Lillela II, the Dark-Elf Alchemist
[ToME 2.1.2 Character Dump]
Name : Lillela II Age 146 STR: 40
Sex : Female Height 53 INT: 40
Race : Dark-Elf Weight 83 WIS: 40
Class : Alchemist Social Class 6 DEX: 40
Body : Player CON: 40
God : Nobody CHR: 40
+ To Melee Hit 80 Level 50 Max Hit Points 4478
+ To Melee Damage 61 Experience 13402037 Cur Hit Points 4478
+ To Ranged Hit 68 Max Exp 13402037 Max SP (Mana) 402
+ To Ranged Damage 19 Exp to Adv. ***** Cur SP (Mana) 402
AC 62+128 Gold 1863029
(Miscellaneous Abilities)
Fighting : Legendary[20]Perception : Legendary[2] Blows/Round: 30
Bows/Throw : Legendary[7] Searching : Heroic Shots/Round: 1
Saving Throw: Heroic Disarming : Excellent Mel.dmg/Rnd: 150d7+1830
Stealth : Legendary[32]Magic Device: Legendary[40]Infra-Vision: 300 feet
Tactic: normal
Explor: normal
(Character Background)
You are one of several children of a Dark Elven Warrior.
You have wide lavender eyes, long bone-white hair, and
night-black skin. You have been an enthusiastic (not to
mention notorious) tinkerer since you were a child.
[Miscellaneous information]
Cth monsters: OFF
Zlike monsters: OFF
Joke monsters: OFF
Maximize mode: ON
Preserve Mode: ON
Autoscum: OFF
Small Levels: ON
Arena Levels: ON
Iron-man Rooms: OFF
Persistent Dungeons: OFF
Recall Depth:
Mirkwood: Level 30 (1500')
Mordor: Level 66 (3300')
Angband: Level 80 (4000')
Barrow-Downs: Level 10 (500')
Submerged Ruins: Level 50 (2500')
Cirith Ungol: Level 50 (2500')
Illusory Castle: Level 52 (2600')
Maze: Level 28 (1400')
Erebor: Level 72 (3600')
The Old Forest: Level 25 (1250')
Moria: Level 50 (2500')
Dol Guldur: Level 70 (3500')
The Small Water Cave: Level 34 (1700')
The Sacred Land Of Mountains: Level 70 (3500')
The Land Of Rhun: Level 34 (1700')
Your body is a Player.
You are currently in the town of Lothlorien .
You started your adventure the 43rd Yavie of the 2890th year of the third age.
It is currently the 39th Coire of the 2890th year of the third age.
It now is 179 days that you are adventuring.
adefkmnopsuxz{|@
Add Str : +.+++...+.+.....
Add Int : ...+.+...+......
Add Wis : ++.+++..........
Add Dex : ...+.....+++....
Add Con : ..++....++......
Add Chr : ++.+++..........
Add Stea. : ++.+...+...+....
Add Sear. : .+.+.+...+......
Add Infra : ++.+.+...+......
Add Tun.. : +.............+.
Add Speed : ..+++...++.+.++.
Add Blows : +..+.+..+.+..+..
Vampiric : +...............
Slay Anim.: ++..............
Slay Evil : ++..............
Slay Demon: +...............
Slay Orc : ++..............
Slay Troll: ++..............
Slay Giant: ++..............
Slay Drag.: .+..............
Kill Drag.: +...............
Sharpness : ++........+.....
Poison Brd: ++..............
Acid Brand: ++..............
Elec Brand: ++..............
Fire Brand: ++..............
Cold Brand: ++..............
Sust Str : ..+.............
Sust Int : ..+.............
Sust Wis : ..+.............
Sust Dex : ..+.............
Sust Con : ..+.............
Sust Chr : ..+.............
Invisible : ..+....+........
Mul life : ...+.+..++...+..
Imm Acid : ......+.........
Imm Elec : ......+.........
Imm Fire : ......+.........
Imm Cold : ......+.........
Sens Fire : ................
Reflect : ........+.......
Free Act : ++.......+.+....
Hold Life : .........+......
Res Acid : ......+.........
Res Elec : ......+.........
Res Fire : .+..+.+..+......
Res Cold : ......+.........
Res Pois : ....+.++........
Res Fear : .+..+...........
Res Lite : .....+++........
Res Dark : ......++.......+
Res Blind : .+.......+......
Res Conf : ......+.........
Res Sound : ......+.........
Res Shard : ......+.........
Res Neth : .+....+.........
Res Nexus : ......+.........
Res Chaos : ......+.........
Res Disen : ....+.+.........
Aura Fire : .......+........
Aura Elec : .......+........
AntiMagic : .........+......
WraithForm: .......+........
Easy Know : .....+..........
Hide Type : ....+.....++....
Show Mods : ++++.+++++++.++.
Insta Art : ....+...........
Levitate : ..........++....
Lite : .+..............
See Invis : .++..+...+.....+
Digestion : ++.......+......
Regen : ..+.............
Ign Acid : ++++++++++++.++.
Ign Elec : ++++++++++++.++.
Ign Fire : ++++++++++++.++.
Ign Cold : ++++++++++++.++.
Activate : ....+++.......+.
Blessed : +...............
Fly : ......+....+....
Orc.ESP : .+..............
Troll.ESP : .+.......+......
Dragon.ESP: ..+......+......
Giant.ESP : .+..............
Demon.ESP : .+..............
