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authorBardur Arantsson <bardur@scientician.net>2012-03-04 15:53:46 +0100
committerBardur Arantsson <bardur@scientician.net>2012-03-29 19:59:21 +0200
commita1ebb9363e31ad449377a5794f1bf93d84e25bc8 (patch)
tree3722b20555e47d8c20283b75bfc37b9eb7ba767f
parent6be64d33039bf2ece3f50b3162b2da7f74ce2e4a (diff)
Import Theme repository into main repository
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-rw-r--r--lib/mods/theme/help/m_mindcr.txt54
-rw-r--r--lib/mods/theme/help/m_music.txt77
-rw-r--r--lib/mods/theme/help/m_nature.txt54
-rw-r--r--lib/mods/theme/help/m_necrom.txt35
-rw-r--r--lib/mods/theme/help/m_symbio.txt50
-rw-r--r--lib/mods/theme/help/m_tempo.txt42
-rw-r--r--lib/mods/theme/help/m_thaum.txt31
-rw-r--r--lib/mods/theme/help/m_udun.txt35
-rw-r--r--lib/mods/theme/help/m_water.txt34
-rw-r--r--lib/mods/theme/help/macrofaq.txt2360
-rw-r--r--lib/mods/theme/help/magic.hlp41
-rw-r--r--lib/mods/theme/help/magic.txt143
-rw-r--r--lib/mods/theme/help/newbie.hlp16
-rw-r--r--lib/mods/theme/help/option.txt697
-rw-r--r--lib/mods/theme/help/r_beorn.txt33
-rw-r--r--lib/mods/theme/help/r_demon.txt31
-rw-r--r--lib/mods/theme/help/r_dragon.txt33
-rw-r--r--lib/mods/theme/help/r_drkelf.txt33
-rw-r--r--lib/mods/theme/help/r_druadan.txt32
-rw-r--r--lib/mods/theme/help/r_dunad.txt32
-rw-r--r--lib/mods/theme/help/r_dwarf.txt39
-rw-r--r--lib/mods/theme/help/r_eagle.txt32
-rw-r--r--lib/mods/theme/help/r_easterl.txt34
-rw-r--r--lib/mods/theme/help/r_elf.txt32
-rw-r--r--lib/mods/theme/help/r_ent.txt39
-rw-r--r--lib/mods/theme/help/r_gnome.txt36
-rw-r--r--lib/mods/theme/help/r_hafelf.txt31
-rw-r--r--lib/mods/theme/help/r_hafogr.txt31
-rw-r--r--lib/mods/theme/help/r_hielf.txt34
-rw-r--r--lib/mods/theme/help/r_hobbit.txt39
-rw-r--r--lib/mods/theme/help/r_human.txt23
-rw-r--r--lib/mods/theme/help/r_maia.txt20
-rw-r--r--lib/mods/theme/help/r_orc.txt35
-rw-r--r--lib/mods/theme/help/r_pettyd.txt30
-rw-r--r--lib/mods/theme/help/r_rohank.txt33
-rw-r--r--lib/mods/theme/help/r_troll.txt34
-rw-r--r--lib/mods/theme/help/r_wodelf.txt37
-rw-r--r--lib/mods/theme/help/r_yeek.txt30
-rw-r--r--lib/mods/theme/help/rm_adanrog.txt31
-rw-r--r--lib/mods/theme/help/rm_aewrog.txt35
-rw-r--r--lib/mods/theme/help/rm_barb.txt38
-rw-r--r--lib/mods/theme/help/rm_black.txt31
-rw-r--r--lib/mods/theme/help/rm_blue.txt31
-rw-r--r--lib/mods/theme/help/rm_cabrog.txt35
-rw-r--r--lib/mods/theme/help/rm_class.txt14
-rw-r--r--lib/mods/theme/help/rm_drarog.txt34
-rw-r--r--lib/mods/theme/help/rm_ether.txt32
-rw-r--r--lib/mods/theme/help/rm_green.txt30
-rw-r--r--lib/mods/theme/help/rm_herm.txt36
-rw-r--r--lib/mods/theme/help/rm_hurog.txt27
-rw-r--r--lib/mods/theme/help/rm_limrog.txt33
-rw-r--r--lib/mods/theme/help/rm_lsoul.txt26
-rw-r--r--lib/mods/theme/help/rm_lygrog.txt27
-rw-r--r--lib/mods/theme/help/rm_narrog.txt34
-rw-r--r--lib/mods/theme/help/rm_rawrog.txt30
-rw-r--r--lib/mods/theme/help/rm_red.txt30
-rw-r--r--lib/mods/theme/help/rm_sarnrog.txt30
-rw-r--r--lib/mods/theme/help/rm_skel.txt40
-rw-r--r--lib/mods/theme/help/rm_spec.txt44
-rw-r--r--lib/mods/theme/help/rm_vamp.txt32
-rw-r--r--lib/mods/theme/help/rm_white.txt32
-rw-r--r--lib/mods/theme/help/rm_zomb.txt39
-rw-r--r--lib/mods/theme/help/skills.txt539
-rw-r--r--lib/mods/theme/help/spoil_faq.txt63
-rw-r--r--lib/mods/theme/help/spoiler.hlp18
-rw-r--r--lib/mods/theme/help/tome_faq.txt381
-rw-r--r--lib/mods/theme/help/version.txt354
-rw-r--r--lib/mods/theme/help/whattome.txt30
-rw-r--r--lib/mods/theme/help/wishing.txt24
-rw-r--r--lib/mods/theme/module.lua48
-rw-r--r--lib/mods/theme/note/delete.me1
-rw-r--r--lib/mods/theme/permission.txt3
-rw-r--r--lib/mods/theme/pref/422color.prf909
-rw-r--r--lib/mods/theme/pref/colors.prf53
-rw-r--r--lib/mods/theme/pref/font-ami.prf28
-rw-r--r--lib/mods/theme/pref/font-dos.prf8
-rw-r--r--lib/mods/theme/pref/font-ibm.prf365
-rw-r--r--lib/mods/theme/pref/font-mac.new110
-rw-r--r--lib/mods/theme/pref/font-mac.prf18
-rw-r--r--lib/mods/theme/pref/font-win.prf304
-rw-r--r--lib/mods/theme/pref/font-x11.prf22
-rw-r--r--lib/mods/theme/pref/font-xxx.prf472
-rw-r--r--lib/mods/theme/pref/font.prf60
-rw-r--r--lib/mods/theme/pref/graf-ami.prf64
-rw-r--r--lib/mods/theme/pref/graf-dos.prf15
-rw-r--r--lib/mods/theme/pref/graf-ibm.prf6237
-rw-r--r--lib/mods/theme/pref/graf-iso.prf5963
-rw-r--r--lib/mods/theme/pref/graf-mac.prf15
-rw-r--r--lib/mods/theme/pref/graf-new.prf6934
-rw-r--r--lib/mods/theme/pref/graf-sdl.prf37
-rw-r--r--lib/mods/theme/pref/graf-win.prf16
-rw-r--r--lib/mods/theme/pref/graf-x11.prf37
-rw-r--r--lib/mods/theme/pref/graf-xxx.prf3267
-rw-r--r--lib/mods/theme/pref/graf.prf51
-rw-r--r--lib/mods/theme/pref/pref-acn.prf24
-rw-r--r--lib/mods/theme/pref/pref-ami.prf7
-rw-r--r--lib/mods/theme/pref/pref-emx.prf19
-rw-r--r--lib/mods/theme/pref/pref-gcu.prf70
-rw-r--r--lib/mods/theme/pref/pref-mac.prf243
-rw-r--r--lib/mods/theme/pref/pref-sdl.prf144
-rw-r--r--lib/mods/theme/pref/pref-win.prf534
-rw-r--r--lib/mods/theme/pref/pref-x11.prf413
-rw-r--r--lib/mods/theme/pref/pref.prf311
-rw-r--r--lib/mods/theme/pref/trap-xxx.prf428
-rw-r--r--lib/mods/theme/pref/user.prf50
-rw-r--r--lib/mods/theme/pref/xtra-gcu.prf34
-rw-r--r--lib/mods/theme/pref/xtra-new.prf63
-rw-r--r--lib/mods/theme/pref/xtra-xxx.prf137
-rw-r--r--lib/mods/theme/save/delete.me1
-rw-r--r--lib/mods/theme/scpt/bounty.lua90
-rw-r--r--lib/mods/theme/scpt/corrupt.lua1089
-rw-r--r--lib/mods/theme/scpt/drunk.lua21
-rw-r--r--lib/mods/theme/scpt/fireprof.lua480
-rw-r--r--lib/mods/theme/scpt/god.lua812
-rw-r--r--lib/mods/theme/scpt/gods.lua26
-rw-r--r--lib/mods/theme/scpt/gods_new.lua454
-rw-r--r--lib/mods/theme/scpt/gondolin.lua63
-rw-r--r--lib/mods/theme/scpt/help.lua445
-rw-r--r--lib/mods/theme/scpt/init.lua56
-rw-r--r--lib/mods/theme/scpt/intro.lua109
-rw-r--r--lib/mods/theme/scpt/joke.lua31
-rw-r--r--lib/mods/theme/scpt/library.lua516
-rw-r--r--lib/mods/theme/scpt/mimic.lua419
-rw-r--r--lib/mods/theme/scpt/misc.lua213
-rw-r--r--lib/mods/theme/scpt/mkeys.lua95
-rw-r--r--lib/mods/theme/scpt/monsters.lua182
-rw-r--r--lib/mods/theme/scpt/player.lua196
-rw-r--r--lib/mods/theme/scpt/powers.lua61
-rw-r--r--lib/mods/theme/scpt/s_air.lua193
-rw-r--r--lib/mods/theme/scpt/s_aule.lua222
-rw-r--r--lib/mods/theme/scpt/s_convey.lua226
-rw-r--r--lib/mods/theme/scpt/s_demon.lua337
-rw-r--r--lib/mods/theme/scpt/s_divin.lua230
-rw-r--r--lib/mods/theme/scpt/s_earth.lua184
-rw-r--r--lib/mods/theme/scpt/s_eru.lua130
-rw-r--r--lib/mods/theme/scpt/s_fire.lua227
-rw-r--r--lib/mods/theme/scpt/s_geom.lua656
-rw-r--r--lib/mods/theme/scpt/s_mana.lua132
-rw-r--r--lib/mods/theme/scpt/s_mandos.lua186
-rw-r--r--lib/mods/theme/scpt/s_manwe.lua144
-rw-r--r--lib/mods/theme/scpt/s_melkor.lua154
-rw-r--r--lib/mods/theme/scpt/s_meta.lua287
-rw-r--r--lib/mods/theme/scpt/s_mind.lua132
-rw-r--r--lib/mods/theme/scpt/s_music.lua443
-rw-r--r--lib/mods/theme/scpt/s_nature.lua184
-rw-r--r--lib/mods/theme/scpt/s_stick.lua494
-rw-r--r--lib/mods/theme/scpt/s_tempo.lua162
-rw-r--r--lib/mods/theme/scpt/s_tulkas.lua81
-rw-r--r--lib/mods/theme/scpt/s_udun.lua180
-rw-r--r--lib/mods/theme/scpt/s_ulmo.lua147
-rw-r--r--lib/mods/theme/scpt/s_varda.lua140
-rw-r--r--lib/mods/theme/scpt/s_water.lua154
-rw-r--r--lib/mods/theme/scpt/s_yavann.lua157
-rw-r--r--lib/mods/theme/scpt/spells.lua627
-rw-r--r--lib/mods/theme/scpt/stores.lua180
-rw-r--r--lib/mods/theme/theme.txt313
-rw-r--r--lib/mods/theme/user/all.prf520
-rw-r--r--lib/mods/theme/user/automat.atm667
-rw-r--r--lib/mods/theme/user/fierce.atm761
487 files changed, 126278 insertions, 0 deletions
diff --git a/lib/mods/theme/apex/delete.me b/lib/mods/theme/apex/delete.me
new file mode 100644
index 00000000..2e65efe2
--- /dev/null
+++ b/lib/mods/theme/apex/delete.me
@@ -0,0 +1 @@
+a \ No newline at end of file
diff --git a/lib/mods/theme/changelog.txt b/lib/mods/theme/changelog.txt
new file mode 100644
index 00000000..3cb3cb45
--- /dev/null
+++ b/lib/mods/theme/changelog.txt
@@ -0,0 +1,73 @@
+=== RECENT VERSION HISTORY (1.1.5 to 1.2.0) ===
+
+1.1.5 AKA "Angles and Corners"
+- Dropped the NOTICE flag from regular sandwalls.
+- Flight is now possible over wooden wilderness structures.
+- The Anduin River lost the CAN_RUN and DONT_NOTICE_RUNNING flags.
+- The Orc Cave now leads you out to the other side of the Misty Mountains.
+- Put an Eagles' nest into Khazad-Dum.
+
+- The Map of Thror no longer lives in the Bree town quest. It is now on a special (branch) level of the Barrow-Downs.
+- The Key of Thorin no longer lives in the Minas Anor town quest. It is now on a special (branch) level of Mirkwood.
+- Reworked the Bridge of Khazad-Dum level to be more nasty and random, played with the layout a bit.
+- Added new level "Orthanc" in the Isengard dungeon, based heavily on the one created by Burb Lulls. There is, however, a canonical twist (or two). >:)
+
+1.1.6 AKA "Curses to This Mirage"
+- Druids (r_info) lost the EVIL flag. These are supposed to be Yavanna's people and they're certainly not evil. The dark elven druids are stil evil.
+- All neutral monsters defined in r_info have been forced into the wilderness.
+- The coaligned spirits now have the GOOD flag. This is mostly to clean up the Mandos piety code (later).
+
+- Fixed the automatic stat gain script to forget stat gain on death, so the savefile can be reused and monster memory retained.
+- Drastically reduced piety gain for quaffing pots of corruption. It's meant to be a fun thematic addition, not a scumming tactic.
+- Aewroeg, Narroeg and Wainriders now start with their stated spellbooks
+
+1.1.7 AKA "Poor Madeleine"
+- Rings and amulets no longer ignore the elements. The rationale for this was that Middle-earth magical items are *really* magical and therefore powerful, but it was unbalancing, not to mention made it a pain destroying objects in the late game.
+- Rings of Lordly Protection have been renamed to 'of Arnor'
+- Pushed Potions of Corruption deeper into the dungeon.
+- Changed names on Aule's and Ulmo's spellbooks to be more impressive-sounding
+- Removed the miscellaneous food items, except for Longbottom leaf, milk and honey.
+- New item types: Ranger's Arrow, Throwing Axe, Buckler, Small Mithril Boomerang, Mithril Boomerang (the latter three adapted from FuryMod)
+
+1.1.8 AKA "Little White Candle"
+- Weapons of Unmagic now have negative to-hit and to-dam modifiers; demonology equipment can no longer get this ego type.
+- Reworked the T-Plus "Rogue" ego type for boots to balance it: reduced the pval, added to_h and to_d penalties and made the stealth and luck bonuses rarer.
+- Boots of Elvenkind no longer guarantee a speed bonus; chance is 50%.
+- Pushed 'of the Maiar' items deeper into the dungeon.
+- Filthy Rags of Leprousness are no more; they're replaced by Armour of Dunharrow (same effects, but can show up on all soft & hard armour plus cloaks)
+- A number of the "bad" ego types got the aggravation flag to offset the benefits of flip-scumming.
+- Drastically reduced magic breath chances on Ethereal robes and cloaks.
+- The 'of Lordliness' ego type is now 'of Arnor'; 'of Might' is now 'of Gondor'; 'of Nothingness' is now 'of Angmar'; boots of speed are now 'of Rohan' and all 'of Stealth' is now 'of Eriador'. Because of the hobbit connection, the 'of Eriador' items now have a 10% chance of a luck bonus equal to the stealth bonus (which remains at 100%).
+- The 'of Arnor' and 'of Gondor' ego types can now show up on all headgear, not just crowns.
+- The 'Sharp' ego has been extended to arrows and crossbow bolts (I added a new index and called them 'Sharpened' to make sure the additional cost is not exorbitant).
+- The 'of Sensitivity' ego type is no longer possible on body armour; there were too many T-lines in e_info.txt.
+- The 'Elemental' ego type on rings is only possible on high-level rings and amulets now; same reason as above.
+- The 'Blazing' ego type is now only possible on crowns, high-level rings and amulets; same reason as above.
+- The 'Radiant' ego type is now only possible on crowns, high-level rings and all amulets (as before); same reason as above.
+- The 'Glowing' and 'Dazzling' ego types are now only possible on crowns and low-level rings and amulets; same reason as above.
+- Rings of the Elements have been removed; one Elemental ego for jewelry is enough.
+- New ego types: Magical for jewelry, cloaks, soft armour and gloves -- makes the item ignore the elements and gives a 50% chance of the ability to store a spell. Magical for missile launchers -- adds a tiny boost to mana; designed with magic-using archer and warrior-types in mind.
+
+1.1.9 AKA "Kit Bag Full of Marbles"
+- Randart magestaves can now gain % to life
+- Randart armour, lights, jewelry and magestaves can now get the ability to store a spell
+- Randart high-level soft armour, hard armour and DSM can gain nether immunity
+- Randart light weapons (no broken ones) can gain sentience
+
+- Humans may no longer be Lost Souls for thematic reasons; the Doom of Men is that their fate after death is unknown to anyone except Eru. This applies to: Edain, Druedain, Rohirrim, Dunedain, Easterlings and Beornings. Also no longer allowed as LostSouls are yeeks, orcs, trolls and half-ogres.
+- Flying creatures (Eagles, Dragons, Aewroeg) now learn to fly high enough to pass mountains at clvl50.
+
+- FF now may also offer the following skills: Nature, Runecraft, Boulder-throwing.
+
+1.2.0 AKA "Twining Light"
+- Ultimate amulet no longer weighs 60lbs. >.>
+- Reworked the Paur* artifact gauntlets to be more thematic, added stat bonuses and sustains. I never liked the fact that it was a no-brainer which of them to keep if you had all four.
+- Fixed some rarity bugs with a number of Theme artifacts.
+- Removed the lesser (Dwarven) rings of power (except the Ring of Durin). They were taking up artifact space and didn't do much. They'll be back, tweaked, in a 3.0.0-compatible Theme.
+- Fixed some lurking bugs in in set_info
+- Reduced rarity on the Cloak of Valinor. It was a little incongruous that it cost far less than Ancanaur and was far more rare than is decent.
+- Gandalf's robe now gives fire immunity
+- Ancanaur is now a shadow blade, not a bluesteel blade.
+- The Golden Horn of the Thunderlords now ignores elements.
+- New artifacts: Erkenbrand's shield, Gimli's axe and shield.
+- New item set: Gimli's Gear (boots, axe, shield) \ No newline at end of file
diff --git a/lib/mods/theme/core/auto.lua b/lib/mods/theme/core/auto.lua
new file mode 100644
index 00000000..b758db52
--- /dev/null
+++ b/lib/mods/theme/core/auto.lua
@@ -0,0 +1,859 @@
+-- This file is the core of the Automatizer
+-- Please do not touch unless you know what you are doing
+
+__rules = {}
+__rules_max = 0
+
+rule_aux = {}
+
+-- Rule apply function, does .. nothing
+function auto_nothing(obj, item)
+ return
+end
+
+function auto_inscribe(obj, item, note)
+ if obj.note ~= 0 then return end
+ msg_print("<Auto-Inscribe {"..note.."}>")
+ obj.note = quark_add(note)
+ return TRUE
+end
+
+-- Rule apply function, pickup object
+function auto_pickup(obj, item)
+ if item >= 0 then return end
+ if inven_carry_okay(obj) == FALSE then return end
+ msg_print("<Auto-pickup>")
+ object_pickup(-item)
+ return TRUE
+end
+
+-- Rule apply function, destroy item
+function auto_destroy(obj, item)
+ -- be carefull to what we can destroy
+ -- Unaware things won't be destroyed.
+ if is_aware(obj) == FALSE then return end
+
+ -- Inscribed things won't be destroyed!
+ if obj.note ~= 0 then return end
+
+ -- Keep Artifacts -- they cannot be destroyed anyway
+ if is_artifact(obj) == TRUE then return end
+
+ -- Cannot destroy CURSE_NO_DROP objects
+ local f1, f2, f3, f4, f5, esp = object_flags(obj);
+ if band(f4, TR4_CURSE_NO_DROP) ~= 0 and band(obj.ident, IDENT_CURSED) then return end
+
+ msg_print("<Auto-destroy>")
+
+ -- Eliminate the item (from the pack)
+ if item >= 0 then
+ inven_item_increase(item, -obj.number)
+ inven_item_describe(item)
+ inven_item_optimize(item)
+ -- Eliminate the item (from the floor)
+ else
+ floor_item_increase(0 - item, -obj.number)
+ floor_item_describe(0 - item)
+ floor_item_optimize(0 - item)
+ end
+ return TRUE
+end
+
+-- Report the status of an object
+function object_status(obj)
+ local sense =
+ {
+ [SENSE_CURSED] = "bad",
+ [SENSE_WORTHLESS] = "very bad",
+ [SENSE_AVERAGE] = "average",
+ [SENSE_GOOD_LIGHT] = "good",
+ [SENSE_GOOD_HEAVY] = "good",
+ [SENSE_EXCELLENT] = "very good",
+ [SENSE_SPECIAL] = "special",
+ [SENSE_TERRIBLE] = "terrible",
+ }
+
+ if is_known(obj) == FALSE then
+ if sense[obj.sense] then
+ return sense[obj.sense]
+ else
+ return ""
+ end
+ else
+if nil then -- test
+ local osense = -1
+ local type = select_sense(obj, TRUE, TRUE)
+ if type == 1 then
+ osense = value_check_aux1(obj)
+ elseif type == 2 then
+ osense = value_check_aux1_magic(obj)
+ end
+print("type : "..type)
+ if sense[osense] then
+ print("sense: "..sense[osense])
+ return sense[osense]
+ else
+ print("sense: ")
+ return ""
+ end
+
+else -- the real one
+
+ local slot = wield_slot_ideal(obj, TRUE)
+
+ -- Arts items
+ if is_artifact(obj) == TRUE then
+ if band(obj.ident, IDENT_CURSED) == 0 then return "special"
+ else return "terrible" end
+ -- Ego items
+ elseif (obj.name2 > 0 or obj.name2b > 0) then
+ if band(obj.ident, IDENT_CURSED) == 0 then return "very good"
+ else return "very bad" end
+ -- weapon
+ elseif (slot == INVEN_WIELD) or (slot == INVEN_BOW) or (slot == INVEN_AMMO) or (slot == INVEN_TOOL) then
+ if obj.to_h + obj.to_d < 0 then
+ return "bad"
+ elseif obj.to_h + obj.to_d > 0 then
+ return "good"
+ else
+ return "average"
+ end
+ -- armor
+ elseif (slot >= INVEN_BODY) and (slot <= INVEN_FEET) then
+ if obj.to_a < 0 then
+ return "bad"
+ elseif obj.to_a > 0 then
+ return "good"
+ else
+ return "average"
+ end
+ -- ring
+ elseif slot == INVEN_RING then
+ if (obj.to_d + obj.to_h < 0) or (obj.to_a < 0) or (obj.pval < 0) then
+ return "bad"
+ else
+ return "average"
+ end
+ -- amulet
+ elseif slot == INVEN_NECK then
+ if (obj.pval < 0) then
+ return "bad"
+ else
+ return "average"
+ end
+ -- chests
+ elseif obj.tval == TV_CHEST then
+ if obj.pval == 0 then
+ return "empty"
+ elseif obj.pval < 0 then
+ return "disarmed"
+ else
+ return "average"
+ end
+ else
+ return "average"
+ end
+end
+ end
+end
+
+-- Recursive function to generate a rule function tree
+function gen_rule_fct(r)
+ -- It is a test rule (or, and, ...)
+ if r.label == "and" or r.label == "or" then
+ local i
+ local fct_tbl = {}
+ for i = 1, getn(r) do
+ if r[i].label ~= "comment" then
+ tinsert(fct_tbl, gen_rule_fct(r[i]))
+ end
+ end
+ if r.label == "and" then
+ return function(object)
+ local fcts = %fct_tbl
+ local i
+ for i = 1, getn(fcts) do
+ if not fcts[i](object) then return end
+ end
+ return TRUE
+ end
+ elseif r.label == "or" then
+ return function(object)
+ local fcts = %fct_tbl
+ local i
+ for i = 1, getn(fcts) do
+ if fcts[i](object) then return TRUE end
+ end
+ end
+ end
+ -- It is a condition rule (name, type, level, ...)
+ else
+ if r.label == "not" then
+ local f
+ if not r[1] then
+ f = function (object) return TRUE end
+ else
+ f = gen_rule_fct(r[1])
+ end
+ return function(object) return not %f(object) end
+ elseif r.label == "inventory" then
+ local f
+ if not r[1] then
+ f = function(object) return end
+ else
+ f = gen_rule_fct(r[1])
+ end
+ return function(object)
+ local i = 0
+ while i < INVEN_WIELD do
+ if %f(player.inventory(i)) then
+ return TRUE
+ end
+ i = i + 1
+ end
+ end
+ elseif r.label == "equipment" then
+ local f
+ if not r[1] then
+ f = function(object) return end
+ else
+ f = gen_rule_fct(r[1])
+ end
+ return function(object)
+ local i = INVEN_WIELD
+ while i < INVEN_TOTAL do
+ if %f(player.inventory(i)) then
+ return TRUE
+ end
+ i = i + 1
+ end
+ end
+ elseif r.label == "name" then
+ return function(object) if strlower(object_desc(object, -1, 0)) == strlower(%r[1]) then return TRUE end end
+ elseif r.label == "contain" then
+ return function(object) if strfind(strlower(object_desc(object, -1, 0)), strlower(%r[1])) then return TRUE end end
+ elseif r.label == "symbol" then
+ return function(object) if strchar(get_kind(object).d_char) == %r[1] then return TRUE end end
+ elseif r.label == "inscribed" then
+ return function(object) if object.note ~= 0 and strfind(strlower(quark_str(object.note)), strlower(%r[1])) then return TRUE end end
+ elseif r.label == "discount" then
+ local d1 = r.args.min
+ local d2 = r.args.max
+ if tonumber(d1) == nil then d1 = getglobal(d1) else d1 = tonumber(d1) end
+ if tonumber(d2) == nil then d2 = getglobal(d2) else d2 = tonumber(d2) end
+ return function(object) if is_aware(object) == TRUE and object.discount >= %d1 and object.discount <= %d2 then return TRUE end end
+ elseif r.label == "tval" then
+ local tv = r[1]
+ if tonumber(tv) == nil then tv = getglobal(tv) else tv = tonumber(tv) end
+ return function(object) if object.tval == %tv then return TRUE end end
+ elseif r.label == "sval" then
+ assert(r.args.min and r.args.max, "sval rule lacks min or max")
+ local sv1 = r.args.min
+ local sv2 = r.args.max
+ if tonumber(sv1) == nil then sv1 = getglobal(sv1) else sv1 = tonumber(sv1) end
+ if tonumber(sv2) == nil then sv2 = getglobal(sv2) else sv2 = tonumber(sv2) end
+ return function(object) if is_aware(object) == TRUE and object.sval >= %sv1 and object.sval <= %sv2 then return TRUE end end
+ elseif r.label == "status" then
+ return function(object) if object_status(object) == strlower(%r[1]) then return TRUE end end
+ elseif r.label == "state" then
+ if r[1] == "identified" then
+ return function(object) if is_known(object) == TRUE then return TRUE end end
+ else
+ return function(object) if is_known(object) == FALSE then return TRUE end end
+ end
+ elseif r.label == "race" then
+ return function(object) if strlower(get_race_name()) == strlower(%r[1]) then return TRUE end end
+ elseif r.label == "subrace" then
+ return function(object) if strlower(get_subrace_name()) == strlower(%r[1]) then return TRUE end end
+ elseif r.label == "class" then
+ return function(object) if strlower(get_class_name()) == strlower(%r[1]) then return TRUE end end
+ elseif r.label == "level" then
+ assert(r.args.min and r.args.max, "level rule lacks min or max")
+ return function(object) if player.lev >= tonumber(%r.args.min) and player.lev <= tonumber(%r.args.max) then return TRUE end end
+ elseif r.label == "skill" then
+ assert(r.args.min and r.args.max, "skill rule lacks min or max")
+ local s = find_skill_i(r[1])
+ assert(s ~= -1, "no skill "..r[1])
+ return function(object) if get_skill(%s) >= tonumber(%r.args.min) and get_skill(%s) <= tonumber(%r.args.max) then return TRUE end end
+ elseif r.label == "ability" then
+ local s = find_ability(r[1])
+ assert(s ~= -1, "no ability "..r[1])
+ return function(object) if has_ability(%s) == TRUE then return TRUE end end
+ end
+ end
+end
+
+function auto_inscribe_maker(inscription)
+ return function(...)
+ arg.n = arg.n + 1
+ arg[getn(arg)] = %inscription
+ return call(auto_inscribe, arg)
+ end
+end
+
+-- Generate a rule from a table
+function gen_full_rule(t)
+ -- only honor rules for this module
+ if not t.args.module then
+ t.args.module = "ToME"
+ end
+
+ if not ((t.args.module == "all") or (t.args.module == game_module)) then
+ return function() end
+ end
+
+ -- Check for which action to do
+ local apply_fct = auto_nothing
+ if t.args.type == "destroy" then apply_fct = auto_destroy
+ elseif t.args.type == "pickup" then apply_fct = auto_pickup
+ elseif t.args.type == "inscribe" then apply_fct = auto_inscribe_maker(t.args.inscription)
+ end
+
+ -- create the function tree
+ local rf
+ if t[1] then
+ rf = gen_rule_fct(t[1])
+ else
+ rf = function (object) end
+ end
+
+ -- create the final function
+ return function(...)
+ local rf = %rf
+ if rf(arg[1]) then
+ if call(%apply_fct, arg) == TRUE then return TRUE end
+ end
+ end
+end
+
+-- Create a function that checks for the rules(passed in xml form)
+function add_ruleset(s)
+ local tbl = xml:collect(s)
+ local i
+
+ -- Add all rules
+ for i = 1, getn(tbl) do
+ local t = tbl[i]
+
+ if t.label == "rule" then
+ -- Create the function tree
+ local fct = gen_full_rule(t)
+
+ -- Create the test function
+ __rules[__rules_max] =
+ {
+ ["table"] = t,
+ ["fct"] = fct
+ }
+ __rules_max = __rules_max + 1
+ end
+ end
+end
+
+-- Apply the current rules to an object
+-- call with at least (object, idx)
+function apply_rules(...)
+ local i
+ for i = 0, __rules_max - 1 do
+ if call(__rules[i].fct, arg) then return TRUE end
+ end
+ return FALSE
+end
+
+-- Clear the current rules
+function clean_ruleset()
+ __rules_max = 0
+ __rules = {}
+end
+
+------ helper fonctions for the GUI
+
+auto_aux = {}
+auto_aux.stack = { n = 0 }
+auto_aux.idx = 1
+auto_aux.rule = 1
+function auto_aux:go_right()
+ if auto_aux.rule[1] and type(auto_aux.rule[1]) == "table" then
+ tinsert(auto_aux.stack, auto_aux.idx)
+ tinsert(auto_aux.stack, auto_aux.rule)
+ auto_aux.rule = auto_aux.rule[1]
+ auto_aux.idx = 1
+ end
+end
+
+function auto_aux:go_left(sel)
+ local n = getn(auto_aux.stack)
+
+ if n > 0 then
+ auto_aux.idx = auto_aux.stack[n - 1]
+ auto_aux.rule = auto_aux.stack[n]
+ tremove(auto_aux.stack)
+ tremove(auto_aux.stack)
+ end
+end
+
+function auto_aux:go_down()
+ if getn(auto_aux.stack) > 1 then
+ if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx + 1] then
+ auto_aux.idx = auto_aux.idx + 1
+ auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx]
+ end
+ end
+end
+
+function auto_aux:go_up()
+ if getn(auto_aux.stack) > 1 then
+ if auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx - 1] then
+ auto_aux.idx = auto_aux.idx - 1
+ auto_aux.rule = auto_aux.stack[getn(auto_aux.stack)][auto_aux.idx]
+ end
+ end
+end
+
+function auto_aux:scroll_up()
+ xml.write_off_y = xml.write_off_y - 1
+end
+
+function auto_aux:scroll_down()
+ xml.write_off_y = xml.write_off_y + 1
+end
+
+function auto_aux:scroll_left()
+ xml.write_off_x = xml.write_off_x + 1
+end
+
+function auto_aux:scroll_right()
+ xml.write_off_x = xml.write_off_x - 1
+end
+
+function auto_aux:adjust_current(sel)
+ if __rules_max == 0 then return end
+
+ xml.write_off_y = 0
+ xml.write_off_x = 0
+ auto_aux.idx = 1
+ auto_aux.stack = { n = 0 }
+ auto_aux.rule = __rules[sel].table
+end
+
+function auto_aux:move_up(sel)
+ if sel > 0 then
+ local u = __rules[sel - 1]
+ local d = __rules[sel]
+ __rules[sel - 1] = d
+ __rules[sel] = u
+ return sel - 1
+ end
+ return sel
+end
+
+function auto_aux:move_down(sel)
+ if sel < __rules_max - 1 then
+ local u = __rules[sel]
+ local d = __rules[sel + 1]
+ __rules[sel + 1] = u
+ __rules[sel] = d
+ return sel + 1
+ end
+ return sel
+end
+
+function auto_aux:new_rule(sel, nam, typ, arg)
+ local r
+
+
+ -- nam can also directly be the table itself
+ if type(nam) == "table" then
+ r =
+ {
+ ["table"] = nam,
+ ["fct"] = function (object) end
+ }
+ elseif typ == "inscribe" then
+ if arg == "" then
+ arg = input_box("Inscription?", 79)
+ end
+ r =
+ {
+ ["table"] =
+ {
+ label = "rule",
+ args = { name = nam, type = typ, inscription = arg, module = game_module },
+ },
+ ["fct"] = function (object) end
+ }
+ else
+ r =
+ {
+ ["table"] =
+ {
+ label = "rule",
+ args = { name = nam, type = typ, module = game_module },
+ },
+ ["fct"] = function (object) end
+ }
+ end
+ tinsert(__rules, sel, r)
+ __rules_max = __rules_max + 1
+end
+
+function auto_aux:rename_rule(sel, nam)
+ if sel >= 0 and sel < __rules_max then
+ __rules[sel].table.args.name = nam
+ end
+end
+
+function auto_aux:save_ruleset()
+ xml.write = xml.write_file
+
+ print_hook("clean_ruleset()\nadd_ruleset\n[[\n")
+ local i
+ for i = 0, __rules_max - 1 do
+ xml:print_xml(__rules[i].table, '')
+ end
+ print_hook("]]\n")
+
+ xml.write = xml.write_screen
+end
+
+function auto_aux:del_self(sel)
+ if auto_aux.rule.label == "rule" then
+ tremove(__rules, sel)
+ __rules_max = __rules_max - 1
+ return sel - 1
+ else
+ local idx = auto_aux.idx
+ auto_aux:go_left(sel)
+ tremove(auto_aux.rule, idx)
+ return sel
+ end
+end
+
+auto_aux.types_desc =
+{
+ ["and"] =
+ {
+ "Check is true if all rules within it are true",
+ xml:collect([[<and><foo1>...</foo1><foo2>...</foo2><foo3>...</foo3></and>]]),
+ function ()
+ return xml:collect("<and></and>")
+ end,
+ },
+ ["or"] =
+ {
+ "Check is true if at least one rule within it is true",
+ xml:collect([[<or><foo1>...</foo1><foo2>...</foo2><foo3>...</foo3></or>]]),
+ function ()
+ return xml:collect("<or></or>")
+ end,
+ },
+ ["not"] =
+ {
+ "Invert the result of its child rule",
+ xml:collect([[<not><foo1>...</foo1></not>]]),
+ function ()
+ return xml:collect("<not></not>")
+ end,
+ },
+ ["comment"] =
+ {
+ "Comments are meaningless",
+ xml:collect([[<comment>Comment explaining something</comment>]]),
+ function ()
+ local n = input_box("Comment?", 79)
+ if n == "" then return end
+ return xml:collect("<comment>"..n.."</comment>")
+ end,
+ },
+ ["name"] =
+ {
+ "Check is true if object name matches name",
+ xml:collect([[<name>potion of healing</name>]]),
+ function ()
+ local n = input_box("Object name to match?", 79)
+ if n == "" then return end
+ return xml:collect("<name>"..n.."</name>")
+ end,
+ },
+ ["contain"] =
+ {
+ "Check is true if object name contains word",
+ xml:collect([[<contain>healing</contain>]]),
+ function ()
+ local n = input_box("Word to find in object name?", 79)
+ if n == "" then return end
+ return xml:collect("<contain>"..n.."</contain>")
+ end,
+ },
+ ["inscribed"] =
+ {
+ "Check is true if object inscription contains word",
+ xml:collect([[<inscribed>=g</inscribed>]]),
+ function ()
+ local n = input_box("Word to find in object inscription?", 79)
+ if n == "" then return end
+ return xml:collect("<inscribed>"..n.."</inscribed>")
+ end,
+ },
+ ["discount"] =
+ {
+ "Check is true if object discount is between 2 values",
+ xml:collect([[<sval min='50' max='100'></sval>]]),
+ function ()
+ local s = "<discount "
+
+ local n = input_box("Min discount?", 79)
+ if n == "" then return end
+ s = s.."min='"..n.."' "
+
+ n = input_box("Max discount?", 79)
+ if n == "" then return end
+ s = s.."max='"..n.."'></discount>"
+ return xml:collect(s)
+ end,
+ },
+ ["symbol"] =
+ {
+ "Check is true if object symbol is ok",
+ xml:collect([[<symbol>!</symbol>]]),
+ function ()
+ local n = input_box("Symbol to match?", 1)
+ if n == "" then return end
+ return xml:collect("<symbol>"..n.."</symbol>")
+ end,
+ },
+ ["status"] =
+ {
+ "Check is true if object status is ok",
+ xml:collect([[<status>good</status>]]),
+ function ()
+ local n = msg_box("[t]errible, [v]ery bad, [b]ad, [a]verage, [G]ood, [V]ery good, [S]pecial?")
+ local t =
+ {
+ ["t"] = "terrible",
+ ["v"] = "very bad",
+ ["b"] = "bad",
+ ["a"] = "average",
+ ["G"] = "good",
+ ["V"] = "very good",
+ ["S"] = "special",
+ }
+ if not t[strchar(n)] then return end
+ return xml:collect("<status>"..t[strchar(n)].."</status>")
+ end,
+ },
+ ["state"] =
+ {
+ "Check is true if object is identified/unidentified",
+ xml:collect([[<state>identified</state>]]),
+ function ()
+ local n = msg_box("[i]dentified, [n]on identified?")
+ local t =
+ {
+ ["i"] = "identified",
+ ["n"] = "not identified",
+ }
+ if not t[strchar(n)] then return end
+ return xml:collect("<state>"..t[strchar(n)].."</state>")
+ end,
+ },
+ ["tval"] =
+ {
+ "Check is true if object tval(from k_info.txt) is ok",
+ xml:collect([[<tval>55</tval>]]),
+ function ()
+ local n = input_box("Tval to match?", 79)
+ if n == "" then return end
+ return xml:collect("<tval>"..n.."</tval>")
+ end,
+ },
+ ["sval"] =
+ {
+ {
+ "Check is true if object sval(from k_info.txt) is between",
+ "2 values",
+ },
+ xml:collect([[<sval min='0' max='100'></sval>]]),
+ function ()
+ local s = "<sval "
+
+ local n = input_box("Min sval?", 79)
+ if n == "" then return end
+ s = s.."min='"..n.."' "
+
+ n = input_box("Max sval?", 79)
+ if n == "" then return end
+ s = s.."max='"..n.."'></sval>"
+ return xml:collect(s)
+ end,
+ },
+ ["race"] =
+ {
+ "Check is true if player race is ok",
+ xml:collect([[<race>dunadan</race>]]),
+ function ()
+ local n = input_box("Player race to match?", 79)
+ if n == "" then return end
+ return xml:collect("<race>"..n.."</race>")
+ end,
+ },
+ ["subrace"] =
+ {
+ "Check is true if player subrace is ok",
+ xml:collect([[<subrace>vampire</subrace>]]),
+ function ()
+ local n = input_box("Player subrace to match?", 79)
+ if n == "" then return end
+ return xml:collect("<subrace>"..n.."</subrace>")
+ end,
+ },
+ ["class"] =
+ {
+ "Check is true if player class is ok",
+ xml:collect([[<class>sorceror</class>]]),
+ function ()
+ local n = input_box("Player class to match?", 79)
+ if n == "" then return end
+ return xml:collect("<class>"..n.."</class>")
+ end,
+ },
+ ["level"] =
+ {
+ "Check is true if player level is between 2 values",
+ xml:collect([[<level min='20' max='50'></level>]]),
+ function ()
+ local s = "<level "
+
+ local n = input_box("Min player level?", 79)
+ if n == "" then return end
+ s = s.."min='"..n.."' "
+
+ n = input_box("Max player level?", 79)
+ if n == "" then return end
+ s = s.."max='"..n.."'></level>"
+
+ return xml:collect(s)
+ end,
+ },
+ ["skill"] =
+ {
+ "Check is true if player skill level is between 2 values",
+ xml:collect([[<skill min='10' max='20'>Divination</skill>]]),
+ function ()
+ local s = "<skill "
+
+ local n = input_box("Min skill level?", 79)
+ if n == "" then return end
+ s = s.."min='"..n.."' "
+
+ n = input_box("Max skill level?", 79)
+ if n == "" then return end
+ s = s.."max='"..n.."'>"
+
+ n = input_box("Skill name?", 79)
+ if n == "" then return end
+ if find_skill_i(n) == -1 then return end
+ s = s..n.."</skill>"
+
+ return xml:collect(s)
+ end,
+ },
+ ["ability"] =
+ {
+ "Check is true if player has the ability",
+ xml:collect([[<ability>Ammo creation</ability>]]),
+ function()
+ local n = input_box("Ability name?", 79)
+ if n == "" then return end
+ if find_ability(n) == -1 then return end
+ return xml:collect("<ability>"..n.."</ability>")
+ end,
+ },
+ ["inventory"] =
+ {
+ {
+ "Check is true if something in player's inventory matches",
+ "the contained rule",
+ },
+ xml:collect([[<inventory><foo1>...</foo1></inventory>]]),
+ function ()
+ return xml:collect("<inventory></inventory>")
+ end,
+ },
+ ["equipment"] =
+ {
+ {
+ "Check is true if something in player's equipment matches",
+ "the contained rule",
+ },
+ xml:collect([[<equipment><foo1>...</foo1></equipment>]]),
+ function ()
+ return xml:collect("<equipment></equipment>")
+ end,
+ },
+}
+
+function auto_aux:display_desc(sel)
+ local d = auto_aux.types_desc[sel][1]
+ if type(d) == "string" then
+ c_prt(TERM_WHITE, d, 1, 17)
+ else
+ local k, e, i
+ i = 0
+ for k, e in d do
+ c_prt(TERM_WHITE, e, 1 + i, 17)
+ i = i + 1
+ end
+ end
+end
+
+function auto_aux:add_child(sel)
+ -- <rule> and <not> contain only one match
+ if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "not") and auto_aux.rule[1] then return end
+ if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "equipment") and auto_aux.rule[1] then return end
+ if (auto_aux.rule.label == "rule" or auto_aux.rule.label == "inventory") and auto_aux.rule[1] then return end
+
+ -- Only <and> and <or> can contain
+ if auto_aux.rule.label ~= "rule" and auto_aux.rule.label ~= "and" and auto_aux.rule.label ~= "or" and auto_aux.rule.label ~= "not" and auto_aux.rule.label ~= "equipment" and auto_aux.rule.label ~= "inventory" then return end
+
+ -- get it
+ local r = auto_aux.types_desc[sel][3]()
+ if not r then return end
+
+ -- Ok add it
+ tinsert(auto_aux.rule, r[1])
+end
+
+function auto_aux.regen_ruleset()
+ local i
+ for i = 0, __rules_max - 1 do
+ __rules[i].fct = gen_full_rule(__rules[i].table)
+ end
+end
+
+
+-- Easily add new rules
+function easy_add_rule(typ, mode, do_status, obj)
+ local detect_rule
+
+ if mode == "tval" then
+ detect_rule = "<tval>"..obj.tval.."</tval>"
+ elseif mode == "tsval" then
+ detect_rule = "<and><tval>"..obj.tval.."</tval><sval min='"..obj.sval.."' max='"..obj.sval.."'></sval></and>"
+ elseif mode == "name" then
+ detect_rule = "<name>"..strlower(object_desc(obj, -1, 0)).."</name>"
+ end
+
+ if do_status == TRUE then
+ local status = object_status(obj)
+ if status and not (status == "") then
+ detect_rule = "<and>"..detect_rule.."<status>"..status.."</status></and>"
+ end
+ end
+
+ local rule = "<rule module='"..game_module.."' name='"..typ.."' type='"..typ.."'>"..detect_rule.."</rule>"
+ auto_aux:new_rule(0, xml:collect(rule)[1], '')
+ auto_aux.regen_ruleset()
+ msg_print("Rule added. Please go to the Automatizer screen (press = then T)")
+ msg_print("to save the modified ruleset.")
