by Celegorm when he arrived on
   Minddle-earth with a full weyr of Thunderlords.
   It can be activated for...
   dimension door every 100 turns
   ...if it is being worn.
   It grants you the power of...
   swap position
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It affects your searching.
   It provides immunity to fire.
   It allows you to fly.
   It allows you to see invisible monsters.
   It allows you to sense the presence of dragonriders.
   It cannot be harmed by acid, cold, lightning or fire.
h) 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.
i) 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.
j) The Augmented Chain Mail 'Cireb' (-2) [16,+12]
   
   It sustains your strength.
   It provides immunity to paralysis.
   It provides resistance to fire.
   It provides resistance to dark.
   It provides resistance to confusion.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Metal Brigandine Armour of the Rohirrim [19,+14] (+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 nether.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Padded Armour 'Nelydhras' [4,+0]
   
   It provides immunity to electricity.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to light.
   It provides resistance to sound.
   It provides resistance to shards.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
m) The Golden Crown of Gondor [0,+15] (+3)
   
   The shining winged circlet brought by Elendil from dying
   Numenor, emblem of Gondor though an age of the world.
   It can be activated for...
   heal (700) every 250 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to light.
   It provides resistance to blindness.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to chaos.
   It allows you to levitate.
   It provides light.
   It allows you to see invisible monsters.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Leather Gloves 'Erind' [1,+10]
   
   It sustains your strength.
   It sustains your intelligence.
   It sustains your dexterity.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Hatchet of the Night (2d6) (+34,+22) (+4)
   
   Found on an unmarked grave after a violent storm, this
   hatchet has a sinister aura of darkness and decay.
   It can be activated for...
   vampiric drain (3*100) every 250 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your stealth.
   It drains life from your foes.
   It is a great bane of undead.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It drains experience.
   It cannot be harmed by acid, cold, lightning or fire.
p) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1)
   
   A superbly crafted double-bladed axe that slays the
   creatures of earth and allows rapid recovery from their
   blows.
   It can be activated for...
   cure wounds (4d7) every 3+d3 turns
   ...if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.
q) The Lochaber Axe of Gothmog (3d8) (+14,+19) (-4) {cursed}
   
   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 is cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   
   A frosty dagger surrounded in a nimbus of ice with a hilt
   of elk horn and an edge to wound the wind.
   It can be activated for...
   frost ball (48) every 5+d5 turns
   ...if it is being worn.
   It affects your dexterity.
   It affects your speed.
   It affects your attack speed.
   It does extra damage from frost.
   It poisons your foes.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Dagger 'Vandur' (1d4) (+15,+12) (+2)
   
   It affects your strength.
   It does extra damage from frost.
   It poisons your foes.
   It drains life from your foes.
   It strikes at undead with holy wrath.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Long Sword 'Vorpal Blade' (5d5) (+32,+32) (+2 to speed)
   
   "One, two! One, two!  And through, and through, the vorpal
   bladewent snicker-snack!"
   It affects your strength.
   It affects your dexterity.
   It affects your speed.
   It is very sharp and can cut your foes.
   It is very sharp and make your foes bleed.
   It fights against evil with holy fury.
   It provides immunity to paralysis.
   It allows you to see invisible monsters.
   It slows your metabolism.
   It speeds your regenerative powers.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Long Sword 'Nedagal' (2d5) (+12,+20) (+3)
   
   It affects your constitution.
   It drains life from your foes.
   It is very sharp and can cut your foes.
   It is a great bane of dragons.
   It strikes at demons 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.
v) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   
   This weapon of wrath, cursed with a violent anger, dives
   hungrily into the flesh of its enemies. It gathers shadows
   of death into itsowner as they inflict wounds that will
   never heal.
   It does extra damage from fire.
   It does extra damage from 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.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to 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.
w) The Short Bow of Amras (x3) (+12,+15) (+1 to speed)
   