Undead.ESP: .+..............
Evil.ESP : ..+.............
Animal.ESP: .......+........
TLord.ESP : ........+.......
Good.ESP : ++..............
Nlive.ESP : .......+........
Full ESP : .....+...+......
Corruption list:
Skills (points left: 23)
- Combat 26.900 [0.700]
. Weaponmastery 20.300 [0.700]
. Sneakiness 01.000 [0.900]
- Magic 10.744 [1.100]
. Magic-Device 50.000 [1.250]
. Fire 00.000 [0.100]
. Water 00.000 [0.100]
. Air 00.000 [0.100]
. Earth 00.000 [0.100]
. Meta 00.000 [0.500]
. Conveyance 00.300 [0.100]
. Divination 01.500 [0.500]
// Fumblefingers quest rewards. Utterly useless, the both of them, but my
// other choices were Summoning, Mimicry and Barehand-combat in the first
// case and Conveyance, Necromancy and Antimagic in the second case. :-/
. Temporal 00.000 [0.100]
. Mind 00.000 [0.100]
. Nature 00.000 [0.100]
. Necromancy 00.000 [0.100]
. Runecraft 01.400 [0.700]
. Thaumaturgy 00.000 [0.100]
. Alchemy 50.000 [0.800]
- Spirituality 01.000 [0.800]
. Prayer 00.000 [0.500]
- Monster-lore 03.800 [0.500]
. Summoning 03.000 [0.500]
// A late-game Fumblefingers quest reward; thought I'd try it out, having
// had some fun with a Summoner character recently. Has turned out to be
// useless; between all my artifacts, my invisibility level is so high that
// virtually nothing can see me --- and pets, like all other monsters, just
// wander around aimlessly if they can't see you.
. Corpse-preservation 50.000 [0.800]
// Note to self: next time, do the Beastmaster quest *much* earlier. Even
// rabbit hunting is almost tolerable with a 60% corpse-drop rate. Leaves
// a bit of a mess on the dungeon floors, but I can live with that. ;)
You established a permanent void jumpgates liaison between Minas Anor and Gondolin,
thus allowing the last alliance to exist.
You saved Gondolin from destruction.
The sword that was broken is now reforged.
You saved the beautiful Mallorns of Lothlorien.
You saved Bree from a dreadful Nazgul.
You saved a young hobbit from an horrible fate.
You saved 24 princesses.
// I think I've now done all the non-random quests, except for the Ring and
// Morgoth.
You have defeated 61843 enemies.
[Fates]
You may meet a Bodak on level 70.
[Character Equipment]
// The artifact descriptions are edited in, just for a bit of spice.
// `Twould be neat if you could enter these in-game, but I'm probably the
// only nutcase who'd enter one... ;)
a) The Slaughter Axe of Great Justice (5d7) (+29,+29) (+9 attacks)
Wielded long ago by a nameless Captain against the tyrant Cats, who had
no chance to survive against such a mighty weapon. Legend says that
the foes of this axe's wielder are on the way to destruction, and that
all their base are belong to him.
It can be activated for main screen turn on every 42+d69 turns if it
is being worn. It grants you the power of move zig if it is being worn.
It increases your strength, wisdom, charisma, stealth, infravision,
ability to tunnel, attack speed and ability to score critical hits
by 9. It does extra damage from acid, electricity, fire and frost.
It poisons your foes. It drains life from your foes. It is very
sharp and can cut your foes. It is very sharp and make your foes
bleed. It is a great bane of dragons. It is especially deadly against
orcs. It is especially deadly against trolls. It is especially deadly
against giants. It strikes at demons with holy wrath. It fights
against evil with holy fury. It is especially deadly against natural
creatures. It provides immunity to paralysis. It allows you to sense
the presence of good beings. It slows your metabolism. It has been
blessed by the gods. It cannot be harmed by acid, cold, lightning
or fire.
You made it yourself.
// Built on a Blessed Slaughter Axe of Extra Attacks. Took a couple passes
// to get everything I wanted, thanks to an inadvertent brush with the
// infamous corpse-ordering bug.
d) The Wooden Boomerang of Nick "Alligator" Dundyde (1d9) (+17,+19) (+3 to stealth
"G'day, mate!" The trademark weapon of the legendary explorer of the
outback (out `back of Bree, that is). Never know what you're gonna
find out in the wilderness; gotta be prepared for anything.
It provides light (radius 1) forever. It increases your wisdom, charisma,
stealth, searching, infravision and luck by 3. It does extra damage
from acid, electricity, fire and frost. It poisons your foes. It
is very sharp and can cut your foes. It is especially deadly against
dragons. It is especially deadly against orcs. It is especially
deadly against trolls. It is especially deadly against giants. It
is a great bane of undead. It fights against evil with holy fury.
It is especially deadly against natural creatures. It provides immunity
to paralysis. It makes you completely fearless. It provides resistance
to fire, blindness and nether. It allows you to see invisible monsters.
It allows you to sense the presence of orcs, trolls, giants, demons,
undead and good beings. It slows your metabolism. It cannot be harmed
by acid, cold, lightning or fire.
You made it yourself.