+end
diff --git a/lib/mods/theme/core/building.lua b/lib/mods/theme/core/building.lua
new file mode 100644
index 00000000..8e88888a
--- /dev/null
+++ b/lib/mods/theme/core/building.lua
@@ -0,0 +1,15 @@
+__building_actions = {}
+
+function add_building_action(a)
+ assert(a.index, "No building action index")
+ assert(a.action, "No building action action")
+ __building_actions[a.index] = a.action
+end
+
+function __bact_activate(bact)
+ if __building_actions[bact] then
+ return __building_actions[bact]()
+ end
+end
+
+add_hook_script(HOOK_BUILDING_ACTION, "__bact_activate", "__bact_activate")
diff --git a/lib/mods/theme/core/crpt_aux.lua b/lib/mods/theme/core/crpt_aux.lua
new file mode 100644
index 00000000..e4f16e2a
--- /dev/null
+++ b/lib/mods/theme/core/crpt_aux.lua
@@ -0,0 +1,243 @@
+-- Core functions for corruptions
+
+__corruptions = {}
+__corruptions_max = 0
+__corruptions_callbacks_max = 0
+
+-- Get the corruption
+function player.corruption(c, set)
+ if set then
+ player.corruptions_aux[c + 1] = set
+ player.redraw = bor(player.redraw, PR_BASIC)
+ player.update = bor(player.update, PU_BONUS, PU_TORCH, PU_BODY, PU_POWERS)
+ if (set == TRUE) and (__corruptions[c].gain) then
+ __corruptions[c].gain()
+ end
+ if (set == FALSE) and (__corruptions[c].lose) then
+ __corruptions[c].lose()
+ end
+ else
+ return player.corruptions_aux[c + 1]
+ end
+end
+
+-- Test if we have that corruption
+-- We must:
+-- 1) have it or be willing to get it
+-- 2) have all its dependancies
+-- 3) have none of its opposing corruptions
+-- 4) pass the possible tests
+function test_depend_corrupt(corrupt, can_gain)
+ local i, c
+
+ if not can_gain then can_gain = FALSE end
+
+ if can_gain == TRUE then
+ if (player.corruption(corrupt) ~= FALSE) then
+ return FALSE
+ end
+ else
+ if (player.corruption(corrupt) ~= TRUE) then
+ return FALSE
+ end
+ end
+
+ for c, i in __corruptions[corrupt].depends do
+ if test_depend_corrupt(c) ~= TRUE then
+ return FALSE
+ end
+ end
+
+ for c, i in __corruptions[corrupt].oppose do
+ if test_depend_corrupt(c) ~= FALSE then
+ return FALSE
+ end
+ end
+
+ -- are we even allowed to get it?
+ if __corruptions[corrupt].can_gain and (not __corruptions[corrupt].can_gain()) then
+ return FALSE
+ end
+
+ return TRUE
+end
+
+-- Gain a new corruption
+function gain_corruption(group)
+ local i, max
+ local pos = {}
+
+ -- Get the list of all possible ones
+ max = 0
+ for i = 0, __corruptions_max - 1 do
+ if __corruptions[i].group == group and test_depend_corrupt(i, TRUE) == TRUE and __corruptions[i].random == TRUE and __corruptions[i].allow() then
+ pos[max] = i
+ max = max + 1
+ end
+ end
+
+ -- Ok now get one of them
+ if (max > 0) then
+ local ret = rand_int(max)
+
+ player.corruption(pos[ret], TRUE)
+ cmsg_print(TERM_L_RED, __corruptions[pos[ret]].get_text)
+
+ return pos[ret]
+ else
+ return -1
+ end
+end
+
+-- Lose an existing corruption
+function lose_corruption()
+ local i, max
+ local pos = {}
+
+ -- Get the list of all possible ones
+ max = 0
+ for i = 0, __corruptions_max - 1 do
+ if test_depend_corrupt(i) == TRUE and __corruptions[i].removable == TRUE then
+ pos[max] = i
+ max = max + 1
+ end
+ end
+
+ -- Ok now get one of them
+ if (max > 0) then
+ local ret = rand_int(max)
+
+ player.corruption(pos[ret], FALSE)
+ cmsg_print(TERM_L_RED, __corruptions[pos[ret]].lose_text)
+
+ -- Ok now lets see if it broke some dependancies
+ for i = 0, max - 1 do
+ if player.corruption(pos[i]) ~= test_depend_corrupt(pos[i]) then
+ player.corruption(pos[i], FALSE)
+ cmsg_print(TERM_L_RED, __corruptions[pos[i]].lose_text)
+ end
+ end
+
+ return pos[ret]
+ else
+ return -1
+ end
+end
+
+-- Lose all corruptions (for e.g. Potion of New Life)
+function lose_all_corruptions()
+ local i;
+ for i = 0, __corruptions_max - 1 do
+ lose_corruption()
+ end
+ return -1
+end
+
+-- Creates a new corruption
+function add_corruption(c)
+ assert(c.color, "No corruption color")
+ assert(c.name, "No corruption name")
+ assert(c.get_text, "No corruption get_text")
+ assert(c.lose_text, "No corruption lose_text")
+ assert(c.desc, "No corruption desc")
+ assert(c.hooks, "Nothing to do for corruption")
+ if not c.random then c.random = TRUE end
+ if not c.removable then c.removable = TRUE end
+ if not c.allow then c.allow = function() return not nil end end
+
+ if c.depends == nil then c.depends = {} end
+ if c.oppose == nil then c.oppose = {} end
+
+ -- We must make sure the other ones opposes too
+ local o, i
+ for o, i in c.oppose do
+ __corruptions[o].oppose[__corruptions_max] = TRUE
+ end
+
+ local index, h
+ for index, h in c.hooks do
+ add_hook_script(index, "__lua__corrupt_callback"..__corruptions_callbacks_max, "__lua__corrupt_callback"..__corruptions_callbacks_max)
+ setglobal("__lua__corrupt_callback"..__corruptions_callbacks_max,
+ function (...)
+ if test_depend_corrupt(%__corruptions_max) == TRUE then
+ return call(%h, arg)
+ end
+ end
+ )
+ __corruptions_callbacks_max = __corruptions_callbacks_max + 1
+ end
+
+ if type(c.desc) == "table" then
+ local new_desc = ""
+ for index, h in c.desc do
+ new_desc = new_desc..h.."\n"
+ end
+ c.desc = new_desc
+ end
+
+ __corruptions[__corruptions_max] = c
+ __corruptions_max = __corruptions_max + 1
+ return (__corruptions_max - 1)
+end
+
+
+
+---------- Corruption spoiler generator -----------
+function corruption_spoiler_generate()
+ make_temp_file()
+ print_hook(
+[[~~~~~01|Corruptions (Spoiler)
+~~~~~02|Spoilers|Corruptions
+#####R=== ToME Corruptions Spoiler ===
+
+Sometimes adventurers become exposed to the dark powers of Morgoth. If they
+are unable to resist these powers, they become corrupted. Corruptions can
+change their physical or mental abilities, some of which can be good, and
+some bad. Most corruptions will affect you permanently, although some only
+operate when they are activated (whether by player choice or as a random
+event). You can check which corruptions you have in the knowledge screen 6
+(accessed through the '~' menu) or in a character dump.
+
+#####GGaining and (not) losing corruptions
+There are several ways that you can become corrupted.
+
+You can become corrupted by quaffing a Potion of Corruption or by drinking
+from a Fountain of Corruption. Also some strange items can be activated
+for corruption.
+
+Corruptions are permanent. Once you have one, you have it for life.
+
+]])
+ local i, e
+ for i = 0, __corruptions_max - 1 do
+ print_hook("[[[[[B"..__corruptions[i].name.."]\n")
+ print_hook(__corruptions[i].desc)
+ print_hook("[[[[[GGain message: "..__corruptions[i].get_text.."]\n")
+ if __corruptions[i].removable == TRUE then
+ print_hook("[[[[[RLose message: "..__corruptions[i].lose_text.."]\n")
+ else
+ print_hook("It is not removable.\n")
+ end
+
+ local ok
+ ok = nil
+ for e, _ in __corruptions[i].depends do ok = not nil end
+ if ok then
+ print_hook("It depends on:\n")
+ for e, _ in __corruptions[i].depends do
+ print_hook(" "..__corruptions[e].name.."\n")
+ end
+ end
+ ok = nil
+ for e, _ in __corruptions[i].oppose do ok = not nil end
+ if ok then
+ print_hook("It is opposed to:\n")
+ for e, _ in __corruptions[i].oppose do
+ print_hook(" "..__corruptions[e].name.."\n")
+ end
+ end
+ print_hook("\n\n")
+ end
+ close_temp_file()
+ msg_print("File created as: "..get_temp_name())
+end
diff --git a/lib/mods/theme/core/dungeon.lua b/lib/mods/theme/core/dungeon.lua
new file mode 100644
index 00000000..2877838d
--- /dev/null
+++ b/lib/mods/theme/core/dungeon.lua
@@ -0,0 +1,106 @@
+-- Internal lua file in charge of dungeon stuff
+
+function place_dungeon(y, x, d_idx)
+ if d_idx then
+ wild_map(y, x).entrance = 1000 + d_idx
+ else
+ wild_map(y, x).entrance = 0
+ end
+end
+
+function dungeon(d_idx)
+ return d_info[1 + d_idx]
+end
+
+function wild_feat(wild)
+ return wf_info[1 + wild.feat]
+end
+
+function explode_dir(dir)
+ return ddy[dir + 1], ddx[dir + 1]
+end
+
+function rotate_dir(dir, mov)
+ if mov > 0 then
+ if dir == 7 then dir = 8
+ elseif dir == 8 then dir = 9
+ elseif dir == 9 then dir = 6
+ elseif dir == 6 then dir = 3
+ elseif dir == 3 then dir = 2
+ elseif dir == 2 then dir = 1
+ elseif dir == 1 then dir = 4
+ elseif dir == 4 then dir = 7
+ end
+ elseif mov < 0 then
+ if dir == 7 then dir = 4
+ elseif dir == 4 then dir = 1
+ elseif dir == 1 then dir = 2
+ elseif dir == 2 then dir = 3
+ elseif dir == 3 then dir = 6
+ elseif dir == 6 then dir = 9
+ elseif dir == 9 then dir = 8
+ elseif dir == 8 then dir = 7
+ end
+ end
+
+ return dir
+end
+
+-- Check if the map is a filename or directly a map
+function load_map(map, y, x)
+ if strsub(map, 1, 5) == "#!map" then
+ %load_map(TRUE, map, y, x)
+ else
+ %load_map(FALSE, map, y, x)
+ end
+end
+function get_map_size(map)
+ if strsub(map, 1, 5) == "#!map" then
+ return %get_map_size(TRUE, map)
+ else
+ return %get_map_size(FALSE, map)
+ end
+end
+
+-- Place a trap for a specific level
+function place_trap(y, x, level)
+ local old_dun = dun_level
+ dun_level = level
+ %place_trap(y, x)
+ dun_level = old_dun
+end
+
+-- Level generators processing
+__level_generators = {}
+
+function level_generator(t)
+ assert(t.name, "no generator name")
+ assert(t.gen, "no generator function")
+
+ if not t.stairs then t.stairs = TRUE end
+ if not t.monsters then t.monsters = TRUE end
+ if not t.objects then t.objects = TRUE end
+ if not t.miscs then t.miscs = TRUE end
+
+ __level_generators[t.name] = t.gen
+ add_scripted_generator(t.name, t.stairs, t.monsters, t.objects, t.miscs)
+end
+
+function level_generate(name)
+ assert(__level_generators[name], "Unknown level generator '"..name.."'")
+ return __level_generators[name]()
+end
+
+--[[ Example
+level_generator
+{
+ ["name"] = "test",
+ ["gen"] = function()
+ print("zog")
+ for i = 1, 30 do
+ cave(i, 2).feat = 1
+ end
+ return new_player_spot(get_branch())
+ end,
+}
+]]
diff --git a/lib/mods/theme/core/gen_idx.lua b/lib/mods/theme/core/gen_idx.lua
new file mode 100644
index 00000000..5f3af435
--- /dev/null
+++ b/lib/mods/theme/core/gen_idx.lua
@@ -0,0 +1,261 @@
+-- Place here the list of files to parse
+files =
+{
+ "birth.txt",
+ "experien.hlp",
+ "gods.txt",
+ "explore.hlp",
+ "newbie.hlp",
+ "advanced.hlp",
+ "help.hlp",
+ "general.txt",
+ "whattome.txt",
+ "dungeon.txt",
+ "spoiler.hlp",
+ "g_melkor.txt",
+ "skills.txt",
+ "c_bard.txt",
+ "c_druid.txt",
+ "c_lorema.txt",
+ "c_mage.txt",
+ "c_mimic.txt",
+ "c_mindcr.txt",
+ "c_monk.txt",
+ "c_palad.txt",
+ "c_posses.txt",
+ "c_pr_drk.txt",
+ "c_pr_eru.txt",
+ "c_pr_man.txt",
+ "c_symbia.txt",
+ "c_alchem.txt",
+ "c_archer.txt",
+ "c_assass.txt",
+ "c_axemas.txt",
+ "c_demono.txt",
+ "c_geoman.txt",
+ "c_hafted.txt",
+ "c_necro.txt",
+ "c_polear.txt",
+ "c_ranger.txt",
+ "c_rogue.txt",
+ "c_runecr.txt",
+ "c_sorcer.txt",
+ "c_swordm.txt",
+ "c_thaum.txt",
+ "c_unbel.txt",
+ "c_warper.txt",
+ "c_warrio.txt",
+ "m_meta.txt",
+ "rm_skel.txt",
+ "rm_zomb.txt",
+ "luckspoi.txt",
+ "m_air.txt",
+ "dunspoil.txt",
+ "g_eru.txt",
+ "g_manwe.txt",
+ "g_tulkas.txt",
+ "m_divin.txt",
+ "m_mimic.txt",
+ "m_water.txt",
+ "magic.txt",
+ "r_drkelf.txt",
+ "r_dwarf.txt",
+ "r_elf.txt",
+ "r_hielf.txt",
+ "r_hobbit.txt",
+ "r_pettyd.txt",
+ "r_wodelf.txt",
+ "rm_spec.txt",
+ "tome_faq.txt",
+ "ability.txt",
+ "automat.txt",
+ "c_summon.txt",
+ "command.txt",
+ "corspoil.txt",
+ "debug.txt",
+ "m_music.txt",
+ "rm_barb.txt",
+ "macrofaq.txt",
+ "m_necrom.txt",
+ "m_mindcr.txt",
+ "m_symbio.txt",
+ "m_thaum.txt",
+ "magic.hlp",
+ "m_convey.txt",
+ "m_fire.txt",
+ "m_mana.txt",
+ "m_mind.txt",
+ "m_nature.txt",
+ "m_tempo.txt",
+ "m_udun.txt",
+ "m_geoman.txt",
+ "essences.txt",
+ "r_ent.txt",
+ "g_yavann.txt",
+ "defines.txt",
+ "rm_vamp.txt",
+ "inscrip.txt",
+ "m_earth.txt",
+ "option.txt",
+ "attack.txt",
+ "version.txt",
+ "m_demono.txt",
+ "r_beorn.txt",
+ "r_deathm.txt",
+ "r_rohank.txt",
+ "r_hafogr.txt",
+ "r_human.txt",
+ "r_kobold.txt",
+ "r_maia.txt",
+ "r_orc.txt",
+ "r_thlord.txt",
+ "r_troll.txt",
+ "r_yeek.txt",
+ "rm_class.txt",
+ "rm_herm.txt",
+ "rm_lsoul.txt",
+ "wishing.txt",
+ "c_priest.txt",
+ "fatespoi.txt",
+ "gambling.txt",
+ "r_dunad.txt",
+ "r_gnome.txt",
+ "r_hafelf.txt",
+ "c_merch.txt",
+ "spoil_faq.txt",
+}
+
+out_file = "index.txt"
+
+index = {}
+
+function parse_file(file)
+ local fff = openfile(path_build(ANGBAND_DIR_HELP, file), "r")
+ local line
+
+ line = read(fff, "*l")
+ while line do
+ local i, j, anchor, name, subname = strfind(line, "~~~~~(%d+)|([%d%a -]+)|([%d%a -]+)")
+ if not i then
+ i, j, anchor, name = strfind(line, "~~~~~(%d+)|([%d%a -]+)")
+
+ subname = nil
+ end
+
+ if i then
+ if not index[name] then
+ index[name] = {}
+ end
+ if subname then
+ tinsert(index[name], { __name__ = subname, __file__ = file, __anchor__ = anchor})
+ else
+ tinsert(index[name], { __name__ = "__primary__", __file__ = file, __anchor__ = anchor})
+ end
+ end
+
+ line = read(fff, "*l")
+ end
+
+ closefile(fff)
+end
+
+function sort_fct(a, b)
+ local i, len
+
+ a = a.__name__
+ b = b.__name__
+
+ if strlen(a) > strlen(b) then len = strlen(b) else len = strlen(a) end
+
+ for i = 1, len do
+ local ac = strbyte(a, i)
+ local bc = strbyte(b, i)
+
+ if ac < bc then
+ return not nil
+ elseif ac > bc then
+ return nil
+ end
+ end
+ if strlen(a) > strlen(b) then return nil else return not nil end
+end
+
+function generate_index()
+ local k, e, index_list
+ for _, e in files do
+ parse_file(e)
+ end
+
+ index_list = {}
+ for k, e in index do
+ -- Ok either my sort function or lua sort function sucks ass ..
+ sort(e, sort_fct)
+ sort(e, sort_fct)
+ sort(e, sort_fct)
+ sort(e, sort_fct)
+ sort(e, sort_fct)
+ tinsert(index_list, {__name__= k, __table__ = e})
+ end
+
+ -- Ok either my sort function or lua sort function sucks ass ..
+ sort(index_list, sort_fct)
+ sort(index_list, sort_fct)
+ sort(index_list, sort_fct)
+ sort(index_list, sort_fct)
+ sort(index_list, sort_fct)
+ index = index_list
+end
+
+function out_link(fff, space, name, file, anchor)
+ write(fff, space.."*****"..file.."*"..anchor.."["..name.."]\n")
+end
+
+function print_index()
+ local i, j, c, new_c
+ local fff = openfile(path_build(ANGBAND_DIR_HELP, out_file), "w")
+
+ write(fff,
+[[|||||oy
+#####R /----------------------------------------\
+#####R < Help Index >
+#####R \----------------------------------------/
+
+This is the index of everything in the T.o.M.E. documentation.
+
+#####BHit a letter key to jump to the entries for that letter.
+
+Some entries in the index link to the same place as other entries. This is
+intentional, so that the information you want is easy to find.
+
+Don't forget you can browse the help from the *****help.hlp*02[Main menu].
+
+#####sSpotted a problem with the help files, or some content thats missing?
+#####sContact fearoffours@t-o-m-e.net .
+
+]])
+
+ c = ' '
+ for i = 1, getn(index) do
+ new_c = strbyte(index[i].__name__, 1)
+ if c ~= new_c then
+ c = new_c
+ write(fff, "~~~~~"..c.."\n")
+ write(fff, "*****/"..strchar(c)..out_file.."*"..c.."["..strchar(c).."]\n")
+ end
+ for j = 1, getn(index[i].__table__) do
+ if index[i].__table__[j].__name__ == "__primary__" then
+ out_link(fff, " ", index[i].__name__, index[i].__table__[j].__file__, index[i].__table__[j].__anchor__)
+ end
+ end
+ for j = 1, getn(index[i].__table__) do
+ if index[i].__table__[j].__name__ ~= "__primary__" then
+ out_link(fff, " ", index[i].__table__[j].__name__, index[i].__table__[j].__file__, index[i].__table__[j].__anchor__)
+ end
+ end
+ end
+ closefile(fff)
+end
+
+generate_index()
+
+print_index()
diff --git a/lib/mods/theme/core/gods.lua b/lib/mods/theme/core/gods.lua
new file mode 100644
index 00000000..77e0aad5
--- /dev/null
+++ b/lib/mods/theme/core/gods.lua
@@ -0,0 +1,40 @@
+-- Gods helper files
+
+-- Gods structs
+
+__gods_hook = {}
+__gods_callbacks = {}
+__gods_callbacks_max = 0
+
+function add_god(q)
+ local i, index, d, z, qq
+
+ assert(q.name, "No god name")
+ assert(q.desc, "No god desc")
+ assert(q.hooks, "No god hooks")
+
+ i = add_new_gods(q.name);
+
+ z = 0
+ for index, d in q.desc do
+ desc_god(i, z, d);
+ z = z + 1
+ end
+
+ __gods_hook[i] = q.hooks
+ for index, d in q.hooks do
+ add_hook_script(index, "__lua__gods_callback"..__gods_callbacks_max, "__lua__gods_callback"..__gods_callbacks_max)
+ setglobal("__lua__gods_callback"..__gods_callbacks_max, d)
+ __gods_callbacks_max = __gods_callbacks_max + 1
+ end
+ if q.data then
+ for index, d in q.data do
+ -- Besure it exists
+ setglobal(index, d)
+
+ -- Make it save & load
+ add_loadsave(index, d)
+ end
+ end
+ return i
+end
diff --git a/lib/mods/theme/core/help.lua b/lib/mods/theme/core/help.lua
new file mode 100644
index 00000000..a581fe63
--- /dev/null
+++ b/lib/mods/theme/core/help.lua
@@ -0,0 +1,141 @@
+-- Ingame contextual help
+
+-- We use our own hook list as to not overburn the hook proccessor
+-- with many hooks that would slow down things
+-- It would be very meaningless if the option is not even on
+__ingame_hooks = {}
+
+__ingame_help_max = 0
+
+function ingame_help(t, ...)
+ -- This function can also be used to call the callbacks
+ if type(t) == "string" then
+ local f = getglobal("__ingame_help_fct_"..t)
+ call(f, arg)
+ return
+ end
+
+ assert(t.desc or t.fct, "no ingame help desc/fct")
+ assert(t.hook or t.callback, "no ingame help hook/callback")
+ if t.hook then assert(t.event, "no ingame hepl event needed by hook") end
+
+ -- Set it to only trigger once
+ setglobal("__ingame_help_activated_"..__ingame_help_max, FALSE)
+ -- Save/load it
+ add_loadsave("__ingame_help_activated_"..__ingame_help_max, FALSE)
+
+ if t.hook then
+ -- If the hok list didnt exist yet, add it
+ if not __ingame_hooks[t.hook] then
+ -- Set it to empty, we'll fill it later
+ __ingame_hooks[t.hook] = {}
+ -- Add the global hook
+ add_hooks
+ {
+ [t.hook] = function (...)
+ if option_ingame_help ~= TRUE then return end
+ local k, e
+ for k, e in __ingame_hooks[%t.hook] do
+ if k ~= "n" then
+ call(e, arg)
+ end
+ end
+ end
+ }
+ end
+ if t.desc then
+ tinsert(__ingame_hooks[t.hook],
+ function (...)
+ local tbl = %t
+ if getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE then
+ if call(tbl.event, arg) == TRUE then
+ local k, e
+ for k, e in tbl.desc do
+ msg_print(TERM_YELLOW, e)
+ end
+ setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
+ end
+ end
+ end
+ )
+ elseif t.fct then
+ tinsert(__ingame_hooks[t.hook],
+ function (...)
+ local tbl = %t
+ if getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE then
+ if call(tbl.event, arg) == TRUE then
+ if tbl.fct() == TRUE then
+ setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
+ end
+ end
+ end
+ end
+ )
+ end
+ else
+ local no_test = FALSE
+ if t.no_test == TRUE then no_test = TRUE end
+ if t.desc then
+ setglobal
+ (
+ "__ingame_help_fct_"..(t.callback),
+ function (...)
+ local tbl = %t
+ if ((option_ingame_help == TRUE) or (%no_test == TRUE)) and (getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE) then
+ local k, e
+ for k, e in tbl.desc do
+ msg_print(TERM_YELLOW, e)
+ end
+ setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
+ end
+ end
+ )
+ elseif t.fct then
+ setglobal
+ (
+ "__ingame_help_fct_"..(t.callback),
+ function (...)
+ local tbl = %t
+ if ((option_ingame_help == TRUE) or (%no_test == TRUE)) and (getglobal("__ingame_help_activated_"..%__ingame_help_max) == FALSE) then
+ if call(tbl.fct, arg) == TRUE then
+ setglobal("__ingame_help_activated_"..%__ingame_help_max, TRUE)
+ end
+ end
+ end
+ )
+ end
+ end
+
+ __ingame_help_max = __ingame_help_max + 1
+end
+
+-- Clean up the ingame help seen at birth
+add_hooks
+{
+ [HOOK_BIRTH_OBJECTS] = function()
+ local i
+ for i = 0, __ingame_help_max - 1 do
+ setglobal("__ingame_help_activated_"..i, FALSE)
+ end
+ end
+}
+
+function ingame_clean()
+ local i
+ for i = 0, __ingame_help_max - 1 do
+ setglobal("__ingame_help_activated_"..i, FALSE)
+ end
+end
+
+-- helper function, brings up a doc
+function ingame_help_doc(name, anchor)
+ -- Save screen
+ screen_save();
+
+ -- Peruse the help file
+ if not anchor then anchor = 0 end
+ show_file(name, 0, -anchor, 0)
+
+ -- Load screen
+ screen_load()
+end
diff --git a/lib/mods/theme/core/init.lua b/lib/mods/theme/core/init.lua
new file mode 100644
index 00000000..9a9ec1ee
--- /dev/null
+++ b/lib/mods/theme/core/init.lua
@@ -0,0 +1,84 @@
+--
+-- This file is loaded at the initialisation of ToME
+-- Load the system functions
+--
+
+-- Name of globals to save
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "load.lua")
+
+-- Very thin xml parser(49 lines ;)
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "xml.lua")
+
+-- various vital helper code
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "util.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "player.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "objects.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "monsters.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "powers.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "building.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "dungeon.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "s_aux.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "crpt_aux.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "mimc_aux.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "quests.lua")
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "gods.lua")
+
+-- Load the ingame contextual help
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "help.lua")
+
+-- let the store specific stuff happen!
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "stores.lua")
+
+--------------------------------------------------------------
+--------------------------------------------------------------
+--------------------------------------------------------------
+-------------Here we load the non vital scripts---------------
+-----------------------from lib/scpt--------------------------
+--------------------------------------------------------------
+--------------------------------------------------------------
+tome_dofile("init.lua")
+
+-- The dofile functions for each patch
+patch_dofile = {}
+
+-- Now load patches
+function load_patches()
+ scansubdir(ANGBAND_DIR_PATCH)
+ for i = 0, scansubdir_max - 1 do
+ if (scansubdir_result[i + 1] ~= ".") and (scansubdir_result[i + 1] ~= "..") then
+ local dir = path_build(ANGBAND_DIR_PATCH, scansubdir_result[i + 1])
+ local file = path_build(dir, "patch.lua")
+ if file_exist(file) == TRUE then
+ patch_init = nil
+ tome_dofile_anywhere(dir, "patch.lua", TRUE)
+ unset_safe_globals()
+ if patch_init == nil then
+ set_safe_globals()
+ quit("Patch in "..file.." did not include a patch_init() function")
+ else
+ set_safe_globals()
+
+ -- create the dofile function
+ patch_dofile[scansubdir_result[i + 1]] = function(f)
+ tome_dofile_anywhere(%dir, f, TRUE)
+ end
+
+ local name, version = patch_init()
+ if name == nil or version == nil then
+ quit("Patch in "..file.." did not return valid name or version.\nIt must return name, version")
+ end
+ patch_version(name, version)
+ end
+ end
+ end
+ end
+end
+load_patches()
+
+--------------------------------------------------------------
+--------------------------------------------------------------
+--------------------------------------------------------------
+--
+-- Do not thouch after this line
+--
+tome_dofile_anywhere(ANGBAND_DIR_CORE, "load2.lua")
diff --git a/lib/mods/theme/core/load.lua b/lib/mods/theme/core/load.lua
new file mode 100644
index 00000000..9522ec91
--- /dev/null
+++ b/lib/mods/theme/core/load.lua
@@ -0,0 +1,37 @@
+-- Savefile stuff
+-- Do not meddle in the affairs of savefiles for they are subtle and quick to be become incompatible
+
+__loadsave_name = {}
+__loadsave_max = 0
+__loadsave_tmp = 0
+
+function add_loadsave(name, default)
+ assert(name, "No variable name to save")
+ assert(default, "No default value")
+
+ -- if it is a table we must create many entries
+ if type(default) == "table" then
+ for k, e in default do
+ add_loadsave(name.."."..k, e)
+ end
+ else
+ __loadsave_name[__loadsave_max] = { name = name, default = default }
+ __loadsave_max = __loadsave_max + 1
+ end
+end
+
+-- Example of how to save a table
+-- NOTE: { 1, 2, 3 } will NOT work, the key MUST be a string
+--[[
+add_loadsave("t",
+{
+ foo = 7,
+ tab = {
+ a = 1,
+ b = 2,
+ tab = {
+ a=1, b=2, c=3,
+ },
+ },
+})
+]]
diff --git a/lib/mods/theme/core/load2.lua b/lib/mods/theme/core/load2.lua
new file mode 100644
index 00000000..7ea432e9
--- /dev/null
+++ b/lib/mods/theme/core/load2.lua
@@ -0,0 +1,63 @@
+-- Savefile helpers
+
+-- function called when a key in the variable part ofthe savefile is read
+-- if the key matches what we need, we use it, otehrwise just ignore it
+function __savefile_load(key, val)
+ local index, elem
+
+ for index, elem in __loadsave_name do
+ if (key == elem.name) then
+ dostring(elem.name.." = "..val)
+ end
+ end
+end
+
+function dump_loadsave()
+ local k, e
+ for k, e in __loadsave_name do
+ msg_print(k.." :: ".. e.name.." ["..e.default.."]")
+ end
+end
+
+-- called when the game is saved, can only save numbers
+-- assosiate a key with them to allow the loading code to recognize them
+function __savefile_save()
+ local index, elem
+ for index, elem in __loadsave_name do
+ dostring("__loadsave_tmp = "..elem.name)
+ save_number_key(elem.name, __loadsave_tmp);
+ end
+end
+
+register_savefile(__loadsave_max)
+add_hook_script(HOOK_LOAD_GAME, "__savefile_load", "__hook_load")
+add_hook_script(HOOK_SAVE_GAME, "__savefile_save", "__hook_save")
+
+-- Parse a flattened(i.e: foo.bar.zog) table path and recrate tables
+function reconstruct_table(name)
+ for i = 1, strlen(name) - 1 do
+ if strsub(name, i, i) == "." then
+ local tbl = strsub(name, 1, i - 1)
+
+ if dostring("return "..tbl) == nil then
+ dostring(tbl.."={}")
+ end
+ end
+ end
+end
+
+-- Automagically set unkown variables, otherwise the savefile code
+-- might get VERY upset
+do
+ local k, e
+ -- We need to be able to check for unknown globals
+ unset_safe_globals()
+ for k, e in __loadsave_name do
+ reconstruct_table(e.name)
+ if dostring("return "..(e.name)) == nil then
+ dostring((e.name).." = "..(e.default))
+ end
+ end
+ -- Now taht we did, we set it back, for it is usefull ;)
+ set_safe_globals()
+end
diff --git a/lib/mods/theme/core/mimc_aux.lua b/lib/mods/theme/core/mimc_aux.lua
new file mode 100644
index 00000000..cea1f4dc
--- /dev/null
+++ b/lib/mods/theme/core/mimc_aux.lua
@@ -0,0 +1,96 @@
+-- Mimic shapes helper file
+
+__mimics = {}
+__mimics_max = 1
+__mimics_names = {}
+
+function add_mimic_shape(t)
+ assert(t.name, "no mimic name")
+ assert(t.desc, "no mimic desc")
+ assert(t.calc, "no mimic calc")
+ assert(t.level, "no mimic level")
+ assert(t.duration, "no mimic duration")
+
+ if not t.limit then t.limit = 0 end
+
+ if not t.obj_name then
+ t.obj_name = t.name
+ end
+
+ t.show_name = '['..t.name..']'
+
+ -- if it needs hooks, add them
+ if t.hooks then
+ add_hooks(t.hooks)
+ end
+
+ -- Add it in a name to index hash table
+ __mimics_names[t.name] = __mimics_max
+
+ __mimics[__mimics_max] = t
+ __mimics_max = __mimics_max + 1
+end
+
+function resolve_mimic_name(name)
+ if __mimics_names[name] then
+ return __mimics_names[name]
+ else
+ return -1
+ end
+end
+
+function find_random_mimic_shape(level, limit, realm)
+ local mimic, tries
+
+ tries = 1000
+ while tries > 0 do
+ tries = tries - 1
+ mimic = rand_range(1, __mimics_max - 1)
+ if (not realm) or (__mimics[mimic].realm == realm) then
+ if limit >= __mimics[mimic].limit then
+ if (rand_int(__mimics[mimic].level * 3) < level) and (__mimics[mimic].rarity < 100) and (magik(100 - __mimics[mimic].rarity) == TRUE) then
+ break
+ end
+ end
+ end
+ end
+ if tries > 0 then
+ return mimic
+ else
+ return resolve_mimic_name("Abomination")
+ end
+end
+
+function get_mimic_info(mimic, info)
+ if not __mimics[mimic] then return 0 end
+ return __mimics[mimic][info]
+end
+
+function get_mimic_rand_dur(mimic)
+ return rand_range(__mimics[mimic].duration[1], __mimics[mimic].duration[2])
+end
+
+function calc_mimic(mimic)
+ return __mimics[mimic].calc()
+end
+
+function calc_mimic_power(mimic)
+ if __mimics[mimic].power then __mimics[mimic].power() end
+end
+
+--- Here comes the only vital shape
+
+add_mimic_shape
+{
+ ["name"] = "Abomination",
+ ["obj_name"] = "Abominable Cloak",
+ ["desc"] = "Abominations are failed experiments of powerful wizards.",
+ ["realm"] = nil,
+ ["level"] = 1,
+ ["rarity"] = 101,
+ ["duration"] = {20, 100},
+ ["calc"] = function ()
+ apply_flags(TR1_SPEED + TR1_STR + TR1_INT + TR1_WIS + TR1_DEX + TR1_CON + TR1_CHR, 0, 0, 0, 0, 0, -10)
+ player.xtra_f3 = bor(player.xtra_f3, TR3_AGGRAVATE)
+ end,
+}
diff --git a/lib/mods/theme/core/monsters.lua b/lib/mods/theme/core/monsters.lua
new file mode 100644
index 00000000..ca2851a0
--- /dev/null
+++ b/lib/mods/theme/core/monsters.lua
@@ -0,0 +1,16 @@
+-- SYSTEM FILE
+--
+-- Monster stuff, do not touch
+--
+
+function summon_monster(y, x, lev, friend, typ)
+ if type(typ) == "number" then
+ if friend == TRUE then
+ return summon_specific_friendly(y, x, lev, typ, FALSE)
+ else
+ return summon_specific(y, x, lev, typ)
+ end
+ else
+ return summon_monster_aux(y, x, lev, friend, typ)
+ end
+end
diff --git a/lib/mods/theme/core/objects.lua b/lib/mods/theme/core/objects.lua
new file mode 100644
index 00000000..97320b82
--- /dev/null
+++ b/lib/mods/theme/core/objects.lua
@@ -0,0 +1,45 @@
+-- SYSTEM FILE
+--
+-- Lua object funtions
+--
+
+function create_object(tval, sval)
+ local obj = new_object()
+ object_prep(obj, lookup_kind(tval, sval))
+ return (obj)
+end
+
+function set_item_tester(tester)
+ if tolua.type(tester) == "number" then
+ lua_set_item_tester(tester, "")
+ end
+ if tolua.type(tester) == "string" then
+ lua_set_item_tester(0, tester)
+ end
+ if tolua.type(tester) == "function" then
+ __get_item_hook_default = tester
+ lua_set_item_tester(0, "__get_item_hook_default")
+ end
+end
+
+function create_artifact(a_idx)
+ local obj
+ local tval, sval
+
+ tval = a_info[a_idx + 1].tval
+ sval = a_info[a_idx + 1].sval
+ obj = create_object(tval, sval)
+ obj.name1 = a_idx
+ apply_magic(obj, -1, TRUE, TRUE, TRUE)
+
+ return (obj)
+end
+
+function get_kind(obj)
+ return k_info[obj.k_idx + 1]
+end
+
+function get_item(ask, deny, flags, mask)
+ set_item_tester(mask)
+ return get_item_aux(0, ask, deny, flags)
+end
diff --git a/lib/mods/theme/core/player.lua b/lib/mods/theme/core/player.lua
new file mode 100644
index 00000000..3017d94f
--- /dev/null
+++ b/lib/mods/theme/core/player.lua
@@ -0,0 +1,140 @@
+-- SYSTEM FILE
+--
+-- Lua player funtions
+--
+
+-- Gods
+function deity(i)
+ return deity_info[1 + i]
+end
+
+-------- skill stuff ---------
+
+-- Easy skill access
+function skill(i)
+ return s_info[i + 1]
+end
+
+-- Sart a lasting spell
+function player.start_lasting_spell(spl)
+ player.music_extra = -spl
+end
+
+-- stat mods
+function player.modify_stat(stat, inc)
+ player.stat_add[1 + stat] = player.stat_add[1 + stat] + inc
+end
+
+-- powers mods
+function player.add_power(pow)
+ player.powers[1 + pow] = TRUE
+end
+
+-- easier inventory access
+function player.inventory(i)
+ return player.inventory_real[i + 1]
+end
+
+-- modify mana
+-- returns TRUE if there is a pb
+function increase_mana(amt)
+ player.csp = player.csp + amt
+ player.redraw = bor(player.redraw, PR_MANA)
+ if (player.csp < 0) then
+ player.csp = 0
+ return TRUE
+ end
+ if (player.csp > player.msp) then
+ player.csp = player.msp
+ end
+ return FALSE
+end
+
+
+-- Return the coordinates of the player whether in wild or not
+function player.get_wild_coord()
+ if player.wild_mode == TRUE then
+ return player.py, player.px
+ else
+ return player.wilderness_y, player.wilderness_x
+ end
+end
+
+-- Create a new power
+__power_fct = {}
+function add_power(p)
+ local i
+
+ assert(p.name, "No power name!")
+ assert(p.desc, "No power desc!")
+ assert(p.desc_get, "No power desc get!")
+ assert(p.desc_lose, "No power desc lose!")
+ assert(p.stat, "No power stat!")
+ assert(p.level, "No power level!")
+ assert(p.cost, "No power cost!")
+ assert(p.fail, "No power fail!")
+ assert(p.power, "No power power!")
+
+ i = add_new_power(p.name, p.desc, p.desc_get, p.desc_lose, p.level, p.cost, p.stat, p.fail)
+ __power_fct[i] = p.power
+ return i
+end
+
+function __power_fct_activate(power)
+ if __power_fct[power] then
+ __power_fct[power]()
+ return TRUE
+ else
+ return FALSE
+ end
+end
+
+-- Register in the hook list
+add_hook_script(HOOK_ACTIVATE_POWER, "__power_fct_activate", "__power_fct_activate")
+
+
+--- Mkeys
+
+-- Create a new power
+__mkey_fct = {}
+function add_mkey(p)
+ local i
+
+ assert(p.mkey, "No mkey mkey!")
+ assert(p.fct, "No mkeey fct!")
+
+ __mkey_fct[p.mkey] = p.fct
+end
+
+function __mkey_fct_activate(power)
+ if __mkey_fct[power] then
+ __mkey_fct[power]()
+ return TRUE
+ else
+ return FALSE
+ end
+end
+
+-- Register in the hook list
+add_hook_script(HOOK_MKEY, "__mkey_fct_activate", "__mkey_fct_activate")
+
+
+-- Subraces
+function subrace(racem)
+ return race_mod_info[racem + 1]
+end
+
+function subrace_add_power(subrace, power)
+ for i = 1, 4 do
+ if subrace.powers[i] == -1 then
+ subrace.powers[i] = power
+ return not nil
+ end
+ end
+ return nil
+end
+
+-- Body parts
+function player.add_body_part(part, nb)
+ player.extra_body_parts[part + 1] = player.extra_body_parts[part + 1] + nb
+end
diff --git a/lib/mods/theme/core/powers.lua b/lib/mods/theme/core/powers.lua
new file mode 100644
index 00000000..839a921d
--- /dev/null
+++ b/lib/mods/theme/core/powers.lua
@@ -0,0 +1,105 @@
+--
+-- Helper functions for magic powers
+--
+
+__magic_powers = {}
+
+function add_magic(m)
+ local i, ret
+
+ if type(m.spell_list) ~= "table" then
+ error("add_magic called without a table")
+ end
+
+ -- Ok iterate over all the powers to add
+ local index, p, max
+
+ -- First, count them
+ max = 0
+ for index, p in m.spell_list do
+ max = max + 1
+ end
+
+ -- Now register it
+ ret = {}
+ i = new_magic_power(max)
+ ret.spells = i
+ ret.max = max
+ ret.fail_fct = m.fail
+ if m.stat then
+ ret.stat = m.stat
+ else
+ ret.stat = A_INT
+ end
+ if m.get_level then
+ ret.get_current_level = m.get_level
+ else
+ ret.get_current_level = function()
+ return player.lev
+ end
+ end
+
+ -- And add each spells
+ max = 0
+ ret.info = {}
+ ret.spell = {}
+ for index, p in m.spell_list do
+ assert(p.name, "No name for the spell!")
+ assert(p.desc, "No desc for the spell!")
+ assert(p.mana, "No mana for the spell!")
+ assert(p.level, "No level for the spell!")
+ assert(p.fail, "No fail for the spell!")
+ assert(p.info, "No info for the spell!")
+ assert(p.spell, "No spell for the spell!")
+
+ get_magic_power(i, max).name = p.name
+ get_magic_power(i, max).desc = p.desc
+ get_magic_power(i, max).mana_cost = p.mana
+ get_magic_power(i, max).min_lev = p.level
+ get_magic_power(i, max).fail = p.fail
+ ret.info[max] = p.info
+ ret.spell[max] = p.spell
+
+ max = max + 1
+ end
+
+ return ret
+end
+
+function __get_magic_info(power)
+ return __current_magic_power_info[power]()
+end
+
+function execute_magic(m)
+ local sn, ret
+
+ -- Ask for a spell
+ __current_magic_power_info = m.info
+ ret, sn = select_magic_power(0, m.spells, m.max, "__get_magic_info", m.get_current_level(), m.stat)
+ if (ret == FALSE) then return end
+
+ -- Verify mana needs
+ if (get_magic_power(m.spells, sn).mana_cost > player.csp) then msg_print("Not enough mana!") return end
+
+ -- Verify failure(second parameter is optional)
+ if m.fail then
+ __current_magic_power_fail = m.fail_fct
+ if (magic_power_sucess(get_magic_power(m.spells, sn), m.stat, "__current_magic_power_fail") == FALSE) then return end
+ else
+ if (magic_power_sucess(get_magic_power(m.spells, sn), m.stat) == FALSE) then return end
+ end
+
+ -- Actually cast the spells
+ m.spell[sn]()
+
+ -- use up some mana
+ increase_mana(-get_magic_power(m.spells, sn).mana_cost)
+end
+
+-- Get the level of a power
+function get_level_power(s, max, min)
+ if not max then max = 50 end
+ if not min then min = 1 end
+
+ return value_scale(s.get_current_level(), 50, max, min)
+end
diff --git a/lib/mods/theme/core/quests.lua b/lib/mods/theme/core/quests.lua
new file mode 100644
index 00000000..dfe9db51
--- /dev/null
+++ b/lib/mods/theme/core/quests.lua
@@ -0,0 +1,57 @@
+-- Quest helper files
+
+-- Quest structs
+
+__quest_hook = {}
+__quest_callbacks = {}
+__quest_callbacks_max = 0
+__quest_dynamic_desc = {}
+
+function add_quest(q)
+ local i, index, d, z, qq
+
+ assert(q.global, "No quest global name")
+ assert(q.name, "No quest name")
+ assert(q.desc, "No quest desc")
+ assert(q.level, "No quest level")
+ assert(q.hooks, "No quest hooks")
+
+ i = new_quest(q.name);
+ setglobal(q.global, i)
+
+ -- Make it save & load
+ add_loadsave("quest("..q.global..").status", QUEST_STATUS_UNTAKEN)
+
+ if type(q.desc) == "table" then
+ z = 0
+ for index, d in q.desc do
+ quest_desc(i, z, d);
+ z = z + 1
+ end
+ else
+ __quest_dynamic_desc[i] = q.desc
+ quest(i).dynamic_desc = TRUE
+ end
+ quest(i).level = q.level
+ if not q.silent then
+ quest(i).silent = FALSE
+ else
+ quest(i).silent = q.silent
+ end
+ __quest_hook[i] = q.hooks
+ for index, d in q.hooks do
+ add_hook_script(index, "__lua__quest_callback"..__quest_callbacks_max, "__lua__quest_callback"..__quest_callbacks_max)
+ setglobal("__lua__quest_callback"..__quest_callbacks_max, d)
+ __quest_callbacks_max = __quest_callbacks_max + 1
+ end
+ if q.data then
+ for index, d in q.data do
+ -- Besure it exists
+ setglobal(index, d)
+
+ -- Make it save & load
+ add_loadsave(index, d)
+ end
+ end
+ return i
+end
diff --git a/lib/mods/theme/core/s_aux.lua b/lib/mods/theme/core/s_aux.lua
new file mode 100644
index 00000000..abd1269d
--- /dev/null
+++ b/lib/mods/theme/core/s_aux.lua
@@ -0,0 +1,742 @@
+-- Functions to help with spells, do not touch
+
+__schools = {}
+__schools_num = 0
+
+__tmp_spells = {}
+__tmp_spells_num = 0
+
+function add_school(s)
+ __schools[__schools_num] = s
+
+ __schools_num = __schools_num + 1
+ return (__schools_num - 1)
+end
+
+function finish_school(i)
+ local s
+
+ s = __schools[i]
+ assert(s.name, "No school name!")
+ assert(s.skill, "No school skill!")
+
+ -- Need hooks?
+ if s.hooks then
+ add_hooks(s.hooks)
+ end
+
+ new_school(i, s.name, s.skill)
+end
+
+function add_spell(s)
+ __tmp_spells[__tmp_spells_num] = s
+
+ __tmp_spells_num = __tmp_spells_num + 1
+ return (__tmp_spells_num - 1)
+end
+
+function finish_spell(must_i)
+ local i, s
+
+ s = __tmp_spells[must_i]
+ assert(s.name, "No spell name!")
+ assert(s.school, "No spell school!")
+ assert(s.level, "No spell level!")
+ assert(s.mana, "No spell mana!")
+ if not s.mana_max then s.mana_max = s.mana end
+ assert(s.fail, "No spell failure rate!")
+ assert(s.spell, "No spell function!")
+ if not s.info then s.info = function() return "" end end
+ assert(s.desc, "No spell desc!")