   This bow, and its twin, belonged to Feanor's last two twin
   sons, Amrod and Amras, who both hunted with the Green-elves
   for a time. Like the twins, the bows are similar, for both
   protect their wielders from the elements:  and yet they are
   also unlike, for this bow gives quickness and subtlety,
   while the other gives endurance and strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It slows your metabolism.
   It fires missiles with extra might.
   It fires missiles excessively fast.
   It cannot be harmed by acid, cold, lightning or fire.
x) The Heavy Crossbow of Umbar (x6) (+18,+18) (+2)
   
   A great brazen arbalest with arms of gleaming steel,
   shooting quarrels with speed and power for those brave
   enough to risk betrayal.
   It can be activated for...
   magic arrow (10d10) every 20+d20 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to blindness.
   It fires missiles with extra might.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.


  [Home Inventory - Lothlorien ]

a) Raal's Voodoo Doll of Revenge
   
   It can be activated for...
   aggravation
b) The Ebon Cube of Darkness
   
   It can be activated for...
   cure fear
c) 99 Potions of Water Curing
d) The Crumpled Scroll of Mass Resurrection
   
   It cannot be harmed by acid, cold, lightning or fire.
e) 2 Staffs of *Destruction* (2 charges)
f) The Ring of Arondo (+2 to stealth)
   
   It affects your stealth.
   It sustains your strength.
   It sustains your charisma.
   It provides immunity to paralysis.
   It provides resistance to chaos.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
g) The Ring of Durin (+2)
   
   The greatest of the Seven Rings of the Dwarf-lords, and the
   last to be lost.  Alone among the Seven, it was not taken
   by Sauron when he made war on the Elves, but was given as a
   gift from Celebrimbor to King Durin III of Moria in token
   of friendship:  nevertheless, Sauron in disguise had a hand
   in its making, and so it is cursed, and draws evil towards
   it.
   It grants you the power of...
   midas touch
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   It affects your charisma.
   It sustains your strength.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to life draining.
   It provides resistance to acid.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to nether.
   It provides resistance to chaos.
   It allows you to sense the presence of evil beings.
   It drains experience.
   It aggravates nearby creatures.
   It cannot be harmed by acid, cold, lightning or fire.
h) The Ring Mail of Sulion (-2) [12,+0]
   
   It sustains your strength.
   It provides immunity to electricity.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
i) The Metal Scale Mail of Haldach (-2) [13,+11]
   
   It sustains your intelligence.
   It sustains your dexterity.
   It sustains your charisma.
   It provides immunity to electricity.
   It provides resistance to life draining.
   It provides resistance to fire.
   It provides resistance to cold.
   It cannot be harmed by acid, cold, lightning or fire.
j) 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 dark.
   It provides resistance to shards.
   It provides resistance to nexus.
   It cannot be harmed by acid, cold, lightning or fire.
k) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   
   A hauberk, leggings, and sleeves of interlocking steel
   rings, strategically reinforced at vital locations with a
   second layer of chain.  Magics to enhance body and mind lie
   within, and no door can hope to resist the wearer.
   It can be activated for...
   door and trap destruction every 10 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to poison.
   It provides resistance to confusion.
   It provides resistance to sound.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Robe of Anwedheb [2,+12]
   
   It provides immunity to fire.
   It provides immunity to cold.
   It provides immunity to paralysis.
   It provides resistance to acid.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
m) 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.
n) The Iron Crown 'Moregol' [0,+7]
   
   It sustains your constitution.
   It provides resistance to life draining.
   It provides resistance to poison.
   It provides resistance to shards.
   It provides resistance to nether.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   
   This once belonged to Celebrimbor, maker of the Rings of
   Power.  One who knows both fire and acid, from the business
   of forging and engraving, will fear neither: nor have his
   enchantments ever faded. Celebrimbor was even aware of
   Sauron before Sauron became aware of him, when Sauron put
   on the One Ring for the first time.
   It can be activated for...
   temporary ESP (dur 20+d20) every 50+d20 turns
   ...if it is being worn.
   It affects your intelligence.
   It affects your dexterity.
   It affects your charisma.
   It affects your searching.
   It affects your spell power.
   It provides resistance to acid.
   It provides resistance to fire.
   It provides resistance to shards.
   It provides resistance to disenchantment.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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.
q) The Iron Helm of Knowledge [6,+20] (-6) (charging)
   