// My very first home-made artifact (well, first deliberate one), built on
// a Fiery Wooden Boomerang of *Slay Undead*. My theory at the time was
// that it would be my primary ranged weapon against undead, one of the few
// things immune to my Wand of Noxious Cloud. Has turned out to be
// somewhat underpowered in retrospect; next time, I may go for an artifact
// bow.
e) The Ring of Power of Grunthos the Flatulent (+15,+0) (+5 to speed)
One of the little-known early prototype Nazgul rings, this ring was
worn by the infamous Krian author of mind-wrenchingly bad poetry,
until he was betrayed and strangled to death by his own large
intenstine.
It increases your strength, constitution and speed by 5. It makes
you invisible. It sustains your strength, intelligence, wisdom, dexterity,
constitution and charisma. It allows you to see invisible monsters.
It allows you to sense the presence of dragons and evil beings. It
speeds your regenerative powers. It cannot be harmed by acid, cold,
lightning or fire.
You made it yourself.
// Built on an Indestructible Ring of Accuracy (+15); next time I'm holding
// out for a higher plus to-hit.
f) The Ring of Power of Zizzo the Infinite (+0,+0)(60%) (+3 to speed)
Lost shortly after its creation, this Ring of Power is believed by some
to have been handed down through innumerable generations of Yeek Hermit
Sorcerors, until one of them finally thought to wear the damn thing and
defeated Morgoth shortly thereafter --- or so the legend goes...
It increases your strength, intelligence, wisdom, dexterity, constitution,
charisma, stealth, searching, infravision, speed, attack speed, ability
to score critical hits and luck by 3. It increases your hit points
by 60%. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Build on an Indestructible Ring of Extra Attacks (+3). A small tribute
// to my perennial chain of of not-terribly-long-lived Yeek Hermit Sorceror
// characters, currently up to Zizzo XXXVI as of this writing.
k) The Amulet Becoming (Exp:0) (+7,+7) [+10] (+4)
It can be activated for heal and cure black breath every 200 turns
if it is being worn. It provides light (radius 3) forever. It increases
your strength, wisdom, charisma and speed by 4. It makes you completely
fearless. It provides resistance to fire, poison and disenchantment.
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Great Swamp Wyrm on level 64 of Mordor.
// Built on the Elfstone 'Elessar'. This is gonna be my one final middle
// finger in the face of all that is bad and icky. I'm thinking The Amulet
// of Morgoth's Testicles... ;)
m) The Dwarven Lantern of Coleman(TM) (+0,+0)(60%) (+3 attacks)
Recognizable by its distinctive shape and green casing, this lantern is
just the thing for adventurers who travel in dark and unfriendly
places.
It can be activated for light area (dam 2d15) every 10+d10 turns if
it is being worn. It provides light (radius 5) forever. It increases
your intelligence, wisdom, charisma, searching, infravision and attack
speed by 3. It increases your hit points by 60%. It provides resistance
to light. It allows you to see invisible monsters. It gives telepathic
powers. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on the Dwarven Lantern of the Magi from the Eol quest. The light
// activation is a small tweak to al_info.txt. Annoyingly, it didn't keep
// its magic-mapping power.
n) The Power Dragon Scale Mail of Justy Ueki Tylor (-3,+0) [40,+18] (+60)
Once owned by the notoriously complacent captain of the Soyokaze (he
wore it once to a New Year's party and then forgot all about it), this
dragon suit bears a measure of his phenomenal luck.
It can be activated for breathe the elements (300) every 90+d60 turns
if it is being worn. It increases your luck by 60. It provides immunity
to acid, electricity, fire and cold. It provides resistance to acid,
electricity, fire, cold, poison, light, dark, confusion, sound, shards,
nether, nexus, chaos and disenchantment. It allows you to fly. It
cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on Power Dragon Scale Mail of Immunity acquired from a Staff of
// Wish. To commemorate the good fortune of the event, I decided to make
// this a fount of luck and name it after the luckiest guy I know of. [And
// this is why I jacked up my Corpse-preservation skill; I only had to kill
// 70 rabbits to get these 60 corpses.]
o) The Shadow Cloak of the Romulans (+0,+0) [6,+21] (+16 to stealth)
Believed to have been fashioned by a mysterious and secretive race,
this cloak exemplifies their vast skill at passing unseen.
It increases your stealth by 16. It makes you invisible. It provides
resistance to poison, light and dark. It renders you incorporeal.
It allows you to sense the presence of animals and non-living things.
It produces a fiery sheath. It produces an electric sheath. It cannot
be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on a Shadow Cloak of Aman. Had planned on using a Cloak of
// Invisibility, but I never got the recipe. Used the last charge on the
// Staff of Wish for the Potion of Invulnerability for the wraith-form
// flag.
p) The Shield of Deflection of Enterprise (+0,+0) [10,+32](60%) (+3 to speed)
When activated by the command, "Raise shields," this mystic shield
emits a shimmering barrier of energy that deflects incoming attacks.
It increases your strength, constitution, speed and attack speed by
3. It increases your hit points by 60%. It allows you to sense the
presence of thunderlords. It reflects bolts and arrows. It cannot
be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on a Shield of Deflection of Reflection [now, if only I could have
// made it activate for detection... ;) ].
s) The Metal Cap 'Lebohaum Mark II' (+0,+0) [3,+14](140%) (+7 to speed)
With the Helm 'Lebohaum Mark II', your entire body is safe!
It increases your intelligence, dexterity, constitution, searching,
infravision and speed by 7. It increases your hit points by 140%.
It provides immunity to paralysis. It provides resistance to life
draining, fire and blindness. It allows you to see invisible monsters.