+ if not s.random then s.random = SKILL_MAGIC end
+ if s.lasting then
+ assert(type(s.lasting) == "function", "Spell lasting is not function")
+ end
+ if s.stick then
+ local k, e
+ for k, e in s.stick do
+ if type(k) == "table" then
+ assert(e.base_level, "Arg no stick base level")
+ assert(e.max_level, "Arg no stick max level")
+ end
+ end
+ end
+
+ i = new_spell(must_i, s.name)
+ assert(i == must_i, "ACK ! i != must_i ! please contact the maintainer")
+ if type(s.school) == "number" then __spell_school[i] = {s.school}
+ else __spell_school[i] = s.school end
+ spell(i).mana = s.mana
+ spell(i).mana_max = s.mana_max
+ spell(i).fail = s.fail
+ spell(i).skill_level = s.level
+ __spell_spell[i] = s.spell
+ __spell_info[i] = s.info
+ __spell_desc[i] = s.desc
+ return i
+end
+
+-- Creates the school books array
+__spell_spell = {}
+__spell_info = {}
+__spell_desc = {}
+__spell_school = {}
+school_book = {}
+
+-- Find a spell by name
+function find_spell(name)
+ local i
+
+ i = 0
+ while (i < __tmp_spells_num) do
+ if __tmp_spells[i].name == name then return i end
+ i = i + 1
+ end
+ return -1
+end
+
+-- Find if the school is under the influence of a god, returns nil or the level
+function get_god_level(sch)
+ if __schools[sch].gods[player.pgod] then
+ return (s_info[__schools[sch].gods[player.pgod].skill + 1].value * __schools[sch].gods[player.pgod].mul) / __schools[sch].gods[player.pgod].div
+ else
+ return nil
+ end
+end
+
+-- Change this fct if I want to switch to learnable spells
+function get_level_school(s, max, min)
+ local lvl, sch, index, num, bonus
+ local allow_spell_power = TRUE
+
+ lvl = 0
+ num = 0
+ bonus = 0
+
+ -- No max specified ? assume 50
+ if not max then
+ max = 50
+ end
+ if not min then
+ min = 1
+ end
+
+ -- Do we pass tests?
+ if __tmp_spells[s].depend then
+ if __tmp_spells[s].depend() ~= TRUE then
+ return min, "n/a"
+ end
+ end
+
+ for index, sch in __spell_school[s] do
+ local r, s, p, ok = 0, 0, 0, 0
+
+ -- Does it require we worship a specific god?
+ if __schools[sch].god then
+ if __schools[sch].god ~= player.pgod then
+ if min then return min, "n/a"
+ else return 1, "n/a" end
+ end
+ end
+
+ -- Take the basic skill value
+ r = s_info[(school(sch).skill) + 1].value
+
+ -- Do we pass tests?
+ if __schools[sch].depend then
+ if __schools[sch].depend() ~= TRUE then
+ return min, "n/a"
+ end
+ end
+
+ -- Are we under sorcery effect ?
+ if __schools[sch].sorcery then
+ s = s_info[SKILL_SORCERY + 1].value
+ end
+
+ -- Are we affected by spell power ?
+ -- All teh schools must allow it for it to work
+ if not __schools[sch].spell_power then
+ allow_spell_power = nil
+ end
+
+ -- Are we under a god effect ?
+ if __schools[sch].gods then
+ p = get_god_level(sch)
+ if not p then p = 0 end
+ end
+
+ -- Find the higher
+ ok = r
+ if ok < s then ok = s end
+ if ok < p then ok = p end
+
+ -- Do we need to add a special bonus ?
+ if __schools[sch].bonus_level then
+ bonus = bonus + (__schools[sch].bonus_level() * (SKILL_STEP / 10))
+ end
+
+ -- All schools must be non zero to be able to use it
+ if ok == 0 then return min, "n/a" end
+
+ -- Apply it
+ lvl = lvl + ok
+ num = num + 1
+ end
+
+ -- Add the Spellpower skill as a bonus
+ if allow_spell_power then
+ bonus = bonus + (get_skill_scale(SKILL_SPELL, 20) * (SKILL_STEP / 10))
+ end
+
+ -- Add bonus from objects
+ bonus = bonus + (player.to_s * (SKILL_STEP / 10))
+
+ -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative
+ -- The loss of information should be negligible since 1 skill = 1000 internally
+ lvl = (lvl / num) / 10
+ lvl = lua_get_level(s, lvl, max, min, bonus)
+
+ return lvl, nil
+end
+
+-- This is the function to use when casting through a stick
+function get_level_device(s, max, min)
+ local lvl
+
+ -- No max specified ? assume 50
+ if not max then
+ max = 50
+ end
+
+ lvl = s_info[SKILL_DEVICE + 1].value
+ lvl = lvl + (get_level_use_stick * SKILL_STEP)
+
+ -- Sticks are limited
+ if lvl - ((spell(s).skill_level + 1) * SKILL_STEP) >= get_level_max_stick * SKILL_STEP then
+ lvl = (get_level_max_stick + spell(s).skill_level - 1) * SKILL_STEP
+ end
+
+ -- / 10 because otherwise we can overflow a s32b and we can use a u32b because the value can be negative
+ -- The loss of information should be negligible since 1 skill = 1000 internally
+ lvl = lvl / 10
+ if not min then
+ lvl = lua_get_level(s, lvl, max, 1, 0)
+ else
+ lvl = lua_get_level(s, lvl, max, min, 0)
+ end
+
+ return lvl
+end
+
+-- The real get_level, works for schooled magic and for innate powers
+get_level_use_stick = -1
+get_level_max_stick = -1
+function get_level(s, max, min)
+ if type(s) == "number" then
+ -- Ahah shall we use Magic device instead ?
+ if get_level_use_stick > -1 then
+ return get_level_device(s, max, min)
+ else
+ local lvl, na = get_level_school(s, max, min)
+ return lvl
+ end
+ else
+ return get_level_power(s, max, min)
+ end
+end
+
+-- Can we cast the spell ?
+function is_ok_spell(s, obj)
+ if get_level(s, 50, 0) == 0 then return nil end
+ if __tmp_spells[s].pval and obj.pval < __tmp_spells[s].pval then return nil end
+ return 1
+end
+
+-- Get the amount of mana(or power) needed
+function get_mana(s)
+ return spell(s).mana + get_level(s, spell(s).mana_max - spell(s).mana, 0)
+end
+
+-- Return the amount of power(mana, piety, whatever) for the spell
+function get_power(s)
+ if check_affect(s, "piety", FALSE) then
+ return player.grace
+ else
+ return player.csp
+ end
+end
+
+-- Return the amount of power(mana, piety, whatever) for the spell
+function get_power_name(s)
+ if check_affect(s, "piety", FALSE) then
+ return "piety"
+ else
+ return "mana"
+ end
+end
+
+-- Changes the amount of power(mana, piety, whatever) for the spell
+function adjust_power(s, x)
+ if check_affect(s, "piety", FALSE) then
+ inc_piety(GOD_ALL, x)
+ else
+ increase_mana(x)
+ end
+end
+
+-- Print the book and the spells
+function print_book(book, spl, obj)
+ local x, y, index, sch, size, s
+
+ x = 0
+ y = 2
+ size = 0
+
+ -- Hack if the book is 255 it is a random book
+ if book == 255 then
+ school_book[book] = {spl}
+ end
+
+ -- Parse all spells
+ for index, s in school_book[book] do
+ local color = TERM_L_DARK
+ local lvl, na = get_level_school(s, 50, -50)
+ local xx, sch_str
+
+ if is_ok_spell(s, obj) then
+ if get_mana(s) > get_power(s) then color = TERM_ORANGE
+ else color = TERM_L_GREEN end
+ end
+
+ xx = nil
+ sch_str = ""
+ for index, sch in __spell_school[s] do
+ if xx then
+ sch_str = sch_str.."/"..school(sch).name
+ else
+ xx = 1
+ sch_str = sch_str..school(sch).name
+ end
+ end
+
+ if na then
+ c_prt(color, format("%c) %-20s%-16s %3s %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, na, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
+ else
+ c_prt(color, format("%c) %-20s%-16s %3d %4s %3d%s %s", size + strbyte("a"), spell(s).name, sch_str, lvl, get_mana(s), spell_chance(s), "%", __spell_info[s]()), y, x)
+ end
+ y = y + 1
+ size = size + 1
+ end
+ prt(format(" %-20s%-16s Level Cost Fail Info", "Name", "School"), 1, x)
+ return y
+end
+
+-- Output the describtion when it is used as a spell
+function print_spell_desc(s, y)
+ local index, desc, x
+
+ x = 0
+
+ if type(__spell_desc[s]) == "string" then c_prt(TERM_L_BLUE, __spell_desc[s], y, x)
+ else
+ for index, desc in __spell_desc[s] do
+ c_prt(TERM_L_BLUE, desc, y, x)
+ y = y + 1
+ end
+ end
+ if check_affect(s, "piety", FALSE) then
+ c_prt(TERM_L_WHITE, "It uses piety to cast.", y, x)
+ y = y + 1
+ end
+ if not check_affect(s, "blind") then
+ c_prt(TERM_ORANGE, "It is castable even while blinded.", y, x)
+ y = y + 1
+ end
+ if not check_affect(s, "confusion") then
+ c_prt(TERM_ORANGE, "It is castable even while confused.", y, x)
+ y = y + 1
+ end
+end
+
+-- Output the desc when sued as a device
+function print_device_desc(s)
+ local index, desc
+
+ if type(__spell_desc[s]) == "string" then text_out(__spell_desc[s])
+ else
+ for index, desc in __spell_desc[s] do
+ text_out("\n" .. desc)
+ end
+ end
+end
+
+function book_spells_num(book)
+ local size, index, sch
+
+ size = 0
+
+ -- Hack if the book is 255 it is a random book
+ if book == 255 then
+ return 1
+ end
+
+ -- Parse all spells
+ for index, s in school_book[book] do
+ size = size + 1
+ end
+ return size
+end
+
+function spell_x(book, spl, s)
+ if book == 255 then
+ return spl
+ else
+ local i, x, val
+
+ i, val = next(school_book[book], nil)
+ x = 0
+ while x < s do
+ i, val = next(school_book[book], i)
+ x = x + 1
+ end
+ return val
+ end
+end
+
+function spell_in_book(book, spell)
+ local i, s
+
+ for i, s in school_book[book] do
+ if s == spell then return TRUE end
+ end
+ return FALSE
+end
+
+-- Returns spell chance of failure for spell
+function spell_chance(s)
+ local chance, s_ptr
+
+ s_ptr = spell(s)
+
+ -- Extract the base spell failure rate
+ if get_level_use_stick > -1 then
+ chance = lua_spell_device_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level)
+ else
+ chance = lua_spell_chance(s_ptr.fail, get_level(s, 50), s_ptr.skill_level, get_mana(s), get_power(s), get_spell_stat(s))
+ end
+
+ -- Return the chance
+ return chance
+end
+
+function check_affect(s, name, default)
+ local s_ptr = __tmp_spells[s]
+ local a
+
+ if type(s_ptr[name]) == "number" then
+ a = s_ptr[name]
+ else
+ a = default
+ end
+ if a == FALSE then
+ return nil
+ else
+ return TRUE
+ end
+end
+
+-- Returns the stat to use for the spell, INT by default
+function get_spell_stat(s)
+ if not __tmp_spells[s].stat then return A_INT
+ else return __tmp_spells[s].stat end
+end
+
+function cast_school_spell(s, s_ptr, no_cost)
+ local use = FALSE
+
+ -- No magic
+ if (player.antimagic > 0) then
+ msg_print("Your anti-magic field disrupts any magic attempts.")
+ return
+ end
+
+ -- No magic
+ if (player.anti_magic == TRUE) then
+ msg_print("Your anti-magic shell disrupts any magic attempts.")
+ return
+ end
+
+ -- if it costs something then some condition must be met
+ if not no_cost then
+ -- Require lite
+ if (check_affect(s, "blind")) and ((player.blind > 0) or (no_lite() == TRUE)) then
+ msg_print("You cannot see!")
+ return
+ end
+
+ -- Not when confused
+ if (check_affect(s, "confusion")) and (player.confused > 0) then
+ msg_print("You are too confused!")
+ return
+ end
+
+ -- Enough mana
+ if (get_mana(s) > get_power(s)) then
+ if (get_check("You do not have enough "..get_power_name(s)..", do you want to try anyway?") == FALSE) then return end
+ end
+
+ -- Invoke the spell effect
+ if (magik(spell_chance(s)) == FALSE) then
+ if (__spell_spell[s]() ~= nil) then
+ use = TRUE
+ end
+ else
+ local index, sch
+
+ -- added because this is *extremely* important --pelpel
+ if (flush_failure) then flush() end
+
+ msg_print("You failed to get the spell off!")
+ for index, sch in __spell_school[s] do
+ if __schools[sch].fail then
+ __schools[sch].fail(spell_chance(s))
+ end
+ end
+ use = TRUE
+ end
+ else
+ __spell_spell[s]()
+ end
+
+ if use == TRUE then
+ -- Reduce mana
+ adjust_power(s, -get_mana(s))
+
+ -- Take a turn
+ if is_magestaff() == TRUE then energy_use = 80
+ else energy_use = 100 end
+ end
+
+ player.redraw = bor(player.redraw, PR_MANA)
+ player.window = bor(player.window, PW_PLAYER)
+end
+
+
+-- Helper functions
+HAVE_ARTIFACT = 0
+HAVE_OBJECT = 1
+HAVE_EGO = 2
+function have_object(mode, type, find, find2)
+ local o, i, min, max
+
+ max = 0
+ min = 0
+ if band(mode, USE_EQUIP) == USE_EQUIP then
+ min = INVEN_WIELD
+ max = INVEN_TOTAL
+ end
+ if band(mode, USE_INVEN) == USE_INVEN then
+ min = 0
+ if max == 0 then max = INVEN_WIELD end
+ end
+
+ i = min
+ while i < max do
+ o = get_object(i)
+ if o.k_idx ~= 0 then
+ if type == HAVE_ARTIFACT then
+ if find == o.name1 then return i end
+ end
+ if type == HAVE_OBJECT then
+ if find2 == nil then
+ if find == o.k_idx then return i end
+ else
+ if (find == o.tval) and (find2 == o.sval) then return i end
+ end
+ end
+ if type == HAVE_EGO then
+ if (find == o.name2) or (find == o.name2b) then return i end
+ end
+ end
+ i = i + 1
+ end
+ return -1
+end
+
+-- Can the spell be randomly found(in random books)
+function can_spell_random(i)
+ return __tmp_spells[i].random
+end
+
+-- Find a random spell
+function get_random_spell(typ, level)
+ local spl, tries
+
+ tries = 1000
+ while tries > 0 do
+ tries = tries - 1
+ spl = rand_int(__tmp_spells_num)
+ if (can_spell_random(spl) == typ) and (rand_int(spell(spl).skill_level * 3) < level) then
+ break
+ end
+ end
+ if tries > 0 then
+ return spl
+ else
+ return -1
+ end
+end
+
+-- Execute a lasting spell
+function exec_lasting_spell(spl)
+ assert(__tmp_spells[spl].lasting, "No lasting effect for spell "..__tmp_spells[spl].name.." but called as such")
+ return __tmp_spells[spl].lasting()
+end
+
+-- Helper function for spell effect to know if they are or not obvious
+function is_obvious(effect, old)
+ if old then
+ if old == TRUE or effect == TRUE then
+ return TRUE
+ else
+ return FALSE
+ end
+ else
+ return effect
+ end
+end
+
+-------------------------Sticks-------------------------
+
+-- Fire off the spell
+function activate_stick(spl)
+ local ret = __spell_spell[spl]()
+ local charge, obvious
+ if not ret then
+ charge = FALSE
+ obvious = FALSE
+ else
+ charge = TRUE
+ obvious = ret
+ end
+ return obvious, charge
+end
+
+----------------------------------- Wand, Staves, Rods specific functions ----------------------------
+
+-- Get a spell for a given stick(wand, staff, rod)
+function get_random_stick(stick, level)
+ local spl, tries
+
+ tries = 1000
+ while tries > 0 do
+ tries = tries - 1
+ spl = rand_int(__tmp_spells_num)
+ if __tmp_spells[spl].stick and (type(__tmp_spells[spl].stick[stick]) == "table") then
+ if (rand_int(spell(spl).skill_level * 3) < level) and (magik(100 - __tmp_spells[spl].stick[stick].rarity) == TRUE) then
+ break
+ end
+ end
+ end
+ if tries > 0 then
+ return spl
+ else
+ return -1
+ end
+end
+
+-- Get a random base level
+function get_stick_base_level(stick, level, spl)
+ -- Paranoia
+ if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end
+
+ local min, max = __tmp_spells[spl].stick[stick].base_level[1], __tmp_spells[spl].stick[stick].base_level[2]
+ local range = max - min;
+
+ -- Ok the basic idea is to have a max possible level of half the dungeon level
+ if range * 2 > level then range = level / 2 end
+
+ -- Randomize a bit
+ range = m_bonus(range, dun_level)
+
+ -- And get the result
+ return min + range
+end
+
+-- Get a random max level
+function get_stick_max_level(stick, level, spl)
+ -- Paranoia
+ if spl < 0 or spl >= __tmp_spells_num or not __tmp_spells[spl].stick[stick] then return 0 end
+
+ local min, max = __tmp_spells[spl].stick[stick].max_level[1], __tmp_spells[spl].stick[stick].max_level[2]
+ local range = max - min;
+
+ -- Ok the basic idea is to have a max possible level of half the dungeon level
+ if range * 2 > level then range = level / 2 end
+
+ -- Randomize a bit
+ range = m_bonus(range, dun_level)
+
+ -- And get the result
+ return min + range
+end
+
+-- Get the number of desired charges
+function get_stick_charges(spl)
+ return __tmp_spells[spl].stick.charge[1] + randint(__tmp_spells[spl].stick.charge[2]);
+end
+
+-- Get activation desc
+function get_activation_desc(spl)
+ local turns
+ if type(__tmp_spells[spl].activate) == 'number' then
+ turns = __tmp_spells[spl].activate
+ else
+ turns = __tmp_spells[spl].activate[1] .. '+d' .. __tmp_spells[spl].activate[2]
+ end
+ return __tmp_spells[spl].desc[1] .. ' every ' .. turns .. ' turns'
+end
+
+-- Compute the timeout of an activation
+function get_activation_timeout(spl)
+ if type(__tmp_spells[spl].activate) == 'number' then
+ return __tmp_spells[spl].activate
+ else
+ return __tmp_spells[spl].activate[1] + randint(__tmp_spells[spl].activate[2])
+ end
+end
+
+-- Fire off the spell
+function activate_activation(spl, item)
+ __spell_spell[spl](item)
+end
+
+
+------- Add new GF type ----------
+max_gf = MAX_GF
+function add_spell_type(t)
+ t.index = max_gf
+ max_gf = max_gf + 1
+ assert(t.color, "No GF color")
+ if not t.monster then t.monster = function() end end
+ if not t.angry then t.angry = function() end end
+ if not t.object then t.object = function() end end
+ if not t.player then t.player = function() end end
+ if not t.grid then t.grid = function() end end
+
+ add_hooks
+ {
+ [HOOK_GF_COLOR] = function (gf, new_gfx)
+ local t = %t
+ if gf == t.index then return TRUE, t.color[new_gfx + 1] end
+ end,
+ [HOOK_GF_EXEC] = function (action, who, gf, dam, rad, y, x, extra)
+ local t = %t
+ if t.index == gf then
+ return t[action](who, dam, rad, y, x, extra)
+ end
+ end,
+ }
+ return t.index
+end
diff --git a/lib/mods/theme/core/stores.lua b/lib/mods/theme/core/stores.lua
new file mode 100644
index 00000000..d4a63168
--- /dev/null
+++ b/lib/mods/theme/core/stores.lua
@@ -0,0 +1,32 @@
+-- Take care of all concerning stores
+function store_buy_list(t)
+ assert(type(t) == "table", "store_buy_list got no table")
+ add_hooks
+ {
+ [HOOK_STORE_BUY] = function (index, name, obj)
+ local tbl = %t
+ local elt = tbl[index]
+ if not elt then
+ elt = tbl[name]
+ end
+ if elt then
+ if elt then
+ if type(elt) == "function" then
+ return TRUE, elt(obj)
+ elseif type(elt) == "table" then
+ local k, e
+ for k, e in elt do
+ if type(e) == "number" then
+ if obj.tval == e then return TRUE, TRUE end
+ else
+ if (obj.tval == e[1]) and (obj.sval >= e[2]) and (obj.sval <= e[3]) then return TRUE, TRUE end
+ end
+ end
+ elseif elt == -1 then
+ return TRUE, FALSE
+ end
+ end
+ end
+ end,
+ }
+end
diff --git a/lib/mods/theme/core/util.lua b/lib/mods/theme/core/util.lua
new file mode 100644
index 00000000..997f1eba
--- /dev/null
+++ b/lib/mods/theme/core/util.lua
@@ -0,0 +1,257 @@
+-- various stuff to make scripters life easier
+
+-- Beware of the scary undefined globals
+function safe_getglobal(x)
+ local v = rawget(globals(), x)
+
+ if v then
+ return v
+ else
+ error("undefined global variable '"..x.."'")
+ end
+end
+
+function set_safe_globals()
+ settagmethod(tag(nil), "getglobal", safe_getglobal)
+end
+function unset_safe_globals()
+ settagmethod(tag(nil), "getglobal", nil)
+end
+
+set_safe_globals()
+
+-- Patch modules
+__patch_modules = {}
+
+function patch_version(name, version)
+ assert(not __patch_modules[name], "Patch " .. name .. " already loaded!!!")
+ __patch_modules[name] = version
+end
+
+function patchs_list()
+ local k, e, first
+ first = FALSE
+ for k, e in __patch_modules do
+ if first == FALSE then print_hook("\n\n [Patch modules]\n") first = TRUE end
+ print_hook("\n "..k.." version "..e)
+ end
+ if first == TRUE then print_hook("\n") end
+end
+
+function patchs_display()
+ local k, e
+ for k, e in __patch_modules do
+ msg_print("Patch: "..k.." version "..e)
+ end
+end
+
+
+-- Better hook interface
+__hooks_list_callback = {}
+__hooks_list_callback_max = 0
+
+function add_hooks(h_table, name_prefix)
+ local k, e
+
+ if not name_prefix then name_prefix = "" end
+ for k, e in h_table do
+ add_hook_script(k, "__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max, "__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max)
+ setglobal("__"..name_prefix.."__hooks_list_callback"..__hooks_list_callback_max, e)
+ __hooks_list_callback_max = __hooks_list_callback_max + 1
+ end
+end
+
+-- Wrapper for the real msg_print and cmsg_print
+-- it understands if we want color or not
+function msg_print(c, m)
+ if type(c) == "number" then
+ cmsg_print(c, m)
+ else
+ call(%msg_print, { c })
+ end
+end
+
+-- Returns the direction of the compass that y2, x2 is from y, x
+-- the return value will be one of the following: north, south,
+-- east, west, north-east, south-east, south-west, north-west,
+-- or "close" if it is within 2 tiles.
+function compass(y, x, y2, x2)
+ local y_axis, x_axis, y_diff, x_diff, compass_dir
+
+ -- is it close to the north/south meridian?
+ y_diff = y2 - y
+
+ -- determine if y2, x2 is to the north or south of y, x
+ if (y_diff > -3) and (y_diff < 3) then
+ y_axis = nil
+ elseif y2 > y then
+ y_axis = "south"
+ else
+ y_axis = "north"
+ end
+
+ -- is it close to the east/west meridian?
+ x_diff = x2 - x
+
+ -- determine if y2, x2 is to the east or west of y, x
+ if (x_diff > -3) and (x_diff < 3) then
+ x_axis = nil
+ elseif x2 > x then
+ x_axis = "east"
+ else
+ x_axis = "west"
+ end
+
+ -- Maybe it is very close
+ if ((not x_axis) and (not y_axis)) then compass_dir = "close"
+ -- Maybe it is (almost) due N/S
+ elseif not x_axis then compass_dir = y_axis
+ -- Maybe it is (almost) due E/W
+ elseif not y_axis then compass_dir = x_axis
+ -- or if it is neither
+ else compass_dir = y_axis.."-"..x_axis
+ end
+
+ return compass_dir
+end
+
+-- Returns a relative approximation of the 'distance' of y2, x2 from y, x.
+function approximate_distance(y, x, y2, x2)
+ local y_diff, x_diff, most_dist
+
+ -- how far to away to the north/south
+ y_diff = y2 - y
+
+ -- make sure it's a positive integer
+ if y_diff < 0 then
+ y_diff = 0 - y_diff
+ end
+
+ -- how far to away to the east/west
+ x_diff = x2 - x
+
+ -- make sure it's a positive integer
+ if x_diff < 0 then
+ x_diff = 0 - x_diff
+ end
+
+ -- find which one is the larger distance
+ if x_diff > y_diff then
+ most_dist = x_diff
+ else
+ most_dist = y_diff
+ end
+
+ -- how far away then?
+ if most_dist >= 41 then
+ how_far = "a very long way"
+ elseif most_dist >= 25 then
+ how_far = "a long way"
+ elseif most_dist >= 8 then
+ how_far = "quite some way"
+ else
+ how_far = "not very far"
+ end
+
+ return how_far
+
+end
+
+-- better timer add function
+__timers_callback_max = 0
+
+function new_timer(t)
+ assert(t.delay > 0, "no timer delay")
+ assert(t.enabled, "no timer enabled state")
+ assert(t.callback, "no timer callback")
+
+ local timer
+ if type(t.callback) == "function" then
+ setglobal("__timers_callback_"..__timers_callback_max, t.callback)
+ timer = %new_timer("__timers_callback_"..__timers_callback_max, t.delay)
+ __timers_callback_max = __timers_callback_max + 1
+ else
+ timer = %new_timer(t.callback, t.delay)
+ end
+
+ timer.enabled = t.enabled
+
+ return timer
+end
+
+-- saves all timer values
+function save_timer(name)
+ add_loadsave(name..".enabled", FALSE)
+ add_loadsave(name..".delay", 1)
+ add_loadsave(name..".countdown", 1)
+end
+
+
+-- displays a scrolling list
+function display_list(y, x, h, w, title, list, begin, sel, sel_color)
+ local l = create_list(getn(list))
+
+ for i = 1, getn(list) do
+ add_to_list(l, i - 1, list[i])
+ end
+
+ %display_list(y, x, h, w, title, l, getn(list), begin - 1, sel - 1, sel_color)
+
+ delete_list(l, getn(list))
+end
+
+-- Easier access to special gene stuff
+function set_monster_generation(monster, state)
+ if type(monster) == "string" then
+ m_allow_special[test_monster_name(monster) + 1] = state
+ else
+ m_allow_special[monster + 1] = state
+ end
+end
+function set_object_generation(obj, state)
+ if type(obj) == "string" then
+ m_allow_special[test_item_name(obj) + 1] = state
+ else
+ m_allow_special[obj + 1] = state
+ end
+end
+function set_artifact_generation(obj, state)
+ m_allow_special[obj + 1] = state
+end
+
+-- Strings
+function strcap(str)
+ if strlen(str) > 1 then
+ return strupper(strsub(str, 1, 1))..strsub(str, 2)
+ elseif strlen(str) == 1 then
+ return strupper(str)
+ else
+ return str
+ end
+end
+
+function msg_format(...)
+ msg_print(call(format, arg))
+end
+
+-- Stacks
+function stack_push(stack, val)
+ tinsert(stack, val)
+end
+function stack_pop(stack)
+ if getn(stack) >= 1 then
+ return tremove(stack)
+ else
+ error("Tried to unstack an empty stack")
+ return nil
+ end
+end
+
+-- A way to check if the game is now running(as opposed to initialization/character gen)
+game = {}
+add_hooks
+{
+ [HOOK_GAME_START] = function ()
+ game.started = TRUE
+ end
+}
diff --git a/lib/mods/theme/core/xml.lua b/lib/mods/theme/core/xml.lua
new file mode 100644
index 00000000..14f0511f
--- /dev/null
+++ b/lib/mods/theme/core/xml.lua
@@ -0,0 +1,375 @@
+-- The xml module
+xml = {}
+
+function xml:parseargs (s)
+ local arg = {}
+ gsub(s, "(%w+)=([\"'])(.-)%2", function (w, _, a)
+ %arg[w] = a
+ end)
+ return arg
+end
+
+-- s is a xml stream, returns a table
+function xml:collect (s)
+ local stack = {n=0}
+ local top = {n=0}
+ tinsert(stack, top)
+ local ni,c,label,args, empty
+ local i, j = 1, 1
+ while 1 do
+ ni,j,c,label,args, empty = strfind(s, "<(%/?)(%w+)(.-)(%/?)>", j)
+ if not ni then break end
+ local text = strsub(s, i, ni-1)
+ if not strfind(text, "^%s*$") then
+ tinsert(top, text)
+ end
+ if empty == "/" then -- empty element tag
+ tinsert(top, {n=0, label=label, args=xml:parseargs(args), empty=1})
+ elseif c == "" then -- start tag
+ top = {n=0, label=label, args=xml:parseargs(args)}
+ tinsert(stack, top) -- new level
+ else -- end tag
+ local toclose = tremove(stack) -- remove top
+ top = stack[stack.n]
+ if stack.n < 1 then
+ error("nothing to close with "..label)
+ end
+ if toclose.label ~= label then
+ error("trying to close "..toclose.label.." with "..label)
+ end
+ tinsert(top, toclose)
+ end
+ i = j+1
+ end
+ local text = strsub(s, i)
+ if not strfind(text, "^%s*$") then
+ tinsert(stack[stack.n], text)
+ end
+ if stack.n > 1 then
+ error("unclosed "..stack[stack.n].label)
+ end
+ return stack[1]
+end
+
+-- Viewport coordinates
+xml.write_out_y = 0
+xml.write_out_x = 0
+xml.write_out_h = 24
+xml.write_out_w = 80
+
+-- Offsets
+xml.write_off_y = 0
+xml.write_off_x = 0
+
+-- Current position
+xml.write_y = 0
+xml.write_x = 0
+
+xml.write_screen = function(color, s)
+ local i
+ for i = 1, strlen(s) do
+ local c = strsub(s, i, i + 1)
+ if c ~= "\n" then
+ if xml.write_y - xml.write_off_y >= 0 and xml.write_y - xml.write_off_y < xml.write_out_h and xml.write_x - xml.write_off_x >= 0 and xml.write_x - xml.write_off_x < xml.write_out_w then
+ Term_putch(xml.write_x - xml.write_off_x + xml.write_out_x, xml.write_y - xml.write_off_y + xml.write_out_y, color, strbyte(c))
+ end
+ xml.write_x = xml.write_x + 1
+ else
+ xml.write_x = 0
+ xml.write_y = xml.write_y + 1
+ end
+ end
+end
+
+xml.write_file = function (color, s)
+ print_hook(s)
+end
+
+xml.write = xml.write_screen
+
+xml.rule2string = {
+ ['name'] = {"Its ", "name", " is"},
+ ['contain'] = {"Its ", "name", " contains"},
+ ['symbol'] = {"Its ", "symbol", " is"},
+ ['inscribed'] = {"Its ", "inscription", " contains"},
+ ['state'] = {"Its ", "state", " is"},
+ ['status'] = {"Its ", "status", " is"},
+ ['tval'] = {"Its ", "tval", " is"},
+ ['race'] = {"Your ", "race", " is"},
+ ['subrace'] = {"Your ", "subrace", " is"},
+ ['class'] = {"Your ", "class", " is"},
+ ['foo1'] = {"The result of ", "test 1 ", "is"},
+ ['foo2'] = {"The result of ", "test 2 ", "is"},
+ ['foo3'] = {"The result of ", "test 3 ", "is"},
+}
+
+xml.display_english = 1
+function xml:display_xml(t, tab)
+ if xml.display_english then
+ xml:english_xml(t, tab)
+ else
+ xml:print_xml(t, tab)
+ end
+end
+
+function xml:english_xml(t, tab, not_flag)
+ local i, k, e
+ local pre, post, recurse
+ local children_not_flag
+ local nextlevel
+ local bcol, ecol = TERM_L_GREEN, TERM_GREEN
+
+ if xml.write_active and t == auto_aux.rule then bcol, ecol = TERM_VIOLET, TERM_VIOLET end
+
+ nextlevel = tab .. " "
+
+ recurse = 1
+
+ if t.label == "rule" then
+ if t.args.type == "inscribe" then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "A rule named \"")
+ xml.write(TERM_WHITE, tostring(t.args.name))
+ xml.write(ecol, "\" to ")
+ xml.write(bcol, "inscribe")
+ xml.write(ecol, " an item with \"")
+ xml.write(TERM_WHITE, t.args.inscription)
+ xml.write(ecol, "\" when")
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "A rule named \"")
+ xml.write(TERM_WHITE, tostring(t.args.name))
+ xml.write(ecol, "\" to ")
+ xml.write(bcol, t.args.type)
+ xml.write(ecol, " when")
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "and" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "At least one of the following is false:")
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "All of the following are true:")
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "or" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "All of the following are false:")
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "At least one of the following are true:")
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "not" then
+ if bcol == TERM_VIOLET or getn(t) == 0 then
+ xml.write(ecol, "(a negating rule)")
+ xml.write(TERM_WHITE, "\n")
+ else
+ nextlevel = tab
+ end
+ children_not_flag = not nil
+ elseif t.label == "inventory" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Nothing in your ")
+ xml.write(bcol, "inventory")
+ xml.write(ecol, " matches the following:")
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Something in your ")
+ xml.write(bcol, "inventory")
+ xml.write(ecol, " matches the following:")
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "equipment" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Nothing in your ")
+ xml.write(bcol, "equipment")
+ xml.write(ecol, " matches the following:")
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Something in your ")
+ xml.write(bcol, "equipment")
+ xml.write(ecol, " matches the following:")
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "comment" then
+ xml.write(TERM_WHITE, tab)
+ xml.write(TERM_WHITE, "(" .. t[1] .. ")")
+ xml.write(TERM_WHITE, "\n")
+ elseif t.label == "skill" then
+ local s = t[1]
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Your skill in ")
+ xml.write(bcol, s)
+ xml.write(ecol, " is not from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Your skill in ")
+ xml.write(bcol, s)
+ xml.write(ecol, " is from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "ability" then
+ local s = t[1]
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "You do not have the ")
+ xml.write(bcol, s)
+ xml.write(ecol, " ability")
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "You have the ")
+ xml.write(bcol, s)
+ xml.write(ecol, " ability")
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "level" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Your ")
+ xml.write(bcol, "level")
+ xml.write(ecol, " is not from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Your ")
+ xml.write(bcol, "level")
+ xml.write(ecol, " is from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "sval" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Its ")
+ xml.write(bcol, "sval")
+ xml.write(ecol, " is not from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Its ")
+ xml.write(bcol, "sval")
+ xml.write(ecol, " is from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ end
+ elseif t.label == "discount" then
+ if not_flag then
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Its ")
+ xml.write(bcol, "discount")
+ xml.write(ecol, " is not from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ else
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, "Its ")
+ xml.write(bcol, "discount")
+ xml.write(ecol, " is from ")
+ xml.write(TERM_WHITE, tostring(t.args.min))
+ xml.write(ecol, " to ")
+ xml.write(TERM_WHITE, tostring(t.args.max))
+ xml.write(TERM_WHITE, "\n")
+ end
+ else
+ if xml.rule2string[t.label] then
+ local rule = xml.rule2string[t.label]
+ a, b, c = rule[1], rule[2], rule[3]
+ if not_flag then c = c .. " not" end
+ xml.write(TERM_WHITE, tab)
+ xml.write(ecol, a)
+ xml.write(bcol, b)
+ xml.write(ecol, c)
+ xml.write(ecol, " \"")
+ xml.write(TERM_WHITE, t[1])
+ xml.write(ecol, "\"")
+ xml.write(TERM_WHITE, "\n")
+ else
+ if not_flag then
+ xml.write(bcol, "Not:\n")
+ tab = tab .. " "
+ xml:print_xml(t, tab)
+ return
+ end
+ end
+ end
+
+ for i = 1, getn(t) do
+ if type(t[i]) == "string" then
+ -- xml.write(TERM_WHITE, t[i].."\n")
+ else
+ xml:english_xml(t[i], nextlevel, children_not_flag)
+ end
+ end
+end
+
+function xml:print_xml(t, tab)
+ local i, k, e
+ local inside = nil
+ local bcol, ecol = TERM_L_GREEN, TERM_GREEN
+
+ if xml.write_active and t == auto_aux.rule then bcol, ecol = TERM_VIOLET, TERM_VIOLET end
+
+ xml.write(bcol, tab.."<"..t.label)
+ for k, e in t.args do
+ xml.write(TERM_L_BLUE, " "..k)
+ xml.write(TERM_WHITE, "=\"")
+ xml.write(TERM_YELLOW, e)
+ xml.write(TERM_WHITE, "\"")
+ end
+ xml.write(bcol, ">")
+
+ for i = 1, getn(t) do
+ if type(t[i]) == "string" then
+ xml.write(TERM_WHITE, t[i])
+ else
+ if not inside then xml.write(TERM_WHITE, "\n") end
+ inside = not nil
+ xml:print_xml(t[i], tab.." ")
+ end
+ end
+
+ if not inside then
+ xml.write(ecol, "</"..t.label..">\n")
+ else
+ xml.write(ecol, tab.."</"..t.label..">\n")
+ end
+end
+
+-- t is a table representing xml, outputs the xml code via xml.write()
+function xml:output(t)
+ local i
+ for i = 1, getn(t) do
+ xml:print_xml(t[i], "")
+ end
+end
diff --git a/lib/mods/theme/data/delete.me b/lib/mods/theme/data/delete.me
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/lib/mods/theme/data/delete.me
diff --git a/lib/mods/theme/dngn/dun1.14 b/lib/mods/theme/dngn/dun1.14
new file mode 100644
index 00000000..6421e80b
--- /dev/null
+++ b/lib/mods/theme/dngn/dun1.14
@@ -0,0 +1,2 @@
+# On this level there is a stairway leading to the Heart of the Earth
+B:10
diff --git a/lib/mods/theme/dngn/dun1.22 b/lib/mods/theme/dngn/dun1.22
new file mode 100644
index 00000000..cbf78046
--- /dev/null
+++ b/lib/mods/theme/dngn/dun1.22
@@ -0,0 +1,2 @@
+# On this level there is a stairway leading to a trail left by a purposeful dwarf
+B:40 \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun10.0 b/lib/mods/theme/dngn/dun10.0
new file mode 100644
index 00000000..b89ce05e
--- /dev/null
+++ b/lib/mods/theme/dngn/dun10.0
@@ -0,0 +1,3 @@
+# Father branch is Mirkwood(1), on level 14
+A:1
+L:14
diff --git a/lib/mods/theme/dngn/dun11.20 b/lib/mods/theme/dngn/dun11.20
new file mode 100644
index 00000000..9cc611d3
--- /dev/null
+++ b/lib/mods/theme/dngn/dun11.20
@@ -0,0 +1,2 @@
+# On this level there is a stairway leading to the Nether Realm
+B:6
diff --git a/lib/mods/theme/dngn/dun11.22 b/lib/mods/theme/dngn/dun11.22
new file mode 100644
index 00000000..149e2c33
--- /dev/null
+++ b/lib/mods/theme/dngn/dun11.22
@@ -0,0 +1,2 @@
+#I'm downright evil
+F:NO_GENO |
diff --git a/lib/mods/theme/dngn/dun17.15 b/lib/mods/theme/dngn/dun17.15
new file mode 100644
index 00000000..d08bf5e7
--- /dev/null
+++ b/lib/mods/theme/dngn/dun17.15
@@ -0,0 +1,5 @@
+N:Machine
+U:s_factory.map
+D:The clatter of strange machinery surrounds you.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
diff --git a/lib/mods/theme/dngn/dun18.0 b/lib/mods/theme/dngn/dun18.0
new file mode 100644
index 00000000..da1b6c27
--- /dev/null
+++ b/lib/mods/theme/dngn/dun18.0
@@ -0,0 +1,2 @@
+# The level is SAVED in the playername.mz? file
+#S:mz0
diff --git a/lib/mods/theme/dngn/dun18.1 b/lib/mods/theme/dngn/dun18.1
new file mode 100644
index 00000000..70f27718
--- /dev/null
+++ b/lib/mods/theme/dngn/dun18.1
@@ -0,0 +1,2 @@
+# The level is SAVED in the playername.mz? file
+#S:mz1
diff --git a/lib/mods/theme/dngn/dun19.11 b/lib/mods/theme/dngn/dun19.11
new file mode 100644
index 00000000..7fba690d
--- /dev/null
+++ b/lib/mods/theme/dngn/dun19.11
@@ -0,0 +1,5 @@
+N:Deathwatch
+U:s_death.map
+D:This level looks filled with evilness.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
diff --git a/lib/mods/theme/dngn/dun2.31 b/lib/mods/theme/dngn/dun2.31
new file mode 100644
index 00000000..dd8669a5
--- /dev/null
+++ b/lib/mods/theme/dngn/dun2.31
@@ -0,0 +1,2 @@
+# On this level there is a stairway leading to the Mount Doom
+B:5
diff --git a/lib/mods/theme/dngn/dun20.1 b/lib/mods/theme/dngn/dun20.1
new file mode 100644
index 00000000..61bc6a65
--- /dev/null
+++ b/lib/mods/theme/dngn/dun20.1
@@ -0,0 +1,5 @@
+U:s_smaug.map
+N:Lower Halls
+D:You can just make out a malevolent red glow at the end of the corridor.
+F:DESC
+F:NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR | ASK_LEAVE \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun22.10 b/lib/mods/theme/dngn/dun22.10
new file mode 100644
index 00000000..e7eb116e
--- /dev/null
+++ b/lib/mods/theme/dngn/dun22.10
@@ -0,0 +1,2 @@
+# On this level there is a stairway leading to the Small Water Cave
+B:24
diff --git a/lib/mods/theme/dngn/dun22.20 b/lib/mods/theme/dngn/dun22.20
new file mode 100644
index 00000000..a04a2788
--- /dev/null
+++ b/lib/mods/theme/dngn/dun22.20
@@ -0,0 +1,5 @@
+N:The Bridge
+U:s_bridge.map
+D:You hear the beating of drums in the Deep.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun22.5 b/lib/mods/theme/dngn/dun22.5
new file mode 100644
index 00000000..11d8e51f
--- /dev/null
+++ b/lib/mods/theme/dngn/dun22.5
@@ -0,0 +1,5 @@
+N:Orc Town
+U:s_orc.map
+D:You hear orc warcries.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
diff --git a/lib/mods/theme/dngn/dun24.0 b/lib/mods/theme/dngn/dun24.0
new file mode 100644
index 00000000..bbb93f85
--- /dev/null
+++ b/lib/mods/theme/dngn/dun24.0
@@ -0,0 +1,3 @@
+# Father branch is the Moria(22), on level 10
+A:22
+L:10
diff --git a/lib/mods/theme/dngn/dun29.15 b/lib/mods/theme/dngn/dun29.15
new file mode 100644
index 00000000..4df873b5
--- /dev/null
+++ b/lib/mods/theme/dngn/dun29.15
@@ -0,0 +1,6 @@
+N:Galleon
+U:s_ship.map
+D:A ship of antique design lies jammed in the ice here.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
+
diff --git a/lib/mods/theme/dngn/dun3.18 b/lib/mods/theme/dngn/dun3.18
new file mode 100644
index 00000000..84c0a74a
--- /dev/null
+++ b/lib/mods/theme/dngn/dun3.18
@@ -0,0 +1,5 @@
+N:Dim Gates
+U:s_gates.map
+D:Visions of death fill your mind.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
diff --git a/lib/mods/theme/dngn/dun3.28 b/lib/mods/theme/dngn/dun3.28
new file mode 100644
index 00000000..0acd4193
--- /dev/null
+++ b/lib/mods/theme/dngn/dun3.28
@@ -0,0 +1,5 @@
+N:Nameless
+U:s_name.map
+D:You sense a powerful artifact here.
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
diff --git a/lib/mods/theme/dngn/dun3.3 b/lib/mods/theme/dngn/dun3.3
new file mode 100644
index 00000000..710ef5f8
--- /dev/null
+++ b/lib/mods/theme/dngn/dun3.3
@@ -0,0 +1,5 @@
+N:Crypt
+U:s_crypt.map
+D:Looks like a forgotten crypt...
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT
diff --git a/lib/mods/theme/dngn/dun36.5 b/lib/mods/theme/dngn/dun36.5
new file mode 100644
index 00000000..9fddd4dd
--- /dev/null
+++ b/lib/mods/theme/dngn/dun36.5
@@ -0,0 +1,5 @@
+N:Orthanc
+U:s_orthanc.map
+D:#BAnd here you shall stay, foolish adventurer, and die quickly. For I am Saruman the Wise, Saruman the Ring-maker, Saruman of Many Colours!#w
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun39.0 b/lib/mods/theme/dngn/dun39.0
new file mode 100644
index 00000000..57fa485e
--- /dev/null
+++ b/lib/mods/theme/dngn/dun39.0
@@ -0,0 +1,9 @@
+# Father branch is Barrow-Downs(4), on level 10
+A:4
+L:9
+
+N:Bilbo's trail
+U:s_bilbo.map
+D:#yYou hear someone shout, "I am in a frightful hurry, but Gandalf told me to leave this map for you! Find it, then seek Thorin in Mirkwood!"#w
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun4.9 b/lib/mods/theme/dngn/dun4.9
new file mode 100644
index 00000000..e09273d6
--- /dev/null
+++ b/lib/mods/theme/dngn/dun4.9
@@ -0,0 +1,2 @@
+# On this level there is a stairway leading to a trail left by a fleeing hobbit
+B:39 \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun40.0 b/lib/mods/theme/dngn/dun40.0
new file mode 100644
index 00000000..0cd769c4
--- /dev/null
+++ b/lib/mods/theme/dngn/dun40.0
@@ -0,0 +1,9 @@
+# Father branch is Mirkwood(1), on level 33
+A:1
+L:22
+
+N:Thorin's trail
+U:s_thorin.map
+D:#yYou hear someone shout, "My mad kinsmen have taken the key to the Lonely Mountain! Get the key, then find that fool hobbit and my map! If you haven't already."#w
+F:DESC | NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:ASK_LEAVE | NO_TELEPORT \ No newline at end of file
diff --git a/lib/mods/theme/dngn/dun5.0 b/lib/mods/theme/dngn/dun5.0
new file mode 100644
index 00000000..48a7bea6
--- /dev/null
+++ b/lib/mods/theme/dngn/dun5.0
@@ -0,0 +1,3 @@
+# Father branch is the Mordor, on level 32
+A:2
+L:31
diff --git a/lib/mods/theme/dngn/dun5.14 b/lib/mods/theme/dngn/dun5.14
new file mode 100644
index 00000000..3d7a3080
--- /dev/null
+++ b/lib/mods/theme/dngn/dun5.14
@@ -0,0 +1,14 @@
+# The level is SAVED in the playername.mdm file
+S:mdm
+
+# Use the map in s_doom.map file
+U:s_doom.map
+
+# Use Mt Doom as level name
+N:Mt Doom
+
+D:You finally reach the top of Mount Doom, here must lie the Great Fire.