   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.
r) The Beaked Axe of Hurin (2d6) (+12,+20) (+3)
   
   Wielded by Hurin Thalion in the Fifth Battle of Beleriand,
   this troll-bane smoked in the black blood of Gothmog's
   guards.
   It can be activated for...
   berserker and +10 to speed (50) every 100+d200 turns
   ...if it is being worn.
   It affects your strength.
   It affects your constitution.
   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 provides light.
   It drains mana.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Dagger 'Nimthanc' (E:10, L:1) (1d4) (+4,+6)
   
   A frosty dagger finely balanced for deadly throws.
   It is one of the 3 legendary daggers.
   
   It is sentient.
   
   It can be activated for...
   frost bolt (6d8) every 7+d7 turns
   ...if it is being worn.
   It does extra damage from frost.
   It provides resistance to cold.
   It provides resistance to poison.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+4)
   
   Like unto Orcrist and Glamdring, and like them long lost,
   this sword is continually coved in tiny arcs of captive
   lighning that flash and dance eerily in the globe of light
   they create.
   It affects your searching.
   It does extra damage from electricity.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It makes you completely fearless.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to blindness.
   It provides light.
   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 slows your metabolism.
   It has been blessed by the gods.
   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 Mace of Disruption of Throst (5d8) (+17,+12) (+3)
   
   It must be wielded two-handed.
   It affects your ability to tunnel.
   It is especially deadly against trolls.
   It is especially deadly against giants.
   It strikes at undead with holy wrath.
   It cannot be harmed by acid, cold, lightning or fire.
w) a Drum of the Eldar (+2)
   
   It can be activated for...
   singing a hiding song
   ...if it is being worn.
   It affects your charisma.
   It provides resistance to acid.
   It provides resistance to poison.
   It allows you to see invisible monsters.
   It cannot be harmed by acid, cold, lightning or fire.
x) Portable hole


  [Home Inventory - Gondolin ]

a) A parchment titled ''Famous Last Words''
   
   It can be activated for...
   cure cut
b) The Toenail of Vecna
   
   It can be activated for...
   cure corruption
c) a Silver Rod of Probing (100/100)
d) a Silver Rod of Capacity of Nothing (200/200)
   
   It can hold more mana.
e) a Rod Tip of Detection (80 Mana to cast)
f) a Rod Tip of Teleport Other (60 Mana to cast)
g) a Staff of Power of Plenty (0 charges)
   
h) 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.
i) 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.
j) 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.
k) 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 makes you completely fearless.
   It provides resistance to acid.
   It provides resistance to shards.
   It cannot be harmed by acid, cold, lightning or fire.
l) The Thunderlord Coat of Mardra [9,+25] (+5 to stealth)
   
   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.
m) 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 allows you to see invisible monsters.
   It gives telepathic powers.
   It speeds your regenerative powers.
   It is cursed.
   It can re-curse itself.
   It cannot be harmed by acid, cold, lightning or fire.
n) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   
   A hero's handgear that lends great prowess in battle.
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
   It cannot be harmed by acid, cold, lightning or fire.
o) The Beaked Axe 'Anden' (2d6) (+7,+26)
   
   It must be wielded two-handed.
   It does extra damage from frost.
   It poisons your foes.
   It produces chaotic effects.
   It drains life from your foes.
   It is especially deadly against dragons.
   It is especially deadly against trolls.
   It cannot be harmed by acid, cold, lightning or fire.
p) 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.
q) The Sabre of Sirudhrad (1d7) (-8,+1) (+5 to speed)
   