It gives telepathic powers. It slows your metabolism. It produces
an anti-magic shell. It cannot be harmed by acid, cold, lightning
or fire.
You made it yourself.
// Built on a Dwarven Metal Cap of Seeing; the unexpected cumulativity (is
// that a word?) of the pvals is what inspired me to use a Blessed weapon
// of Extra Attacks for my artifact weapon.
u) The Set of Leather Gloves of Pugilism (+0,+0) [1,+8] (+5)
The gloves worn by a famous hand-to-hand tournament fighter of ancient
times. Their wearer truly floats like a butterfly and stings like a
bee.
It increases your strength, dexterity and attack speed by 5. It is
very sharp and can cut your foes. It allows you to levitate. It
cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on Gloves of Agility. I was holding out for Gloves of Thievery to
// get an extra speed boost for free, but then I thought, "Wait a minute,
// you're at +41 speed already, how much good is an extra few points gonna
// do?" Pursuant to Murphy's Law, I will of course find a pair immediately
// after having finished these gloves.
x) The Pair of Soft Leather Boots of Blue Suede (+0,+0) [2,+9] (+9)
Renowned in song by the bard el'Viss, these suede shoes bear powerful
magics that protect them from being stepped on.
It increases your dexterity, stealth, speed and luck by 9. It provides
immunity to paralysis. It allows you to levitate. It allows you
to fly. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on Boots of Elvenkind. I had thought that Angband had Soft
// Leather Shoes as an object type, which would have been a better base
// given the name, ;) but apparently it doesn't.
z) (nothing)
// Okay, for the next version of the game, I want to be able to make
// artifact symbiotes. ;)
{) The Arrow of Time (1d4) (+17,+17)(60%) (+3 to speed)
Long believed to be purely theoretical by quantum physicists, this
arrow affects your perception of time, and your passage through it.
Just be sure you never point it backwards...
It increases your speed and attack speed by 3. It increases your hit
points by 60%. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on an Arrow of Wounding. Nothing much, I just needed an extra
// slot to dump some speed and attacks into.
|) The Gnomish Shovel of Ludicrous Speed (1d2) (+22,+23) (+7 to speed)
According to legend, this shovel was fashioned by a Gnomish alchemist
who hated mining and wanted his shift to be over as soon as possible.
Its wielder moves so swiftly that he appears to have gone plaid.
It can be activated for launch rocket (120+level) every 400 turns
if it is being worn. It increases your ability to tunnel and speed
by 7. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// Built on a Gnomish Shovel of Digging. Didn't bother trying for Magical,
// after my experience with the lantern. The rocket activation was an
// afterthought to use up some of the extra XP.
[Character Inventory]
a) a Runestone of Lore {@m9!d!k!v!s}
// The usual Knowledge/Sphere/22 combo.
b) a Runestone of Carnage {@m7!d!k!v!s}
// Element/PowerSurge/166. One of my experiments in trying to get some
// utility out of Runecraft besides identify, and the only one that's
// really panned out so far. Does 16d48 damage (avg 392) on line of sight;
// not bad for crowd control. I can only get off three shots at my current
// mana level, though, so I still need the wands for backup.
c) 10 Potions of Cure Critical Wounds {!d!k!v!s}
d) 7 Scrolls of Phase Door {@r1!r!d!k!v!s}
e) 10 Scrolls of Satisfy Hunger {@r3!r!d!k!v!s}
f) an Adamantite Rod of the Istari of Detection (400/400) {@z8!d!k!v!s}
It can hold more mana. It can cast spells for a lesser mana cost.
It can cast spells faster. It regenerates its mana faster.
You made it yourself.
g) an Adamantite Rod of the Istari of Recall (400/400) {@z2!z!d!k!v!s}
It can hold more mana. It can cast spells for a lesser mana cost.
It can cast spells faster. It regenerates its mana faster.
You made it yourself.
h) an Adamantite Rod of the Istari of Disarming (400/400) {@z3!d!k!v!s}
It can hold more mana. It can cast spells for a lesser mana cost.
It can cast spells faster. It regenerates its mana faster.
You made it yourself.
i) a Wand of Manathrust[1|33] (86 charges) {@a6!d!k!v!s}
j) a Wand of Fireflash[3|35] (505 charges) {@a5!d!k!v!s}
k) a Wand of Noxious Cloud[10|50] (659 charges) {@a7!d!k!v!s}
l) a Wand of Teleport Away[11|33] (70 charges) {!d!k!v!s}
m) a Fireproof Staff of Teleportation[10|50] (76 charges) {@u1!u!d!k!v!s}
It cannot be harmed by fire.
You made it yourself.
n) a Fireproof Staff of Recovery[2|18] (174 charges) {!d!k!v!s}
It cannot be harmed by fire.
You made it yourself.
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory - Bree ]
// This was mainly artifact components and potential artifact bases; now
// that I don't need any of those anymore, it's mostly just clutter.
a) Baalzebub's All-seeing Servant of Darkness (cure insanity)
It can be activated for cure insanity.
You found it lying on the ground on level 33 of Mirkwood.
b) The Gem of Fire Insurance (heal 700 @250)
It can be activated for heal 700 hit points every 250 turns.
You found it lying on the ground on level 31 of Mirkwood.
c) The Gem of Ghosts who Go Bump in the Night (geno @500)
It can be activated for genocide every 500 turns.