+F:DESC
+F:NO_GENO | NO_NEW_MONSTER | SPECIAL | NO_STAIR
+F:NO_TELEPORT
+
diff --git a/lib/mods/theme/dngn/dun6.0 b/lib/mods/theme/dngn/dun6.0
new file mode 100644
index 00000000..c750ea67
--- /dev/null
+++ b/lib/mods/theme/dngn/dun6.0
@@ -0,0 +1,3 @@
+# Father branch is Void(11), on level 20
+A:11
+L:20
diff --git a/lib/mods/theme/edit/a_info.txt b/lib/mods/theme/edit/a_info.txt
new file mode 100644
index 00000000..e2a312c5
--- /dev/null
+++ b/lib/mods/theme/edit/a_info.txt
@@ -0,0 +1,3359 @@
+# File: a_info.txt
+
+
+# This file is used to initialize the "lib/raw/a_info.raw" file, which is
+# used to initialize the "artifact" information for the Angband game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# After modifying this file, delete the "lib/raw/a_info.raw" file.
+
+
+# The artifact indexes are defined in "defines.h", and must not be changed.
+
+# Artifacts 1-15 are "special", 16-63 are "armor", and 64-127 are "weapons".
+
+# Hack -- "Grond" and "Morgoth" MUST have a rarity of one, or they might
+# not be dropped when Morgoth is killed. Note that they, like the "special"
+# artifacts, are never created "accidentally".
+
+# Artifacts now have descriptions. Special thanks to J.R.R Tolkien,
+# without whom the words would be unwritten, the images unconceived,
+# the deed undone.
+# -Leon Marrick
+# Contributors: Jeff Butler, Neal Hackler, Ethan Sicotte, Pat Tracy, Divia
+# The 'Theme' module for ToME introduces many changes into this file; please
+# refer to changes.txt in the module root folder for details.
+
+# Version stamp (required)
+
+V:2.0.0
+
+
+
+# The Phial of Galadriel
+
+N:1:of Galadriel
+I:39:100:4
+W:20:10:10:10000
+P:0:1d1:0:0:0
+F:ACTIVATE | SEARCH | LITE3 | LUCK
+F:INSTA_ART | HIDE_TYPE
+a:HARDCORE=LIGHT
+D:A small crystal phial, with the light of Earendil's Star contained inside.
+D:Its light is imperishable, and near it darkness cannot endure.
+
+
+# The Star of Elendil
+
+N:2:of Elendil
+I:39:101:1
+W:30:25:5:32500
+P:0:1d1:0:0:0
+F:ACTIVATE | SEE_INVIS | HOLD_LIFE |
+F:INSTA_ART | SPEED | LITE3 | LITE1 | HIDE_TYPE
+a:HARDCORE=MAP_LIGHT
+Z:detect curses
+D:The shining Star of the West, a famed heirloom of Elendil's house.
+D:A white diamond set as a star in a silver fillet to be bound at the
+D:forehead.
+
+# The Arkenstone of Thrain
+# Was +2 WIS/DEX
+
+N:3:of Thrain
+I:39:102:3
+W:50:50:5:50000
+P:0:1d1:0:0:0
+F:ACTIVATE | SEE_INVIS | HOLD_LIFE | RES_CHAOS | HIDE_TYPE | LUCK
+F:INSTA_ART | SPEED | RES_LITE | RES_DARK | ESP_ORC | LITE3 | SPECIAL_GENE
+a:HARDCORE=THRAIN
+D:A great globe seemingly filled with moonlight, the famed Heart of the
+D:Mountain, which splinters the light that falls upon it into a thousand
+D:glowing shards.
+
+# The Amulet of Annatar (replaces Carlammas in Theme)
+
+N:4:of Annatar
+I:40:10:10
+W:70:30:3:90000
+F:HIDE_TYPE | MANA | LIFE | SPELL | DRAIN_EXP | AGGRAVATE
+F:INSTA_ART
+D:This fiery golden circle once belonged to one who was known to the elves
+D:of Eregion as 'The Lord of Gifts'. Treacherous were his gifts, as was his
+D:teaching. Sauron the Sorcerer lurked behind the guise and his gifts, like
+D:this necklace, were not without cost.
+
+# The Amulet of Ingwe
+
+N:5:of Ingwe
+I:40:11:3
+W:65:30:3:90000
+F:INT | WIS | CHR | SEARCH | INFRA | HIDE_TYPE |
+F:SEE_INVIS | FREE_ACT | ACTIVATE |
+F:RES_ACID | RES_COLD | RES_ELEC |
+F:INSTA_ART
+a:HARDCORE=DISP_EVIL
+D:The ancient heirloom of Ingwe, high lord of the Vanyar, against whom nothing
+D:of evil could stand.
+
+
+# The Necklace 'Nauglamir'
+# Inherits Flare's old activation, since Flare is gone in Theme.
+
+N:6:'Nauglamir'
+I:40:12:3
+W:70:50:3:75000
+F:STR | CON | DEX | INFRA | HIDE_TYPE | RES_FEAR |
+F:SEE_INVIS | FREE_ACT | REGEN | LITE3 | SPEED |
+F:INSTA_ART | SPECIAL_GENE
+a:HARDCORE=DIM_DOOR
+D:A carencet of gold, set with a multitude of shining gems of
+D:Valinor. Despite its size, its weight seems as that of gossamer.
+
+# The Shadow Blade 'Ancanaur' - adapted from Annals of Ea
+
+
+N:7:'Ancanaur'
+I:23:32:3
+W:80:120:45:5000000
+P:0:12d12:10:10:0
+F:CHR | CON | DEX | DRAIN_EXP | FREE_ACT | HEAVY_CURSE | HIDE_TYPE | HOLD_LIFE | IM_FIRE | INT | KILL_DEMON | LEVELS | LITE1 | REGEN | RES_DARK | RES_FEAR | RES_NETHER | RES_NEXUS | SEE_INVIS | SHOW_MODS | SLAY_EVIL | SLAY_UNDEAD | SPEED | STR | WIS
+Z:mind blast
+D:"The Jaws of Fire", this is the sword that Feanor forged in secret
+D:to do battle against his enemies. The sword which threatened Fingolfin,
+D:the sword which in the end did not prevent its owner's untimely death.
+
+# The Ring of Barahir
+
+N:8:of Barahir
+I:45:32:1
+W:50:25:2:75000
+F:STR | INT | WIS | DEX | CON | CHR | STEALTH | HIDE_TYPE |
+F:RES_POIS | RES_DARK | ACTIVATE | SEE_INVIS | SEARCH |
+F:INSTA_ART
+a:HARDCORE=BARAHIR
+D:A ring shaped into twinned serpents with eyes of emerald meeting beneath
+D:a crown of flowers, an ancient treasure of Isildur's house.
+
+# The Slaughter Axe 'Dramborleg' - Tuor's axe
+# Replaces the Ring of Tulkas in Theme
+# Inherits the activation.
+
+N:9:'Dramborleg'
+I:24:30:5
+W:90:60:300:500000
+P:0:5d7:18:25:0
+F:CRIT | HIDE_TYPE | KILL_DEMON | SHOW_MODS | VORPAL | WOUNDING | ACTIVATE
+a:HARDCORE=TULKAS
+D:The great axe of Tuor, Thudder-Sharp is its name. The axe that smote
+D:both a heavy dint as of a club and cleft as a sword. When it was swung
+D:by the hands of Tuor, it sang like the rush of eagle's wings in the
+D:air and took death as it fell. Its name alone instills fear in Balrogs
+D:and other corruptions of Morgoth.
+
+# The Ring of Power 'Narya'
+
+N:10:of Power 'Narya'
+I:45:34:1
+W:70:30:2:100000
+P:0:1d1:6:6:0
+F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | LUCK
+F:ACTIVATE | FREE_ACT | SEE_INVIS |
+F:SUST_STR | SUST_CON | SUST_WIS | SUST_CHR | SPECIAL_GENE |
+F:IM_FIRE | RES_NETHER | RES_FEAR | REGEN |
+F:INSTA_ART
+a:HARDCORE=NARYA
+D:The Ring of Fire, set with a ruby that glows like flame. Narya is one
+D:of the three Rings of Power created by the Elves and hidden by them from
+D:Sauron.
+
+
+# The Ring of Power 'Nenya'
+
+N:11:of Power 'Nenya'
+I:45:35:2
+W:80:40:2:200000
+P:0:1d1:9:9:0
+F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | LUCK
+F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS |
+F:SUST_INT | SUST_WIS | SUST_CHR |
+F:IM_COLD | RES_BLIND | STEALTH | ESP_ALL |
+F:INSTA_ART
+a:HARDCORE=NENYA
+D:The Ring of Adamant, with a pure white stone as centrepiece. Nenya is one
+D:of the three Rings of Power created by the Elves and hidden by them from
+D:Sauron.
+
+
+# The Ring of Power 'Vilya'
+
+N:12:of Power 'Vilya'
+I:45:36:3
+W:90:50:2:300000
+P:0:1d1:12:12:0
+F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE | LUCK
+F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS |
+F:FEATHER | SLOW_DIGEST | REGEN |
+F:SUST_STR | SUST_DEX | SUST_CON |
+F:IM_ELEC | RES_POIS | RES_DISEN |
+F:INSTA_ART
+a:HARDCORE=VILYA
+D:The Ring of Sapphire, with clear blue gems that shine like stars,
+D:glittering untouchable despite all that Sauron ever wrought. Vilya is
+D:one of the three Rings of Power created by the Elves and hidden by them
+D:from Sauron.
+
+
+# The Ring of Power 'The One Ring'
+
+N:13:of Power 'The One Ring'
+I:45:37:5
+W:100:100:2:5000000
+P:0:1d1:15:15:0
+F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE |
+F:ACTIVATE | AUTO_CURSE | HEAVY_CURSE | INVIS | SPELL | MANA |
+F:SEE_INVIS | REGEN | FREE_ACT | CURSED | CURSE_NO_DROP |
+F:IM_FIRE | IM_COLD | IM_ELEC | IM_ACID | PERMA_CURSE |
+F:SUST_STR | SUST_DEX | SUST_CON |
+F:SUST_INT | SUST_WIS | SUST_CHR |
+F:RES_BLIND | RES_POIS | RES_DISEN | RES_NETHER | ESP_ALL |
+F:DRAIN_MANA | DRAIN_HP | DRAIN_EXP |
+F:INSTA_ART
+a:HARDCORE=POWER
+Z:change the world
+D:"Ash nazg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh
+D:burzum-ishi krimpatul". Unadorned, made of massive gold,
+D:set with runes in the foul speech of Mordor, with power so great that it
+D:inevitably twists and masters any earthly being who wears it.
+
+
+# The Anchor of Space-Time
+
+N:14:of Space-Time
+I:39:105:0
+W:30:12:15:50000
+P:0:1d1:0:0:0
+F:INSTA_ART | LITE1
+D:A powerful stone that provides a strong light for any who
+D:wields it. It is rumoured that it may even protect the wearer from
+D:the passing of time.
+
+
+# The Key of Orthanc - replaces Stone of Lore
+# This artifact has a low artifact level to prevent it being worthless for
+# chars with poor magic skills.
+
+N:15:of Orthanc
+I:39:106:0
+W:15:12:15:20000
+P:0:1d1:0:0:0
+F:ACTIVATE | SPECIAL_GENE | EASY_USE | LITE1 |
+F:INSTA_ART
+a:HARDCORE=STONE_LORE
+D:The key to the tower of Saruman, which fills your mind
+D:with images of knowledge and dreadful understanding. It
+D:is not a regular key - it is a perfectly round stone
+D:that is meant to fit into a hole. It can be used to
+D:light your way in the dungeon as well.
+
+# The Multi-Hued Dragon Scale Mail 'Lothronfaun'
+
+N:16:'Lothronfaun'
+I:38:6:0
+W:90:9:500:400000
+P:30:2d4:-4:0:25
+F:FREE_ACT | IM_ELEC | SPECIAL_GENE |
+F:RES_FIRE | RES_COLD | RES_POIS | RES_LITE | RES_DARK |
+F:LITE1 | SEE_INVIS | AGGRAVATE | ESP_DRAGON
+F:ACTIVATE
+a:HARDCORE=RAZORBACK
+D:A massive suit of heavy dragon scales deeply saturated with many colours.
+D:It throbs with angry energies. May-cloud it is called, after the
+D:element lightning which courses through it with unusual vigour.
+
+# The Power Dragon Scale Mail of the Sun
+
+N:17:of the Sun
+I:38:30:0
+W:100:16:600:500000
+P:50:2d4:-8:0:35
+F:HOLD_LIFE | REGEN | ESP_DRAGON |
+F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | RES_POIS | FEATHER | FLY |
+F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK | ULTIMATE |
+F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_BLIND | RES_CONF |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | SPECIAL_GENE
+F:ACTIVATE
+a:HARDCORE=BLADETURNER
+D:A suit of tilkal, set with scales of every colour, surrounded in a nimbus
+D:of perfectly untramelled yet inextricably intermingled and utterly mastered
+D:powers elemental and ethereal.
+
+
+# The Spear of Melkor
+
+N:18:of Melkor
+I:22:2:-4
+W:65:45:200:100000
+P:0:4d6:12:24:0
+F:STEALTH | WIS | CURSED | HEAVY_CURSE | TY_CURSE | ESP_GOOD |
+F:DRAIN_MANA | DRAIN_HP |
+F:RES_DARK | RES_BLIND | RES_LITE | RES_NETHER | BRAND_POIS | RES_CONF
+D:The mighty spear used once by Melkor to slay the trees of Valinor.
+
+# The Galvorn Plate Mail of Eol
+
+N:19:of Eol
+I:37:30:2
+W:75:9:420:300000
+P:40:2d4:-4:0:20
+F:CON |
+F:HOLD_LIFE | SUST_CON | ESP_UNDEAD | RES_CONF | RES_FEAR |
+F:RES_ACID | RES_COLD | RES_DARK | RES_NETHER | RES_NEXUS | RES_CHAOS |
+F:ACTIVATE
+a:HARDCORE=CURE_1000
+D:A suit of imperishable galvorn, with unconquerable strength to endure evil
+D:and disruptive magics. It protects the life force of its wearer like
+D:nothing else can. Eol the Dark Elf made it in secret for his son, but
+D:Maeglin left Nan Elmoth with his mother Aredhel and never got to wear it.
+
+# The Full Plate Armour of Isildur
+
+N:20:of Isildur
+I:37:15:1
+W:30:3:300:50000
+P:25:2d4:0:0:25
+F:CON |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:RES_SOUND | RES_CONF | RES_NEXUS
+D:A gleaming steel suit covering the wearer from neck to foot, with runes of
+D:warding and stability deeply engraved into its surface.
+
+
+# The Metal Brigandine Armour of the Rohirrim
+
+N:21:of the Rohirrim
+I:37:9:2
+W:30:3:200:30000
+P:19:1d4:0:0:15
+F:STR | DEX | SPEED | HIDE_TYPE | RES_FEAR |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_CONF | RES_SOUND
+D:A stiff suit of armour composed of small metal plates sewn to an
+D:inner layer of heavy canvas, and covered with a second layer of
+D:cloth. Within it is the spirit of Eorl the Young, matchless in combat.
+
+
+# The Mithril Chain Mail 'Belegennon'
+
+N:22:'Belegennon'
+I:37:20:4
+W:40:10:150:135000
+P:28:1d4:-1:0:20
+F:STEALTH | WIS | INT |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
+F:HOLD_LIFE | RES_DARK | RES_FEAR |
+F:SEE_INVIS |
+F:ACTIVATE
+a:HARDCORE=BELEGENNON
+D:This wondrous suit of fine-linked chain shimmers as though of pure silver.
+D:It stands untouched amidst the fury of the elements, and a power of
+D:concealment rests within.
+
+
+# The Mithril Plate Mail of Celeborn
+
+N:23:of Celeborn
+I:37:25:4
+W:40:3:250:150000
+P:35:2d4:-3:0:25
+F:STR | CHR | HIDE_TYPE | ESP_ORC
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK |
+F:RES_DISEN | ACTIVATE
+a:HARDCORE=GENOCIDE
+D:A shimmering suit of true-silver, forged long ago by dwarven smiths of
+D:legend. It gleams with purest white as you gaze upon it, and mighty are
+D:its powers to protect and banish.
+
+
+# The Chain Mail of Arvedui
+
+N:24:of Arvedui
+I:37:4:2
+W:20:3:220:32000
+P:14:1d4:-2:0:15
+F:STR | CHR | HIDE_TYPE |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_SHARDS | RES_NEXUS
+D:A hauberk, leggings, and sleeves of interlocking steel rings, well padded
+D:with leather. You feel strong and tall as Arvedui, last king of Arnor,
+D:as you put it on.
+
+
+# The Augmented Chain Mail of Caspanion
+
+N:25:of Caspanion
+I:37:6:3
+W:25:9:270:40000
+P:16:1d4:-2:0:20
+F:INT | WIS | CON | HIDE_TYPE |
+F:RES_ACID | RES_POIS | RES_CONF | ACTIVATE
+a:HARDCORE=DEST_DOOR
+D:A hauberk, leggings, and sleeves of interlocking steel rings, strategically
+D:reinforced at vital locations with a second layer of chain. Magics to
+D:enhance body and mind lie within, and no door can hope to resist the wearer.
+
+
+# The Mithril Helm of Gil-galad
+# Designed with no-infravision warrior-types in mind.
+# Replaces Marda's coat in Theme
+
+N:26:of Gil-galad
+I:32:8:10
+W:50:80:50:20000
+P:6:1d3:0:0:10
+F:ACTIVATE | HIDE_TYPE | INFRA | LITE2 | LITE3 | SEARCH
+a:HARDCORE=SUNLIGHT
+D:The shining helm that Gil-galad, legendary Elven-king, wore in battle.
+
+# The Leather Jerkin of Tom Bombadil
+# Based on a suggestion by Maverick in the forums:
+# Replaces Trone's coat in Theme.
+
+
+N:27:of Tom Bombadil
+I:36:12:1
+W:10:10:70:30000
+P:40:2d4:0:0:0
+F:CHR | CON | DEX | HIDE_TYPE | INT | STR | WIS
+Z:teleport
+D:This garment was once the property of Tom Bombadil -
+D:a strange being rumoured to be older than Arda itself. It
+D:may be the explanation for how Tom could always turn up
+D:when he was most needed.
+
+# The Leather Scale Mail 'Thalkettoth'
+
+N:28:'Thalkettoth'
+I:36:11:3
+W:20:3:60:25000
+P:11:1d1:-1:0:25
+F:DEX | SPEED | HIDE_TYPE | SPECIAL_GENE |
+F:RES_ACID | RES_SHARDS
+D:A tunic and skirt sewn with thick, overlapping scales of hardened
+D:leather whose wearer moves with agility and assurance.
+
+
+# The Pair of Soft Leather Boots of Wormtongue
+
+N:29:of Wormtongue
+I:30:2:3
+W:40:20:20:50000
+P:2:1d1:-10:-10:10
+F:INT | DEX | CHR | STEALTH | SEARCH | SPEED | HIDE_TYPE |
+F:FREE_ACT | FEATHER | RES_DARK | RES_LITE | ESP_GOOD | ESP_UNIQUE
+Z:panic hit
+D:The pair of boots used by Grima son of Galmod, also named the Wormtongue:
+D:a treacherous but persuasive counsellor, ever ready to betray, sneak,
+D:lie, cheat and steal - but never ready to actually fight.
+
+
+# The Small Mithril Shield of Thorin
+
+N:30:of Thorin
+I:34:7:4
+W:30:6:65:60000
+P:5:1d2:0:0:25
+F:STR | CON | HIDE_TYPE |
+F:FREE_ACT | IM_ACID | RES_SOUND |
+F:RES_CHAOS | ESP_ORC
+D:Invoking the strength and endurance of Thorin, King under the Mountain,
+D:this little shield forged of true-silver is proof against the Element
+D:of Earth.
+
+# The Large Leather Shield of Celegorm
+
+N:31:of Celegorm
+I:34:4:0
+W:30:3:60:12000
+P:4:1d2:0:0:20
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_DARK
+D:This shield emblazoned with a multitude of creatures not seen for ages
+D:once protected Celegorm, lord of Himlad; around it lies a mystic balance
+D:that contains the conflicts of the elements.
+
+
+# The Large Metal Shield of Anarion
+
+N:32:of Anarion
+I:34:5:0
+W:40:9:120:160000
+P:5:1d3:0:0:20
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | SUST_STR | SUST_INT |
+F:SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR | ESP_EVIL
+D:The great metal-bound shield of Anarion, son of Elendil, who Sauron found
+D:himself powerless to wither or diminish.
+
+
+# The Beaked Axe of Hurin
+
+N:33:of Hurin
+I:22:10:3
+W:20:15:180:90000
+P:0:2d6:12:20:0
+F:STR | CON | HIDE_TYPE | BRAND_ACID | RES_ACID | LITE1 | DRAIN_MANA |
+F:SLAY_ORC | KILL_DEMON | SLAY_TROLL | ACTIVATE | SHOW_MODS
+F:MUST2H
+f:MUST2H
+a:HARDCORE=HURIN
+D:Wielded by Hurin Thalion in the Fifth Battle of Beleriand, this
+D:troll-bane smoked in the black blood of Gothmog's guards.
+
+
+# The Massive Iron Crown of Morgoth
+
+N:34:of Morgoth
+I:33:50:125
+W:100:1:20:10000000
+P:0:1d1:0:0:0
+F:STR | INT | WIS | DEX | CON | CHR | INFRA | HIDE_TYPE |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
+F:RES_LITE | RES_DARK | RES_CONF | RES_NEXUS | RES_NETHER |
+F:LITE1 | SEE_INVIS | ESP_ALL |
+F:CURSED | HEAVY_CURSE | PERMA_CURSE |
+F:INSTA_ART | SPECIAL_GENE
+D:Two Silmarils of Feanor blaze from the thunderous crown of twisted
+D:iron. The corrupted metal feels at once as infernal as hellfire
+D:and as chilling as the Outer Darkness. One protrusion from the
+D:crown is abruptly ended where a third jewel might have shone.
+
+
+# The Iron Crown of Beruthiel
+
+N:35:of Beruthiel
+I:33:10:-5
+W:40:12:20:0
+P:0:1d1:0:0:20
+F:STR | DEX | CON | HIDE_TYPE |
+F:FREE_ACT | SEE_INVIS | ESP_ANIMAL | ESP_EVIL | ESP_NONLIVING | ESP_ALL |
+F:CURSED | AUTO_CURSE
+D:The midnight-hued steel circlet of the sorceress-queen Beruthiel, which
+D:grants extraordinary powers of sight and awareness at a terrible physical
+D:cost.
+
+
+# The Hard Leather Cap of Thranduil
+
+N:36:of Thranduil
+I:32:2:2
+W:20:2:15:50000
+P:2:0d0:0:0:10
+F:INT | WIS | HIDE_TYPE |
+F:RES_BLIND | ESP_ORC | ESP_EVIL | ESP_TROLL
+D:The hunting cap of King Thranduil, to whose ears come all the secrets of
+D:his forest domain.
+
+
+# The Metal Cap of Thengel
+
+N:37:of Thengel
+I:32:3:3
+W:10:2:20:22000
+P:3:1d1:0:0:12
+F:WIS | CHR | RES_CONF | HIDE_TYPE | LUCK
+D:A ridged helmet made of steel, and embossed with scenes of valour in fine-
+D:engraved silver. It grants the wearer nobility, clarity of thought and
+D:understanding.
+
+
+# The Steel Helm of Hammerhand
+
+N:38:of Hammerhand
+I:32:6:3
+W:20:2:60:45000
+P:6:1d3:0:0:20
+F:STR | DEX | CON | HIDE_TYPE | SPECIAL_GENE | RES_FEAR |
+F:SUST_STR | SUST_DEX | SUST_CON |
+F:RES_ACID | RES_NEXUS | RES_COLD | RES_DARK | SLOW_DIGEST |
+Z:berserk
+D:A great helm as steady as the heroes of the Westdike. Mighty were the
+D:blows of Helm, the Hammerhand!
+
+
+# The Dragon Helm of Dor-Lomin
+
+N:39:of Dor-Lomin
+I:32:7:4
+W:40:12:75:300000
+P:8:1d3:0:0:20
+F:STR | DEX | CON | HIDE_TYPE |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_BLIND |
+F:LITE1 | SEE_INVIS | ESP_DRAGON | ESP_THUNDERLORD | ACTIVATE
+a:HARDCORE=GORLIM
+D:The legendary dragon helm of Turin Turambar, an object of dread to the
+D:servants of Morgoth.
+
+# The Iron Helm 'Holhenneth'
+
+N:40:'Holhenneth'
+I:32:5:2
+W:20:5:75:100000
+P:5:1d3:0:0:10
+F:INT | WIS | SEARCH | HIDE_TYPE |
+F:RES_BLIND | SEE_INVIS | ACTIVATE
+a:HARDCORE=DETECT_ALL
+D:A famous helm of forged iron granting extraordinary powers of mind and
+D:awareness.
+
+
+# The Iron Helm of Gorlim
+
+N:41:of Gorlim
+I:32:5:-5
+W:20:5:75:0
+P:5:1d3:25:25:10
+F:INT | WIS | SEARCH | HIDE_TYPE | SHOW_MODS |
+F:SEE_INVIS | NO_MAGIC | HEAVY_CURSE | TY_CURSE
+F:RES_DISEN | RES_FEAR | FREE_ACT | RES_ACID | RES_FIRE | RES_POIS |
+F:IM_COLD | ACTIVATE | DRAIN_HP |
+F:TELEPORT | CURSED
+a:HARDCORE=GORLIM
+D:A headpiece, gaudy and barbaric, that betrayed a warrior when he most
+D:needed succor.
+
+
+# The Golden Crown of Gondor
+
+N:42:of Gondor
+I:33:11:3
+W:40:40:30:125000
+P:0:1d1:0:0:15
+F:STR | WIS | CON | HIDE_TYPE | SPEED | RES_CONF | RES_SOUND |
+F:RES_COLD | RES_FIRE | RES_LITE | RES_BLIND | RES_ELEC | RES_CHAOS |
+F:LITE1 | SEE_INVIS | REGEN | ACTIVATE
+a:HARDCORE=CURE_700
+D:The shining winged circlet brought by Elendil from dying Numenor, emblem of
+D:Gondor through an age of the world.
+
+
+# The Jewel Encrusted Crown of Numenor
+# Stolen from Oangband
+
+N:43:of Numenor
+I:33:12:3
+W:60:30:40:50000
+P:0:1d1:0:0:18
+F:INT | DEX | CHR | SEARCH | SPEED | HIDE_TYPE |
+F:SEE_INVIS | FREE_ACT | RES_DARK | RES_BLIND |
+F:RES_SHARDS | RES_SOUND | RES_LITE | RES_COLD |
+F:LITE1 | ACTIVATE | DRAIN_MANA
+a:HARDCORE=NUMENOR
+D:A crown of massive gold, set with wondrous jewels of thought and warding,
+D:worn by the kings of ancient Numenor. Its wearer may go into battle
+D:always knowing what he faces - unless his own folly blinds him to the
+D:nature and magnitude of the task.
+
+# The Cloak of Valinor
+# Replaces Colluin in Theme
+# *THE* cloak for Barehanders/Mages
+
+N:44:of Valinor
+I:35:1:0
+W:60:90:10:40000
+P:1:0d0:0:0:20
+F:ACTIVATE | IM_ACID | IM_COLD | IM_ELEC | IM_FIRE | RES_POIS
+a:HARDCORE=COLLUIN
+D:A cape worn by a hero from Valinor, a land utterly beyond the strife
+D:of the elements.
+
+# The Cloak 'Holcolleth'
+
+N:45:'Holcolleth'
+I:35:1:2
+W:5:25:10:13000
+P:1:0d0:0:0:4
+F:INT | WIS | SPEED | STEALTH | HIDE_TYPE |
+F:RES_ACID | ACTIVATE
+a:HARDCORE=SLEEP
+D:This elven-grey mantle possesses great powers of tranquility and of
+D:concealment, and grants the wearer the knowledge and understanding of
+D:the Sindar.
+
+
+# The Cloak of Thingol
+
+N:46:of Thingol
+I:35:1:3
+W:10:50:10:35000
+P:1:0d0:0:0:18
+F:DEX | CHR | HIDE_TYPE |
+F:FREE_ACT | RES_ACID | RES_FIRE | RES_COLD | ACTIVATE
+a:HARDCORE=RECHARGE
+D:A sable-hued cloak, with glowing elven-runes to restore magic showing calm
+D:and clear as moonlight on still water.
+
+
+# The Cloak of Thorongil
+
+N:47:of Thorongil
+I:35:1:0
+W:5:10:10:8000
+P:1:0d0:0:0:10
+F:FREE_ACT | RES_ACID | SEE_INVIS | RES_FEAR
+D:A cloak of shimmering green and brown that grants sight beyond sight and
+D:shakes off holding magics, worn by Aragorn son of Arathorn in his youth
+D:as he adventured under the name of Thorongil.
+
+
+# The Cloak 'Colannon'
+
+N:48:'Colannon'
+I:35:1:3
+W:5:20:10:11000
+P:1:0d0:0:0:15
+F:STEALTH | SPEED | RES_NEXUS |
+F:RES_ACID | ACTIVATE
+a:HARDCORE=TELEPORT
+D:A crystal-blue cape of fine silk worn by a silent messenger of
+D:the forces of Law. Somehow, its wearer is always able to escape
+D:trouble.
+
+
+# The Shadow Cloak of Luthien
+
+N:49:of Luthien
+I:35:6:2
+W:40:40:5:55000
+P:6:0d0:0:0:20
+F:INT | WIS | CHR | HIDE_TYPE | SPEED | STEALTH | INVIS | LUCK
+F:RES_ACID | RES_FIRE | RES_COLD | SPECIAL_GENE | ACTIVATE | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=REST_LIFE
+D:The opaque midnight folds, inset with a multitude of tiny diamonds, of
+D:this cloak swirl around you and you feel a hint, a fragment of the
+D:knowledge and power to restore that lay in Luthien, the most beautiful
+D:being that ever knew death.
+
+
+# The Shadow Cloak of Tuor
+
+N:50:of Tuor
+I:35:6:4
+W:40:40:5:35000
+P:6:0d0:0:0:12
+F:STEALTH | DEX | HIDE_TYPE | INVIS | WATER_BREATH
+F:FREE_ACT | IM_ACID | SEE_INVIS | CLIMB
+D:From the ruin of Gondolin did Tuor escape, through secret ways and travail,
+D:shielded by his cloak from a multitude of hostile eyes.
+
+
+# The Main Gauche of Azaghal, which wounded Glaurung
+N:51:of Azaghal
+I:23:5:0
+W:15:30:30:40000
+P:0:2d5:12:14:0
+F:KILL_DRAGON | IM_FIRE | ESP_DRAGON | RES_FEAR
+D:The weapon of Azaghal when he wounded Glaurung. It is deadly
+D:when fighting dragons and is said to make the breaths of fire
+D:completely harmless.
+
+
+# The Set of Leather Gloves 'Cambeleg'
+
+N:52:'Cambeleg'
+I:31:1:2
+W:10:6:5:36000
+P:1:0d0:8:8:15
+F:STR | CON | HIDE_TYPE |
+F:FREE_ACT | SHOW_MODS
+D:A hero's handgear that lends great prowess in battle.
+
+
+# The Set of Leather Gloves 'Cammithrim'
+
+N:53:'Cammithrim'
+I:31:1:0
+W:10:3:5:30000
+P:1:0d0:0:0:10
+F:FREE_ACT | RES_LITE | SUST_CON | LITE1 | ACTIVATE
+F:SPECIAL_GENE
+a:HARDCORE=BO_MISS_1
+D:These gloves glow so brightly as to light the way for their owner and cast
+D:magical bolts with great frequency.
+
+# The Set of Gauntlets of Eregion (formerly 'Paurhach')
+
+N:54:of Eregion
+I:31:2:4
+W:10:5:25:33000
+P:2:1d1:0:0:15
+F:RES_FIRE | ACTIVATE |
+F:SUST_STR | STR | REGEN | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=BO_FIRE_1
+D:A fiery set of gauntlets that can even shoot fire from the user's
+D:hands. Wrought by Curufin's people, they guard the wearer's
+D:strength and enhance it.
+
+# The Set of Gauntlets of Nargothrond (formerly 'Paurnimmen')
+
+N:55:of Nargothrond
+I:31:2:4
+W:10:5:25:33000
+P:2:1d1:0:0:15
+F:RES_COLD | ACTIVATE |
+F:SUST_CON | CON | REGEN | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=BO_COLD_1
+D:A set of handgear so icy as to be able to fire frost bolts. Wrought by
+D:Finrod Felagund himself, it is inscribed with runes that guard and
+D:boost health.
+
+# The Set of Gauntlets of Lorien (formerly 'Pauraegen')
+
+N:56:of Lorien
+I:31:2:4
+W:10:5:25:33000
+P:2:1d1:0:0:15
+F:RES_ELEC | ACTIVATE | FREE_ACT |
+F:SUST_DEX | DEX | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=BO_ELEC_1
+D:A set of handgear wrought by the Galadhrim. Sparks surround it, enabling
+D:the wearer to fire bolts of electricity. Ever has lightning improved and
+D:protected agility, and these gauntlets are no exception.
+
+# The Set of Gauntlets of Ossiriand (formerly 'Paurnen')
+
+N:57:of Ossiriand
+I:31:2:4
+W:10:5:25:33000
+P:2:1d1:0:0:15
+F:RES_ACID | ACTIVATE |
+F:SUST_CHR | CHR | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=BO_ACID_1
+D:Mighty was the woodcraft of the Laiquendi, for they learned to control the
+D:element of acid to a level theretofore unknown. This set of handgear is so
+D:corrosive that it may fire bolts of acid.
+
+# The Set of Gauntlets 'Camlost'
+
+N:58:'Camlost'
+I:31:2:-3
+W:10:20:25:0
+P:2:1d1:-11:-12:0
+F:STR | DEX | HIDE_TYPE | DRAIN_MANA |
+F:RES_POIS | IM_FIRE | IM_COLD | RES_DISEN | RES_NETHER | FREE_ACT |
+F:AGGRAVATE | SHOW_MODS | HEAVY_CURSE | TY_CURSE | TELEPORT | CURSED
+D:A pair of gauntlets that sap combat ability, named after the empty hand
+D:of Beren that once clasped a Silmaril.
+
+
+# The Set of Cesti of Fingolfin
+
+N:59:of Fingolfin
+I:31:5:4
+W:40:15:40:110000
+P:5:1d1:10:10:20
+F:DEX | HIDE_TYPE | LUCK
+F:FREE_ACT | RES_ACID | ACTIVATE | SHOW_MODS
+a:HARDCORE=BO_MISS_2
+Z:magic missile
+D:The hand-sheathing of Fingolfin, warrior-king of Elves and Men, who gave
+D:Morgoth seven mighty wounds and pain that will last forever.
+
+
+# The Pair of Hard Leather Boots of Feanor
+
+N:60:of Feanor
+I:30:3:15
+W:40:120:40:300000
+P:3:1d1:0:0:20
+F:SPEED | HIDE_TYPE |
+F:RES_NEXUS | ACTIVATE
+a:HARDCORE=SPEED
+D:This wondrous pair of leather boots once sped Feanor, creator of the
+D:Silmarils and the mightiest of the Eldar, along the Grinding Ice and to
+D:Middle-earth at last.
+
+
+# The Pair of Soft Leather Boots 'Dal-i-thalion'
+
+N:61:'Dal-i-thalion'
+I:30:2:5
+W:10:25:20:40000
+P:2:1d1:0:0:15
+F:DEX | HIDE_TYPE | CHR | SUST_CHR |
+F:ACTIVATE | FREE_ACT |
+F:RES_NETHER | RES_CHAOS | RES_CONF | SUST_CON
+a:HARDCORE=CURE_POISON
+D:A pair of high-laced shoes, strong against the powers of corruption and
+D:withering, that grant the wearer extraordinary agility.
+
+
+# The Pair of Metal Shod Boots of Thror
+
+N:62:of Thror
+I:30:6:3
+W:30:25:80:15000
+P:6:1d1:0:0:20
+F:STR | CON | HIDE_TYPE | SPEED | RES_FEAR | CLIMB
+D:Sturdy footwear of leather and steel as enduring as the long-suffering
+D:Dwarven King-in-exile who wore them. Of dwarven make, these boots will
+D:make their wearer completely at home in the mountains.
+
+
+# The Seeker Arrow of Bard
+# This is, of course, from my 'Artifact Ammo' thread and doesn't need much
+# explanation. It's rather nasty and deals 1000 or more damage on a
+# normal hit to a dragon. :) Doesn't put a dent in Sky Drakes and Power
+# Dragons, tho it's still good for helping to take down Smaug, Tiamat and
+# the other dragon uniques.
+# P+ changed name, rarity to 30
+
+N:63:of Bard
+I:17:2:0
+W:55:30:2:50000
+P:0:8d4:20:15:0
+F:SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON |
+F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON | KILL_DRAGON |
+F:BRAND_ACID | BRAND_ELEC | BRAND_FIRE | BRAND_COLD | BRAND_POIS
+D:Deadliest of arrows, imbued with elemental strength, this shaft is
+D:feared especially by the wyrmkin.
+
+
+# The Main Gauche of Maedhros
+
+N:64:of Maedhros
+I:23:5:3
+W:15:30:30:22500
+P:0:2d5:12:15:0
+F:INT | DEX | HIDE_TYPE | SPEED | SPECIAL_GENE
+F:SLAY_TROLL | SLAY_GIANT | FREE_ACT | SEE_INVIS | SHOW_MODS
+D:A short thrusting blade with a large guard worn by Maedhros the Tall,
+D:eldest son of Feanor, and wielded with his left hand after the loss of
+D:his right hand in the pits of Thangorodrim.
+
+# The Broken Dagger 'Angrist'
+
+N:65:'Angrist'
+I:23:1:4
+W:25:80:12:150000
+P:0:2d4:10:15:5
+F:BRAND_ACID | BRAND_POIS | DEX | FREE_ACT | HIDE_TYPE | LUCK | RES_DARK | SEARCH | SEE_INVIS | SHOW_MODS | SLAY_EVIL | SLAY_ORC | SLAY_TROLL | STEALTH | SUST_DEX
+D:The knife Beren Barahir`s son took from Curufin and with which he cut
+D:out a Silmaril from the crown of Morgoth, The blade snapped and broke
+D:when he tried to gain one more and the splint hit Morgoth at his chin.
+D:It was made of Telchar the dwarf from Nogrod and it could cut through
+D:stone. Even broken, it retains power.
+
+# The Dagger of Samwise
+
+N:66:of Samwise
+I:23:4:0
+W:4:100:12:12000
+P:0:1d4:4:6:0
+F:ACTIVATE | BRAND_FIRE | LEVELS | LITE1 | RES_FIRE | SHOW_MODS
+a:HARDCORE=BO_FIRE_1
+D:The blade of Samwise Gamgee, chosen by him from the hoard of the
+D:Barrow-wights. A fiery dagger finely balanced for deadly throws.
+
+# The Dagger of Peregrin
+
+N:67:of Peregrin
+I:23:4:0
+W:3:100:12:11000
+P:0:1d4:4:6:0
+F:ACTIVATE | BRAND_COLD | LEVELS | RES_COLD | SHOW_MODS
+a:HARDCORE=BO_COLD_1
+D:The blade of Peregrin Took, chosen by him from the hoard of the
+D:Barrow-wights. A frosty dagger finely balanced for deadly throws.
+
+# The Dagger of Meriadoc
+
+N:68:of Meriadoc
+I:23:4:0
+W:5:100:12:13000
+P:0:1d4:4:6:0
+F:BRAND_ELEC | RES_ELEC | ACTIVATE | SHOW_MODS | LEVELS
+a:HARDCORE=BO_ELEC_1
+D:The blade of Meriadoc Brandybuck, chosen by him from the hoard of
+D:the Barrow-wights. A dagger covered in sparks and finely balanced
+D:for deadly throws.
+
+# The Dagger of Rilia
+
+N:69:of Rilia
+I:23:4:0
+W:5:40:12:35000
+P:0:2d4:4:3:0
+F:SLAY_ORC | RES_POIS | RES_DISEN | ACTIVATE | SHOW_MODS | BRAND_POIS
+a:HARDCORE=BA_POIS_1
+D:A large stiletto dagger that glistens with odourless poison, to which the
+D:wearer seems oddly immune.
+
+
+# The Dagger 'Belangil'
+
+N:70:'Belangil'
+I:23:4:2
+W:10:40:12:50000
+P:0:2d4:6:9:0
+F:DEX | HIDE_TYPE | SPEED | BLOWS |
+F:BRAND_COLD | RES_COLD |
+F:SEE_INVIS | SLOW_DIGEST | REGEN |
+F:ACTIVATE | SHOW_MODS | BRAND_POIS
+a:HARDCORE=BELANGIL
+D:A frosty dagger surrounded in a nimbus of ice with a hilt of elk horn and
+D:an edge to wound the wind.
+
+
+# The Bastard Sword 'Calris'
+
+N:71:'Calris'
+I:23:21:5
+W:30:15:140:100000
+P:0:5d4:-20:20:0
+F:CON | HIDE_TYPE | DRAIN_HP |
+F:KILL_DRAGON | SLAY_EVIL | SLAY_DEMON | SLAY_TROLL | RES_DISEN |
+F:AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS | ESP_DRAGON | ESP_DEMON |
+F:AUTO_CURSE |
+F:COULD2H
+f:COULD2H
+D:This sword has runes of power incised on its ornate hilt and a single
+D:blood channel that gleams coldly blue as you grasp this mighty weapon of
+D:peril.
+
+
+# The Broad Sword 'Aranruth'
+
+N:72:'Aranruth'
+I:23:16:4
+W:20:45:150:125000
+P:0:3d5:20:12:0
+F:STR | DEX | CON | SUST_CON | SUST_STR
+F:REGEN | FREE_ACT | SEE_INVIS |
+F:RES_CHAOS | RES_NETHER | HOLD_LIFE | RES_FEAR |
+F:RES_COLD |
+F:SLAY_DEMON | SLAY_EVIL | SLAY_DRAGON | SLAY_UNDEAD |
+F:BRAND_COLD |
+F:SLOW_DIGEST | SHOW_MODS | HIDE_TYPE | BLESSED
+D:The beautiful sword of Thingol with a hilt of gold and silver inlay,
+D:glistening icily enough to freeze the hearts of demons. You feel supple
+D:and lightfooted as you hold it.
+
+
+# The Broad Sword 'Glamdring'
+
+N:73:'Glamdring'
+I:23:16:1
+W:20:20:150:40000
+P:0:2d5:10:15:0
+F:SEARCH | HIDE_TYPE | BLESSED | SLAY_DEMON |
+F:SLAY_EVIL | BRAND_FIRE | SLAY_ORC | RES_FIRE | RES_LITE | LITE1 |
+F:SLOW_DIGEST | SHOW_MODS | ESP_ORC | SPECIAL_GENE
+D:This fiery, shining blade earned its sobriquet "Foe-Hammer" from dying orcs
+D:who dared to come near hidden Gondolin. Inscribed upon the guard in Cirth
+D:is the following --
+D:gûd daedheloth, dam an Glamhoth." - "Turgon King of Gondolin wields, has and
+D:holds the sword Glamdring, foe of Morgoth's realm, hammer to the Din-horde."
+
+# The Quarterstaff of Thranduil [Replaces the 'Aeglin' sword in Theme]
+
+N:74:of Thranduil
+I:21:3:0
+W:20:18:150:50000
+P:0:1d9:10:20:0
+F:BRAND_POIS | COULD2H | RES_POIS | SLAY_ANIMAL | HIDE_TYPE | SHOW_MODS | ESP_ANIMAL
+f:COULD2H
+D:The carven oak staff of the King of the Woodland Realm,
+D:this weapon is a fighter's best friend in a forest.
+
+# The Broad Sword 'Orcrist'
+
+N:75:'Orcrist'
+I:23:16:3
+W:20:20:150:40000
+P:0:2d5:10:15:0
+F:SEARCH | ESP_ORC | SLAY_DRAGON | ESP_DRAGON | RES_COLD | HIDE_TYPE |
+F:SLAY_EVIL | BRAND_COLD | SLAY_ORC | RES_COLD | LITE1 | RES_DARK |
+F:SLOW_DIGEST | SHOW_MODS
+D:This coldly gleaming blade is called simply "Biter", by orcs who came to
+D:know its power all too well.
+
+# The Two-Handed Sword 'Anglachel'
+
+N:76:'Anglachel'
+I:23:25:2
+W:30:30:200:100000
+P:0:3d6:13:17:0
+F:STR | HIDE_TYPE | VORPAL | ESP_DRAGON | DRAIN_HP |
+F:RES_FIRE | RES_POIS | BRAND_FIRE | BRAND_POIS |
+F:KILL_DRAGON | SLAY_TROLL | FREE_ACT | SLOW_DIGEST | REGEN | SHOW_MODS |
+F:MUST2H
+f:MUST2H
+D:A giant sword once wielded by mighty Turin, and a great dragonbane which
+D:bathed in Glaurung's blood. Its blade once shone brightly, it can cleave
+D:iron as though it is old wood. Beleg Cuthalion chose this sword from the
+D:armoury of Thingol in Doriath. Turin son of Hurin slew his friend Beleg
+D:with it by accident, and since then the blade is black and dull.
+
+# The Two-Handed Sword 'Zarcuthra'
+
+N:77:'Zarcuthra'
+I:23:25:4
+W:30:180:250:205000
+P:0:4d6:19:21:0
+F:STR | CHR | INFRA | HIDE_TYPE | VORPAL | DRAIN_MANA |
+F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | BRAND_FIRE |
+F:SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL | SLAY_GIANT | SLAY_ORC |
+F:RES_FIRE | RES_CHAOS | FREE_ACT | SEE_INVIS | AGGRAVATE | SHOW_MODS |
+F:MUST2H
+f:MUST2H
+D:Dark and deadly runes stand stark against the naked steel of this awesome
+D:weapon, and you feel a stunning power of slaying and rending as you
+D:slowly approach.