   It affects your wisdom.
   It affects your constitution.
   It affects your speed.
   It produces chaotic effects.
   It is very sharp and make your foes bleed.
   It is especially deadly against dragons.
   It is a great bane of undead.
   It cannot be harmed by acid, cold, lightning or fire.
r) The Katana of Rantarad (3d4) (+4,+23) (+1)
   
   It can be wielded two-handed.
   It affects your wisdom.
   It affects your dexterity.
   It affects your charisma.
   It does extra damage from acid.
   It does extra damage from electricity.
   It is very sharp and can cut your foes.
   It is especially deadly against orcs.
   It cannot be harmed by acid, cold, lightning or fire.
s) The Katana of Dindor (3d4) (-2,+2)
   
   It can be wielded two-handed.
   It does extra damage from acid.
   It is especially deadly against dragons.
   It is especially deadly against orcs.
   It provides light.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
t) The Two-Handed Sword 'Linde' (3d6) (+8,+0) (-4) {cursed}
   
   It must be wielded two-handed.
   It affects your constitution.
   It is very sharp and make your foes bleed.
   It is especially deadly against natural creatures.
   It aggravates nearby creatures.
   It fills you with the Black Breath.
   It is heavily cursed.
   It carries an ancient foul curse.
   It cannot be harmed by acid, cold, lightning or fire.
u) The Executioner's Sword 'Crisdurian' (4d5) (+17,+18)
   
   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 cannot be harmed by acid, cold, lightning or fire.
v) The Sickle of Salevrin (2d3) (+16,+7) (+2 attacks)
   
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your attack speed.
   It does extra damage from electricity.
   It is a great bane of dragons.
   It is especially deadly against natural creatures.
   It has been blessed by the gods.
   It cannot be harmed by acid, cold, lightning or fire.
w) The Ball-and-Chain of Fundin Bluecloak (5d4) (+13,+17) [+10] (+4)
   
   The weapon of one of the great dwarven priests, with powers
   to preserve body, soul and enchantments, and the bane of
   those who seek life beyond death.
   It can be activated for...
   dispel evil (x4) every 100+d100 turns
   ...if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your speed.
   It strikes at undead with holy wrath.
   It fights against evil with holy fury.
   It provides resistance to life draining.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to nether.
   It provides resistance to disenchantment.
   It provides light.
   It cannot be harmed by acid, cold, lightning or fire.
x) 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.



Posted on 29.11.2002 22:34
Last updated on 30.11.2002 05:06

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267. on the Ladder (of 19090)
82. on the ToME Ladder (of 3155)

Comments

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On 29.11.2002 22:34 leo@aceleranet.com.br wrote:
Here is my Paladin, that started as a joke experiment and ended as a *WINNER*, proving that Paladins are still worth playing. This dump is after just killing Morgoth. I haven't noticed the horribles shoes I had, guess I need to find some better eqs and items(like the tome of Tulkas) and level the Glaive of Pain to 50. I just can't find the Submerged Ruins and Erebor, however...I must be very stupid...

On 29.11.2002 23:09 leo@aceleranet.com.br wrote:
Don't ask me why this paladin is female,Ii must have been under effect of a mushroom of hallucination when I created this character.

On 7.12.2002 12:00 Neil Stevens wrote:
Nice work.

I thought my shoes were bad in my winner... :-)

On 9.1.2003 23:38 OMG@LOLZURKEWL.xum wrote:
hay guys wats^

this looks pritty ::kewl::

P.S im in ur base

On 10.1.2003 02:23 leo@aceleranet.com.br wrote:
what?

On 31.1.2003 06:51 blahg@ucla.edu wrote:
Hey, someone draw a picture of this guy :)

On 22.3.2003 06:40 madman67843 wrote:
/me yells argh. i WILL beat you. :P

On 17.6.2003 20:29 HeiTops@hotmail.com wrote:
someone know it there ar "light" levels still?

On 16.7.2003 23:03 wrote:
Your char probably became female because of a trap of femininity

On 16.7.2003 23:03 wrote:
Your char probably became female because of a trap of femininity

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