You found it in the remains of a Ghoul on level 33 of Mirkwood.
d) The Grail of Kenault (mass geno @1000)
It can be activated for mass genocide every 1000 turns.
You found it in the remains of a Nether wraith on level 50 of Submerged
Ruins.
e) The Cunning Plan of Zog (nee Baldrick) (mass geno @1000)
It can be activated for mass genocide every 1000 turns.
You found it in the remains of a Shade on level 33 of Mirkwood.
// Fun with the fake-artifact-name inscription trick... ;)
f) 6 Lembases {artifact component}
g) 9 Potions of Curing
h) an Adamantite Rod of the Istari of Nothing (400/400)
It can hold more mana. It can cast spells for a lesser mana cost.
It can cast spells faster. It regenerates its mana faster.
You made it yourself.
i) an Adamantite Rod of the Istari of Nothing (400/400)
It can hold more mana. It can cast spells for a lesser mana cost.
It can cast spells faster. It regenerates its mana faster.
You made it yourself.
j) a Rod Tip of Illumination (8 Mana to cast)
k) a Rod Tip of Healing (120 Mana to cast) {25% off}
l) an Indestructible Amulet of Sustenance {artifact base?}
It sustains your strength, intelligence, wisdom, dexterity, constitution
and charisma. It provides resistance to life draining. It slows
your metabolism. It cannot be harmed by acid, cold, lightning or
fire.
You bought it from the Black Market.
m) an Indestructible Amulet of Weaponmastery (+3,+4) [+3] (+3)
It increases your strength and constitution by 3. It sustains your
strength and constitution. It provides immunity to paralysis. It
makes you completely fearless. It provides resistance to disenchantment.
It cannot be harmed by acid, cold, lightning or fire.
You bought it from the Black Market.
n) 2 Everburning Torches {artifact component}
o) 3 Dwarven Lanterns {artifact component}
p) 2 Feanorian Lamps {artifact component or base?}
q) Climbing Set {25% off}
[Home Inventory - Gondolin ]
// I finally forced myself to take all those accumulated dust-collecting
// artifacts to the Mathom-house, keeping here only the ones I deemed
// sufficiently interesting. Some tough choices at times...
a) The Crumpled Scroll of Mass Resurrection
It cannot be harmed by acid, cold, lightning or fire.
b) The Ring of Barahir (+1)
It can be activated for dispel small life every 55+d55 turns if it
is being worn. It increases your strength, intelligence, wisdom, dexterity,
constitution, charisma, stealth and searching by 1. It provides resistance
to poison and dark. It allows you to see invisible monsters. It
cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of a Dracolisk on level 56 of Mordor.
c) The Ring of Precognition
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of an Ancient gold dragon on level 56
of Mordor.
d) The Ring of Flare (+3)
It can be activated for dimension door every 100 turns if it is being
worn. It grants you the power of swap position if it is being worn.
It increases your strength, constitution, charisma and searching by
3. It provides immunity to fire. It allows you to fly. It allows
you to see invisible monsters. It allows you to sense the presence
of thunderlords. It cannot be harmed by acid, cold, lightning or
fire.
You found it in the remains of a Gold Thunderlord in a plain of grass.
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 lying in a vault on level 65 of Mordor.
f) The Phial of Galadriel (+4)
It can be activated for light area (dam 2d15) every 10+d10 turns if
it is being worn. It provides light (radius 3) forever. It increases
your searching and luck by 4. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of Beorn, the Shape-Changer on level 33
of Mirkwood.
g) The Star of Elendil (+1)
It can be activated for light (dam 2d15) & map area every 50+d50 turns
if it is being worn. It grants you the power of detect curses if it
is being worn. It provides light (radius 4) forever. It increases
your speed by 1. It provides resistance to life draining. It allows
you to see invisible monsters. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Spectral Dark elven warlock on level
33 of Mirkwood.
h) 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 67 of Angband.
i) 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 Pit Fiend on level 79 of Angband.
j) The Anchor of Space-Time
It provides light (radius 1) forever. It prevents the space-time
continuum from being disrupted. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Hezrou on level 47 of Moria.
k) 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.
l) The Robe of Incanus [2,+20] (+3)
It grants you the power of weigh magic if it is being worn. It can
be used to store a spell. It increases your intelligence, wisdom
and searching by 3. It sustains your intelligence and wisdom. It
provides immunity to paralysis. It provides resistance to acid, electricity,
fire and cold. It allows you to see invisible monsters. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of an Elite uruk on level 39 of Moria.
m) 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.
n) 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.
o) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides immunity
to acid. It provides immunity to paralysis. It provides resistance
to sound, shards and chaos. It allows you to sense the presence of
orcs. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of an Ethereal dragon on level 48 of Mordor.
p) The Shield of Deflection of Gil-galad [10,+20] (+5)
It can be activated for starlight (75) every 75+d75 turns if it is
being worn. It provides light (radius 1) forever. It increases your
wisdom, charisma, searching and luck by 5. It sustains your wisdom,
dexterity and charisma. It provides resistance to acid, electricity,
dark and disenchantment. It cannot be harmed by acid, cold, lightning
or fire.
You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
q) The Iron Helm of Knowledge [6,+20] (-6)
It can be activated for whispers from beyond 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.
r) The Steel Helm 'Lebohaum' [20,+80]
It can be activated for sing a cheerful song every 3 turns if it is
being worn. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of an Ancient multi-hued dragon on level
56 of Mordor.
s) The Dragon Helm of Thrain [8,+10]
It provides light (radius 1) forever. It provides resistance to electricity,
fire, poison and nether. It cannot be harmed by acid, cold, lightning
or fire.