+
+
+# The Dark Sword 'Mormegil'
+
+N:78:'Mormegil'
+I:23:33:2
+W:30:15:250:0
+P:0:6d7:0:0:-20
+F:SPEED | IM_FIRE | RES_FIRE | BRAND_FIRE | RES_DISEN | RES_FEAR |
+F:AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS | LEVELS | TY_CURSE |
+F:BLOWS | SLAY_DRAGON | RES_CHAOS | ANTIMAGIC_50 |
+F:DRAIN_MANA | DRAIN_HP | DRAIN_EXP
+D:A foul, twisted sword with blackened spines and knobs, whose very name is a
+D:curse upon the lips of Elves and Men.
+
+
+# The Cutlass 'Gondricam'
+
+N:79:'Gondricam'
+I:23:12:3
+W:20:8:110:28000
+P:0:1d7:10:11:0
+F:DEX | STEALTH | HIDE_TYPE |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | FEATHER |
+F:SEE_INVIS | REGEN | SHOW_MODS
+D:Famed sea-defender of Lebennin. A short, slightly curved chopping blade
+D:with a perfect edge shining cleanly in the sun, an object of hate to the
+D:men of Umbar who met it in combat.
+
+
+# The Executioner's Sword 'Crisdurian'
+
+N:80:'Crisdurian'
+I:23:28:0
+W:40:15:260:111000
+P:0:4d5:18:19:0
+F:SLAY_DRAGON | SLAY_EVIL | SLAY_UNDEAD | SLAY_TROLL | SLAY_GIANT |
+F:SLAY_ORC | SEE_INVIS | SHOW_MODS | VORPAL | BRAND_POIS | WOUNDING |
+F:MUST2H
+f:MUST2H
+D:A giant's weapon, with a long blade tall and straight thrusting out from a
+D:massive double-pronged hilt. On its blade are written doomspells against
+D:both the living and undead.
+
+# The Long Sword 'Herugrim' - sword of Theoden
+# Replaces 'Aglarang' in Theme
+
+N:81:'Herugrim'
+I:23:17:2
+W:60:40:130:300000
+P:0:3d5:8:9:0
+F:ACTIVATE | ESP_EVIL | FREE_ACT | HIDE_TYPE | INT | RES_CONF | RES_DARK | SHOW_MODS | VORPAL
+a:HARDCORE=CURE_INSANITY
+D:The ancient blade of Theoden, King of the Mark. It was taken from
+D:the king by Grima the Wormtongue, and hidden from him in a dusty
+D:chest. It was once instrumental in restoring the King's wits from
+D:evil bewitchment.
+
+# The Long Sword 'Ringil'
+
+N:82:'Ringil'
+I:23:17:10
+W:20:120:130:300000
+P:0:4d5:22:25:0
+F:SPEED | HIDE_TYPE | RES_FEAR | BLESSED |
+F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD | KILL_DEMON | SLAY_TROLL |
+F:FREE_ACT | RES_COLD | RES_LITE | LITE1 | SEE_INVIS | SLOW_DIGEST | REGEN |
+F:ACTIVATE | SHOW_MODS
+a:HARDCORE=BA_COLD_2
+D:The weapon of Fingolfin, High King of the Noldor; it shines like a column
+D:of ice lit by light unquenchable. Morgoth came but unwillingly to meet it
+D:of old; his lame foot will remind him of its might should he meet it again.
+
+
+# The Long Sword 'Anduril'
+
+N:83:'Anduril'
+I:23:17:4
+W:20:40:130:100000
+P:0:3d5:10:15:5
+F:STR | DEX | HIDE_TYPE | RES_FEAR | FREE_ACT | BLESSED | LUCK
+F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | FREE_ACT |
+F:RES_FIRE | SUST_DEX | SEE_INVIS | ACTIVATE | SHOW_MODS | LITE1 |
+F:RES_DISEN | SPECIAL_GENE
+a:HARDCORE=BA_FIRE_1
+D:The famed "Flame of the West", the sword that was broken and is forged
+D:again. It glows with the essence of fire, its wearer is mighty in combat,
+D:and no creature of Sauron can withstand it. It will never be stained or
+D:broken even in defeat. Its pommel glows anew with the Quenya words --
+D:"Anar. Nanye Anduril i ne Narsil i macil Elendilo. Lercuvanten i moli
+D:Mordoreo. Isil." - "Sun. I am Anduril who once was Narsil, sword of Elendil.
+D:The slaves of Mordor shall flee from me. Moon."
+
+# The Long Sword 'Anguirel'
+
+N:84:'Anguirel'
+I:23:17:2
+W:20:30:130:40000
+P:0:2d5:8:12:0
+F:STR | CON | SPEED | HIDE_TYPE |
+F:SLAY_EVIL | BRAND_ELEC | SLAY_DEMON | FREE_ACT | RES_ELEC |
+F:RES_LITE | RES_DARK | SEE_INVIS | SHOW_MODS | VORPAL | WOUNDING |
+F:AGGRAVATE | CURSED
+D:Forged of black galvorn by the Dark-Elven smith Eol, this blade has the
+D:living lightning trapped inside.
+
+
+# The Long Sword 'Elvagil'
+
+N:85:'Elvagil'
+I:23:17:2
+W:20:8:130:20000
+P:0:2d5:5:7:0
+F:DEX | CHR | STEALTH | HIDE_TYPE | ESP_ORC | ESP_TROLL
+F:SLAY_TROLL | SLAY_ORC | FEATHER | SEE_INVIS | SHOW_MODS
+D:The "Singing Blade", whose wearer can slay Orcs and Trolls in the hidden
+D:and secret places of the earth.
+
+
+# The Rapier 'Forasgil'
+
+N:86:'Forasgil'
+I:23:7:0
+W:15:8:40:15000
+P:0:1d6:12:19:0
+F:SLAY_ANIMAL | BRAND_COLD | RES_COLD | RES_LITE | SHOW_MODS
+D:A slender, tapered blade whose wielder strikes icy blows with deadly
+D:accuracy.
+
+
+# The Sabre 'Careth Asdriag'
+
+N:87:'Careth Asdriag'
+I:23:11:2
+W:15:8:50:25000
+P:0:2d7:6:8:0
+F:DEX | BLOWS | SPEED | CON |
+F:SLAY_DRAGON | SLAY_ANIMAL | SLAY_TROLL | SLAY_GIANT |
+F:SLAY_ORC | SHOW_MODS | ESP_ANIMAL
+D:An heirloom of the Lords of Rhun far to the east, and a name of
+D:dismay to creatures natural and unnatural.
+
+# The Short Sword 'Sting'
+
+N:88:'Sting'
+I:23:10:2
+W:20:205:75:100000
+P:0:1d7:7:8:0
+F:BLOWS | CON | DEX | ESP_ORC | ESP_SPIDER | ESP_UNDEAD | FREE_ACT |
+F:LEVELS | LITE1 | RES_LITE | SEE_INVIS | SHOW_MODS | SLAY_ANIMAL |
+F:SLAY_EVIL | SLAY_ORC | SLAY_UNDEAD | SPEED | STR
+D:The perfect size for Bilbo, and stamped forever by the courage he found
+D:in Mirkwood, this sturdy little blade grants the wearer combat prowess
+D:and survival abilities they did not know they had. The blade is inscribed
+D:with Tengwar writing -- "Sting is my name, I am the spiders' bane."
+
+# The Scimitar 'Haradekket'
+
+N:89:'Haradekket'
+I:23:18:2
+W:20:8:130:111111
+P:0:2d5:9:11:0
+F:INT | WIS | BLOWS |
+F:SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | SLAY_DRAGON | SLAY_DEMON |
+F:RES_CHAOS | RES_DISEN | RES_NEXUS |
+F:SEE_INVIS | BLESSED |
+F:SHOW_MODS
+D:A damascened scimitar that seems wondrously easy to hold. Famed in song as
+D:the "Sickle of Harad", and a deadly foe to the undead.
+
+
+# The Short Sword 'Gilettar'
+
+N:90:'Gilettar'
+I:23:10:2
+W:20:8:80:35000
+P:0:1d7:3:7:0
+F:BLOWS | HIDE_TYPE |
+F:SLAY_ANIMAL | SLOW_DIGEST | REGEN | SHOW_MODS | SEE_INVIS | RES_DISEN
+D:A stubby blade worn by Beren, whose horn sounded of old in the glades of
+D:Brethil.
+
+# The Blade of Chaos 'Daedheloth'
+
+N:91:'Daedheloth'
+I:23:30:0
+W:70:25:180:250000
+P:0:6d5:18:28:-50
+F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | BRAND_COLD | SLAY_TROLL |
+F:SLAY_ORC | FREE_ACT | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:RES_CHAOS | SEE_INVIS | ESP_EVIL | AGGRAVATE | SHOW_MODS |
+F:CHAOTIC | VORPAL | BRAND_FIRE | BRAND_POIS | SPECIAL_GENE
+D:This weapon of wrath, cursed with a violent anger, dives hungrily
+D:into the flesh of its enemies. It gathers shadows of death into its
+D:owner as they inflict wounds that will never heal.
+
+# The Long Sword 'Sereghathol'
+
+N:92:'Sereghathol'
+I:23:17:2
+W:50:30:150:250000
+P:0:5d5:32:32:0
+F:DEX | FREE_ACT | LEVELS | REGEN | SEE_INVIS | SLAY_EVIL | SLOW_DIGEST | SPEED | STR | VORPAL | WOUNDING
+D:Blood-Sword it is called, after its thirst for the blood of foes.
+
+# The Beaked Axe of Dain Ironfoot
+
+N:93:of Dain Ironfoot
+I:22:10:3
+W:20:15:180:40000
+P:0:2d6:8:10:0
+F:WIS | CON | HIDE_TYPE |
+F:SLAY_DRAGON | ESP_EVIL | ESP_UNDEAD | SLOW_DIGEST | ACTIVATE | SHOW_MODS
+a:HARDCORE=DRAIN_2
+D:The narrow axe head of this weapon, finely balanced by a crow's beak,
+D:would pierce even the armour of Smaug, and its wielder becomes aware of
+D:the minds of their enemies.
+
+
+# The Glaive of Pain
+
+N:94:of Pain
+I:22:13:0
+W:30:155:190:50000
+P:0:9d6:0:30:0
+F:SHOW_MODS | LEVELS | DRAIN_MANA |
+F:COULD2H
+f:COULD2H
+D:The massive chopper that crowns this glaive glows blood-red and black;
+D:fell spells of annihilation swirl and dance as you swing death's myrmidon
+D:down.
+
+
+# The Halberd 'Osondir'
+
+N:95:'Osondir'
+I:22:15:3
+W:20:8:190:22000
+P:0:3d5:6:9:0
+F:CHR | HIDE_TYPE |
+F:BRAND_FIRE | SLAY_UNDEAD | SLAY_GIANT | RES_FIRE | RES_SOUND |
+F:FEATHER | SEE_INVIS | SHOW_MODS | ESP_GIANT |
+F:COULD2H
+f:COULD2H
+D:Lordly and tall did Osondir stand against the wrath of giants, and
+D:clear-eyed in barrows fell, wielding a halberd glowing ruby red.
+
+
+# The Pike 'Til-i-arc'
+
+N:96:'Til-i-arc'
+I:22:8:2
+W:20:15:160:32000
+P:0:2d5:10:12:10
+F:INT | HIDE_TYPE |
+F:BRAND_COLD | BRAND_FIRE | SLAY_DEMON | SLAY_TROLL | SLAY_GIANT | ESP_GIANT
+F:RES_FIRE | RES_COLD | SUST_INT | SLOW_DIGEST | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+D:Within this long thrusting spear lie the spirits of frost giants and fire
+D:demons, who war forever, trapped by magely spells.
+
+# The Spear 'Aiglos'
+
+N:97:'Aiglos'
+I:22:2:4
+W:15:45:50:180000
+P:0:3d6:15:25:5
+F:DEX | WIS | HIDE_TYPE |
+F:BRAND_COLD | BRAND_ELEC | LITE1 |
+F:SLAY_TROLL | SLAY_ORC | SLAY_GIANT | KILL_UNDEAD |
+F:FREE_ACT | RES_COLD | RES_ELEC | RES_LITE |
+F:SLOW_DIGEST | ACTIVATE | BLESSED | SHOW_MODS
+a:HARDCORE=BA_ELEC_2
+D:The mighty spear of Gil-galad, famed as "Snow-point" in the songs of
+D:Elves, against which all the foul corruptions of Sauron dashed in vain.
+D:The spear is inscribed with Tengwar runes, reading "Gil-galad ech vae
+D:vaegannen matha, / Aith heleg nin i orch gostatha; / Nin cíniel na
+D:nguruthos / Hon ess nín istatha --
+D:well-made spear, / The Orc will fear my point of ice; / When he sees me,
+D:in fear of death / he will know my name
+
+# The Spear of Caradhras
+
+N:98:of Caradhras
+I:22:2:4
+W:15:45:50:77777
+P:0:4d6:15:15:0
+F:INT | WIS | SPEED | TUNNEL | INFRA | HIDE_TYPE | SEARCH |
+F:BRAND_FIRE |
+F:SLAY_GIANT | SLAY_EVIL | SLAY_DEMON | SLAY_UNDEAD | SLAY_DRAGON |
+F:RES_FIRE | RES_LITE | HOLD_LIFE | RES_FEAR | FEATHER | ESP_GIANT |
+F:SEE_INVIS | ACTIVATE | BLESSED | SHOW_MODS
+a:HARDCORE=STONE_MUD
+D:A magical spear, rumoured to have been forged by Orome himself
+D:in the coldest reach of the cruel Redhorn.
+
+# The Spear 'Nimloth'
+
+N:99:'Nimloth'
+I:22:2:3
+W:15:12:50:30000
+P:0:1d6:11:13:0
+F:STEALTH | RES_DARK | INFRA | SPEED | BLESSED |
+F:BRAND_COLD | SLAY_UNDEAD | RES_COLD | SEE_INVIS | SHOW_MODS
+D:A thin spike of thrice-forged steel caps a straight sylvan shaft cut from
+D:a legendary tree; spells to break the will of the undead and strike cold
+D:fear into the hearts of foes lie on this perfectly balanced spear.
+
+
+# The Lance of Eorlingas
+
+N:100:of Eorlingas
+I:22:20:2
+W:20:23:360:55000
+P:0:3d8:3:21:0
+F:STR | DEX | SPEED | HIDE_TYPE | RES_FEAR |
+F:SLAY_EVIL | SLAY_TROLL | SLAY_ORC | SEE_INVIS | SHOW_MODS |
+F:MUST2H
+f:MUST2H
+D:"Forth Eorlingas!". To the field of Cormallen came Eorl the Young
+D:to save beleaguered Gondor, and from his lance fled massive trolls
+D:and dire wolves.
+
+
+# The Great Axe of Durin
+
+N:101:of Durin
+I:24:25:3
+W:30:90:230:150000
+P:0:4d4:10:20:15
+F:STR | CON | TUNNEL | HIDE_TYPE | ESP_EVIL | RES_FEAR |
+F:SLAY_DRAGON | KILL_DEMON | SLAY_TROLL | SLAY_ORC | FREE_ACT |
+F:RES_ACID | RES_FIRE | RES_LITE | RES_DARK | RES_CHAOS | SHOW_MODS |
+F:BRAND_ACID | BRAND_FIRE |
+F:MUST2H
+f:MUST2H
+D:The twin massive axe heads of this ancient demon's dread gleam with
+D:mithril inlay, which tell sagas of endurance, invoking the powers of
+D:Khazad-dum to protect the wearer and slay all evils found underground.
+
+
+# The Great Axe of Eonwe
+
+N:102:of Eonwe
+I:24:25:2
+W:30:120:230:200000
+P:0:4d4:15:18:8
+F:STR | INT | WIS | DEX | CON | CHR | HIDE_TYPE |
+F:SLAY_EVIL | BRAND_COLD | KILL_DEMON | SLAY_UNDEAD | ESP_NONLIVING
+F:SLAY_ORC | FREE_ACT | IM_COLD | SEE_INVIS | ACTIVATE |
+F:BLESSED | SHOW_MODS
+a:HARDCORE=MASS_GENO
+D:The axe of Eonwe, leader of the Hosts of the West before the gates of
+D:Thangorodrim, strikes with icy wrath at the undead, disperses hosts of
+D:evil at a word, and grants Maia-like powers of body and mind.
+
+
+# The Battle Axe of Balli Stonehand
+
+N:103:of Balli Stonehand
+I:22:22:3
+W:30:15:170:90000
+P:0:3d8:8:11:5
+F:STR | CON | STEALTH | HIDE_TYPE | ESP_NONLIVING
+F:SLAY_DEMON | SLAY_TROLL | SLAY_ORC | FREE_ACT |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_BLIND | FEATHER |
+F:SEE_INVIS | REGEN | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+D:The twin blades of this weapon were forged in Belegost, and powerful forces
+D:to resist and endure lie ready for he who shall wield it once more.
+
+
+# The Battle Axe 'Lotharang'
+
+N:104:'Lotharang'
+I:22:22:1
+W:30:15:170:21000
+P:0:2d8:4:3:0
+F:STR | DEX | HIDE_TYPE |
+F:SLAY_TROLL | SLAY_ORC | ACTIVATE | SHOW_MODS
+a:HARDCORE=CURE_MW
+D:A superbly crafted double-bladed axe that slays the creatures of earth and
+D:allows rapid recovery from their blows.
+
+
+# The Lochaber Axe 'Mundwine' -> of the Dwarves
+
+N:105:of the Dwarves
+I:22:28:10
+W:30:8:250:80000
+P:0:3d8:12:17:0
+F:SLAY_EVIL | TUNNEL | INFRA | SEARCH | SLAY_GIANT |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_FEAR |
+F:SHOW_MODS |
+F:COULD2H
+f:COULD2H
+D:A massive axe with twin razor-sharp heads, so large that it usually
+D:requires two hands to wield, intricately engraved in gold with spells
+D:to ward off the elements and smite evil.
+
+# The Broad Axe 'Barukkheled'
+
+N:106:'Barukkheled'
+I:24:11:3
+W:20:8:160:50000
+P:0:2d6:13:19:0
+F:CON | HIDE_TYPE |
+F:SLAY_EVIL | SLAY_TROLL | SLAY_GIANT | SLAY_ORC |
+F:SEE_INVIS | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+D:A royal heirloom of the southern coast, strong in combat against evil
+D:creatures of the earth.
+
+# The Broad Sword 'Guthwine' - sword of Eomer
+# Replaces the Trident of Wrath in Theme
+
+N:107:'Guthwine'
+I:23:16:1
+W:30:10:150:45000
+P:0:2d6:6:7:0
+F:CRIT | ESP_ORC | HIDE_TYPE | LITE1 | RES_BLIND | RES_FEAR |
+F:SHOW_MODS | SLAY_ORC | WOUNDING
+D:The sword of Eomer, son of Eomund, leader of the Riders of the Mark.
+D:As one flashed this sword with Anduril during a battle long ago.
+D:Legendary are its powers in the rallying of desperate troops.
+
+# The Trident of Osse
+
+N:108:of Osse
+I:22:5:4
+W:30:90:70:120000
+P:0:4d8:15:19:0
+F:DEX | HIDE_TYPE |
+F:SLAY_DRAGON | SLAY_ANIMAL | FREE_ACT | HOLD_LIFE | IM_ACID |
+F:RES_NETHER | SEE_INVIS | SLOW_DIGEST | REGEN | ACTIVATE |
+F:BLESSED | SHOW_MODS | WATER_BREATH
+a:HARDCORE=TELE_AWAY
+D:The awesome weapon imbued with some of the power of the Vala Ulmo,
+D:Lord of Waters. It allows the wearer to laugh in scorn at the dread
+D:powers of the undead, and be utterly in command of the element of water.
+
+# The Scythe 'Avavir'
+
+N:109:'Avavir'
+I:22:17:3
+W:40:8:250:18000
+P:0:5d3:8:8:10
+F:DEX | CHR | HIDE_TYPE |
+F:BRAND_COLD | BRAND_FIRE | FREE_ACT | RES_FIRE | RES_COLD |
+F:RES_LITE | SEE_INVIS | ACTIVATE | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=RECALL
+D:With elemental powers whose struggles turn this weapon red and purest
+D:white, this shining reaper bears within it a power of going forth and
+D:returning.
+
+# The Long Sword of Dernhelm - from T-Plus by Ingeborg S. Norden
+# Replaces the Long Sword of the Dawn in Theme
+
+N:110:of Dernhelm
+I:23:17:5
+W:70:50:150:250000
+P:0:3d5:20:25:0
+F:BLESSED | ESP_UNIQUE | FREE_ACT | HIDE_TYPE | HOLD_LIFE | KILL_UNDEAD |
+F:LITE1 | LUCK | RES_DISEN | RES_FEAR | RES_MORGUL | SEE_INVIS |
+F:SHOW_MODS | SLAY_EVIL | SPEED | STEALTH | VORPAL | WOUNDING | SPECIAL_GENE
+D:Eomer's sister Eowyn once wielded this shining sword when she
+D:battled the Witch-King of Angmar, hiding her true identity to
+D:join the battle. Others are less likely to notice the wielder
+D:immediately. Eowyn's sword also allowed her to move swiftly,
+D:sense powerful enemies, inflict terrible wounds, and partly
+D:withstand the worst attacks of the Nazgul.
+
+# The Mighty Hammer 'Grond'
+
+N:111:'Grond'
+I:21:50:2
+W:100:1:1000:500000
+P:0:9d9:25:25:10
+F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | IMPACT | KILL_UNDEAD | NO_MAGIC |
+F:KILL_DEMON | SLAY_TROLL | SLAY_ORC | RES_ACID | RES_ELEC | RES_FIRE |
+F:RES_COLD | SEE_INVIS | ESP_ALL | AGGRAVATE | SHOW_MODS | INSTA_ART |
+F:LEVELS | ACTIVATE | SPECIAL_GENE |
+F:MUST2H
+f:MUST2H
+a:HARDCORE=GROND
+D:The mighty Hammer of the Underworld, blackened by doomspells of shattering,
+D:whose wielder holds the lives of all Morgoth's servants in his hand.
+
+# The Flail 'Totila'
+
+N:112:'Totila'
+I:21:13:2
+W:20:8:150:55000
+P:0:3d6:6:8:0
+F:STEALTH |
+F:SLAY_EVIL | BRAND_FIRE | RES_FIRE | RES_CONF | ACTIVATE |
+F:SHOW_MODS | LITE1 |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=CONFUSE
+D:A flail whose head befuddles those who stare as you whirl it around, and
+D:becomes a fiery comet as you bring it down.
+
+
+# The Two-Handed Flail 'Thunderfist'
+
+N:113:'Thunderfist'
+I:21:18:4
+W:45:38:300:160000
+P:0:3d6:5:18:0
+F:STR | CON | HIDE_TYPE | RES_FEAR |
+F:SLAY_ANIMAL | BRAND_FIRE | BRAND_ELEC | SLAY_TROLL | SLAY_ORC |
+F:RES_ELEC | RES_FIRE | RES_DARK | SHOW_MODS |
+F:MUST2H
+f:MUST2H
+D:The long-lost weapon of Kzurin, Dwarven champion of ancient Belegost,
+D:with runes of strength in its handle, and flames and sparks that roar and
+D:crackle around its massive head.
+
+# The Morning Star 'Maegnas-in-sereg'
+
+N:114:'Maegnas-in-sereg'
+I:21:12:4
+W:20:30:150:30000
+P:0:2d6:8:22:0
+F:STR | HIDE_TYPE | BRAND_POIS |
+F:SLAY_ANIMAL | SLAY_TROLL | SLAY_ORC | RES_NEXUS | SEE_INVIS |
+F:SHOW_MODS
+D:You feel strong and firm of foot as you whip the chain-suspended spiked orb
+D:around - and bathe it in the blood of your foes.
+
+# The Morning Star 'Naurgil'
+
+N:115:'Naurgil'
+I:21:12:0
+W:20:100:150:35000
+P:0:2d6:5:7:2
+F:BRAND_FIRE | IM_FIRE | ACTIVATE | SHOW_MODS | LITE1
+a:HARDCORE=FIRESTAR
+D:A famed battle-lord of old, with a ruddy head, coloured as embers are that
+D:can yet rise up in wrath.
+
+
+# The Mace 'Taratol'
+
+N:116:'Taratol'
+I:21:5:0
+W:20:15:200:50000
+P:0:3d4:12:12:0
+F:KILL_DRAGON | BRAND_ELEC | IM_ELEC | ACTIVATE | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=SPEED
+D:A great ridged mace that calls around you a nimbus of living lightning;
+D:you remain utterly untouched even as fat sparks arc around your
+D:fingers and eyebrows.
+
+# The War Hammer of Gamil Zirak
+
+N:117:of Gamil Zirak
+I:21:8:4
+W:40:75:120:250000
+P:0:9d3:19:21:5
+F:WIS | TUNNEL | HIDE_TYPE | RES_FEAR |
+F:KILL_DRAGON | SLAY_EVIL | BRAND_ELEC | SLAY_UNDEAD | SLAY_DEMON |
+F:FREE_ACT | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_NEXUS |
+F:SEE_INVIS | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+D:Gamil Zirak was a great craftsman, the master of Telchar of Nogrod.
+D:This weapon was rescued from Thingol's treasury, and it is rumoured
+D:that its wielder need not fear dragons or other fell beings of the
+D:Dark.
+
+# The Quarterstaff 'Nar-i-vagil'
+
+N:118:'Nar-i-vagil'
+I:21:3:3
+W:20:18:150:70000
+P:0:1d9:10:20:0
+F:INT | HIDE_TYPE |
+F:SLAY_ANIMAL | BRAND_FIRE | RES_FIRE | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+D:Named for a fiery star and set with gems of great worth binding mystic
+D:virtues of protection and thought.
+
+
+# The Quarterstaff 'Eriril'
+
+N:119:'Eriril'
+I:21:3:4
+W:20:18:150:20000
+P:0:1d9:3:5:0
+F:INT | WIS | HIDE_TYPE | ESP_EVIL | SPELL_CONTAIN | WIELD_CAST
+F:SLAY_EVIL | RES_LITE | SEE_INVIS | ACTIVATE | SHOW_MODS
+a:HARDCORE=ID_PLAIN
+D:The radiant golden staff of an Istari of legend, this wizard's companion
+D:grants keen sight and the knowledge of many hidden things.
+
+
+# The Quarterstaff of Olorin
+
+N:120:of Olorin
+I:21:3:4
+W:30:105:150:140000
+P:0:2d9:10:13:0
+F:INT | WIS | CHR | HIDE_TYPE | SEARCH | BRAND_FIRE |
+F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | SPELL_CONTAIN | WIELD_CAST
+F:HOLD_LIFE | RES_FIRE | RES_NETHER | SEE_INVIS | ACTIVATE | SHOW_MODS
+a:HARDCORE=DETECT_XTRA
+D:A staff tall and sturdy, with rough-hewn runes that invoke the element of
+D:Earth, and which strikes down all creatures who live in the shadow of
+D:mountains.
+
+# The Mace of Disruption 'Nguruthos'
+
+N:121:'Nguruthos'
+I:21:20:6
+W:80:38:400:444444
+P:0:7d8:18:18:0
+F:STR | TUNNEL | HIDE_TYPE | NO_TELE | DRAIN_MANA |
+F:SLAY_DRAGON | SLAY_ANIMAL | SLAY_EVIL | KILL_UNDEAD | BRAND_FIRE |
+F:IM_FIRE | RES_DARK | RES_CHAOS | RES_DISEN | AGGRAVATE |
+F:SHOW_MODS | BRAND_POIS | VAMPIRIC |
+F:MUST2H
+f:MUST2H
+D:A weapon so massive it seems beyond the strength of mortals, yet you feel
+D:the might of giants within you as you heft it. As you grip the handle
+D:of ebony and steel, coronas of fire blaze and mighty spells to preserve
+D:magic activate around you. It is named 'Fear of Death' - you wield the
+D:Fear of Dragons and the Despair of the Undead.
+
+# The Lucerne Hammer 'Turmil'
+
+N:122:'Turmil'
+I:21:10:4
+W:20:15:120:30000
+P:0:2d5:10:6:8
+F:WIS | INFRA | HIDE_TYPE |
+F:BRAND_COLD | SLAY_ORC | RES_COLD | RES_LITE | REGEN |
+F:ACTIVATE | SHOW_MODS | ESP_ORC | ESP_TROLL | ESP_GIANT |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=TURMIL
+D:Wielded by the High Priest of Meneltarma, this great mace gleams coldly as
+D:though moonlit, and it can strike as mighty a blow spiritually as
+D:physically.
+
+
+# The Whip of Gothmog
+
+N:123:of Gothmog
+I:21:2:-2
+W:20:15:120:100000
+P:0:3d6:15:16:0
+F:INT | DEX | INFRA | HIDE_TYPE | DRAIN_HP | HEAVY_CURSE |
+F:CURSED | AGGRAVATE | BRAND_FIRE | SLAY_ANIMAL | SLAY_DEMON |
+F:RES_FIRE | ESP_SPIDER | VORPAL | RES_LITE | LITE1 | REGEN |
+F:ESP_DEMON | WOUNDING | SHOW_MODS
+D:With this unbearably bright whip of flame, the Balrog Gothmog has become
+D:known for never having lost in combat.
+
+
+# The Long Bow 'Belthronding'
+
+N:124:'Belthronding'
+I:19:13:3
+W:40:20:40:35000
+P:0:0d0:20:22:0
+F:DEX | STEALTH | HIDE_TYPE |
+F:RES_DISEN | XTRA_SHOTS | SHOW_MODS
+D:The great bow of Beleg, made of black yew and strung with elven hair that
+D:faintly shines a pale clear gold.
+
+
+# The Long Bow of Bard
+
+N:125:of Bard
+I:19:13:2
+W:30:20:40:20000
+P:0:0d0:17:19:0
+F:DEX | HIDE_TYPE | ESP_DRAGON | LUCK
+F:FREE_ACT | XTRA_MIGHT | SHOW_MODS
+D:The great yew bow of grim-faced Bard, who shot the mightiest arrow that
+D:songs record.
+
+
+# The Light Crossbow 'Cubragol'
+
+N:126:'Cubragol'
+I:19:23:10
+W:50:25:110:50000
+P:0:0d0:10:14:0
+F:SPEED | HIDE_TYPE |
+F:RES_FIRE | ACTIVATE | SHOW_MODS
+a:HARDCORE=CUBRAGOL
+D:A crossbow that grants fiery speed to he who finds it, and from which
+D:shoot bolts that blaze with flame unquenchable.
+
+# The Mage Staff of Manwe
+# The ULTIMATE "weapon" for a mage
+
+N:127:of Manwe
+I:6:1:12
+W:127:220:20:9000000
+P:0:1d4:-19:-19:0
+F:INT | CHR | WIS | MANA | SPELL | ACTIVATE | LUCK |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | SPECIAL_GENE |
+F:SEE_INVIS | ESP_EVIL | ESP_DEMON | NEVER_BLOW | INFRA |
+F:PRECOGNITION | IM_FIRE | ULTIMATE | SPELL_CONTAIN | WIELD_CAST |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=GANDALF
+D:A simple, wooden wizard's staff. Unremarkable in all aspects...
+D:except that it pulses with overwhelming power.
+
+# Boomerang Artifacts
+
+# The Metal Boomerang of Beor
+
+N:128:of Beor
+I:15:4:4
+W:20:10:20:40000
+P:0:4d5:8:12:0
+F:DEX | SPEED |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD
+D:Beor's boomerang makes its wielder as agile as the winds,
+D:and as hard to harm.
+
+
+# The Metal Boomerang 'Glimdrir'
+
+N:129:'Glimdrir'
+I:15:4:3
+W:40:20:20:60000
+P:0:5d5:15:16:0
+F:DEX | SPEED | FREE_ACT | BRAND_POIS | SLAY_EVIL | SLAY_UNDEAD | REGEN
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_SOUND | NO_TELE | CURSED
+D:A powerful boomerang that makes one agile and fast, with a thirst for
+D:evil and undead creatures, but demands its wielder not teleport, for fear
+D:of desertion.
+
+
+# The Robe of Incanus [aka Gandalf]
+
+N:130:of Incanus
+I:36:2:3
+W:30:20:20:60000
+P:2:0d0:0:0:20
+F:INT | WIS | SEARCH | HIDE_TYPE | SPELL_CONTAIN | WIELD_CAST
+F:SUST_INT | SUST_WIS | FREE_ACT | SEE_INVIS |
+F:RES_ACID | RES_ELEC | IM_FIRE | RES_COLD
+Z:weigh magic
+D:Gandalf's long, flowing robe. It provides insight and allows the
+D:wearer to see things not seen by all.
+
+
+# The Sling of the Thain
+
+N:131:of the Thain
+I:19:2:4
+W:40:20:40:35000
+P:0:0d0:15:15:0
+F:HIDE_TYPE | DEX | CON
+F:RES_NETHER | XTRA_SHOTS | XTRA_MIGHT | SHOW_MODS
+D:This sling was crafted by Faramir I, Thain of the Shire, just in case
+D:the nasties of his father's stories ever dare to enter the Shire again.
+
+# The Small Metal Shield of Gimli
+
+N:132:of Gimli
+I:34:3:3
+W:40:3:65:80000
+P:3:0d0:9:10:40
+F:INT | CON | RES_FEAR | HIDE_TYPE | IM_FIRE | RES_SHARDS
+Z:find secret passages
+D:A gift from the King of Rohan to Gimli the Dwarf, this shield
+D:combines the cunning and stamina of Gimli Elf-friend, Gimli the
+D:Lock-bearer.
+
+# The Bearded Axe of Gimli
+
+N:133:of Gimli
+I:24:3:2
+W:35:60:35:65000
+P:0:1d6:5:15:0
+F:STR | BLOWS | LEVELS | SLAY_ORC | FREE_ACT | VORPAL |
+F:ESP_UNDEAD | ESP_NONLIVING | COULD2H
+f:COULD2H
+D:"Gimli sensed the Dead behind following, but he continued on
+D:after Aragorn." The trusty axe of Gimli son of Gloin, one of
+D:the Nine Walkers of old.
+
+# The Whip 'Lasher'
+
+N:134:'Lasher'
+I:21:2:3
+W:20:5:30:50000
+P:0:1d6:12:15:0
+F:DEX | BLOWS | HIDE_TYPE |
+F:SLAY_ANIMAL | SLAY_ORC | BRAND_POIS | VORPAL |
+F:RES_POIS | FREE_ACT | ESP_ORC
+D:A powerful whip that is deadly against orcs. It poisons your foes
+D:and is said to go "snicker snack".
+
+# The Harp of Thorin
+
+N:135:of Thorin
+I:14:59:2
+W:50:10:30:40000
+P:0:1d1:0:0:0
+F:ACTIVATE | CHR | INFRA | INSTA_ART | LUCK | STEALTH | SUST_CHR | TUNNEL
+a:HARDCORE=CHARM_OTHERS
+Z:remove fear
+D:This magical instrument once belonged to Thorin Oakenshield,
+D:a mighty dwarf warrior of old. The sounds emanating from it
+D:once gave a frightened hobbit a glimpse of beauty and helped
+D:allay his fears, and to this day the harp preserves its magical
+D:powers to encourage when all seems horribly wrong.
+
+# The Mithril Helm of Thorin
+
+N:136:of Thorin
+I:32:8:3
+W:40:5:20:55000
+P:10:2d4:0:0:0
+F:ACTIVATE | DEX | HIDE_TYPE | HOLD_LIFE | REGEN | RES_FEAR | SUST_CON | SUST_DEX | SUST_STR
+a:HARDCORE=TERROR
+D:Mighty was Thorin Oakenshield as he emerged from the Gate of the
+D:Lonely Mountain on the day of the Battle of the Five Armies, clad
+D:in shining armour, part of which was this helm. He gleamed like
+D:gold in the dying fire of the day, red light leapt from his
+D:eyes, and his foes were terrified at the mere sight of him.
+
+# The Harp of Maglor
+
+N:137:of Maglor
+I:14:59:3
+W:60:10:20:100000
+P:0:3d4:0:0:0
+F:CHR | SPEED | WIS | SEE_INVIS | RES_SOUND | STEALTH | LUCK
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | ESP_UNIQUE
+D:This harp that once belonged to Maglor makes those who use it seem
+D:more forceful and convincing. It is also said that those who have
+D:used it found themselves walking faster, as if to an unheard beat.
+
+
+# The Drum of the Sky
+
+N:138:of the Sky
+I:14:58:2
+W:40:10:15:80000
+P:0:3d4:0:0:0
+F:CHR | SPEED | WIS | SEE_INVIS | RES_SOUND | STEALTH | LUCK
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD
+D:The drum is decorated with the images of the stars, the clouds, the
+D:Sun guided by Arien and the Moon with Tilion. It imparts to the
+D:wearer an echo of the beauty of the sky, and protects him from the
+D:elements day or night. The beat of the drum marks the passage of
+D:time, and will make time pass differently for the wearer.
+
+
+# The Harp of Daeron
+
+N:139:of Daeron
+I:14:59:1
+W:20:10:10:50000
+P:0:3d4:0:0:0
+F:CHR | SPEED | WIS | RES_SOUND | STEALTH | LUCK
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD
+D:A pretty harp that makes those who play it beautiful, wise and
+D:fast.
+
+
+# The Dwarven Pick of Erebor
+
+N:140:of Erebor
+I:20:6:5
+W:50:15:200:55000
+P:0:3d4:5:0:0
+F:STR | TUNNEL | SUST_STR | HIDE_TYPE | LITE1 | ACTIVATE | CLIMB
+F:RES_CHAOS | RES_LITE | RES_DARK
+a:HARDCORE=EREBOR
+D:A pick that provides a magical light by which to see while tunnelling.
+
+
+# The Drum of the Druedain
+
+N:141:of the Druedain
+I:14:58:4
+W:19:10:15:10000
+P:0:3d4:0:0:0
+F:ACTIVATE | STEALTH | SEARCH | INFRA | RES_POIS | RES_DARK
+a:HARDCORE=DRUEDAIN
+D:The fabled Drum of the Druedain that will protect those who play it
+D:from darkness and poison attacks. It also aids in the seeing of
+D:warm-blooded creatures.
+
+
+# The Horn of Rohan
+
+N:142:of Rohan
+I:14:60:2
+W:14:10:15:80000
+P:0:3d4:0:0:0
+F:ACTIVATE | CHR | WIS | ESP_DRAGON
+a:HARDCORE=ROHAN
+D:A horn carved from the bones of the Dragon of Ered-Mithrin, this
+D:heirloom of the House of Eorl bestows to its user the gifts of
+D:courage and command.
+
+
+# The Horn of Helm
+
+N:143:of Helm
+I:14:60:2
+W:16:10:15:15000
+P:0:3d4:0:0:0
+F:ACTIVATE | STR | CON | IM_COLD | RES_NETHER | RES_FEAR
+a:HARDCORE=HELM
+D:Heedless of cold, fearless of darkness -- besiegers fled at the wind
+D:of the solitary coming of King Helm Hammerhand, proclaimed by a single
+D:horn-blast in the dead of winter.
+
+
+# The Horn of Boromir
+
+N:144:of Boromir
+I:14:60:3
+W:18:10:15:18000
+P:0:3d4:0:0:0
+F:ACTIVATE | STR | CON | RES_FEAR | RES_FIRE | AGGRAVATE
+a:HARDCORE=BOROMIR
+D:The great horn made of the horns of kine of Araw. It is inlaid with silver
+D:and gold signs; when blown, it can be heard for miles over. The horn gives
+D:courage and endurance to its wearer, provided that secrecy is not desired.
+D:"Loud and clear it sounds in the valleys of the hills... and then let all
+D:the foes of Gondor flee!"
+
+# The Lochaber Axe of Gothmog, which slew Fingon
+
+N:145:of Gothmog
+I:22:28:-4
+W:30:8:250:30000
+P:0:3d8:14:19:0
+F:BRAND_FIRE | IM_FIRE | CHR | ACTIVATE | SHOW_MODS | CURSED | TY_CURSE
+a:HARDCORE=AXE_GOTHMOG
+D:The black axe of Gothmog, which struck Fingon at Nirnaeth. Mighty
+D:spells of evil make it unsafe in any hands but those of its original wielder.
+
+
+# The Seeker Arrow of Gondor
+
+N:146:of Gondor
+I:17:2:0
+W:20:5:3:25000
+P:0:10d8:10:20:0
+F:SLAY_EVIL | SLAY_DEMON
+D:An arrow that was created to rid the world of demons.
+
+# The Long Sword of Tulkas
+# The ULTIMATE weapon for a Swordmaster class
+
+N:147:of Tulkas
+I:23:17:10
+W:127:220:130:9000000
+P:0:5d6:21:26:50
+F:LIFE | CON | CHR | LUCK
+F:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR |
+F:BRAND_FIRE | BRAND_COLD | BRAND_ELEC | VORPAL | IM_COLD |
+F:SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL | SLAY_DEMON |
+F:FREE_ACT | RES_FIRE | RES_DARK | LITE1 | SEE_INVIS | SLOW_DIGEST | REGEN |
+F:ACTIVATE | SHOW_MODS | BLESSED |
+F:PRECOGNITION | NO_MAGIC | ULTIMATE | SPECIAL_GENE
+a:HARDCORE=ERU
+D:A warm light bathes this translucent blade. The power of the fates are
+D:at the command of its wielder as the weapon passes Supreme Judgment on
+D:the inhabitants of Angband.
+
+
+# The Robe of Great Luck
+
+N:148:of Great Luck
+I:36:2:60
+W:50:120:20:60000
+P:2:0d0:0:0:0
+F:LUCK | HIDE_TYPE |
+F:FREE_ACT | DRAIN_HP | DRAIN_MANA
+D:A powerful wizard once created this robe to grant him incredible luck....
+D:It seems he forgot to wear it.
+
+
+# The Sling of Farmer Maggot
+
+N:149:of Farmer Maggot
+I:19:2:2
+W:10:10:5:20000
+P:0:0d0:20:0:0
+F:INFRA | SEARCH | HIDE_TYPE |
+F:XTRA_SHOTS | SHOW_MODS | ACTIVATE | SPECIAL_GENE
+a:SPELL=Artifact Maggot
+D:This ordinary seeming leather sling has been raised to legendary
+D:status amongst generations of hobbit children. Farmer Maggot's
+D:ability to notice and strike any mushroom thief anywhere within
+D:his patch almost keeps young poachers at bay, but once they get
+D:within range they soon flee for less painful pastures, frequently
+D:with rounded pebbles stinging their backsides...
+
+
+# The Long Sword of Angmar (a.k.a. anti-Ringil)
+# The next time someone wields an unidentified Long Sword (4d5) ...
+
+N:150:of Angmar
+I:23:17:-10
+W:20:40:130:30000
+P:0:4d5:-22:-25:0
+F:SPEED | STR | WIS | CHR | ESP_UNDEAD
+F:BRAND_FIRE | SEE_INVIS | SLOW_DIGEST | FREE_ACT |
+F:VAMPIRIC | NO_TELE | AGGRAVATE | WRAITH | INVIS |
+F:CURSED | HEAVY_CURSE | DG_CURSE | SHOW_MODS | CLONE
+D:Dark flames wreath the naked steel of the Witch-King of Angmar.
+D:A mighty curse to all those who wield it apart from its master,
+D:the torture of the wraithworld awaits those who dare.
+
+
+# The Seeker Bolt of Feanor
+
+N:151:of Feanor
+I:18:2:0
+W:127:220:130:100000
+P:0:5d5:5:6:0
+F:BRAND_COLD | BRAND_FIRE | BRAND_ELEC | BRAND_ACID | BRAND_POIS |
+F:SLAY_DRAGON | SLAY_GIANT | SLAY_TROLL | KILL_UNDEAD | SLAY_ORC |
+F:SLAY_DEMON | SLAY_EVIL | SPECIAL_GENE
+D:Made during the war against Morgoth by Feanor, this powerful
+D:bolt is the bane of Morgoth's power, and has especial strength
+D:against those foes who are already dead.
+
+# The Heavy Crossbow of Orome
+# The ULTIMATE crossbow for a crossbow-master
+
+N:152:of Orome
+I:19:24:5
+W:127:220:130:8000000
+P:0:0d0:36:28:0
+F:CON | DEX | ESP_EVIL | ESP_ORC | ESP_TROLL | FLY | FREE_ACT | IM_ELEC | INFRA | INVIS | LUCK | NO_MAGIC | PRECOGNITION | REFLECT | RES_BLIND | RES_CHAOS | RES_CONF | RES_DISEN | SEE_INVIS | SLOW_DIGEST | SPECIAL_GENE | SPEED | STEALTH | SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | XTRA_MIGHT | XTRA_SHOTS
+D:A crossbow handcrafted by Aule for the Huntsman of the Valar during
+D:the first pursuit of Melkor Bauglir.
+
+# The Soft Leather Armour of the Sandworm
+
+N:153:of the Sandworm
+I:36:4:5
+W:30:3:80:65000
+P:30:0d0:0:0:0
+F:RES_POIS | RES_ELEC | RES_FIRE | RES_ACID | SPECIAL_GENE
+F:TUNNEL | STR | STEALTH | INFRA | ESP_ANIMAL
+D:This powerful piece of armour was made using the remains of
+D:the Sandworm Queen.
+
+# The Lochaber Axe 'Lhugdagnir'
+
+N:154:'Lhugdagnir'
+I:22:28:2
+W:70:20:260:33000
+P:0:3d8:20:20:0
+F:BLOWS | KILL_DRAGON | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:RES_POIS | SHOW_MODS
+D:Forged by the Dwarves to defend their home of Khazad-dum from dragons,
+D:this axe has been lost to time... until now.
+
+# The Light War Axe 'Cam-tal-crist'
+
+N:155:'Cam-tal-crist'
+I:24:8:4
+W:15:3:140:12000
+P:0:2d5:12:15:0
+F:DEX | VORPAL | HIDE_TYPE | SHOW_MODS | WOUNDING
+D:The Petty-dwarves of Bathak forged this blade, and it shares their thirst
+D:for blood.