It was given to you as a reward.
t) The Pair of Metal Shod Boots of Gimli (+5,+5) [4,+10] (+4)
It grants you the power of magic map if it is being worn. It increases
your searching, infravision and ability to tunnel by 4. It allows
you to climb mountains. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of an Osyluth on level 65 of Dol Guldur.
u) The Long Sword 'Ringil' (4d5) (+22,+25) (+10)
It can be activated for ball of cold (100) every 300 turns if it is
being worn. It provides light (radius 1) forever. It increases your
speed by 10. It does extra damage from frost. It is especially deadly
against trolls. It is a great bane of demons. It strikes at undead
with holy wrath. It fights against evil with holy fury. It provides
immunity to paralysis. It makes you completely fearless. It provides
resistance to cold and light. It allows you to see invisible monsters.
It slows your metabolism. It speeds your regenerative powers. It
has been blessed by the gods. It cannot be harmed by acid, cold,
lightning or fire.
You found it in the remains of a Fallen angel on level 67 of Angband.
v) 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.
w) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
It must be wielded two-handed. It increases your strength, charisma
and infravision by 4. It does extra damage from fire. 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 is especially deadly against giants. It strikes at demons with
holy wrath. It strikes at undead with holy wrath. It fights against
evil with holy fury. It is especially deadly against natural creatures.
It provides immunity to paralysis. It provides resistance to fire
and chaos. 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 lying in a vault on level 70 of The Sacred Land Of Mountains.
x) 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 provides light (radius 1) forever. It increases
your speed by 10. It provides resistance to fire. It cannot be harmed
by acid, cold, lightning or fire.
You found it in the remains of a Young black dragon on level 61 of
The Sacred Land Of Mountains.
[Home Inventory - Minas Anor ]
// Rune storage for my Runecraft experiments.
a) a Rune [Self]
b) a Rune [Arrow]
c) 3 Runes [Ray]
d) 3 Runes [Sphere]
e) 2 Runes [Power Surge]
f) 4 Runes [Armageddon]
g) a Runestone
h) a Rune [Chaos]
i) 3 Runes [Gravity] {25% off}
j) a Rune [Life]
k) a Rune [Protection]
l) 2 Runes [Holding]
m) a Rune [Mind]
n) a Rune [Undeath]
[Home Inventory - Lothlorien ]
// Primary home base and essence stockpile.
a) a Runestone of Whiplash {@m7!d!k!v!s}
// Gravity/PowerSurge/78. I was trying this as a replacement for the Wand
// of Teleport Away; didn't pan out, as it didn't teleport them far enough
// away, and it didn't really do enough damage to be useful at the depths I
// was frequenting at the time.
b) a Runestone of Warding {@m5!d!k!v!s}
// Protection/Sphere/22. My plan here was to keep charge-drainers away
// from me while I Fireflashed them from a distance; unfortunately, it
// turns out that lava squares from the Fireflash ball destroy the runes.
c) 28 Sprigs of Athelas
d) 66 Scrolls of *Identify*
e) 3 Scrolls of Mass Genocide
f) a Wand of Tidal Wave[1|20] (84 charges) {ST: 1Cold+1Acid+1Poi}
g) a Wand of Strike[2|24] (266 charges) {ST:1Fo}
h) a Wand of Essence of Speed[1|13] (365 charges) {ST: 1Time}
i) a Wand of Charm[1|21] (93 charges) {ST: 1Life+1Mana}
j) a Wand of Confuse[1|20] (227 charges) {ST: 1Conf}
k) a Staff of Globe of Light[1|10] (151 charges) {ST: 1Light}
l) a Staff of Healing[1|23] (417 charges) {ST: 1XLife}
m) a Fireproof Staff of Identify[8|38] (121 charges) {@u9!d!k!v!s}
It cannot be harmed by fire.
You made it yourself.
n) a Staff of Sense Monsters[1|15] (7311 charges) {ST: 1Kno}
o) a Partial Totem of Grand master mystic
// The only marginally useful totem I could find --- he can see me, since
// he's invisible himself. Turned out to be just too annoying; he tended
// to summon large crowds of hounds and spiders, which just cluttered
// things up.
p) 3 Amulets of Nothing
q) The Steel Helm 'Lebohaum UB-5000' (+0,+0) [6,+11](80%) (+4)
With the Helm 'Lebohaum UB-5000', your head is safe underwater!
It provides light (radius 3) forever. It increases your constitution
by 4. It increases your hit points by 80%. It sustains your wisdom,
constitution and charisma. It provides resistance to dark, shards,
chaos and disenchantment. It allows you to breath underwater. It
produces an anti-magic shell. It cannot be harmed by acid, cold,
lightning or fire.
You made it yourself.
// Built on a randart Steel Helm that happened to have the underwater
// breathing flag. Made this when I got mixed up and became convinced that
// the Helm of Knowledge was at the bottom of Numenor (having forgotten
// that I had in fact already acquired said Helm...). As long as I'd made
// it, though, I figured I'd use it and check out Numenor; annoyingly,
// Ar-Pharazon never showed.
r) 73 Essences of Explosion
s) 32 Essences of Acid
t) 99 Essences of Chaos
u) 92 Essences of Darkness
v) 52 Essences of Lightning
[The Mathom-house Inventory - Bree ]
// Apparently the Mathom-house has a soft limit of 176 items (15 pages
// minus 4 items); I can add more, and it doesn't appear to complain or
// behave oddly, but when I save and reload, the last few items have
// vanished. Bug or deliberate? Dunno. Don't worry, though, I'm not
// going to subject you to all 176 of them here; as before, I've edited the
// list down to include only the ones that seemed interesting, pasting back
// in a few that had fallen off the end.
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 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 53 of The Sacred Land Of
Mountains.
b) The Demonshield of Gothmog [13,+13] (+4)
It increases your dexterity by 4. It makes you invisible. It sustains
your strength, dexterity and constitution. It provides immunity to
paralysis. It provides resistance to life draining. It allows you
to levitate. It produces a fiery sheath. It can re-curse itself.
It cannot be harmed by acid, cold, lightning or fire.
You found it lying on the ground on level 18 of Mirkwood.
c) The Demonhorn of Gothmog [2,+13] (-5)
It provides light (radius 2) forever. It decreases your charisma
by 5. It allows you to see invisible monsters. It allows you to
sense the presence of demons. It slows your metabolism. It speeds
your regenerative powers. It can re-curse itself. It cannot be harmed
by acid, cold, lightning or fire.
You found it lying on the ground on level 32 of Mirkwood.
// Collect the whole set... ;)
[...]
e) The Arrow Trap Set 'Merlion Karc's Demonbane' (+17,+27) [+37] (+2)
It is well-hidden. It can only be set off by demons. 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 63 of Erebor.
f) 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 56 of Mordor.
Ñ) The Drum of the Druedain (+4 to stealth)
It can be activated for detection every 150 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 lying on the ground on level 33 of Mirkwood.
// Oddball artifacts. I wasn't even looking for them; I found them
// accidentally, by trying to destroy them or catching them in an identify
// sweep.
[...]
j) The Ring of Power of Hoarmurath of Dir (+3 to speed)
It increases your intelligence, dexterity, stealth and speed by 3.
It makes you invisible. It provides resistance to light and dark.
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 Angband.
k) The Ring of Power of Adunaphel the Quiet (+2 to speed)
It increases your charisma, speed and ability to score critical hits
by 2. It makes you invisible. It sustains your wisdom. It makes
you completely fearless. It provides resistance to confusion. It
drains experience. It cannot be dropped while cursed. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of Adunaphel the Quiet on level 56 of
Mordor.
l) The Ring of Power of Akhorahil the Blind (+2 attacks)
It increases your dexterity and attack speed by 2. It makes you invisible.
It sustains your constitution. It makes you completely fearless.
It provides resistance to acid, fire and poison. 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 72 of
Erebor.
m) The Ring of Power of Hoarmurath of Dir (+3% of critical hits)
It increases your strength, constitution, stealth and ability to score
critical hits by 3. It makes you invisible. It sustains your intelligence.
It provides resistance to dark, nether and nexus. 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 62 of Dol
Guldur.
n) The Ring of Power of Ren the Unclean (+3% of critical hits)
It increases your dexterity, constitution and ability to score critical
hits by 3. It makes you invisible. It sustains your dexterity. It
provides immunity to paralysis. It provides resistance to electricity,
light, blindness and chaos. It drains experience. It cannot be dropped
while cursed. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Ren the Unclean on level 72 of Angband.
o) The Ring of Power of Dwar, Dog Lord of Waw (+1 attack)
It increases your dexterity and attack speed by 1. It makes you invisible.
It sustains your constitution. It provides immunity to paralysis.
It makes you completely fearless. 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 68 of
Angband.
p) The Ring of Power of Dwar, Dog Lord of Waw (+3)
It increases your strength, intelligence and constitution by 3. It
makes you invisible. It makes you completely fearless. It allows
you to see invisible monsters. It drains experience. It cannot be
dropped while cursed. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Dwar, Dog Lord of Waw on level 67 of
The Sacred Land Of Mountains.
q) The Ring of Power of Akhorahil the Blind (+4)
It increases your wisdom and constitution by 4. It makes you invisible.
It provides resistance to electricity, cold, light and nether. It
allows you to levitate. It speeds your regenerative powers. It drains
experience. It cannot be dropped while cursed. It cannot be harmed
by acid, cold, lightning or fire.
You found it in the remains of Akhorahil the Blind on level 59 of
The Sacred Land Of Mountains.
r) The Ring of Power of Adunaphel the Quiet (+2% of critical hits)
It increases your wisdom, searching and ability to score critical
hits by 2. It makes you invisible. It provides resistance to nether.
It drains experience. It cannot be dropped while cursed. It cannot
be harmed by acid, cold, lightning or fire.
You found it in the remains of Adunaphel the Quiet on level 64 of
The Sacred Land Of Mountains.
s) The Ring of Power of Dwar, Dog Lord of Waw (+3 to infravision)
It increases your dexterity, charisma and infravision by 3. It makes
you invisible. It sustains your wisdom and charisma. It provides
resistance to confusion and chaos. It drains experience. It cannot
be dropped while cursed. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Dwar, Dog Lord of Waw on level 62 of
Dol Guldur.
t) The Ring of Power of Dwar, Dog Lord of Waw (+5)
It increases your constitution by 5. It makes you invisible. It
sustains your dexterity. It provides resistance to acid, cold, poison,
nexus and disenchantment. It drains experience. It cannot be dropped
while cursed. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Dwar, Dog Lord of Waw on level 61 of
The Sacred Land Of Mountains.
u) The Ring of Power of Uvatha the Horseman (+2 to stealth)
It increases your wisdom and stealth by 2. It makes you invisible.