+
+
+# The Broad Axe 'Orchast'
+
+N:156:'Orchast'
+I:24:11:4
+W:15:2:170:12000
+P:0:2d7:20:14:0
+F:DEX | SEARCH | SLAY_ORC | ACTIVATE | HIDE_TYPE | SHOW_MODS |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=ORCHAST
+D:Forged by the dwarves of Khazad-dum in a time of desperation,
+D:this axe turned many a battle against the invading orcs.
+
+
+# The Hatchet of the Night
+
+N:157:of the Night
+I:24:1:4
+W:45:20:45:34000
+P:0:2d6:34:22:0
+F:DEX | STEALTH | VAMPIRIC | KILL_UNDEAD | RES_DARK | HIDE_TYPE |
+F:SHOW_MODS | SEE_INVIS | ACTIVATE | DRAIN_EXP
+a:HARDCORE=NIGHT
+D:Found on an unmarked grave after a violent storm, this hatchet
+D:has a sinister aura of darkness and decay.
+
+# The Slaughter Axe 'Lavandagnir'
+
+N:158:'Lavandagnir'
+I:24:30:3
+W:70:20:300:28400
+P:0:5d7:31:27:0
+F:STR | SLAY_ANIMAL | SUST_STR | RES_SHARDS | RES_NEXUS | FEATHER |
+F:HIDE_TYPE | SHOW_MODS | ACTIVATE | DRAIN_HP
+a:HARDCORE=NATUREBANE
+D:Used by the orcs in their battle at Dagor Bragollach against the elves, this
+D:axe has a bloodthirst for nature.
+
+# The Light War Axe of Helcar
+
+N:159:of Helcar
+I:24:8:3
+W:30:25:140:26550
+P:0:2d5:3:15:0
+F:INT | CHR | SUST_DEX | BRAND_COLD | IM_COLD | RES_NEXUS | HIDE_TYPE |
+F:SHOW_MODS
+D:Crafted of purest ice and held solid by powerful spells, this icy axe
+D:delivers a chill of death to its victims.
+
+
+# The Iron Helm of Knowledge
+
+N:160:of Knowledge
+I:32:5:-6
+W:20:5:75:100000
+P:6:1d3:0:0:20
+F:LITE1 | HIDE_TYPE | SPECIAL_GENE | LUCK |
+F:AUTO_ID | ACTIVATE
+a:HARDCORE=KNOWLEDGE
+D:This helm, designed by Petty-Dwarves ages ago to act as the brain of a
+D:long lost project, is made of finest glass. Its light banishes all secrets,
+D:and makes audible whispers from the deceased.
+
+
+### Trapping Kits ###
+
+# The Catapult Trap Set of the Edain
+
+N:161:of the Edain
+I:46:3:3
+W:20:10:40:20000
+P:0:0d0:25:15:30
+F:STEALTH | AUTOMATIC_99 | XTRA_MIGHT | HIDE_TYPE
+D:A trap that can almost never be detected. Its missiles may be mere pebbles,
+D:but fired at an incredibly high velocity to penetrate even the toughest
+D:hide or armour.
+
+# The Device Trap Set of the Noegyth Nibin
+
+N:162:of the Noegyth Nibin
+I:46:6:3
+W:20:20:40:20000
+P:0:0d0:0:0:25
+F:STEALTH | XTRA_SHOTS | TELEPORT_TO | HIDE_TYPE | AUTOMATIC_99
+D:A magical trap, armed with a wand. Unaccountably, its victims keep
+D:on coming back for more...
+
+# The Bolt Trap Set of the Naugrim
+
+N:163:of the Naugrim
+I:46:2:2
+W:20:20:200:20000
+P:0:0d0:17:27:37
+F:STEALTH | XTRA_SHOTS | XTRA_MIGHT | HIDE_TYPE | ONLY_DEMON
+D:A snare set not for animals, or people, but for demons alone, and
+D:enchanted so that whenever the demon sets foot or claw into the
+D:(hidden) pentagram, its hide is immediately pierced by many magical
+D:crossbow bolts.
+
+# The Broken Sword 'Narsil'
+
+N:164:'Narsil'
+I:23:2:2
+W:20:5:30:15000
+P:0:3d2:6:10:0
+F:BLESSED | DEX | HIDE_TYPE | RES_FIRE | SLAY_ORC | SLAY_TROLL | STR
+D:These are the shards of the mighty blade of Isildur, which deprived
+D:the dark lord Sauron of The One Ring of Power. Legend has it that
+D:the sword that was broken shall be reforged. You can barely make out
+D:a Tengwar inscription on the pommel, reading "Narsil essenya, macil
+D:meletya; Telchar carneron Navarotesse." - "Narsil is my name, a mighty
+D:sword; Telchar made me in Nogrod."
+
+# The Chain Mail of Peregrin Took
+# From T-Plus by Ingeborg S. Norden
+
+N:165:of Peregrin Took
+I:37:4:2
+W:20:3:220:32000
+P:14:1d4:3:5:11
+F:ACTIVATE | ESP_TROLL | HIDE_TYPE | LITE1 | REGEN | RES_FEAR | SHOW_MODS | STR | SUST_STR
+a:HARDCORE=GORLIM
+D:This sturdy mail shirt was a gift from the nobility of Gondor to the halfling
+D:Peregrin Took. It enables a warrior to fight more capably and cling to life when
+D:others would be killed. It also reveals enemies (especially trolls) hiding in the
+D:dark, and terrifies anyone who threatens the wearer.
+
+# The Balance Dragon Scale Mail 'Loknare'
+
+N:166:'Loknare'
+I:38:20:0
+W:95:12:500:400000
+P:50:2d4:-8:0:35
+F:FEATHER | FLY | ESP_DRAGON |
+F:RES_NEXUS | RES_CHAOS | AGGRAVATE | REGEN |
+F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_CONF |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
+F:ACTIVATE
+a:HARDCORE=MEDIATOR
+D:A mighty suit of dragon armour, set with the scales of dragons of both
+D:Law and Chaos, and with power over both. Loknare means Dragonblaze.
+
+# The Hard Leather Armour of Himring
+
+N:167:of Himring
+I:36:6:0
+W:50:20:100:35000
+P:6:0d0:0:0:15
+F:RES_CHAOS | RES_NETHER | RES_POIS | ACTIVATE
+a:HARDCORE=PROT_EVIL
+D:Contained within this studded cuirass of pliable leather is the memory of
+D:unvanquished Himring, defiant fortress surrounded by the legions of Morgoth.
+
+
+# The Soft Leather Armour 'Hithlomir'
+
+N:168:'Hithlomir'
+I:36:4:4
+W:20:3:80:45000
+P:4:0d0:0:0:20
+F:STEALTH | HIDE_TYPE | SEARCH |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK
+D:Familiar with the secret ways hidden in darkness, this leather cuirass is
+D:truly more than it appears.
+
+
+# The Shield of Deflection of Gil-galad
+# Description from Sangband
+
+N:169:of Gil-galad
+I:34:10:5
+W:70:4:80:65000
+P:10:1d3:0:0:20
+F:ACTIVATE |
+F:LITE1 | WIS | CHR | SEARCH | LUCK
+F:RES_ELEC | RES_ACID | RES_DISEN | RES_DARK | HIDE_TYPE |
+F:SUST_WIS | SUST_DEX | SUST_CHR
+a:HARDCORE=GILGALAD
+D:The legendary shield of Gil-Galad, who fought his way to the gates of
+D:the Dark Tower, and with whom came light even to Gorgoroth.
+
+
+# The Metal Cap of Celebrimbor
+
+N:170:of Celebrimbor
+I:32:3:3
+W:55:12:20:45000
+P:3:1d1:0:0:18
+F:INT | DEX | CHR | SPELL | SEARCH |
+F:RES_FIRE | RES_ACID | RES_DISEN | RES_SHARDS |
+F:ACTIVATE
+a:HARDCORE=CELEBRIMBOR
+D:This once belonged to Celebrimbor, maker of the Rings of Power. One who
+D:knows both fire and acid, from the business of forging and engraving, will
+D:fear neither: nor have his enchantments ever faded. Celebrimbor was even
+D:aware of Sauron before Sauron became aware of him, when Sauron put on the
+D:One Ring for the first time.
+
+
+# The Heavy Crossbow of Umbar
+
+N:171:of Umbar
+I:19:24:2
+W:60:20:200:35000
+P:0:4d1:18:18:0
+F:STR | CON | XTRA_MIGHT | AGGRAVATE |
+F:RES_LITE | RES_DARK | RES_BLIND | RES_ELEC |
+F:HIDE_TYPE | ACTIVATE | SHOW_MODS
+a:HARDCORE=UMBAR
+D:A great brazen arbalest with arms of gleaming steel, shooting quarrels with
+D:speed and power for those brave enough to risk betrayal.
+
+# The Short Bows of Amrod and Amras, Feanor's twin sons
+
+# The Short Bow of Amrod
+
+N:172:of Amrod
+I:19:12:2
+W:25:10:30:9000
+P:0:0d0:12:15:0
+F:STR | CON | XTRA_MIGHT |
+F:RES_FIRE | RES_ELEC | RES_COLD | REGEN
+D:This bow, and its twin, belonged to Feanor's last two twin sons, Amrod
+D:and Amras, who both hunted with the Green-elves for a time. Like the
+D:twins, the bows are similar, for both protect their wielders from the
+D:elements: and yet they are also unlike, for this bow gives endurance
+D:and strength, while the other gives quickness and subtlety.
+
+
+# The Short Bow of Amras
+
+N:173:of Amras
+I:19:12:1
+W:25:10:30:9000
+P:0:0d0:12:15:0
+F:INT | WIS | DEX | XTRA_SHOTS | XTRA_MIGHT | SPEED |
+F:RES_FIRE | RES_ELEC | RES_COLD | SLOW_DIGEST
+D:This bow, and its twin, belonged to Feanor's last two twin sons, Amrod
+D:and Amras, who both hunted with the Green-elves for a time. Like the
+D:twins, the bows are similar, for both protect their wielders from the
+D:elements: and yet they are also unlike, for this bow gives quickness
+D:and subtlety, while the other gives endurance and strength.
+
+
+# The Mattock of Nain
+
+N:174:of Nain
+I:20:7:6
+W:60:5:250:30000
+P:0:3d8:12:18:0
+F:TUNNEL | INFRA | SEARCH | STR | ESP_ORC | CLIMB |
+F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON |
+F:BRAND_ACID | RES_ACID | RES_DARK | RES_DISEN |
+F:ACTIVATE
+a:HARDCORE=STONE_MUD
+D:Wielded by Nain of the Iron Hills at the Battle of Azanulbizar, this great
+D:mattock brought victory to the Dwarves over Azog's Orcs - though Nain
+D:himself fell at the last, even with victory already assured.
+
+
+# The Ball-and-Chain of Fundin Bluecloak
+
+N:175:of Fundin Bluecloak
+I:21:6:4
+W:25:100:130:60000
+P:0:5d4:13:17:10
+F:STR | WIS | SPEED | LITE1 | HIDE_TYPE |
+F:SLAY_EVIL | SLAY_UNDEAD | ACTIVATE |
+F:RES_FIRE | RES_ELEC | RES_NETHER | RES_DISEN | HOLD_LIFE |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=FUNDIN
+D:The weapon of one of the great dwarven priests, with powers
+D:to preserve body, soul and enchantments, and the bane of those
+D:who seek life beyond death.
+
+
+# The Large Leather Shield of the Haradrim
+
+N:176:of the Haradrim
+I:34:4:2
+W:35:12:120:25000
+P:4:1d2:0:0:15
+F:ACTIVATE |
+F:STR | CON | SUST_STR | SUST_CON | HIDE_TYPE |
+F:RES_FEAR | RES_BLIND | RES_POIS | AGGRAVATE
+a:HARDCORE=HARADRIM
+D:A great shield from the far lands of the South, whose wielder
+D:will go charging into battle heedless of danger, with the
+D:strength and endurance of a madman. Nor will he fear poison, for
+D:the Southron barbarians handle poisoned darts naturally.
+
+# The Lead-Filled Mace 'Dolcrist'
+
+N:177:'Dolcrist'
+I:21:15:5
+W:30:15:500:60000
+P:0:5d4:11:23:20
+F:STR | TUNNEL | INFRA | HIDE_TYPE |
+F:CURSED | AGGRAVATE | NO_MAGIC | ACTIVATE |
+F:RES_NEXUS | RES_BLIND | RES_SOUND |
+F:KILL_DRAGON | SLAY_ANIMAL | BRAND_POIS | BRAND_ELEC |
+F:COULD2H
+f:COULD2H
+a:HARDCORE=SKULLCLEAVER
+D:This mighty bludgeon brings destruction to all around it, and is the
+D:bane of dragons and magic. Skull-cleaver (or head-cleaver) it is called.
+
+# The Set of Gauntlets of Eol
+
+N:178:of Eol
+I:31:2:3
+W:55:35:25:40000
+P:3:1d1:0:0:15
+F:INT | MANA | FREE_ACT | FEATHER | RES_ELEC | RES_DARK | RES_POIS |
+F:ACTIVATE | LUCK | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=EOL
+D:The iron-shod gauntlets of the Dark Elven smith Eol, tingling with magics
+D:that he could channel in battle.
+
+
+# The Pair of Hard Leather Boots of Nevrast
+
+N:179:of Nevrast
+I:30:3:3
+W:20:8:40:35000
+P:3:1d1:0:0:13
+F:STEALTH | CON | SPEED | HIDE_TYPE
+D:Footgear made of bear leather and set with opals, which grant the wearer
+D:silent, hasted movement.
+
+
+# The Pair of Metal Shod Boots of Gimli
+
+N:180:of Gimli
+I:30:6:4
+W:40:8:60:22500
+P:4:1d1:5:5:10
+F:INFRA | SEARCH | TUNNEL | CLIMB | HIDE_TYPE
+Z:magic map
+D:A set of iron-shod boots stamped by Gimli's combat prowess, a peerless
+D:ally to those journeying through halls of stone under mountains.
+
+# The demon garbs of Gothmog
+
+# The Demonblade of Gothmog
+
+N:181:of Gothmog
+I:115:55:-20
+W:10:0:150:500
+P:0:7d6:13:13:0
+F:SHOW_MODS | SLAY_DEMON | SLAY_EVIL | BRAND_FIRE | BRAND_POIS
+F:LUCK | CHAOTIC | LITE1 | WOUNDING | RES_MORGUL | WIELD_CAST
+F:HEAVY_CURSE | AUTO_CURSE
+
+
+# The Demonshield of Gothmog
+
+N:182:of Gothmog
+I:115:56:4
+W:15:0:70:500
+P:13:1d1:0:0:13
+F:DEX | INVIS | SUST_STR | SUST_CON | SUST_DEX
+F:FEATHER | SH_FIRE | FREE_ACT | HOLD_LIFE
+F:HEAVY_CURSE | AUTO_CURSE | WIELD_CAST
+
+
+# The Demonhorn of Gothmog
+
+N:183:of Gothmog
+I:115:57:-5
+W:20:0:30:500
+P:2:1d1:0:0:13
+F:LITE2 | REGEN | ESP_DEMON
+F:CHR | SLOW_DIGEST | SEE_INVIS
+F:HEAVY_CURSE | AUTO_CURSE | WIELD_CAST
+
+# The Elven cloak of Peregrin Took
+# From T-Plus by Ingeborg S. Norden
+
+N:184:of Peregrin Took
+I:35:2:3
+W:10:10:10:12500
+P:4:0d0:0:0:16
+F:ACTIVATE | CHR | DEX | HIDE_TYPE | INVIS | LUCK | SEARCH | STEALTH
+a:HARDCORE=CURE_HUNGER
+D:This simple-looking cloak, dyed in hues that blend into the woodlands, was a gift
+D:from the elves of Lothlorien to the halfling Peregrin Took. Its wearer has an
+D:uncanny knack for making friends, escaping bonds, moving among enemies completely
+D:unseen--and finding food.
+
+# The Harp of Tom Bombadil
+# From T-Plus by Ingeborg S. Norden
+
+N:185:of Tom Bombadil
+I:14:59:4
+W:80:60:20:150000
+P:0:3d4:0:0:0
+F:ACTIVATE | BLESSED | CHR | ESP_UNDEAD | FREE_ACT |
+F:HIDE_TYPE | HOLD_LIFE | LIFE | LUCK | RES_FEAR |
+F:RES_SOUND | SEARCH | SEE_INVIS | STEALTH | SUST_CHR
+a:HARDCORE=PROT_EVIL
+D:This small, serviceable wooden harp once belonged to Tom Bombadil--
+D:a mysterious figure whose song prevented the Wight-King from
+D:attacking Frodo and his companions. Its music still inspires
+D:boldness and strengthens the life force of all who play it.
+
+# The Quarterstaff of Radagast
+# From T-Plus by Ingeborg S. Norden
+
+N:186:of Radagast
+I:21:3:2
+W:100:120:150:180000
+P:0:2d9:10:13:0
+F:ACTIVATE | BLESSED | CHR | ESP_ANIMAL | ESP_EVIL |
+F:HIDE_TYPE | INFRA | INT | MANA | RES_COLD | RES_ELEC |
+F:RES_FIRE | RES_MORGUL | SEARCH | SEE_INVIS | SHOW_MODS |
+F:SLAY_ANIMAL | SLAY_EVIL | SPELL | SPELL_CONTAIN |
+F:STEALTH | WATER_BREATH | WIELD_CAST | WIS
+a:SPELL=Artifact Radagast
+Z:grow trees
+D:Rumoured to be a gift from Yavanna to Radagast the Brown, this
+D:plain-seeming oak staff shields its bearer against the elements
+D:and helps him fight off malicious beasts (such as the goblins'
+D:Warg-steeds). It also grants exceptional insight into Nature
+D:magic, and can even cause trees or healing herbs to spring forth
+D:at the bearer's command.
+
+# The Horn 'Valaroma'
+# From T-Plus by Ingeborg S. Norden
+
+N:187:'Valaroma'
+I:14:60:4
+W:80:60:15:90000
+P:0:3d4:0:0:0
+F:ACTIVATE | BLESSED | CON | ESP_ANIMAL | ESP_EVIL |
+F:FREE_ACT | HIDE_TYPE | LUCK | RES_CONF | RES_FEAR |
+F:RES_SOUND | SEARCH | SEE_INVIS | STEALTH
+a:SPELL=Artifact Valaroma
+D:This heavenly instrument, wrought from gleaming silver, most
+D:often appears in the hands of the Valarin huntsman Orome; yet
+D:he may lend mortal champions the horn from time to time. Its
+D:music inspires courage and clarity of mind in pure-hearted
+D:beings, but drives evil ones far away.
+
+# The Cloak 'Menelcol'
+# From T-Plus by Ingeborg S. Norden
+
+N:188:'Menelcol'
+I:35:1:5
+W:70:70:10:27500
+P:1:0d0:0:0:25
+F:ACTIVATE | CHR | FLY | HIDE_TYPE | IM_ELEC | INFRA |
+F:LITE1 | MAGIC_BREATH | RES_COLD | RES_DARK | RES_LITE |
+F:SEARCH | SEE_INVIS | SUST_CHR
+a:HARDCORE=GILGALAD
+D:This deep-blue velvet cloak, embroidered with silvery stars, sheds a
+D:celestial light that reveals hidden things and bestows unearthly
+D:beauty. It also wards off damage from elements of the skies, and
+D:allows the wearer to fly unscathed even through airless space.
+
+# The Filthy Rag of Ghan-buri-Ghan
+# Suggested by ShinesmanOffWhite in the forums
+
+N:189:of Ghan-buri-Ghan
+I:36:1:2
+W:25:10:20:30000
+P:2:0d0:0:0:32
+F:CON | HIDE_TYPE | LIFE | RES_COLD | RES_FIRE |
+F:RES_POIS | RES_SOUND | STR | SUST_CON |
+F:SUST_STR | SUST_WIS | WIS
+Z:poison dart
+D:The wrappings of a leader among the wild Men of Druadan
+D:forest. It contains a multitude of tiny pockets filled
+D:with small darts dripping with venom.
+
+# The Cloak of Ghan-buri-Ghan
+# Suggested by ShinesmanOffWhite in the forums
+
+N:190:of Ghan-buri-Ghan
+I:35:1:5
+W:30:15:10:25000
+P:1:0d0:5:5:13
+F:DEX | HIDE_TYPE | INVIS | SPEED | STEALTH | SUST_DEX
+Z:berserk
+D:This dark-coloured cloak once belonged to the leader of the
+D:Druedain. As you put it on, you feel safer from attempts to
+D:waylay you on your travels.
+
+# The Black Banner of Gondor
+# Suggested by ShinesmanOffWhite in the forums
+
+N:191:of Gondor
+I:39:108:-3
+W:60:30:50:50000
+P:0:0d0:0:0:0
+F:ACTIVATE | ESP_UNDEAD | HIDE_TYPE | INSTA_ART | INVIS |
+F:LITE1 | RES_CHAOS | RES_DARK | RES_NETHER | STEALTH
+a:HARDCORE=SUMMON_UNDEAD
+D:A large banner of pure black, strangely gleaming with a dark light
+D:that is faint and at the same time so bright it attracts attention.
+
+# The Mage Staff of Saruman
+# Suggested by ShinesmanOffWhite in the forums
+
+N:192:of Saruman
+I:6:1:4
+W:60:80:12:60000
+P:0:1d4:5:5:0
+F:ACTIVATE | HIDE_TYPE | INT | MANA | SHOW_MODS | SPEED |
+F:SPELL | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=BA_COLD_1
+Z:weigh magic
+D:A white quarterstaff that faintly gleams a pale white, it once belonged
+D:to one of the most powerful beings on Middle-Earth, Saruman the White.
+D:Saruman fell into shadow, and the staff left him during his travels. As
+D:you wield it, you become much more attuned to magic.
+
+# The Robe of Curunir
+# Suggested by ShinesmanOffWhite in the forums
+
+N:193:of Curunir
+I:36:2:10
+W:60:80:20:2000000
+P:2:0d0:-40:-40:36
+F:ACTIVATE | HIDE_TYPE | IM_COLD | IM_ELEC | SPEED | SPELL_CONTAIN |
+F:SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR | WIELD_CAST
+a:HARDCORE=BA_ELEC_2
+D:The white robe of the Istari wizard Curunir, known on Middle-earth as
+D:Saruman the White and Saruman of Many Colours. Imbued with cold and
+D:lightning used in the creation of the Fire of Orthanc, it grants the
+D:wearer some mastery over these elements.
+
+# The Light Crossbow of Brand
+# Adapted from Hengband
+
+N:194:of Brand
+I:19:23:10
+W:30:10:110:40000
+P:0:0d0:5:7:0
+F:ACTIVATE | HIDE_TYPE | RES_COLD | SHOW_MODS | STEALTH
+a:HARDCORE=RUNE_EXPLO
+D:The bow of Brand, last King of Dale. It was given to him
+D:as a gift by the King under the Mountain of Erebor, and
+D:has access to an especially secret realm of Dwarven lore.
+
+# The Pearl 'Nimphelos'
+# Adapted from Annals of Ea by Feanor
+
+N:195:'Nimphelos'
+I:39:109:1
+W:20:10:10:40000
+P:0:1d1:0:0:0
+F:HIDE_TYPE | INFRA | INSTA_ART | LITE3 | SEARCH
+Z:dazzle
+D:It was a gift from the Falas-Elves to the Naugrim who built Menegroth,
+D:the abode of Thingol and Melian. It shines like starlight on the waves
+D:of the sea.
+
+# The Silmaril of Flames
+# Adapted from Annals of Ea by Feanor
+
+N:196:of Flames
+I:39:110:2
+W:75:90:200:100000
+P:0:10d10:0:0:0
+F:ACTIVATE | AUTO_CURSE | CURSED | DRAIN_EXP | DRAIN_MANA |
+F:ESP_EVIL | HEAVY_CURSE | HIDE_TYPE | INSTA_ART | LITE2 |
+F:LITE3 | RES_CHAOS | RES_DARK | RES_FIRE | RES_LITE |
+F:RES_NETHER | RES_NEXUS | RES_SHARDS | SEE_INVIS | STR
+a:HARDCORE=INVULN
+Z:banish evil
+D:A Silmaril of Feanor. It shines with the unquenchable light of the
+D:White Trees of Valinor. It was stolen from the camp of Eonwe by
+D:Maedhros the Tall, whose evil deeds made him unable to hold the
+D:shining jewel. Desperate and anguished, he cast himself into a
+D:fiery chasm, along with the jewel. Yet the jewel seems to have
+D:survived. Forever did the Oath of Feanor bind this jewel to the fate
+D:of Middle-earth.
+
+# The Silmaril of the Seas
+# Adapted from Annals of Ea by Feanor
+
+N:197:of the Seas
+I:39:111:2
+W:75:90:200:100000
+P:0:10d10:0:0:0
+F:ACTIVATE | AUTO_CURSE | CURSED | DRAIN_EXP | DRAIN_HP | ESP_EVIL |
+F:HEAVY_CURSE | HIDE_TYPE | INSTA_ART | INT | LITE2 | LITE3 |
+F:RES_CHAOS | RES_DARK | RES_LITE | RES_NETHER | RES_NEXUS | SEE_INVIS
+a:HARDCORE=RECALL
+Z:banish evil
+D:A Silmaril of Feanor. It shines with the unquenchable light of the
+D:White Trees of Valinor. It was stolen from the camp of Eonwe by
+D:Maglor, yet he soon discovered that the light of the Valar cannot
+D:abide in the hands of evildoers. Thus he could not bear to hold it,
+D:and he cast it into the sea. Thereafter he wandered ever upon the
+D:shores singing in pain, regret and sorrow. Forever did the Oath of
+D:Feanor bind this jewel to the fate of Middle-earth.
+
+# The Sceptre of Numenor
+
+N:198:of Numenor
+I:12:2:-3
+W:50:40:24:80000
+P:0:0d0:0:0:0
+F:ACTIVATE | AUTO_CURSE | CHR | CON | CURSED | HEAVY_CURSE |
+F:INSTA_ART | LUCK | SPEED | SPELL_CONTAIN | STR | WIELD_CAST | WRAITH
+a:HARDCORE=DISP_GOOD
+D:The chief mark of royalty in Westernesse, it is said to have perished
+D:in the fall of Numenor. It once belonged to Ar-Pharazon the Golden and
+D:the evilness of that fallen King still courses through it.
+
+# The Rod of Annuminas
+
+N:199:of Annuminas
+I:12:3:4
+W:60:50:24:80000
+P:0:0d0:0:0:0
+F:ACTIVATE | BLESSED | CHR | FREE_ACT | INSTA_ART | LUCK |
+F:RES_CONF | SPELL_CONTAIN | WIELD_CAST
+a:HARDCORE=RUNE_PROT
+D:The chief mark of royalty in Arnor, possibly the oldest remaining work
+D:of Men. It came from Numenor, but it belonged to the Lords of Andunie
+D:of whom the first was Valandil son of Silmarien. It was passed down to
+D:Elendil and thus survived the downfall of Numenor.
+# The Feanorian Lamp of Taniquetil
+# From T-Plus by Ingeborg S. Norden
+
+N:200:of Taniquetil
+I:39:4:2
+W:75:60:200:100000
+P:0:1d1:0:0:0
+F:ACTIVATE | BLESSED | ESP_ALL | HIDE_TYPE | INFRA | INT |
+F:LITE1 | LITE2 | LITE3 | RES_BLIND | RES_LITE | SEARCH |
+F:SEE_INVIS | WATER_BREATH | WIS
+a:HARDCORE=PALANTIR
+Z:detect curses
+D:This holy lamp once belonged to a seeress who warned Ar-Pharazon of
+D:the dire fate Numenor would suffer for daring to break the ban against
+D:mortals' entering the Blessed Realms alive. The king had the seeress
+D:executed and discarded her possessions--but rumors persist that a source
+D:of pure vision, untainted by Sauron's darkness, lies hidden away
+D:somewhere on Arda.
+
+# The template for artifacts corpses
+
+N:201:
+I:9:1:0
+W:200:1:10:0
+P:0:1d1:0:0:0
+F:INSTA_ART | SPECIAL_GENE
+
+
+# The Palantir of Orthanc
+
+N:202:of Orthanc
+I:39:104:2
+W:75:60:200:100000
+P:0:10d10:0:0:0
+F:WIS | INT | SEARCH | INFRA | HIDE_TYPE | ACTIVATE | ESP_ALL |
+F:SEE_INVIS | RES_BLIND | AGGRAVATE | DRAIN_MANA | LITE2
+F:INSTA_ART
+a:HARDCORE=PALANTIR
+D:A shining white ball of unbreakable crystal, the ancient Palantiri
+D:were used by kings of Numenor and later by the Exiles for rapid
+D:communication between distant lands. Nothing is hidden from one who
+D:gazes into a Palantir, but the observed will also be aware of the
+D:observer, as was Sauron when Saruman tried to spy on him with this
+D:particular Palantir.
+
+# The Ring 'Fuin'
+
+N:203:'Fuin'
+I:45:55:15
+W:110:0:2:3000000
+P:0:1d1:0:0:0
+F:SPEED | SEE_INVIS | LUCK | MAGIC_BREATH
+F:CURSED | HEAVY_CURSE | REGEN
+F:WRAITH | IM_NETHER | DRAIN_EXP | HOLD_LIFE | SPECIAL_GENE |
+F:INSTA_ART
+Z:teleport
+D:Imbued with the screams of the victims of undead everywhere, this
+D:ring is more a hole in reality than anything else. Strange forces ripple over
+D:its surface, giving you visions of a reality considerably less solid than this
+D:one. You feel your senses reel, and must make a conscious effort not to throw
+D:this ring as far from you as possible.
+
+# The Blue Stone 'Coimir' (formerly 'Toris Mejistos')
+# From T-Plus by Ingeborg S. Norden
+
+N:204:'Coimir'
+I:40:18:2
+W:80:120:3:120000
+P:0:0d0:0:0:0
+F:FREE_ACT | HIDE_TYPE | HOLD_LIFE | INSTA_ART | LIFE | LITE1 | LUCK | REGEN | RES_NETHER | SLOW_DIGEST | SPECIAL_GENE | SPELL_CONTAIN | SUST_CON | SUST_DEX | SUST_STR | WATER_BREATH | WIELD_CAST
+Z:restore life
+D:Called 'Life-jewel' by the Vanyar of old, this flawless sapphire
+D:pendant bears potent runes that preserve body and soul.
+
+# The Ring of Durin - last of the Seven Rings of the Dwarf-lords
+
+N:205:of Durin
+I:45:57:2
+W:70:70:2:65000
+F:CON | CHR | STR | SUST_CHR | SUST_CON | SUST_STR | HIDE_TYPE |
+F:ESP_EVIL | AGGRAVATE | HEAVY_CURSE | HOLD_LIFE | DRAIN_EXP |
+F:RES_DARK | RES_CHAOS | RES_NETHER | RES_COLD | RES_ACID |
+F:INSTA_ART | SPECIAL_GENE | CURSED
+Z:Midas touch
+D:The greatest of the Seven Rings of the Dwarf-lords, and the last to be
+D:lost. Alone among the Seven, it was not taken by Sauron when he made
+D:war on the Elves, but was given as a gift from Celebrimbor to King Durin
+D:III of Moria in token of friendship: nevertheless, Sauron in disguise
+D:had a hand in its making, and so it is cursed, and draws evil towards it.
+
+
+# The Elfstone 'Elessar'
+
+N:206:'Elessar'
+I:40:19:4
+W:60:60:3:40000
+P:0:0d0:7:7:10
+F:STR | WIS | CHR | SPEED | LITE3 | INSTA_ART |
+F:RES_FEAR | RES_FIRE | RES_POIS | RES_DISEN | HIDE_TYPE |
+F:ACTIVATE
+a:HARDCORE=ELESSAR
+D:This green gem glows with inner light. Aragorn son of Arathorn wore
+D:it at the Battle of the Pelennor Fields, and he was himself given the
+D:name of 'Elessar' by the people of Gondor because of this.
+
+
+# The Jewel 'Evenstar'
+
+N:207:'Evenstar'
+I:40:20:3
+W:50:50:3:35000
+F:HOLD_LIFE | SUST_CON | SUST_WIS | SUST_INT | LITE1 | CON |
+F:RES_DARK | RES_COLD | RES_NETHER | REGEN | INSTA_ART |
+F:ACTIVATE
+a:HARDCORE=REST_ALL
+D:A pure white jewel, the last gift of Queen Arwen Undomiel to Frodo
+D:Baggins, intended to be worn around his neck on the chain that had
+D:once borne the One Ring.
+
+# The Palantir of Minas Ithil
+
+N:208:of Minas Ithil
+I:39:107:-3
+W:75:60:200:0
+P:0:10d10:0:0:-30
+F:LIFE | CON | INT | WIS | ESP_ALL | LITE3 | LITE1
+F:CURSED | HEAVY_CURSE | TY_CURSE | DRAIN_EXP |
+F:RES_BLIND | SEE_INVIS | ACTIVATE
+a:HARDCORE=PALANTIR
+D:A shining white ball of unbreakable crystal, the ancient Palantiri
+D:were used by kings of Numenor and later by the Exiles for rapid
+D:communication between distant lands. This Palantir, however, was
+D:taken by Sauron long ago, and mastered to his evil uses, to the
+D:destruction of all others who would gaze into it.
+
+### More new artifacts in Theme ###
+
+# The Map of Thror
+
+N:209:of Thror
+I:8:33:0
+W:70:100:30:1
+P:0:0d0:0:0:0
+F:INSTA_ART | SPECIAL_GENE
+D:A map made by Thror, the King under the Mountain. It shows the Lonely
+D:Mountain of Erebor, the Running River, and the lands about devastated by
+D:Smaug. It also contains mention of a secret entrance to the Mountain.
+D:This map and a key are all you need to enter a special cavern in Erebor.
+
+# The Key of Thorin
+
+N:210:of Thorin
+I:11:13:0
+W:70:100:5:1
+P:0:0d0:0:0:0
+F:INSTA_ART | SPECIAL_GENE
+D:A small silver key, given to Thorin Oakenshield by Gandalf the Grey,
+D:who got it from Thrain, Thorin's father, in Dol Guldur. It opens a
+D:magical gate to a special cavern in the Lonely Mountain - you will
+D:also need a map to show you the gate's precise location.
+
+# The Cup of Thror
+
+N:211:of Thror
+I:11:14:0
+W:70:100:50:100000
+P:0:0d0:0:0:0
+F:ACTIVATE | ACTIVATE_NO_WIELD | HIDE_TYPE | INSTA_ART | SPECIAL_GENE
+a:HARDCORE=ALCHEMY
+D:It was made for Thror, King under the Mountain. It is a huge golden bowl
+D:with two handles, hammered and carved, with birds and flowers whose eyes
+D:and leaves are made in jewels.
+
+# The Red Arrow of Gondor
+
+N:212:of Gondor
+I:11:15:0
+W:40:70:2:70000
+P:0:0d0:0:0:0
+F:ACTIVATE | ACTIVATE_NO_WIELD | HIDE_TYPE | INSTA_ART
+a:HARDCORE=BOROMIR
+D:The summons of Gondor, an arrow sent as a symbol of desperate need from
+D:Gondor to its northern allies, the Rohirrim. The tradition dates back to
+D:the time of Borondir, who rode north from Gondor to summon aid from the
+D:ancestors of the Rohirrim, the Eotheod. The Red Arrow was only sent north
+D:in the most perilous of circumstances.
+
+# ToME artifacts (new since 2.3.x) #
+
+# The Mage Staff of Forochel
+
+N:213:of Forochel
+I:6:1:3
+W:65:70:60:60000
+P:0:3d4:-12:-8:0
+F:INT | WIS | MANA | SPELL | INFRA | SEE_INVIS |
+F:SUST_INT | SUST_WIS | RES_BLIND | IM_COLD | SENS_FIRE |
+F:SPECIAL_GENE | WIELD_CAST |
+F:COULD2H
+f:COULD2H
+D:A shaft of pure, invincible crystal cut from the heart of one
+D:of the great glaciers ringing the Ice-Bay of Forochel.
+D:While you hold it, your mind feels as clear as the winter sky.
+
+
+# The Elven Cloak of Mellyrn
+
+N:214:of Mellyrn
+I:35:2:4
+W:40:40:5:65000
+P:4:0d0:0:0:20
+F:HIDE_TYPE | INVIS | DEX | SPEED | STEALTH | LUCK |
+F:SUST_DEX | RES_LITE | RES_DARK
+D:Bearing the same lyrical name as the great trees of Lothlorien
+D:and containing in its close-woven folds the speed and skill of
+D:the Galadrim, this grey cloak is ideal for those who travel in
+D:forests.
+
+
+# The Bluesteel Blade of Ephel Duath
+
+N:215:of Ephel Duath
+I:23:31:-3
+W:60:60:50:30000
+P:0:2d6:-20:-18:0
+F:STR | WIS | CHR | BRAND_POIS | VAMPIRIC | VORPAL |
+F:INVIS | AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS |
+D:This filthy orc-blade is famed for vile deeds of torture and blood,
+D:and its wielder will never cease to fear treachery.
+
+
+# The Slaughter Axe 'Garachoth'
+
+N:216:'Garachoth'
+I:24:30:2
+W:70:50:400:0
+P:0:7d5:18:18:-20
+F:STR | CON | SPEED | LEVELS | BLACK_BREATH |
+F:KILL_DEMON | SLAY_ANIMAL | BRAND_FIRE | VORPAL |
+F:RES_FEAR | RES_FIRE | RES_CHAOS | RES_NETHER |
+F:HIDE_TYPE | SHOW_MODS
+D:A ghastly axe with the soul of a demon lord trapped inside, this horrifying
+D:creation reverberates with the screams of the damned. As you gaze into its
+D:glassy, translucent blade, it seems that endless sulphrous wastelands
+D:stretch away from you into the distance, obscured by sheets of fire.
+
+
+# The Set of Cesti 'Skycleaver'
+
+N:217:'Skycleaver'
+I:31:5:1
+W:40:45:40:100000
+P:5:1d1:16:7:16
+F:STR | CON | DEX | CHR | LUCK | FLY |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
+F:HIDE_TYPE | SHOW_MODS
+D:The handgear of a legendary dragonslaying hero. The wearer of these
+D:wyrmskin gauntlets will be versed in all aerial ways, and will fear no
+D:dragon that walks or flies.
+
+
+# The Pair of Metal Shod Boots of the Machine
+# Replaced the stealth malus with AGGRAVATE
+
+N:218:of the Machine
+I:30:6:3
+W:30:100:170:19000
+P:6:1d1:0:0:24
+F:INT | SPEED | TUNNEL | AGGRAVATE |
+F:RES_CHAOS | RES_SHARDS | RES_CONF |
+F:ESP_NONLIVING | HIDE_TYPE | SPECIAL_GENE
+D:A massive pair of adamantine boots studded with gold, the final and
+D:greatest product of the petty-dwarven magical forge. Despite
+D:the great powers they contain, they are heavy and awkward enough to
+D:make quite a racket whenever you move.
+
+# Theme artifacts continued #
+
+# The Robe of Belegaer
+# Based on Robe of the Seven Seas from T-Plus by Ingeborg S. Norden
+
+N:219:of Belegaer
+I:36:2:5
+W:100:200:20:1500000
+P:2:0d0:0:0:20
+F:FREE_ACT | HIDE_TYPE | IM_ACID | IM_COLD | IM_ELEC | LITE1 | LUCK | RES_BLIND | RES_DARK | SEARCH | STEALTH | WATER_BREATH
+D:This pearl-trimmed blue robe was created by a Maia loremaster in
+D:Ulmo's service. No ocean storm can harm its wearer or anything
+D:he carries; the pressure and darkness of deep water cannot hinder
+D:him, either.
+
+# The Necklace of Girion
+
+N:220:of Girion
+I:40:4:5
+W:20:5:2:15000
+P:0:1d1:0:0:10
+F:ACTIVATE | CHR | INSTA_ART | RES_NEXUS | RES_POIS | SEE_INVIS | SUST_CHR
+a:HARDCORE=GROW_MOLD
+D:A necklace of emeralds, green as the grass. It once belonged to Girion,
+D:King of Dale, and was given to the Dwarves of the Lonely Mountain as
+D:payment for a mithril mail shirt for Girion's son. It seems to have
+D:overgrown with a strange moss over the years.
+
+# The Silver Bolt 'Dailir' - the 'dart' of Beleg Cuthalion, based on Heart's Blood
+
+N:221:'Dailir'
+I:18:3:5
+W:85:40:3:35000
+P:0:8d5:15:20:0
+F:CRIT | HIDE_TYPE | SHOW_MODS | VORPAL | WOUNDING
+D:The beloved dart of Beleg Cuthalion. It never failed to be found
+D:unharmed, until it broke when Beleg fell upon it while he was
+D:carrying Turin Turambar away from an Orc-camp, the night Beleg
+D:met his end. Turin remade the bolt and kept it to his dying day in
+D:memory of his friend.
+
+# The Amulet of Faramir [adapted from Oangband]
+# The equivalent of the Phial (not too rare) for a stealth bonus and a source of RES_CONF early
+
+N:222:of Faramir
+I:40:29:5
+W:10:2:2:10000
+P:0:0d0:18:0:8
+F:HIDE_TYPE | INSTA_ART | RES_CONF | SHOW_MODS | STEALTH | SUST_DEX
+D:A slim neckpiece of True-silver, with quiet spells of Ithilien to aid and
+D:protect the wearer.
+
+# The Large Mithril Shield of Earendil
+# Adapted from Oangband; its chief benefits are the +to_ac and the activation
+
+N:223:of Earendil
+I:34:8:0
+W:95:80:100:90000
+P:20:1d1:0:0:80
+F:ACTIVATE | RES_BLIND | RES_DARK | RES_ELEC | RES_FIRE | RES_NETHER
+a:HARDCORE=BLADETURNER
+D:A shining shield, once borne by the great mariner Earendil, "scored with
+D:runes to keep all wounds and harm from him".
+
+# The Long Bow of Legolas
+
+N:224:of Legolas
+I:19:13:3
+W:40:20:40:30000
+P:0:0d0:17:19:0
+F:XTRA_MIGHT | XTRA_SHOTS | FREE_ACT | HIDE_TYPE | ESP_ORC |
+F:STEALTH | INFRA | DEX
+D:The great bow of Legolas, one of the Nine Walkers of old.
+D:Handcrafted specially for Thranduil's son in Lothlorien,
+D:this bow gives clarity of sight and agility to the wielder.
+
+# The Large Metal Shield of Erkenbrand
+
+N:225:of Erkenbrand
+I:34:5:3
+W:40:9:120:200000
+P:0:0d0:0:0:30
+F:REFLECT | STR | CHR | SUST_DEX | HIDE_TYPE | ESP_ORC |
+F:FREE_ACT | REGEN
+D:Tall and strong stood Erkenbrand, Lord of the Westfold, as he rode
+D:to combat the forces of Isengard. The valour of Helm Hammerhand lived
+D:again in him. This shield is painted red according to Rohan custom
+D:and it grants magical protection against enemy projectiles, as well
+D:as lets the wearer sense approaching enemy hordes.
+
+# XXX 226 Room for another artifact here XXX #
+# XXX 227 Room for another artifact here XXX #
+# XXX 228 Room for another artifact here XXX #
+# XXX 229 Room for another artifact here XXX #
+# XXX 230 Room for another artifact here XXX #
+# XXX 231 Room for another artifact here XXX #
+# XXX 232 Room for another artifact here XXX #
+# XXX 233 Room for another artifact here XXX #
+# XXX 234 Room for another artifact here XXX #
+# XXX 235 Room for another artifact here XXX #
+# XXX 236 Room for another artifact here XXX #
+# XXX 237 Room for another artifact here XXX #
+# XXX 238 Room for another artifact here XXX #
+# XXX 239 Room for another artifact here XXX #
+# XXX 240 Room for another artifact here XXX #
+
+### New Ultimate items added in Theme ###
+
+# The Lucerne Hammer of the Eruchin (Haftedmasters/Eru warriors)
+
+N:241:of the Eruchin
+I:21:10:10
+W:127:220:130:9000000
+P:0:5d6:21:26:50
+F:ACTIVATE | BLESSED | BRAND_COLD | BRAND_ELEC | BRAND_FIRE |
+F:CHR | CON | FREE_ACT | IM_COLD | LIFE | LITE1 | LUCK |
+F:NO_MAGIC | PRECOGNITION | REGEN | RES_DARK | RES_FIRE |
+F:SEE_INVIS | SHOW_MODS | SLAY_DEMON | SLAY_EVIL | SLAY_TROLL |
+F:SLAY_UNDEAD | SLOW_DIGEST | SPECIAL_GENE | SUST_CHR | SUST_CON |
+F:SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | VORPAL
+a:HARDCORE=ERU
+D:A weapon forged by Aule himself and blessed by Eru Iluvatar,
+D:calling upon the strength of all his children (hence the name,
+D:which means Children of Eru). It is Eru Iluvatar's gift to you,
+D:made for a single purpose
+
+# The Trident of Ulmo (Polearmmasters)
+
+N:242:of Ulmo
+I:22:5:10
+W:127:220:130:9000000
+P:0:5d6:21:26:50
+F:ACTIVATE | BLESSED | BRAND_COLD | BRAND_ELEC | BRAND_FIRE |
+F:CHR | CON | FREE_ACT | IM_COLD | LIFE | LITE1 | LUCK |
+F:NO_MAGIC | PRECOGNITION | REGEN | RES_DARK | RES_FIRE |
+F:SEE_INVIS | SHOW_MODS | SLAY_DEMON | SLAY_EVIL | SLAY_TROLL |
+F:SLAY_UNDEAD | SLOW_DIGEST | SPECIAL_GENE | SUST_CHR | SUST_CON |
+F:SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | VORPAL
+a:HARDCORE=ERU
+D:The awesome weapon of the Vala Ulmo, Lord of Waters. Mightiest of all the
+D:powers of good save Manwe himself, Ulmo laughs in scorn at the dread powers
+D:of the undead, and is utterly in command of the element of water.
+
+# The Broad Axe of Aule (Axemasters)
+
+N:243:of Aule
+I:24:11:10
+W:127:220:130:9000000
+P:0:5d6:21:26:50
+F:ACTIVATE | BLESSED | BRAND_COLD | BRAND_ELEC | BRAND_FIRE |
+F:CHR | CON | FREE_ACT | IM_COLD | LIFE | LITE1 | LUCK |
+F:NO_MAGIC | PRECOGNITION | REGEN | RES_DARK | RES_FIRE |
+F:SEE_INVIS | SHOW_MODS | SLAY_DEMON | SLAY_EVIL | SLAY_TROLL |
+F:SLAY_UNDEAD | SLOW_DIGEST | SPECIAL_GENE | SUST_CHR | SUST_CON |
+F:SUST_DEX | SUST_INT | SUST_STR | SUST_WIS | ULTIMATE | VORPAL
+a:HARDCORE=ERU
+D:Aule's mighty weapon, granted to you to aid the defeat of Melkor.