It sustains your strength. It provides resistance to cold. It allows
you to see invisible monsters. It drains experience. It cannot be
dropped while cursed. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Uvatha the Horseman in the town of
Bree .
v) The Ring of Power of Adunaphel the Quiet (+3)
It increases your charisma by 3. It makes you invisible. It sustains
your strength, intelligence, wisdom and constitution. It provides
resistance to electricity and chaos. 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 Adunaphel the Quiet on level 70 of
Angband.
w) The Ring of Power of Akhorahil the Blind (+2 to infravision)
It increases your dexterity and infravision by 2. It makes you invisible.
It sustains your charisma. It provides resistance to acid, blindness
and nexus. 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 Akhorahil the Blind on level 61 of
Mordor.
x) The Ring of Power of Akhorahil the Blind (+1 to infravision)
It increases your dexterity, charisma and infravision by 1. It makes
you invisible. It makes you completely fearless. It provides resistance
to sound. It drains experience. It cannot be dropped while cursed.
It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Akhorahil the Blind on level 58 of
The Sacred Land Of Mountains.
y) The Ring of Power of Adunaphel the Quiet (+2)
It increases your wisdom by 2. It makes you invisible. It sustains
your wisdom. It makes you completely fearless. It provides resistance
to electricity, fire and confusion. It drains experience. It cannot
be dropped while cursed. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Adunaphel the Quiet on level 45 of
Mordor.
z) The Ring of Power of Adunaphel the Quiet (+1)
It increases your charisma by 1. It makes you invisible. It provides
resistance to fire, poison and nether. It allows you to fly. It
allows you to see invisible monsters. It drains experience. It cannot
be dropped while cursed. It cannot be harmed by acid, cold, lightning
or fire.
You found it in the remains of Adunaphel the Quiet on level 44 of
Moria.
{) The Ring of Power of Dwar, Dog Lord of Waw (+1)
It increases your constitution by 1. It makes you invisible. It
sustains your wisdom and dexterity. It provides resistance to acid.
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 Dwar, Dog Lord of Waw on level 64 of
Mordor.
|) The Ring of Power of Dwar, Dog Lord of Waw (+2 to stealth)
It increases your stealth by 2. It makes you invisible. It sustains
your dexterity. It makes you completely fearless. It provides resistance
to poison, dark, sound 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 Dwar, Dog Lord of Waw on level 67 of
The Sacred Land Of Mountains.
}) The Ring of Power of Hoarmurath of Dir
It makes you invisible. It sustains your intelligence. It provides
immunity to paralysis. It makes you completely fearless. It provides
resistance to acid, electricity and disenchantment. 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 61 of Mordor.
~) The Ring of Power of Ren the Unclean
It makes you invisible. It sustains your intelligence and constitution.
It provides immunity to paralysis. It provides resistance to fire,
shards and nether. It drains experience. It cannot be dropped while
cursed. It cannot be harmed by acid, cold, lightning or fire.
You found it in the remains of Ren the Unclean on level 67 of Angband.
) The Ring of Power of Ren the Unclean
It makes you invisible. It provides resistance to electricity, light
and chaos. 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 Ren the Unclean on level 68 of Angband.
// My Nazgul ring collection: three Hoarmuraths, five Adunaphels, four
// Akhorahils, three Rens and six Dwars. Gee, that's only five of them;
// I'm not doing as well as I thought...
[...]
Š) The Ring of Durin (+2) {cursed}
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 is heavily cursed. 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.
// And this one. It's tempting to try to donate the One... ;)
[...]
–) 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 breath 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 lying on the ground on level 19 of Mirkwood.
// I briefly considered keeping this and using it to go to Numenor, but the
// ancient Morgothian curse put me off.
[...]
´) The Pike of Elemen (2d5) (+28,+5)
It can be wielded two-handed. It does extra damage from acid. It
drains life from your foes. It is especially deadly against giants.
It strikes at demons with holy wrath. It cannot be harmed by acid,
cold, lightning or fire.
You made it yourself.
¹) The Cloak 'Himros' [1,+8]
It sustains your strength. It provides immunity to acid and fire.
It provides resistance to poison, confusion and nether. It cannot
be harmed by acid, cold, lightning or fire.
You made it yourself.
Á) The Shovel of Falion (1d2) (+12,+13) (+1 attack)
It provides light (radius 1) forever. It increases your strength,
ability to tunnel and attack speed by 1. It does extra damage from
acid. It is especially deadly against natural creatures. It cannot
be harmed by acid, cold, lightning or fire.
You made it yourself.
Þ) The Set of Leather Gloves 'Kelen' [1,+14]
It sustains your constitution. It provides immunity to paralysis.
It provides resistance to electricity, cold, light, dark, confusion
and sound. It cannot be harmed by acid, cold, lightning or fire.
You made it yourself.
// When making an ego item via Alchemy, it's possible to accidentally make
// an artifact instead -- as I learned to my considerable surprise. ;)
// These are my "unplanned events" so far.
[...]
Ã) 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.
// Too bad you can't give this back to him... :-}
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Last updated 2003-06-09 12:24am EDT. |