+
+# The Rapier of Vaire (Rogues, whose Critical-hits skill is only useful with lighter swords)
+
+N:244:of Vaire
+I:23:7:10
+W:127:220:130:9000000
+P:0:5d6:21:26:50
+F:ACTIVATE | BLESSED | BRAND_COLD | BRAND_ELEC | BRAND_FIRE | CHR |
+F:CON | FREE_ACT | IM_COLD | LIFE | LITE1 | LUCK | NO_MAGIC |
+F:PRECOGNITION | REGEN | RES_DARK | RES_FIRE | SEE_INVIS | SHOW_MODS |
+F:SLAY_DEMON | SLAY_EVIL | SLAY_TROLL | SLAY_UNDEAD | SLOW_DIGEST |
+F:SPECIAL_GENE | SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR |
+F:SUST_WIS | ULTIMATE | VORPAL
+a:HARDCORE=ERU
+D:A shining rapier used by Vaire to cut the strings of time when
+D:dire need arises. Its power with that of the Flame Imperishable
+D:will let you destroy Melkor forever.
+
+# The Long Bow of Irmo (Bow-masters)
+
+N:245:of Irmo
+I:19:13:5
+W:127:220:130:8000000
+P:0:0d0:36:28:0
+F:CON | DEX | ESP_EVIL | ESP_ORC | ESP_TROLL | FLY | FREE_ACT |
+F:IM_ELEC | INFRA | INVIS | LUCK | NO_MAGIC | PRECOGNITION |
+F:REFLECT | RES_BLIND | RES_CHAOS | RES_CONF | RES_DISEN |
+F:SEE_INVIS | SLOW_DIGEST | SPECIAL_GENE | SPEED | STEALTH |
+F:SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR |
+F:SUST_WIS | ULTIMATE | XTRA_MIGHT | XTRA_SHOTS
+D:A gift from Orome to Irmo, a mighty bow that sings the songs of the
+D:garden of Lorien. It will guide your hand and steady your grip in
+D:your encounter with Melkor.
+
+# The Sling of Nessa (Sling-masters)
+
+N:246:of Nessa
+I:19:2:5
+W:127:220:130:8000000
+P:0:0d0:36:28:0
+F:CON | DEX | ESP_EVIL | ESP_ORC | ESP_TROLL | FLY | FREE_ACT |
+F:IM_ELEC | INFRA | INVIS | LUCK | NO_MAGIC | PRECOGNITION |
+F:REFLECT | RES_BLIND | RES_CHAOS | RES_CONF | RES_DISEN |
+F:SEE_INVIS | SLOW_DIGEST | SPECIAL_GENE | SPEED | STEALTH |
+F:SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR | SUST_WIS |
+F:ULTIMATE | XTRA_MIGHT | XTRA_SHOTS
+D:This sling was made for the most lithe of the Valier to provide
+D:her with amusement as she used it to shoot magical pebbles of
+D:cheer and charm while dancing in the lush green fields of Valinor.
+D:She grants it to you now in your time of trial.
+
+# The Metal Boomerang of Varda (Boomerang-masters)
+
+N:247:of Varda
+I:15:4:5
+W:127:220:130:8000000
+P:0:0d0:36:28:0
+F:CON | DEX | ESP_EVIL | ESP_ORC | ESP_TROLL | FLY | FREE_ACT |
+F:IM_ELEC | INFRA | INVIS | LUCK | NO_MAGIC | PRECOGNITION |
+F:REFLECT | RES_BLIND | RES_CHAOS | RES_CONF | RES_DISEN |
+F:SEE_INVIS | SLOW_DIGEST | SPECIAL_GENE | SPEED | STEALTH |
+F:SUST_CHR | SUST_CON | SUST_DEX | SUST_INT | SUST_STR | SUST_WIS |
+F:ULTIMATE | XTRA_MIGHT | XTRA_SHOTS
+D:Made from living starlight, this boomerang will dispel the darkest
+D:of darkness. It is a gift from Varda Elentari, to aid you in your
+D:task.
+
+# The Amulet of Mandos (Weaponless fighters)
+
+N:248:of Mandos
+I:40:27:0
+W:100:16:60:500000
+P:0:2d4:0:0:85
+F:ACTIVATE | ESP_DRAGON | FEATHER | FLY | HOLD_LIFE | IGNORE_ACID |
+F:IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | REGEN | RES_ACID |
+F:RES_BLIND | RES_CHAOS | RES_COLD | RES_CONF | RES_DARK | RES_DISEN |
+F:RES_ELEC | RES_FIRE | RES_LITE | RES_NETHER | RES_NEXUS | RES_POIS |
+F:RES_SHARDS | RES_SOUND | SPECIAL_GENE | ULTIMATE
+a:HARDCORE=BLADETURNER
+D:This amulet contains the power of Mandos, the Doomsman of the
+D:Valar. It will grant you protection against the foul dark magic
+D:of Melkor, though you will still need your wits and strength
+D:about you as you face your ultimate foe.
+
+# XXX 249 Room for another artifact here XXX ###
+# XXX 250 Room for another artifact here XXX ###
+# XXX 251 Room for another artifact here XXX ###
+# XXX 252 Room for another artifact here XXX ###
+# XXX 253 Room for another artifact here XXX ###
+# XXX 254 Room for another artifact here XXX ###
+# XXX 255 Room for another artifact here XXX ###
+# XXX 256 Room for another artifact here XXX ###
+
+### 256 is the maximum number of artifacts (257 in misc.txt).
+
+# N: serial number : & object name~
+# G: symbol : color
+# I: tval : sval : pval
+# W: depth : rarity : weight : cost
+# P: base armor class : base damage : plus to-hit : plus to-dam : plus to-ac
+# F: flag | flag | etc
+# D: description
diff --git a/lib/mods/theme/edit/ab_info.txt b/lib/mods/theme/edit/ab_info.txt
new file mode 100644
index 00000000..4272776a
--- /dev/null
+++ b/lib/mods/theme/edit/ab_info.txt
@@ -0,0 +1,109 @@
+# File: ab_info.txt
+
+
+# This file is used to initialize the "lib/data/ab_info.raw" file, which is
+# used to initialize the "abilities" information for the ToME game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# The ToME abilities indexes are defined in "defines.h", and must not be changed.
+# If you want to add new ones, add them after the tome ones
+
+# N:idx:name
+# D:desc
+# I:cost(in skill points)
+# A:action mkey:action desc
+
+# Prerequisites
+# k:level:skill
+# S:level(linear mode):stats
+# a:needed ability
+
+# E:excluding ability:excluding ability
+
+# If you need more sophisticated prereqs use the HOOK_LEARN_ABILITY
+
+# Version stamp (required)
+
+# Do not forget to update misc.txt with an entry like the following :
+# Maximum number of traits in ab_info.txt
+# M:b:50
+
+V:2.2.0
+
+N:0:Spread blows
+D:If a monster dies to your attack but you still have blows left
+D:you won't lose the full turn, allowing you to attack some other
+D:monster in the same turn
+D:Prereq: Weaponmastery skill@30, Dex@17
+I:5
+k:30:Weaponmastery
+S:17:DEX
+
+N:1:Tree walking
+D:Allows you to walk in dense forest
+D:Prereq: Nature skill@20
+I:7
+k:20:Nature
+
+N:2:Perfect casting
+D:Allows you to reach 0% failure rate on spells
+D:Prereq: Magic skill@35
+I:6
+k:35:Magic
+
+N:3:Extra Max Blow(1)
+D:Increases your max possible blows number by 1
+D:Prereq: Combat@10
+I:7
+k:10:Combat
+
+N:4:Extra Max Blow(2)
+D:Increases your max possible blows number by 1
+D:Prereq: Combat@20, Extra Max Blow(1)
+I:7
+k:20:Combat
+a:Extra Max Blow(1)
+
+N:5:Ammo creation
+D:Allows you to create shots, arrows and bolts from various materials
+D:Prereq: Archery@10
+A:10:Forge ammo
+I:8
+k:10:Archery
+
+N:6:Touch of death
+D:Your melee blows can insta-kill, but you only receive 1/3 of the experience
+D:Prereq: Necromancy@50, Combat@40, DEX@30, STR@30
+A:100:Activate touch of death
+I:15
+k:50:Necromancy
+k:40:Combat
+S:30:DEX
+S:30:STR
+
+N:8:Far reaching attack
+D:You can attack an enemy one square far using a long polearm.
+D:At high levels of Polearm-mastery skill, you can even hit two enemies at once.
+D:Prereq: Combat@15, Polearm-mastery@15
+I:10
+A:102:Far reaching attack
+k:15:Combat
+k:15:Polearm-mastery
+
+N:9:Trapping
+D:Ability to set monster traps
+D:Prereq: Disarming@15
+I:10
+A:14:Set trap
+k:15:Disarming
+
+N:10:Undead Form
+D:Ability to turn into a weak undead being when you "die".
+D:You must then kill enough monsters to absorb enough life energy
+D:to come back to life.
+D:Prereq: Necromancy@30, INT@25
+I:15
+k:30:Necromancy
+S:25:INT
diff --git a/lib/mods/theme/edit/al_info.txt b/lib/mods/theme/edit/al_info.txt
new file mode 100644
index 00000000..c5e7c55d
--- /dev/null
+++ b/lib/mods/theme/edit/al_info.txt
@@ -0,0 +1,12 @@
+# File: al_info.txt
+
+
+# This file is used to initialize the "lib/raw/al_info.raw" file, which is
+# used as the alchemist recipes in ToME
+
+# This file is intentionally blank in Theme
+# because the Alchemist class has been removed.
+
+# Version stamp (required)
+
+V:2.0.0 \ No newline at end of file
diff --git a/lib/mods/theme/edit/ba_info.txt b/lib/mods/theme/edit/ba_info.txt
new file mode 100644
index 00000000..b76f79dd
--- /dev/null
+++ b/lib/mods/theme/edit/ba_info.txt
@@ -0,0 +1,310 @@
+# File: ba_info.txt
+
+
+# This file is used to initialize the "lib/raw/ba_info.raw" file, which is
+# used to initialize the "store/building actions type" information for
+# the Angband game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# N:<index>:<name>
+# C:<hated cost>:<normal cost>:<liked cost>
+# I:<action>:<acttion restriction>:<letter>
+
+# Restriction:
+# 0 = No restrictions
+# 1 = Restrict to normal & liked
+# 2 = Restrict to liked
+
+# Version stamp (required)
+
+V:2.0.0
+
+N:0:Nothing
+C:0:0:0
+I:0:0:.
+
+N:1:Sell an item
+C:0:0:0
+I:43:0:s:d
+
+N:2:Purchase an item
+C:0:0:0
+I:44:0:p:g
+
+N:3:Examine an item
+C:0:0:0
+I:45:0:x
+
+N:4:Steal an item
+C:0:0:0
+I:46:0:Z
+
+N:5:Rest for the night
+C:25:20:15
+I:17:0:r
+
+N:6:Buy food and drink
+C:3:2:1
+I:18:0:f
+
+N:7:Listen for rumours
+C:0:0:0
+I:19:0:u
+
+N:8:Presage fate
+C:600:500:480
+I:42:0:l
+
+N:9:In-Between
+C:0:0:0
+I:12:0:b
+
+N:10:Play craps
+C:0:0:0
+I:14:0:c
+
+N:11:Spin the wheel
+C:0:0:0
+I:15:0:s
+
+N:12:Play dice slots
+C:0:0:0
+I:16:0:d
+
+N:13:Game rules
+C:0:0:0
+I:13:0:r
+
+N:14:Research item
+C:1400:1300:1200
+I:1:0:a
+
+N:15:Town history
+C:0:0:0
+I:2:0:h
+
+N:16:Race legends
+C:0:0:0
+I:3:0:l
+
+N:17:Look at busts of Kings
+C:0:0:0
+I:5:0:l
+
+N:18:Research monster
+C:1600:1500:1400
+I:20:0:r
+
+N:19:View bounties
+C:0:0:0
+I:38:0:v
+
+N:20:Receive bounty money
+C:0:0:0
+I:39:0:b
+
+N:21:Get quest monster
+C:0:0:0
+I:54:0:q
+
+N:22:Turn in quest corpse
+C:0:0:0
+I:55:0:m
+
+N:23:Compare weapons
+C:220:200:180
+I:21:0:c
+
+N:24:Enchant weapon
+C:750:700:150
+I:23:0:w
+
+N:25:Enchant armour
+C:750:700:150
+I:24:0:a
+
+N:26:Recharge item
+C:350:300:75
+I:25:0:r
+
+N:27:Identify possessions
+C:900:800:100
+I:26:0:i
+
+N:28:Healing prayer
+C:600:400:0
+I:28:0:h
+
+N:29:Restoration
+C:600:500:100
+I:29:0:r
+
+N:30:Get share of stolen gold
+C:0:0:0
+I:7:2:g
+
+N:31:Enchant arrows
+C:550:500:100
+I:30:0:a
+
+N:32:Enchant bow
+C:550:500:100
+I:31:0:b
+
+N:33:Recall to dungeon
+C:300:200:100
+I:33:0:r
+
+N:34:Teleport to dungeon-level
+C:15000:10000:1000
+I:34:0:t
+
+N:35:Get a quest
+C:0:0:0
+I:6:0:q
+
+# Restrict to liked/normal
+N:36:Get a quest
+C:0:0:0
+I:46:1:q
+
+N:37:Get a quest
+C:0:0:0
+I:47:0:q
+
+N:38:Get a quest
+C:0:0:0
+I:49:0:q
+
+N:39:Herbal Healing
+C:32000:10000:0
+I:50:0:h
+
+N:40:Song of Lore
+C:2000:800:50
+I:26:0:s
+
+N:41:Distribute earnings
+C:0:0:0
+I:7:2:d
+
+N:42:Morph restoration
+C:3000:1500:750
+I:37:0:r
+
+#for The Mirror
+N:43:View fate
+C:500:500:500
+I:42:0:v
+
+#for The Mirror
+N:44:Research item
+C:1500:1500:1500
+I:1:0:a
+
+#for library in gondol
+N:45:Research item
+C:2000:2000:2000
+I:1:0:a
+
+#for Star-Dome
+N:46:Identify possessions
+C:1200:1000:250
+I:26:0:i
+
+#for Star-Dome
+N:47:Recharge item
+C:1200:1000:150
+I:25:0:r
+
+#for Valarin Temple
+N:48:Restoration
+C:1200:1000:200
+I:29:0:r
+
+#for Sea-Dome
+N:49:Morph restoration
+C:1500:1500:1500
+I:37:0:r
+
+#for The Golden Flower
+N:50:Enchant arrows
+C:1100:1000:200
+I:30:0:a
+
+#for The Golden Flower
+N:51:Enchant bow
+C:1100:1000:200
+I:31:0:b
+
+#for The Fountain
+N:52:Enchant armour
+C:1100:1000:200
+I:24:0:a
+
+#for The Fountain
+N:53:See Healers
+C:1100:1000:0
+I:28:0:h
+
+N:54:Drop an item
+C:0:0:0
+I:43:0:d:s
+
+N:55:Get an item
+C:0:0:0
+I:44:0:g:p
+
+N:56:Request an item
+C:0:0:0
+I:51:2:r
+
+N:57:Ask for loan
+C:0:0:0
+I:52:2:a
+
+N:58:Pay back loan
+C:0:0:0
+I:53:2:p
+
+N:59:Donate an item
+C:0:0:0
+I:43:0:d
+
+# Mage Tower quest in Lothlorien
+N:60:Get a quest
+C:0:0:0
+I:56:0:q
+
+N:61:Get a quest
+C:0:0:0
+I:61:0:q
+
+# Free rest for the night option for homes
+N:62:Rest for the night
+C:0:0:0
+I:17:0:r
+
+# Free rest for the night option at some 'town' locations
+# Restricted to 'liked' races for thematic reasons
+N:63:Rest for the night
+C:0:0:0
+I:17:2:r
+
+# Enchant arrows option with a different letter for Imladris forge
+N:64:Enchant arrows
+C:550:500:100
+I:30:0:r
+
+# Getting free dinner at some 'town' locations
+# Restricted to 'liked' races for thematic reasons
+N:65:Get food and drink
+C:0:0:0
+I:18:2:f
+
+# Ask Bard for directions to Erebor
+N:66:Ask about Erebor
+C:0:0:0
+I:66:0:a \ No newline at end of file
diff --git a/lib/mods/theme/edit/between.map b/lib/mods/theme/edit/between.map
new file mode 100644
index 00000000..4fed5c95
--- /dev/null
+++ b/lib/mods/theme/edit/between.map
@@ -0,0 +1,71 @@
+# Created by Mynstral (mynstral@thehelm.com)
+# Made for PernAngband on 14/08/2001
+
+# Monsters starts awake
+N:0
+
+# Permanent wall
+F:X:63:3
+
+# Floor with dirt
+F:.:88:3
+
+# Floor with grass
+F:,:89:3
+
+# Tree
+F:T:96:3
+
+# Floor with grass with a green thunderlord
+F:G:89:5:955
+
+# Floor with grass with a blue thunderlord
+F:L:89:5:956
+
+# Floor with grass with a brown thunderlord
+F:B:89:5:957:0:0:0:0:0:0:2
+
+# Floor with grass with a bronze thunderlord
+F:z:89:5:958:0:0:0:0:0:0:2
+
+# Floor with dirt with a bronze thunderlord
+F:Z:88:5:958:0:0:0:0:0:0:2
+
+# Floor with grass with a gold thunderlord
+F:D:88:5:959:0:0:0:0:0:0:2
+
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+D:X..T.TT..T...T...T...T.....T....T......T...T.,,.....T......T....T...T.T..T..TT...T..T.TT.T.TT.TX
+D:X.T.TTTTT...T..TT..T..T.T.T.T...T.....T..T.TT,,..T...T.....T..T......T..T.T..T.T.TT.T.T.T..TTT.X
+D:XTTT.T.T.T.T..TTT.T.T.TTT.T.T.T..T..T.T..T..T.,,..T....T....T..T.T.T..T.T..T.T.TT.T.TT.TT.TTT.TX
+D:XTTT.T...T....T....T..T.TT..T.T.T...T...GG....,,...GG....T...T...T.TTT.T..TTTT.TT...T.TT..T.T.TX
+D:X.TTT..T.T..TTTT.T.T..T..T.TT...T......G..L..,,...L..G..T..T.T...T....T.TTTTTT..TTTTT.T..TT..T.X
+D:XTT.T.TTT.T.T.T.T.T.T.T...T..T...T..T.G..L..B,,.B..L..G....T..T...TT.T.T..TTT.T.TTTT.TTTT..T.T.X
+D:X.T.TT..T.TT.TTT.T.T.T.T.T.T...T.T.T.G..L..B.,,..B..L..G..T..T...T...T.T.T..TTTT.T.T.TT.T.T.TT.X
+D:X.TT.T.TTT.T.T.T.T..T.T..T....T..T..G..L..B..,Z...B..L..G..T...T.T..T...T...T.T.T.TTT.T.T.T..T.X
+D:XT.T.TT.TTTT.TT.T.TTT...T.T.T...T.T.G..L..B..ZDz..B..L..G...T.T...T.T...T..T..T...T..T.TT.T.T.TX
+D:XTTT..TTTT.T.T.T..T.T....T...T..T.T..G..L..B.,,..B..L..G..T....T...T....T....T..T..TT.T.T.TTT..X
+D:XTT.TT..T.T.T.T.T...T...T....T.T..T.T.G..L...,,....L..G..T..T...T..T.......T...T....T..T..TT...X
+D:XTTT.T..T.T..T.T..T...T..T....TT..T.T..GG....,,.....GG...T.T...T.T...T..T.T...T....T...T..T.T..X
+D:XTT...T.T..T....T....T....T....T...T....T.T..,,,.....T...T..T...T.....T...T...T..T..T...T..T.T.X
+D:XT..T.T...T...T...T.....T....T....T....T...TTTTTTTT...T...T...T....T.....T......T....T.....T..TX
+D:XT.T...T...T..T.T...T.T.T..T...T.T...T...T.T...,.T...T...T...T...T..T.....T....T....T...T...T.TX
+D:XTT.T.T.T.T..T..T.T.T.....T....T..T...T.......,,..T........T...T...T...T...T.....T..T..T...TTT.X
+D:X..TT...T..T.....T...T....T...T...T...T..T...,,.....T..T..T.....T.T...T...T...T..T..T.T...T.TT.X
+D:X.TT..T....T.T..T...T..T...T..T.T.T..T..T.T.,,..T..T..T....T..T..T...T.T....T....T...TT.TTTTTT.X
+D:X.T.TTTTTT.T.T.T...T..T..T.....T.T..T...T.T.,,...T...T......T.....T....T...T..T....T..TT.TTTTTTX
+D:XTTT.T.T.TTTTT.TTT...T..T...TT.T.T...T.T....,,.T...T.....T.....T....T.......T..T...T.TT.T.T.TT.X
+D:XTT.T..T.TT.T.T.TT.T...T.T..T.T.......T..T.,,.....T....T....T...........T..T...TT.TTTTTTTTTTTTTX
+D:XTTTT....TT.T.T.TTTTT.T...T..T.T..T......T.,,T......T....T....T.....T...T...T..TTTT.T.TT.T.TTTTX
+D:XTT.TTTTTT.T.TT.TTTTTT...T....TT.T...T....,,.T...T....T.....T....T....T....T..TT.T.TTT.T.T.T.TTX
+D:XTT.T..TTT.T.T.TTTTTTTT.T...T....T....T.T,,.........T....T....T....T...T.T.T.TTT.T.T.T.T..T.T.TX
+D:XTT.T..TTT..T.T.T.T.TT..T.T.T......T.T.T.,,..T...T...T...T..T...T...T.T.TTT.T.T.T.T.T.T.T.T..T.X
+D:X.T.T.T.T.T.T..T.T.T.T.T.T..T...T..T.TT.T.,,..T...T.....T.....T.....T..TTT.T.T.TTTTT.T.TTT.TT.TX
+D:XTT.T.T.T.TTTT.T..T.T.T.TTTT.T..T.T..T.TT.,,.T...T..T..T.......T.T....TTTTT.TTTT.T.TTT.TTTT.T.TX
+D:XT.T.TT.TTTT.T.T.T.TTT.T.T.TT......T...T...,,..T...T...T....T....T.TTT.T.T.T.T.T.T..T.T.T.T.TT.X
+D:XT.TTT.T.T.TTTT.T.T.T.T.TTT.TT..T...T...T..,,..T...T....T....T..TT.T.TT.TTTTT.T.T.TT.TT.TT.T.T.T
+D:XTT.T.T.TT.T.TTTT.T..TT.T.T.TT.T.T.T..T....,,.T...T...T....T..TTTTTTTT.T.T.T.T.T.TT.T.TTTTT.T.TX
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+
+# Starting position
+P:17:47
diff --git a/lib/mods/theme/edit/d_info.txt b/lib/mods/theme/edit/d_info.txt
new file mode 100644
index 00000000..c54c9f8f
--- /dev/null
+++ b/lib/mods/theme/edit/d_info.txt
@@ -0,0 +1,701 @@
+# File: d_info.txt
+
+
+# This file is used to initialize the "lib/raw/d_info.raw" file, which is
+# used to initialize the "dungeon type" information for the Angband game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# Some store indexes are defined in "defines.h", and must not be
+# changed.
+
+# N:<index>:<name>
+# D:<3 letter short name>:<long name>
+# W:<min depth>:<max depth>:<min player level>:<next dungeon>:<min alloc>:<max alloc chance>
+# L:<floor1>:<%1>:<floor2>:<%2>:<floor3>:<%3>
+# A:<wall1>:<%1>:<wall2>:<%2>:<wall3>:<%3>:<outer wall>:<inner wall>
+# O:<%treasure>:<%combat>:<%magic>:<%tools>
+# E:<dices>d<sides>:<frequency>:<attack type>
+# F:<flags>
+# R:<percent>:<flags mode>
+# M:<monster flags>
+# S:<monster spells>
+
+# Note for <flags mode> :
+# 0 = No restriction
+# 1 = AND
+# 2 = NAND
+# 3 = OR
+# 4 = NOR
+
+# Version stamp (required)
+
+V:2.0.0
+
+### Wilderness(purely cosmetic, never used) ###
+
+N:0:Wilderness
+D:Wil:a way to the Wilderness
+W:0:0:0:0:14:500
+L:89:80:199:20:1:0
+A:96:100:56:0:56:0:57:58
+O:20:20:20:20
+F:PRINCIPAL | FLAT | NO_RECALL
+R:100:0
+
+### The principal dungeons, they were created by spliting the vanilla dungeon ###
+
+N:1:Mirkwood
+D:Mkw:a way to the Mirkwood Forest.
+W:11:33:5:0:14:160
+L:89:95:199:5:88:0
+A:96:100:97:0:56:0:202:96
+O:20:20:20:20
+F:PRINCIPAL | NO_DOORS | NO_DESTROY | FLAT
+F:FILL_METHOD_0
+R:100:0
+
+N:2:Barad-Dur
+D:BDr:a door to the tower of Barad-Dur.
+W:34:66:15:0:14:160
+L:88:67:93:33:1:0
+L:0:100:0
+A:97:50:56:50:56:0:57:97
+A:0:100:0
+O:20:20:20:20
+F:PRINCIPAL | LAVA_RIVER | CAVERN | NO_STREAMERS
+F:FILL_METHOD_2 | NO_RECALL
+R:100:0
+
+N:3:Angband
+D:Ang:an entrance to the Pits of Angband.
+W:67:100:30:0:14:160
+L:1:100:1:0:1:0
+A:56:100:56:0:56:0:57:58
+O:20:20:20:20
+F:PRINCIPAL | CAVERN | NO_EASY_MOVE | NO_RECALL
+F:ADJUST_LEVEL_1_2 | ADJUST_LEVEL_1
+F:FILL_METHOD_0
+R:100:0
+
+N:4:Barrow-Downs
+D:BDw:a way to the Barrow-Downs.
+W:1:10:1:0:14:160
+# Theme adds *fog* (dense mist) on the Barrow-Downs :)
+L:88:94:210:2:199:4
+A:96:80:97:19:57:1:57:97
+A:100:0:0
+O:20:20:20:20
+F:PRINCIPAL | FLAT
+F:FILL_METHOD_3
+R:25:1
+M:UNDEAD
+R:75:0
+
+# The Additional dungeons
+
+# Mount Doom
+# Levels 85-99
+N:5:Orodruin
+D:MDm:a way to the top of the Mount Doom.
+W:85:99:18:0:14:160
+L:86:90:205:10:1:0
+A:177:100:0:0:0:0:85:87
+O:10:10:30:30
+E:2d10:10:FIRE
+F:CAVE | LAVA_RIVER | NO_RECALL | NO_STREAMERS
+F:FILL_METHOD_0 | NO_EASY_MOVE
+R:100:1
+M:IM_FIRE
+
+# Nether Realm
+# Levels 666-696 (!!!)
+# guarded by Tik'srvzllat, who has the Ring 'Fuin'
+N:6:Nether Realm
+D:Nth:a magical portal to the Nether Realm.
+W:666:696:40:0:14:160
+L:102:80:86:15:85:5
+A:85:80:87:20:87:0:57:85
+A:50:50:0
+O:25:25:25:25
+E:10d10:3:NETHER
+F:EMPTY | FORGET | NO_BREATH | NO_EASY_MOVE | NO_SHAFT
+F:ADJUST_LEVEL_2 | NO_RECALL | NO_STREAMERS
+F:LAVA_RIVER | FINAL_GUARDIAN_1032 | FINAL_ARTIFACT_203
+F:FILL_METHOD_2 | NO_RECALL_OUT
+R:5:0
+R:95:3
+M:RES_NETH | R_CHAR_G | R_CHAR_W | R_CHAR_U
+
+# The Lost Land of Numenor
+# levels 35-50
+# guarded by Ar-Pharazon the Golden, who has the stone "Coimir".
+N:7:Submerged Ruins
+D:Num:a submerged way to the lost land of Numenor.
+W:35:50:25:0:14:160
+L:84:95:187:5:1:0
+A:187:80:84:10:56:10:57:187
+A:60:0:40
+O:30:30:10:10
+E:1d1:1:ACID
+F:NO_STREAMERS
+F:FINAL_GUARDIAN_980 | FINAL_ARTIFACT_204
+F:FILL_METHOD_3 | WATER_BREATH
+R:20:0
+R:80:3
+M:AQUATIC | CAN_SWIM | CAN_FLY
+
+# Used for astral mode
+N:8:Halls of Waiting
+D:HWa:*A BUG*YOU should see this message!*
+W:1:98:1:0:14:160
+L:1:100:1:0:1:0
+O:20:20:20:20
+A:56:100:56:0:56:0:57:58
+F:RANDOM_TOWNS | NO_RECALL | NO_SHAFT
+F:FILL_METHOD_0
+R:100:2
+M:UNIQUE
+
+# Cirith Ungol
+# levels 25-50
+# guarded by Shelob.
+# Updated for Theme to lead out into Gorgoroth a la Moria
+N:9:Cirith Ungol
+D:CUg:an entrance to Cirith Ungol.
+W:25:50:10:0:14:160
+L:87:5:88:65:16:30
+A:97:90:16:10:56:0:16:58
+O:30:30:30:10
+E:4d4:20:POISON
+F:FINAL_GUARDIAN_481
+F:RANDOM_TOWNS | CIRCULAR_ROOMS
+F:FILL_METHOD_2
+F:FORCE_DOWN
+F:WILD_65_56__67_53
+R:2:0
+R:49:3
+M:SPIDER | R_CHAR_a | R_CHAR_I |
+R:49:3
+M:ORC | R_CHAR_w | R_CHAR_m | R_CHAR_j
+
+# The Heart of the Earth
+# levels 25-36
+# guarded by Golgarach, the Living Rock
+N:10:Heart of the Earth
+D:HoE:a passage leading into the very heart of the world.
+W:25:36:10:0:14:160
+L:1:100:1:0:1:0
+A:56:100:56:0:56:0:57:58
+O:40:10:10:20
+G:life
+F:EVOLVE | FINAL_GUARDIAN_1035 | NO_RECALL | NO_SHAFT
+R:40:3
+M:R_CHAR_# | R_CHAR_X | R_CHAR_g | R_CHAR_E |
+R:30:3
+M:PASS_WALL | KILL_WALL | HURT_ROCK
+R:30:0
+
+# The Void
+# Levels 128-150
+# Where Melkor lurks for the final battle!
+N:11:The Void
+D:Vod:a jumpgate to the Void
+W:128:150:40:0:20:160
+L:183:97:102:3:0:0
+A:183:90:102:10:0:0:102:102
+A:40:60:0
+O:25:25:25:25
+E:20d6:100:DARK
+F:EMPTY | FORGET | NO_BREATH | NO_EASY_MOVE | NO_RECALL_OUT | NO_RECALL |
+F:ADJUST_LEVEL_1_2 | ADJUST_LEVEL_1 | NO_STREAMERS | NO_SHAFT
+F:FILL_METHOD_2
+F:FINAL_GUARDIAN_1044 |
+R:1:0
+R:99:3
+M:UNDEAD | DEMON | DRAGON | NONLIVING | SPIRIT
+
+# TEST dungeon
+N:12:Test
+D:Tst:a way to test dungeon gen
+W:1:10:1:0:14:160
+L:88:78:89:18:199:4
+L:0:95:5
+A:177:100:0:0:0:0:85:87
+A:100:0:0
+O:20:20:20:20
+F:FILL_METHOD_3 | SMALL
+R:100:0
+G:dungeon2
+
+
+# The Paths of the Dead
+# levels 40-70
+# Feagwath is there, guarding Doomcaller
+N:16:Paths of the Dead
+D:PoD:the entrance to the Paths of the Dead.
+W:40:70:18:0:24:100
+L:88:85:84:15:1:0
+A:56:75:87:25:56:0:57:58
+O:30:30:30:2
+E:1d1:20:RAISE
+F:FINAL_GUARDIAN_804 | FINAL_ARTIFACT_91
+F:FILL_METHOD_3
+R:5:0
+R:10:3
+M:R_CHAR_p
+R:85:3
+M:UNDEAD | NONLIVING
+
+# The Illusory Castle
+# levels 35-52
+# Guarded by The Glass Golem guarding The Helm of Knowledge
+N:17:Illusory Castle
+D:Ill:an entrance to the Illusory Castle.
+W:35:52:10:0:24:100
+L:1:98:188:2:1:0
+A:56:50:189:50:56:0:57:58
+O:50:10:20:20
+E:6d2:6:CONFUSION
+F:RANDOM_TOWNS | NO_STREAMERS
+F:FINAL_GUARDIAN_1033 | FINAL_ARTIFACT_160
+F:FILL_METHOD_1
+R:30:0
+R:70:3
+M:STUPID | WEIRD_MIND | SHAPECHANGER | ATTR_MULTI | CHAR_MULTI | RAND_25 |
+M:RAND_50 | EMPTY_MIND | INVISIBLE | PASS_WALL | KILL_WALL
+S:BR_CONF | BR_CHAO | BA_CHAO | CONF | FORGET | TRAPS | MULTIPLY
+
+# The Maze
+# Levels 25-37
+# Guarded by The Minotaur of the Labyrinth with the Steel Helm of Hammerhand
+N:18:Maze
+D:Maz:a small tunnel leading to a maze of twisty little passages, all alike.
+W:25:37:15:0:20:160
+L:1:100:1:0:1:0
+A:56:98:48:2:56:0:57:58
+O:2:40:10:40
+G:maze
+F:SMALLEST | FORGET
+F:FINAL_GUARDIAN_1029 | FINAL_ARTIFACT_38
+R:80:0
+R:20:3
+M:R_CHAR_p
+
+# The Orc Cave
+# levels 10-22
+# There is Azog with the Wand of Thrain at the bottom
+N:19:Orc Cave
+D:Orc:a dark tunnel leading to an Orc Cave.
+W:10:22:8:0:35:200
+L:88:100:1:0:1:0
+A:97:100:56:0:56:0:57:97
+O:5:50:10:25
+F:RANDOM_TOWNS |
+F:FINAL_OBJECT_810 | FINAL_GUARDIAN_373 | CAVE |
+F:FILL_METHOD_0
+F:FORCE_DOWN
+F:WILD_21_49__51_19
+R:30:3
+M:TROLL
+R:20:0
+R:50:3
+M:ORC | R_CHAR_o | R_CHAR_O
+
+# Erebor
+# levels 60-72
+# There is Glaurung
+N:20:Erebor
+D:Ere:a tunnel leading into depths of the Lonely Mountain.
+W:60:72:35:0:20:140
+L:88:100:1:0:1:0
+A:97:90:87:10:56:0:57:97
+O:40:40:40:40
+F:BIG | LAVA_RIVER | CAVERN | NO_RECALL | NO_STREAMERS
+F:CAVE | DOUBLE | FINAL_GUARDIAN_715 |
+F:FILL_METHOD_2
+R:10:0
+R:60:1
+M:DRAGON | R_CHAR_D
+R:30:1
+M:DRAGON | R_CHAR_d
+
+# The Old Forest
+# levels 13-25
+# Old Man Willow protects it
+N:21:The Old Forest
+D:OFr:a path into the Old Forest.
+W:13:25:5:0:15:100
+L:88:76:84:16:199:8
+L:68:16:16
+A:96:100:56:0:56:0:202:96
+O:20:5:15:30
+F:WATER_RIVERS | NO_DOORS | NO_DESTROY | FLAT | NO_STREAMERS
+F:RANDOM_TOWNS | FINAL_GUARDIAN_206
+F:FILL_METHOD_3
+R:30:0
+R:40:3
+M:ANIMAL
+R:30:3
+M:UNDEAD | R_CHAR_h | R_CHAR_l
+
+# The Mines of Moria
+# levels 30-50
+# There is Durin's Bane
+N:22:Moria
+D:MoM:a stone door leading to the Mines of Moria.
+W:30:50:20:0:40:40
+L:88:100:1:0:1:0
+A:97:100:56:0:56:0:57:97
+O:30:50:10:5
+F:FINAL_GUARDIAN_872 | WATER_RIVER | NO_STREAMERS
+F:FORCE_DOWN
+F:RANDOM_TOWNS
+F:WILD_45_30__44_37
+F:FILL_METHOD_0
+R:40:3
+M:ORC
+R:30:3
+M:TROLL | GIANT
+R:20:3
+M:DEMON
+R:10:0
+
+# The tower of Dol Guldur
+# Levels 57-70
+# The Necromancer (weak Sauron) at the bottom, with the Ring of Durin
+N:23:Dol Guldur
+D:TDG:a gate leading to the tower of Dol Guldur.
+W:57:70:34:0:24:160
+L:1:80:174:20:1:0
+A:56:100:56:0:56:0:57:58
+O:20:1:70:9
+F:SMALL | FINAL_GUARDIAN_819 | FINAL_ARTIFACT_205
+F:FILL_METHOD_3
+R:30:3
+M:R_CHAR_p | R_CHAR_P
+R:10:3
+M:ORC | TROLL
+R:20:3
+M:UNDEAD
+R:30:3
+M:DEMON | DRAGON
+R:10:0
+
+# Dungeons from Variaz
+
+# The Small Water Cave
+# levels 32-34
+# The Watcher in the Water is at the bottom
+N:24:The Small Water Cave
+D:SWC:the entrance to a small water cave.
+W:32:34:20:0:14:160
+L:84:100:84:0:84:0
+A:97:100:56:0:56:0:57:58
+O:10:10:30:30
+E:1d1:20:ACID
+F:FINAL_GUARDIAN_517 | NO_RECALL
+F:FILL_METHOD_0
+R:10:0
+R:10:3
+M:AQUATIC
+R:40:1
+M:IM_COLD
+S:BA_WATE
+R:40:3
+M:IM_COLD
+
+# The Land of Mountains
+# Trone the rebel Thunderlord is hiding here, with
+# the Robe of Curunir (Theme update as Trone's coat is gone)
+# Levels 45-70
+N:25:The Sacred Land Of Mountains
+D:LoM:the way to the Sacred Land of Mountains.
+W:45:70:20:0:14:160
+L:89:100:89:0:89:0
+A:97:100:56:0:56:0:97:97
+O:20:20:20:20
+F:RANDOM_TOWNS | FLAT | NO_STREAMERS
+F:FINAL_GUARDIAN_789 | FINAL_ARTIFACT_228
+F:FILL_METHOD_0
+R:60:3
+M:CAN_FLY
+R:40:0
+
+# The Land of Rhun
+# levels 26-40
+# Guarded by Ulfang the Black, Morgoth's first Easterling follower.
+N:26:The Land Of Rhun
+D:LoR:a way to the Land of Rhun.
+W:26:40:15:0:14:160
+L:89:100:1:0:1:0
+A:89:50:96:25:84:25:57:58
+O:20:20:20:20
+F:RANDOM_TOWNS | FLAT | NO_STREAMERS | FINAL_GUARDIAN_990
+F:FILL_METHOD_1
+R:30:3
+M:R_CHAR_p | R_CHAR_h | R_CHAR_l
+R:30:3
+M:ANIMAL
+R:40:0
+
+# The Withered Heath
+# level 22-30
+# guarded by the Sandworm Queen (and her children), who will drop her armour
+N:27:The Withered Heath
+D:SwL:the Withered Heath, from whence came the Great Worms.
+W:22:30:12:0:5:200
+L:91:85:94:10:93:5
+A:98:100:96:0:84:0:94:94
+O:15:5:60:20
+F:NO_DOORS | SAND_VEIN |
+F:FINAL_GUARDIAN_1030 | FINAL_ARTIFACT_153
+F:FILL_METHOD_0
+R:100:1
+M:R_CHAR_w
+R:10:3
+S:MULTIPLY
+
+# Used by the death fate
+N:28:Death fate
+D:Dth:a fated death.
+W:1:1:1:0:30:255
+L:1:100:1:0:1:0
+A:1:100:1:0:1:0:1:1
+O:1:1:1:1
+F:EMPTY | SMALLEST | NO_RECALL | NO_STREAMERS
+F:FILL_METHOD_0
+R:100:0
+
+# The Grinding Ice
+# levels 20-40
+# Guarded by Elenwe the Lost
+N:29:The Helcaraxe
+D:Ice:the entrance to the Grinding Ice of the Helcaraxe.
+W:20:40:10:0:14:160
+L:90:0:88:70:84:30
+L:90:0:10
+A:95:0:56:100:56:0:57:58
+A:100:0:0
+O:20:20:20:20
+E:1d4:15:COLD
+F:DOUBLE | WATER_RIVER | CAVERN | NO_STREAMERS
+F:FINAL_GUARDIAN_1034 |
+F:FILL_METHOD_2
+R:100:1
+M:IM_COLD
+
+# The Lost Temple of "..player.pgod.."
+# Generated in god quest.
+# Most dungeon attributes altered during the quest.
+# See god.lua for details
+N:30:a Lost Temple
+D:LTm:the entrance to a lost temple.
+W:1:50:1:0:14:160
+L:1:100:1:0:1:0
+A:56:100:56:0:56:0:57:58
+O:20:20:20:20
+F:FILL_METHOD_4 | NO_RECALL
+R:100:0
+
+### New dungeons added for Theme module ###
+
+
+# Forodwaith
+# levels 75-80
+# Guarded by The Hunter
+N:31:Forodwaith
+D:NWa:a path leading through the wastelands of the North
+W:75:80:40:0:14:160
+# ice, ash, and dirt
+L:90:20:93:40:88:40
+#Ugly - using floor tiles for walls, only rooms have real walls
+A:90:20:93:40:88:40:88:211
+O:20:20:20:20
+# it is always dark here in the northern wastelands
+E:2d4:1:DARK
+F:NO_DOORS | CAVERN | COLD | NO_DESTROY | EMPTY | FLAT |
+F:NO_RECALL | LIFE_LEVEL | NO_STREAMERS | NO_SHAFT |
+F:FINAL_GUARDIAN_389 |
+F:FILL_METHOD_4
+R:100:3
+M:COLD_BLOOD | HURT_LITE | IM_COLD
+
+# Emyn Luin
+# levels 60-70
+# Guarded by Naugladur, who has Nauglamir
+N:32:Emyn Luin
+D:ELu:a path into the depths of the Blue Mountains
+W:60:70:30:0:14:160
+# grass, flowers, and dirt
+L:89:45:81:5:88:50
+# blue mountains, granite, hailstones
+A:215:100:215:0:215:0:56:211
+# lots of treasure, not much magic
+O:50:20:10:30
+F:CAVE | CAVERN | CIRCULAR_ROOMS | RANDOM_TOWNS |
+F:NO_STREAMERS | NO_RECALL | NO_DESTROY
+# no_recall because it should not be so easy to get Nauglamir. :P
+F:FINAL_GUARDIAN_457 | FINAL_ARTIFACT_6
+F:FILL_METHOD_3
+R:100:0
+M:R_CHAR_k | R_CHAR_o
+
+#Dol Amroth - Castle of Prince Imrahil
+#levels 25-35
+#Guarded by Prince Imrahil (yes, he's evil in this game)
+N:33:Dol Amroth
+D:DAm:a way to the top of the castle of Dol Amroth
+W:25:35:15:0:14:160
+# Vanilla-style
+L:1:100:1:0:1:0
+A:56:100:56:0:56:0:57:58
+O:20:20:20:20
+F:SMALLEST | NO_DESTROY | TOWER | RANDOM_TOWNS |
+F:ADJUST_LEVEL_1 | NO_STREAMERS | NO_SHAFT | NO_STAIR |
+F:NO_EASY_MOVE | FILL_METHOD_2
+F:FINAL_GUARDIAN_402 |
+R:80:3
+M:R_CHAR_p | R_CHAR_P
+R:20:3
+M:SMART | TAKE_ITEM
+
+#Angmar
+#levels 80-90
+#Guarded by Fuinur, who has Eowyn's sword
+N:34:Angmar
+D:WRA:a dark path through the Witch Realm of Angmar
+W:80:90:49:0:14:160
+# Tainted, dark, evil
+L:93:70:174:20:226:10
+# Dark mountain chains only
+A:214:100:214:0:214:0:214:214
+O:20:20:20:20
+# In addition to swamp water poison, we have disenchantment
+E:1d1:1:DISENCHANT
+F:ADJUST_LEVEL_1_2 | NO_DOORS | NO_STREAMERS |
+F:HOT | FLAT | NO_SHAFT | NO_NEW_MONSTER | CIRCULAR_ROOMS |
+F:FINAL_GUARDIAN_242 | FINAL_ARTIFACT_110
+F:FILL_METHOD_2
+R:50:0
+R:50:3
+M:RES_DISE | UNDEAD | DEMON | NONLIVING
+
+#Near Harad
+#levels 20-25
+#Guarded by Herumor, who has the heavy crossbow of Umbar
+N:35:Near Harad
+D:NHa:a desert path into Near Harad
+W:20:25:15:0:14:160
+#It's a desert, so sand and only sand
+L:91:100:91:0:91:0
+#Ugly - using floor tiles for walls, only rooms have real walls
+A:91:100:91:0:91:0:98:91
+O:20:20:20:20
+#Living is slow in the desert, heh :)
+E:1d1:1:INERTIA
+F:NO_DOORS | CAVE | CAVERN | HOT | NO_DESTROY | EMPTY | FLAT
+F:RANDOM_TOWNS | NO_STREAMERS | NO_SHAFT |
+F:FINAL_GUARDIAN_395 | FINAL_ARTIFACT_171
+F:FILL_METHOD_4
+#It's a desert (sort of wilderness) so WILD_TOO monsters, plus the 'p's for the Haradrim
+R:30:0
+R:70:3
+M:WILD_TOO | R_CHAR_p
+
+#Isengard - Orc Cave on steroids.
+#levels 35-40
+#It ends in a special level with the Palantir of Orthanc and Sharkey
+N:36:Isengard
+D:Isg:a passage to the caves beneath Isengard
+W:35:40:20:0:14:160
+# Like the Orc caves
+L:88:100:1:0:1:0
+A:97:100:56:0:56:0:57:97
+O:20:20:20:20
+F:CAVE | ADJUST_LEVEL_2 | NO_STREAMERS |
+F:FILL_METHOD_0
+R:20:0
+R:30:3
+M:TROLL | R_CHAR_T |
+R:50:3
+M:ORC | R_CHAR_o | R_CHAR_O
+
+# Tol Eressea - of course you never actually set foot on Tol Eressea ;)
+# levels 40-45
+# Guarded by Marda and the Robe of Belegaer
+N:37:Tol Eressea
+D:TEr:a way to the Lonely Isle
+W:40:45:40:0:14:160
+# shallow water, lilies
+L:84:60:222:40:222:0
+# Going to have to add walls here to avoid being overly nasty
+A:211:100:211:0:211:0:211:211
+# As little loot as possible, this is open water, after all
+O:1:1:1:1
+F:SMALLEST | NO_DOORS | NO_DESTROY | EMPTY | FLAT |
+F:ADJUST_LEVEL_1 | NO_STREAMERS | NO_SHAFT | NO_NEW_MONSTER |
+F:FINAL_GUARDIAN_791 | FINAL_ARTIFACT_219 |
+F:FILL_METHOD_0
+R:1:0
+R:99:1
+M:R_CHAR_B
+
+#Utumno
+#levels 101-127
+#Guarded by no one (yet!)
+N:38:Utumno
+D:Utu:an entrance to the depths of Utumno
+W:101:127:30:0:14:160
+L:1:100:1:0:1:0
+A:56:100:56:0:56:0:57:58
+O:20:20:20:20
+F:CAVERN | NO_EASY_MOVE | NO_RECALL
+F:ADJUST_LEVEL_1_2 | ADJUST_LEVEL_1
+F:FILL_METHOD_0
+R:100:0
+
+# Bilbo's trail in the Barrow-downs
+# just one special level that later becomes a different one, sans princess.
+N:39:Bilbo's trail
+D:Btr:a trail left by a fleeing hobbit
+W:10:10:1:0:14:160
+L:88:94:210:2:199:4
+A:96:80:97:19:57:1:57:97
+A:100:0:0
+O:20:20:20:20
+F:FLAT
+F:FILL_METHOD_3
+R:25:1
+M:UNDEAD
+R:75:0
+
+# Thorin's trail in Mirkwood
+# just one special level that later becomes a different one, sans princess.
+N:40:Thorin's trail
+D:Ttr:a trail left by a purposeful dwarf
+W:33:33:15:0:14:160
+L:89:95:199:5:88:0
+A:96:100:97:0:56:0:202:96
+O:20:20:20:20
+F:NO_DOORS | NO_DESTROY | FLAT
+F:FILL_METHOD_0
+R:100:0
+
+# N:<index>:<name>
+# D:<3 letter short name>:<long name>
+# W:<min depth>:<max depth>:<min player level>:<next dungeon>:<min alloc>:<max alloc chance>
+# L:<floor1>:<%1>:<floor2>:<%2>:<floor3>:<%3>
+# A:<wall1>:<%1>:<wall2>:<%2>:<wall3>:<%3>:<outer wall>:<inner wall>
+# O:<%treasure>:<%combat>:<%magic>:<%tools>
+# E:<dices>d<sides>:<frequency>:<attack type>
+# F:<flags>
+# R:<percent>:<flags mode>
+# M:<monster flags>
+# S:<monster spells>
+# 0 = No restriction
+# 1 = AND
+# 2 = NAND
+# 3 = OR
+# 4 = NOR
diff --git a/lib/mods/theme/edit/dragons.map b/lib/mods/theme/edit/dragons.map
new file mode 100644
index 00000000..164c97c8
--- /dev/null
+++ b/lib/mods/theme/edit/dragons.map
@@ -0,0 +1,43 @@
+# permanent wall
+F:X:61:0
+
+# Mountain Chain
+F:^:97:0
+
+# granite
+F:#:57:0
+
+# up staircase
+F:<:6:0
+
+# Dirt
+F:.:88:0
+
+# Dungeon layout
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+D:X^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^X
+D:X^^^^^.....................^^^^^X
+D:X^^^.........................^^^X
+D:X^^...........................^^X
+D:X^^...........................^^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^.............................^X
+D:X^^...........................^^X
+D:X^^...........................^^X
+D:X^^^........................<^^^X
+D:X^^^^^.....................^^^^^X
+D:X^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^X
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+
+# Starting position
+P:6:6
+
diff --git a/lib/mods/theme/edit/e_info.txt b/lib/mods/theme/edit/e_info.txt
new file mode 100644
index 00000000..72b8348e
--- /dev/null
+++ b/lib/mods/theme/edit/e_info.txt
@@ -0,0 +1,3007 @@
+# File: e_info.txt
+
+
+# This file is used to initialize the "lib/data/e_info.raw" file, which is
+# used to initialize the "ego-item" information for the Angband game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# After modifying this file, delete the "lib/data/e_info.raw" file.
+
+# The ego-item indexes are defined in "defines.h", and must not be changed.
+
+# Note that every "ego-item" type has a different "index", and can only be
+# created from items that belong to a certain "slot" in the equipment, if
+# one assumes that "ammo" belongs to an imaginary slot (23). However, it
+# is possible for several "ego-item" types to have the same "textual name",
+# such as with "Armor of Resistance" and "Shield of Resistance".
+
+# === Understanding e_info.txt ===
+
+# N: serial number : ego type
+# D: description
+# T: tval : min sval : max sval
+# R: rarity
+# X: position : slot : rating
+# W: depth : rarity1 : rarity2 : cost
+# C: to-hit : to-dam : to-ac : pval
+# r:N:needed flags on the base object
+# r:F:forbidden flags on the base object
+# Z: granted_power
+# F: flags
+
+# 'N' indicated the beginning of an entry. The serial number must increase
+# for each new item.
+
+# 'D' contains description. This field is currently not supported.
+
+# 'T' is for possible tval and sval value of the base item.
+# Up to 5 entries are possible.
+
+# 'R' stands for rarity, or randomness. It specifies percentual chance
+# of generated item to have following 'F' flags. I.e. 'R:40' followed
+# by 'F:SPEED' means, that 40% of item of this ego type will boost speed.
+
+# 'X' is for extra information. Position value 'A' means that ego-type name
+# will appear after base-item name ('Robe of Permanence'), value 'B' means
+# that ego-type name will appear before base-item name ('Elven Plate Mail').
+# Slot is determining in which equipment slots item could be equipped. This
+# value is currently ignored. Rating determines how level feeling will be
+# affected.
+
+# 'W' is for extra information. Depth is the depth the object is normally
+# found at, rarity determines how common the object is and cost is the items
+# value.
+
+# 'C' stands for 'creation'. It determines maximal to-hit, to-damage, AC and
+# stats (pval) values item can get.
+
+# 'Z' is granted power. See tables.c, array powers_type_init (lines 4511-4943).
+
+# 'F' contains flags. Most are self explaining, rest could be found in source.
+
+
+
+# Version stamp (required)
+
+V:2.0.0
+
+### Mage Staff ###
+
+N:1:of Mana
+X:A:24:20
+T:6:0:99
+W:5:3:8:10000
+C:-30:-30:0:3
+R:100
+F:MANA
+f:MANA
+R:70
+F:PVAL_M2
+
+N:2:of Power
+X:A:24:30
+T:6:0:99
+W:5:5:8:20000
+C:-30:-30:0:10
+R:100
+F:SPELL
+f:SPELL
+R:70
+F:PVAL_M2
+
+N:3:of Wizardry
+X:A:24:60
+T:6:0:99
+W:10:1:8:50000
+C:-40:-40:0:3
+R:100
+F:MANA | SPELL
+R:50
+F:PVAL_M2
+
+N:4:of Spell
+T:6:0:99
+X:A:24:60
+W:0:2:8:40000
+C:0:0:0:0
+R:100
+F:ACTIVATE
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+
+### Body Armor ###
+
+N:5:of Resist Acid
+T:36:0:99
+T:37:0:99
+X:A:30:16
+W:0:4:20:1000
+R:100
+F:RES_ACID | IGNORE_ACID
+f:RES_ACID | IGNORE_ACID
+
+N:6:of Resist Lightning
+T:36:0:99
+T:37:0:99
+X:A:30:10
+W:0:4:20:400
+R:100
+F:RES_ELEC | IGNORE_ELEC
+f:RES_ELEC | IGNORE_ELEC
+
+N:7:of Resist Fire
+T:36:0:15
+T:36:17:99
+T:37:0:99
+X:A:30:14
+W:0:4:20:800
+R:100
+F:RES_FIRE | IGNORE_FIRE
+f:RES_FIRE | IGNORE_FIRE
+
+N:8:of Resist Cold
+T:36:0:15
+T:36:17:99
+T:37:0:99
+X:A:30:12
+W:0:4:20:600
+R:100
+F:RES_COLD | IGNORE_COLD
+f:RES_COLD | IGNORE_COLD
+
+N:9:of Resistance
+T:36:0:99
+T:37:0:99
+X:A:30:20
+W:0:2:20:12500
+C:0:0:10:0
+R:100
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+R:25
+F:R_HIGH
+
+N:10:Elven
+T:36:0:99
+T:37:0:99
+X:B:30:25
+W:0:2:20:15000
+C:0:0:10:3
+R:100
+F:STEALTH | ESP_ORC
+f:STEALTH
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:OLD_RESIST
+R:25
+F:RES_POIS
+
+# Robe
+N:11:of Permanence
+T:36:2:2
+X:A:30:30
+W:0:1:10:30000
+C:0:0:10:0
+R:100
+F:SUST_STR | SUST_DEX | SUST_CON | SUST_INT | SUST_WIS | SUST_CHR |
+F:HOLD_LIFE | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:OLD_RESIST
+R:2
+F:R_IMMUNITY
+
+# Armour of Dunharrow - built on Filthy rags of leprousness
+N:12:of Dunharrow
+T:35:0:99
+T:36:0:99
+T:37:0:99
+X:A:30:0
+W:0:1:10:0
+C:0:0:0:-6
+R:100
+F:CON | STR | R_STAT | CURSED | HEAVY_CURSE | AGGRAVATE
+# No CURSE_NO_DROP here, players seems to unlike surprises
+
+# Mithirl & Galvorn mails & PDSM
+N:13:of Immunity
+T:37:25:25
+T:37:30:30
+T:38:30:30
+X:A:30:40
+W:60:10:100:30000
+C:0:0:5:0
+R:100
+F:R_IMMUNITY
+
+# Ego DSM
+N:14:of Defense
+T:38:0:99
+X:A:30:5
+W:20:40:100:1000
+C:0:0:8:0
+R:100
+F:SUSTAIN
+
+# Boots of Jumping
+N:15:of Jumping
+T:30:0:99
+X:A:35:16
+W:0:3:27:500
+C:0:0:0:3
+Z:blink
+R:100
+F:ACTIVATE
+a:HARDCORE=JUMP
+
+### Shields ###
+
+N:16:of Resist Acid
+T:115:56:56
+T:34:0:5
+T:34:7:99
+X:A:32:16
+W:0:6:22:1000
+R:100
+F:RES_ACID | IGNORE_ACID
+f:RES_ACID | IGNORE_ACID
+
+N:17:of Resist Lightning
+T:34:0:5
+T:34:7:99
+T:115:56:56
+X:A:32:10
+W:0:6:22:400
+R:100
+F:RES_ELEC | IGNORE_ELEC
+f:RES_ELEC | IGNORE_ELEC
+
+N:18:of Resist Fire
+T:34:0:5
+T:34:7:99
+T:115:56:56
+X:A:32:14
+W:0:6:22:800
+R:100
+F:RES_FIRE | IGNORE_FIRE
+f:RES_FIRE | IGNORE_FIRE
+
+N:19:of Resist Cold
+T:115:56:56
+T:34:0:5
+T:34:7:99
+X:A:32:12
+W:0:6:22:600
+R:100
+F:RES_COLD | IGNORE_COLD
+f:RES_COLD | IGNORE_COLD
+
+N:20:of Resistance
+T:115:56:56
+T:34:0:5
+T:34:7:99
+X:A:32:20
+W:0:2:22:12500
+C:0:0:10:0
+R:100
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+
+N:21:of Reflection
+T:115:56:56
+T:34:0:5
+T:34:7:99
+X:A:32:20
+W:0:2:22:15000
+C:0:0:5:0
+R:100
+F:REFLECT
+f:REFLECT
+F:IGNORE_ELEC | IGNORE_ACID | IGNORE_COLD | IGNORE_FIRE
+
+# Metal shields only
+N:22:of Electricity
+T:34:3:3
+T:34:5:5
+T:34:10:10
+X:A:32:10
+W:0:2:22:400
+R:100
+F:RES_ELEC | IGNORE_ELEC | SH_ELEC
+f:SH_ELEC
+
+### Crowns and Helms ###
+
+N:23:of the Noldor
+T:115:57:57
+T:32:0:6
+T:32:8:99
+X:A:33:13
+C:0:0:0:2
+W:0:1:8:500
+R:100
+F:DEX | SUST_DEX | ACTIVATE | ESP_ORC
+a:HARDCORE=NOLDOR
+
+N:24:of Intelligence
+X:A:33:13
+C:0:0:0:2
+W:0:2:15:500
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:INT | SUST_INT
+f:INT
+
+N:25:of Wisdom
+X:A:33:13
+W:0:2:15:500
+C:0:0:0:2
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:WIS | SUST_WIS
+f:WIS
+
+N:26:of Beauty
+X:A:33:8
+W:0:2:15:1000
+C:0:0:0:4
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:CHR | SUST_CHR
+f:CHR
+
+# 40% chance of increase spell power
+N:27:of the Magi
+X:A:33:15
+W:0:1:8:7500
+C:0:0:0:3
+T:33:0:99
+R:100
+F:INT | SUST_INT |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:ABILITY | R_HIGH
+R:40
+F:SPELL
+R:50
+F:SPELL_CONTAIN | WIELD_CAST
+
+N:28:of Gondor
+X:A:33:19
+W:0:1:8:2000
+C:0:0:0:3
+T:32:0:99
+T:33:0:99
+R:100
+F:STR | DEX | CON | SUST_STR | SUST_DEX | SUST_CON | FREE_ACT
+F:R_HIGH
+
+N:29:of Arnor
+X:A:33:17
+W:0:1:8:2000
+C:0:0:0:3
+T:32:0:99
+T:33:0:99
+R:100
+F:WIS | CHR | SUST_WIS | SUST_CHR
+F:R_HIGH
+
+N:30:of Seeing
+X:A:33:8
+W:0:1:8:1000
+C:0:0:0:5
+T:32:0:6
+T:32:8:99
+T:33:0:99
+T:115:57:57
+R:100
+F:SEARCH | RES_BLIND | SEE_INVIS
+f:SEARCH
+R:20
+F:ESP_ALL
+
+N:31:of Infravision
+X:A:33:11
+W:0:1:15:500
+C:0:0:0:5
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:INFRA | HIDE_TYPE
+f:INFRA
+
+N:32:of Light
+X:A:33:6
+W:0:2:15:500
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:LITE1 | RES_LITE
+f:LITE1
+
+N:33:of Telepathy
+X:A:33:20
+W:0:1:8:50000
+T:33:0:99
+R:100
+F:ESP_ALL
+f:ESP_ALL
+
+N:34:of Regeneration
+X:A:33:10
+W:0:1:8:1500
+T:32:0:6
+T:32:8:99
+T:33:0:99
+T:115:57:57
+R:100
+F:REGEN
+f:REGEN
+
+N:35:of Teleportation
+X:A:33:0
+W:0:1:7:50
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:TELEPORT
+f:TELEPORT
+R:90
+F:CURSED
+
+N:36:of Stupidity
+X:A:33:0
+C:0:0:0:-5
+W:0:2:7:0
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:INT | CURSED
+f:INT
+# No CURSE_NO_DROP here, players seems to unlike surprises
+
+N:37:of Naivety
+X:A:33:0
+C:0:0:0:-5
+W:0:2:7:0
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:WIS
+f:WIS
+
+N:38:of Ugliness
+X:A:33:0
+C:0:0:0:-5
+W:0:1:7:0
+T:32:0:6
+T:32:8:99
+T:115:57:57
+R:100
+F:CHR
+f:CHR
+
+N:39:of Sickliness
+X:A:33:0
+C:0:0:0:-5
+W:0:1:7:0
+T:33:0:99
+R:100
+F:STR | DEX | CON
+
+N:40:Dwarven
+T:32:0:6
+T:32:8:99
+X:B:33:13
+C:0:0:0:2
+W:0:1:8:500
+R:100
+F:INFRA | CON | RES_FIRE | ESP_TROLL | ESP_DRAGON
+
+
+### Cloaks ###
+
+N:41:of Protection
+X:A:31:10
+W:0:4:19:1500
+C:0:0:10:0
+T:35:0:99
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | RES_SHARDS
+
+N:42:of Eriador
+X:A:31:10
+W:0:8:18:500
+C:0:0:0:3
+T:35:0:99
+R:100
+F:STEALTH
+f:STEALTH
+R:10
+F:LUCK
+f:LUCK
+
+N:43:of Aman
+X:A:31:20
+W:0:1:28:4000
+C:0:0:20:3
+T:35:0:99
+R:100
+F:STEALTH |
+f:STEALTH |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:OLD_RESIST
+
+# Aura, Fire
+N:44:of Immolation
+X:A:31:16
+W:0:1:18:4000
+C:0:0:4:0
+T:35:0:99
+R:100
+F:IGNORE_ACID | IGNORE_FIRE | SH_FIRE | RES_FIRE
+f:SH_FIRE
+
+N:45:of Enveloping
+X:A:31:0
+W:0:1:3:0
+C:-10:-10:0:0
+T:35:0:99
+R:100
+F:SHOW_MODS
+
+N:46:of Vulnerability
+X:A:31:0
+W:0:1:3:0
+C:0:0:-50:0
+T:35:0:99
+R:100
+F:AGGRAVATE
+
+N:47:of Irritation
+X:A:31:0
+W:0:1:3:0
+C:-15:-15:0:0
+T:35:0:99
+R:100
+F:AGGRAVATE | SHOW_MODS
+
+# Aura, Electricity
+N:48:of Electricity
+X:A:31:16
+W:0:1:18:4000
+C:0:0:4:0
+T:35:0:99
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | SH_ELEC | RES_ELEC
+
+### Gloves ###
+
+N:49:of Free Action
+X:A:34:11
+W:0:4:10:1000
+T:31:0:99
+R:100
+F:FREE_ACT
+f:FREE_ACT
+
+N:50:of Slaying
+X:A:34:17
+W:0:3:10:1500
+C:6:6:0:0
+T:31:0:99
+R:100
+F:SHOW_MODS
+
+N:51:of Agility
+X:A:34:14
+W:0:2:10:1000
+C:0:0:0:5
+T:31:0:99
+R:100
+F:DEX | HIDE_TYPE
+f:DEX
+
+N:52:of Power
+T:31:0:99
+X:A:34:22
+W:0:1:10:2500
+C:5:5:0:5
+R:100
+F:STR | SHOW_MODS | HIDE_TYPE
+f:STR
+F:R_HIGH
+
+# 53 Gauntlets only
+N:53:of Peace
+X:A:34:0
+W:0:1:3:0
+C:-10:-10:0:0
+T:31:2:2
+R:100
+F:HEAVY_CURSE | CURSED
+
+# 54 Gloves only
+N:54:of Charming
+X:A:34:5
+T:31:1:1
+W:0:1:11:400
+C:0:0:0:6
+R:100
+F:CHR
+R:33
+F:STEALTH
+f:STEALTH
+
+N:55:of Weakness
+T:31:0:99
+X:A:34:0
+W:0:1:3:0
+C:0:0:0:-10
+R:100
+F:STR
+
+N:56:of Clumsiness
+X:A:34:0
+W:0:1:3:0
+C:0:0:0:-10
+R:100
+F:DEX
+T:31:0:99
+
+
+### Boots ###
+
+N:57:of Levitation
+X:A:35:7
+W:0:8:27:250
+T:30:0:99
+R:100
+F:FEATHER
+f:FEATHER
+R:40
+F:R_HIGH
+
+N:58:of Eriador
+X:A:35:16
+W:0:8:27:500
+C:0:0:0:3
+T:30:0:99
+R:100
+F:STEALTH
+f:STEALTH
+R:10
+F:LUCK
+f:LUCK
+
+N:59:of Free Action
+X:A:35:15
+W:0:5:27:1000
+T:30:0:99
+R:100
+F:FREE_ACT
+f:FREE_ACT
+
+N:60:of Rohan
+X:A:35:25
+W:0:1:27:200000
+C:0:0:0:10
+T:30:0:99
+R:100
+F:SPEED | HIDE_TYPE
+f:SPEED
+R:10
+F:PVAL_M3
+
+# 61 Metal boots only
+
+N:61:of Dwarvish Endurance
+X:A:35:15
+W:0:1:20:5000
+C:0:0:0:6
+T:30:6:6
+R:100
+F:CON | INFRA | RES_DARK
+R:33
+F:STR
+
+N:62:of Noise
+X:A:35:0
+W:0:1:3:0
+T:30:0:99
+R:100
+F:AGGRAVATE
+f:AGGRAVATE
+
+N:63:of Slowness
+X:A:35:0
+W:0:1:3:0
+C:0:0:0:-5
+T:30:0:99
+R:100
+F:SPEED
+f:SPEED
+
+N:64:of Annoyance
+X:A:35:0
+W:0:1:3:0
+C:0:0:0:-10
+T:30:0:99
+R:100
+F:SPEED | AGGRAVATE
+
+
+### Weapons ###
+
+N:65:of Aman
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:30
+W:0:2:44:20000
+C:6:6:4:3
+R:100
+F:WIS |
+F:SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON |
+F:SEE_INVIS | BLESSED | RES_FEAR | ESP_EVIL
+F:SUSTAIN | LIMIT_BLOWS
+R:10
+F:BLOWS
+R:1
+F:PVAL_M1
+
+N:66:(Defender)
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:25
+W:0:2:44:15000
+C:4:4:8:4
+R:100
+F:STEALTH |
+f:STEALTH |
+F:FREE_ACT | SEE_INVIS | FEATHER | REGEN |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:SUSTAIN | R_HIGH
+R:33
+F:RES_POIS
+
+N:67:Blessed
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:B:24:20
+W:0:1:44:5000
+C:0:0:0:3
+R:100
+F:WIS | ESP_GOOD
+F:BLESSED | ABILITY
+f:BLESSED
+
+N:68:of Greater Life
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:20
+W:0:1:50:30000
+C:5:5:0:3
+r:N:MUST2H
+R:100
+F:LIFE | HOLD_LIFE
+f:LIFE
+
+N:69:of Westernesse
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:20
+W:0:2:44:20000
+C:5:5:0:2
+R:100
+F:STR | DEX | CON |
+F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT |
+F:FREE_ACT | SEE_INVIS | ESP_ORC | ESP_TROLL | ESP_GIANT
+R:33
+F:RES_FEAR
+R:50
+F:RES_MORGUL
+
+N:70:of Extra Attacks
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:20
+W:0:1:44:10000
+C:0:0:0:3
+R:100
+F:BLOWS
+f:BLOWS
+
+N:71:of Slaying
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:15
+W:0:2:44:2500
+C:0:0:0:0
+R:100
+F:SLAY_WEAP | WOUNDING
+
+N:72:of Spinning
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:18
+W:0:1:44:9000
+C:8:8:0:2
+R:100
+F:DEX | STR | VORPAL | ACTIVATE
+a:HARDCORE=SPIN
+
+# The "Elemental" brands (4) (6)
+
+N:73:Acidic
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:15
+W:0:4:44:5000
+R:100
+F:BRAND_ACID | RES_ACID | IGNORE_ACID
+f:BRAND_ACID
+
+N:74:Shocking
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:20
+W:0:4:44:4500
+R:100
+F:BRAND_ELEC | RES_ELEC | IGNORE_ELEC
+f:BRAND_ELEC
+
+N:75:Fiery
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:20
+W:0:4:44:3500
+R:100
+F:BRAND_FIRE | RES_FIRE | IGNORE_FIRE | LITE1
+f:BRAND_FIRE |
+
+N:76:Frozen
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:15
+W:0:4:44:3000
+R:100
+F:BRAND_COLD | RES_COLD | IGNORE_COLD
+f:BRAND_COLD |
+
+N:77:Venomous
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:20
+W:0:4:44:4000
+R:100
+F:BRAND_POIS | RES_POIS
+f:BRAND_POIS |
+
+N:78:Chaotic
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:29
+T:23:31:99
+T:24:0:99
+T:115:55:55
+X:B:24:28
+W:0:1:44:10000
+R:100
+F:CHAOTIC | RES_CHAOS | IGNORE_ELEC | IGNORE_ACID | IGNORE_FIRE
+f:CHAOTIC
+F:R_ANY
+
+N:79:Sharp
+T:125:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:20
+W:0:2:44:5000
+R:100
+F:VORPAL
+f:VORPAL
+
+N:80:of Earthquakes
+T:125:0:99
+T:21:0:99
+T:115:55:55
+X:A:24:20
+W:0:1:44:4000
+C:10:10:0:6
+R:100
+F:IMPACT | STR | TUNNEL | HIDE_TYPE
+f:IMPACT
+
+# The "Slay" brands (8)
+
+N:81:of Slay Animal
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:18
+W:0:6:44:3500
+R:100
+F:SLAY_ANIMAL
+f:SLAY_ANIMAL
+
+N:82:of Slay Evil
+T:15:0:99
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:18
+W:0:6:44:3500
+R:100
+F:SLAY_EVIL
+f:SLAY_EVIL
+
+N:83:of Slay Undead
+T:15:0:99
+T:21:0:19
+T:21:21:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:18
+W:0:6:44:3500
+R:100
+F:SLAY_UNDEAD
+f:SLAY_UNDEAD
+
+N:84:of Slay Demon
+T:15:0:99
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:14
+W:0:6:44:2500
+R:100
+F:SLAY_DEMON
+f:SLAY_DEMON
+
+N:85:of Slay Orc
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:10
+W:0:6:44:2500
+R:100
+F:SLAY_ORC
+f:SLAY_ORC
+
+N:86:of Slay Troll
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:10
+W:0:6:44:2500
+R:100
+F:SLAY_TROLL
+f:SLAY_TROLL
+
+N:87:of Slay Giant
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:14
+W:0:6:44:2500
+R:100
+F:SLAY_GIANT
+f:SLAY_GIANT
+
+N:88:of Slay Dragon
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:18
+W:0:6:44:3500
+R:100
+F:SLAY_DRAGON
+f:SLAY_DRAGON
+
+# The "Kill" brands (8)
+
+N:89:of *Slay Animal*
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:20
+W:0:2:44:6000
+C:0:0:0:2
+R:100
+F:INT | SLAY_ANIMAL | SLOW_DIGEST | STEALTH | ESP_ANIMAL
+f:SLAY_ANIMAL | STEALTH
+
+N:90:of *Slay Evil*
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:20
+W:0:2:44:6000
+C:0:0:0:2
+R:100
+F:WIS | SLAY_EVIL | BLESSED | ESP_EVIL | RES_FEAR | ABILITY
+f:SLAY_EVIL |
+
+N:91:of *Slay Undead*
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:24
+W:0:2:44:8000
+C:0:0:0:2
+R:100
+F:WIS | KILL_UNDEAD | SEE_INVIS | ESP_UNDEAD | RES_NETHER
+f:KILL_UNDEAD |
+
+N:92:of *Slay Demon*
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:16
+W:0:2:44:8000
+C:0:0:0:2
+R:100
+F:INT | KILL_DEMON | ESP_DEMON | RES_FIRE | RES_CHAOS
+f:KILL_DEMON |
+
+N:93:of *Slay Orc*
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:14
+W:0:2:44:4000
+C:0:0:0:2
+R:100
+F:DEX | SLAY_ORC | ESP_ORC | SUST_DEX |
+f:SLAY_ORC |
+
+N:94:of *Slay Troll*
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:14
+W:0:2:44:4000
+C:0:0:0:2
+R:100
+F:STR | SLAY_TROLL | ESP_TROLL | REGEN | SUST_STR
+f:SLAY_TROLL |
+
+N:95:of *Slay Giant*
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:16
+W:0:2:44:4000
+C:0:0:0:2
+R:100
+F:STR | SLAY_GIANT | ESP_GIANT | RES_SHARDS | SUST_STR
+f:SLAY_GIANT |
+
+N:96:of *Slay Dragon*
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:24
+W:0:2:44:8000
+C:0:0:0:2
+R:100
+F:CON | KILL_DRAGON | ESP_DRAGON | RES_FEAR |
+f:KILL_DRAGON
+F:R_LOW | R_ELEM
+R:20
+F:RES_POIS
+
+N:97:Vampiric
+T:125:0:99
+T:23:0:99
+T:115:55:55
+X:B:24:25
+W:0:2:44:10000
+C:0:0:0:-2
+R:100
+F:LIFE | VAMPIRIC | HOLD_LIFE
+f:LIFE | VAMPIRIC
+
+N:98:(*Defender*)
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:35
+W:0:1:100:50000
+C:-15:-15:20:4
+R:100
+F:STEALTH | RES_POIS | DEX | CON | WIS | HOLD_LIFE |
+f:STEALTH
+F:FREE_ACT | SEE_INVIS | FEATHER | REGEN |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:R_ANY | R_LOW | SUSTAIN
+R:30
+F:R_ANY | R_LOW | SUSTAIN
+R:20
+F:R_ANY | R_LOW | SUSTAIN | R_HIGH
+R:10
+F:R_IMMUNITY | R_ANY
+
+# 'of the Thunderlords' renamed to 'of Tulkas' and picked up some new flags:) --furiosity
+N:99:of Tulkas
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:22
+W:10:6:90:45000
+C:4:4:0:2
+a:HARDCORE=TELEPORT
+R:100
+F:SLAY_EVIL | KILL_DRAGON | TELEPORT | FREE_ACT | SEARCH | BRAND_ELEC
+F:REGEN | SLOW_DIGEST | RES_MORGUL | ACTIVATE | ESP_DRAGON
+R:50
+F:RES_NEXUS | HOLD_LIFE
+R:30
+F:R_HIGH | KILL_UNDEAD
+R:12
+F:ABILITY | KILL_DEMON
+R:2
+F:R_P_ABILITY | PVAL_M3 | LIMIT_BLOWS
+
+N:100:of Gondolin
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:26
+W:0:1:44:25000
+C:7:7:0:3
+R:100
+F:STR | CON | ESP_EVIL | RES_FEAR |
+F:SLAY_EVIL | SLAY_TROLL | SLAY_DRAGON | SLAY_DEMON |
+F:FREE_ACT | SEE_INVIS | LITE1 | RES_DARK | ABILITY |
+F:IGNORE_ACID | IGNORE_FIRE
+R:33
+F:R_HIGH
+R:33
+F:HOLD_LIFE
+R:22
+F:DEX
+
+# Diggers only
+
+N:101:of Digging
+T:20:0:99
+X:A:24:4
+W:0:1:2:500
+C:0:0:0:5
+R:100
+F:TUNNEL |
+f:TUNNEL |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+
+# More weapons
+
+N:102:Spectral
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:B:24:30
+W:0:1:5:5000
+R:100
+F:SLAY_UNDEAD | SEE_INVIS | HOLD_LIFE | DRAIN_HP
+F:ACTIVATE
+a:HARDCORE=SPECTRAL
+
+N:103:of Morgul
+T:125:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:0
+W:0:1:1:0
+C:-20:-20:-10:-10
+R:100
+F:LUCK
+F:SEE_INVIS | AGGRAVATE | HEAVY_CURSE | CURSED | BLACK_BREATH | DRAIN_EXP |
+F:AUTO_CURSE | WOUNDING
+# No CURSE_NO_DROP here, players seems to unlike surprises
+
+N:104:of Angmar
+T:125:0:99
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:0
+W:0:1:2:0
+C:-100:-100:0:0
+R:100
+F:NEVER_BLOW | HEAVY_CURSE | CURSED | AUTO_CURSE
+
+
+### Missile Launchers ###
+
+N:105:of Accuracy
+T:19:0:99
+T:15:0:99
+X:A:25:10
+W:0:8:21:1000
+C:15:5:0:0
+
+N:106:of Power
+T:19:0:99
+T:15:0:99
+X:A:25:10
+W:0:8:21:1000
+C:5:15:0:0
+
+N:107:of Extra Might
+T:19:0:99
+X:A:25:20
+W:0:4:21:10000
+C:5:10:0:1
+R:100
+F:XTRA_MIGHT | PVAL_M3 | R_ANY
+f:XTRA_MIGHT |
+
+N:108:of Extra Shots
+T:19:0:99
+X:A:25:20
+C:10:5:0:1
+W:0:4:21:10000
+R:100
+F:XTRA_SHOTS | PVAL_M2
+f:XTRA_SHOTS |
+
+# Bows only
+N:109:of Lothlorien
+T:19:12:13
+X:A:25:20
+W:50:2:21:30000
+C:10:10:0:2
+R:100
+F:DEX | XTRA_MIGHT | FREE_ACT | IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE |
+F:BLESSED | ABILITY
+
+# Crossbows only
+N:110:of the Haradrim
+T:19:23:24
+X:A:25:30
+W:50:2:21:20000
+C:5:15:0:1
+R:100
+F:XTRA_MIGHT | XTRA_SHOTS | IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE
+
+# Slings only
+N:111:of Buckland
+X:A:25:25
+W:40:2:21:20000
+C:8:8:0:2
+T:19:1:1
+R:100
+F:DEX | XTRA_SHOTS | XTRA_MIGHT | IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE
+
+
+### Ammo ###
+
+N:112:of Slay Animal
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+W:0:2:12:25
+R:100
+F:SLAY_ANIMAL
+f:SLAY_ANIMAL
+
+N:113:of Slay Evil
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+W:0:2:12:25
+R:100
+F:SLAY_EVIL
+f:SLAY_EVIL
+
+N:114:of Slay Undead
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+W:0:1:12:35
+R:100
+F:SLAY_UNDEAD
+f:SLAY_UNDEAD
+
+N:115:of Venom
+T:16:0:99
+T:17:0:2
+T:18:0:2
+X:A:23:10
+R:100
+F:BRAND_POIS
+f:BRAND_POIS
+W:0:2:12:25
+
+N:116:of Acid
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+R:100
+F:BRAND_ACID | IGNORE_ACID
+f:BRAND_ACID |
+W:0:1:12:30
+
+# 117 All Elements at once - melee weapon
+N:117:Elemental
+X:B:24:30
+W:10:1:50:26000
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+R:100
+F:BRAND_ACID | RES_ACID | IGNORE_ACID
+F:BRAND_ELEC | RES_ELEC | IGNORE_ELEC
+F:BRAND_FIRE | RES_FIRE | IGNORE_FIRE
+F:BRAND_COLD | RES_COLD | IGNORE_COLD
+F:BRAND_POIS | RES_POIS | DRAIN_MANA
+f:BRAND_ACID |
+f:BRAND_ELEC |
+f:BRAND_FIRE |
+f:BRAND_COLD |
+f:BRAND_POIS |
+
+N:118:of Slay Demon
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+W:0:1:12:35
+R:100
+F:SLAY_DEMON
+f:SLAY_DEMON
+
+N:119:of Slay Dragon
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+R:100
+F:SLAY_DRAGON
+f:SLAY_DRAGON
+W:0:1:12:35
+
+N:120:of Slaying
+X:A:23:15
+W:0:1:12:20
+C:12:12:0:0
+R:100
+F:DAM_DIE
+
+N:121:of Lightning
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+R:100
+F:BRAND_ELEC | IGNORE_ELEC
+f:BRAND_ELEC |
+W:0:1:12:30
+
+N:122:of Flame
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+R:100
+F:BRAND_FIRE | IGNORE_FIRE
+f:BRAND_FIRE |
+W:0:2:12:25
+
+N:123:of Frost
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:10
+R:100
+F:BRAND_COLD | IGNORE_COLD
+f:BRAND_COLD |
+W:0:2:12:25
+
+N:124:of Wounding
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:5
+W:0:3:12:20
+C:6:6:0:0
+
+N:125:of Backbiting
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:23:0
+W:0:1:2:0
+C:-50:-50:0:0
+
+
+### Special Broken Items ###
+
+# Destroyed Weapon
+N:126:Shattered
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:B:24:0
+W:0:1:2:0
+C:-5:-5:0:0
+
+# Destroyed Body Armor
+
+N:127:Blasted
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:B:30:0
+W:0:1:2:0
+C:0:0:-10:0
+
+
+# Instruments
+
+N:128:of the Eldar
+T:14:0:59
+T:14:61:99
+X:A:25:20
+W:0:2:3:1000
+C:0:0:0:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
+F:RES_ACID | CHR | SEE_INVIS
+F:R_ANY | PVAL_M2
+R:25
+F:PVAL_M1
+
+N:129:of Power
+T:14:0:59
+T:14:61:99
+X:A:25:20
+W:0:1:3:2000
+C:0:0:0:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | SUST_CHR |
+F:RES_FIRE | RES_COLD | RES_ELEC | RES_ACID | CHR | SEE_INVIS
+F:R_ANY | PVAL_M3
+R:50
+F:PVAL_M1
+R:35
+F:PVAL_M1
+
+# Horn, now four different ego items (for different GF_ values)
+# see items 181, 182 & 183.
+N:130:Dragon
+T:14:60:60
+X:B:25:20
+W:0:1:2:2000
+C:0:0:0:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD | ACTIVATE
+F:R_ANY | PVAL_M2
+R:50
+F:PVAL_M1
+R:25
+F:PVAL_M1
+a:HARDCORE=BA_ACID_H
+
+# Rods ego
+N:131:Capacity of
+T:67:0:99
+X:A:51:10
+W:0:2:10:1000
+C:0:0:0:0
+R:100
+F:CAPACITY
+f:CAPACITY
+
+N:132:Cheapness of
+T:67:0:99
+X:A:51:10
+W:0:2:10:700
+C:0:0:0:0
+R:100
+F:CHEAPNESS
+f:CHEAPNESS
+
+N:133:Quickness of
+T:67:0:99
+X:A:51:15
+W:0:3:10:1100
+C:0:0:0:0
+R:100
+F:FAST_CAST
+f:FAST_CAST
+
+N:134:Charging of
+T:67:0:99
+X:A:51:15
+W:0:2:10:1500
+C:0:0:0:0
+R:100
+F:CHARGING
+f:CHARGING
+
+N:135:the Istari of
+T:67:0:99
+X:A:51:10
+W:0:1:10:10000
+C:0:0:0:0
+R:100
+F:CAPACITY | CHARGING | CHEAPNESS | FAST_CAST |
+
+### Lights ###
+
+N:136:of Boldness
+X:A:0:5
+T:39:0:99
+W:0:1:5:1000
+Z:remove fear
+
+N:137:of Fearlessness
+X:A:0:5
+T:39:0:99
+W:0:1:10:1500
+R:100
+F:RES_FEAR
+
+N:138:of Illumination
+X:A:0:5
+T:39:0:99
+W:0:3:10:1000
+Z:illuminate
+R:10
+F:LITE1
+R:5
+F:LITE2
+R:2
+F:LITE3
+
+N:139:of Brightness
+X:A:0:5
+T:39:0:99
+W:0:3:10:1000
+R:100
+F:LITE1
+f:LITE1
+R:60
+F:LITE2
+R:30
+F:LITE3
+R:30
+F:RES_DARK
+
+N:140:of *Brightness*
+X:A:0:9
+T:39:0:99
+W:0:1:40:5000
+R:100
+F:LITE1
+F:LITE2
+F:LITE3
+f:LITE1
+f:LITE2
+f:LITE3
+F:RES_DARK
+
+N:141:of the Shadows
+X:A:0:6
+T:39:0:99
+W:0:1:20:3000
+C:0:0:0:2
+R:100
+F:INVIS
+R:70
+F:RES_DARK
+R:50
+F:RES_LITE
+
+N:142:of Infravision
+X:A:0:3
+T:39:0:99
+W:0:1:10:700
+C:0:0:0:3
+R:100
+F:INFRA
+f:INFRA
+
+N:143:of the Eternal Eye
+X:A:0:7
+T:39:0:99
+W:0:3:40:4000
+C:0:0:0:0
+R:100
+F:RES_BLIND | SEE_INVIS
+
+N:144:of the Ethereal Eye
+X:A:0:7
+T:39:0:99
+W:0:3:40:4000
+C:0:0:0:0
+Z:magic map
+
+N:145:of Fading
+X:A:0:0
+T:39:2:99
+W:0:1:1:0
+C:0:0:0:0
+R:100
+F:FUEL_LITE
+
+# Armor (dwarven): must be heavy metal, and not rusty chain mail
+
+N:146:Dwarven
+T:37:2:99
+X:B:30:18
+W:0:2:20:5000
+C:0:0:15:2
+R:100
+F:STR | CON | INFRA | FREE_ACT | HIDE_TYPE |
+F:RES_FEAR | RES_DARK | SUST_STR | SUST_CON |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+
+# Magical: affects soft armour, gloves, cloaks
+
+N:147:Magical
+X:B:0:2
+T:31:0:99
+T:35:0:99
+T:36:0:99
+T:40:0:99
+T:45:0:99
+W:5:1:10:2000
+C:0:0:0:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+f:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+R:50
+F:SPELL_CONTAIN | WIELD_CAST
+f:SPELL_CONTAIN | WIELD_CAST
+
+# Ring and Amulet egos
+
+N:148:Cursed
+X:B:0:0
+T:40:0:99
+T:45:0:99
+W:0:1:10:0
+C:0:0:0:0
+R:100
+F:AUTO_CURSE
+f:AUTO_CURSE
+
+# Scrolls & school spellbooks & staves
+N:149:Fireproof
+X:B:0:1
+T:70:0:99
+T:111:0:99
+T:55:0:99
+W:0:1:10:1000
+C:0:0:0:0
+R:100
+F:IGNORE_FIRE
+f:IGNORE_FIRE
+
+# Wands & Staffs(NOT wishing nor nothing)
+N:150:of Plenty
+X:A:0:1
+T:55:0:29
+T:55:32:99
+T:65:0:29
+T:65:31:99
+W:0:1:20:1000
+C:0:0:0:3
+R:100
+F:PVAL_M5 | PVAL_M3
+R:50
+F:PVAL_M5 | PVAL_M3
+R:10
+F:PVAL_M5 | PVAL_M3
+R:1
+F:PVAL_M5 | PVAL_M3
+
+
+### Trapping Kits ###
+
+N:151:of Extra Might
+X:A:0:5
+T:46:1:3
+W:0:1:10:1000
+C:20:20:0:2
+R:100
+F:XTRA_MIGHT
+f:XTRA_MIGHT
+
+N:152:of Extra Shots
+X:A:0:10
+T:46:0:99
+W:0:1:10:2000
+C:20:20:0:3
+R:100
+F:XTRA_SHOTS
+f:XTRA_SHOTS
+
+N:153:Automatic
+X:B:0:15
+T:46:0:99
+W:0:1:10:3000
+C:10:10:0:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE |
+F:AUTOMATIC_5
+f:AUTOMATIC_5
+
+N:154:Fully Automatic
+X:B:0:15
+T:46:0:99
+W:0:1:15:5000
+C:10:10:0:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE |
+F:AUTOMATIC_99
+f:AUTOMATIC_99
+
+N:155:Well-hidden
+X:B:0:5
+T:46:0:99
+W:0:1:8:1000
+C:15:15:5:12
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE |
+F:STEALTH | HIDE_TYPE
+f:STEALTH
+
+N:156:Complicated
+X:B:0:10
+T:46:0:99
+W:0:1:12:2000
+C:15:15:30:0
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_COLD | IGNORE_FIRE
+
+N:157:Obvious
+X:B:0:0
+T:46:0:99
+W:0:1:1:0
+C:-20:-20:-20:-20
+R:100
+F:STEALTH | CURSED | HIDE_TYPE
+f:STEALTH
+
+N:158:for Dragons
+X:A:0:5
+T:46:0:99
+W:0:3:10:500
+C:20:20:10:4
+R:100
+F:STEALTH | ONLY_DRAGON | HIDE_TYPE | XTRA_SHOTS |
+F:IGNORE_ACID | IGNORE_FIRE
+
+N:159:for Demons
+X:A:0:5
+T:46:0:99
+W:0:3:10:500
+C:20:20:10:4
+R:100
+F:STEALTH | ONLY_DEMON | HIDE_TYPE | XTRA_SHOTS
+F:IGNORE_ACID | IGNORE_FIRE
+
+N:160:for Animals
+X:A:0:5
+T:46:0:99
+W:0:3:10:500
+C:20:20:10:4
+R:100
+F:STEALTH | ONLY_ANIMAL | HIDE_TYPE | XTRA_SHOTS
+
+N:161:for Undead
+X:A:0:5
+T:46:0:99
+W:0:3:10:500
+C:20:20:10:4
+R:100
+F:STEALTH | ONLY_UNDEAD | HIDE_TYPE | XTRA_SHOTS | KILL_GHOST
+
+N:162:for Evil
+X:A:0:5
+T:46:0:99
+W:0:3:10:500
+C:20:20:10:4
+R:100
+F:STEALTH | ONLY_EVIL | HIDE_TYPE | XTRA_SHOTS | KILL_GHOST
+
+# Lite ego
+N:163:of the Magi
+X:A:0:0
+T:39:1:99
+W:0:1:150:2000
+C:0:0:0:3
+Z:magic map
+R:100
+F:INT | WIS | CHR
+R:60
+F:INVIS | RES_BLIND
+R:30
+F:R_HIGH
+R:30
+F:PVAL_M2
+R:50:
+F:SPELL_CONTAIN | WIELD_CAST
+
+### New ego-items added by JLE
+
+# Armor of Vulnerability (the only cursed armor) [not in Theme, it isn't!]
+N:164:of Vulnerability
+X:A:30:0
+W:0:2:20:0
+C:0:0:-50:0
+T:36:0:99
+T:37:0:99
+R:100
+F:AGGRAVATE | CURSED
+
+# Shield of Vulnerability (the only cursed shield) [not in Theme, it isn't!]
+N:165:of Vulnerability
+X:A:32:0
+W:0:2:22:0
+C:0:0:-50:0
+T:115:56:56
+T:34:0:99
+R:100
+F:AGGRAVATE | CURSED
+
+# Shield of Preservation -
+N:166:of Preservation
+X:A:32:25
+W:40:2:44:20000
+C:-10:-10:20:0
+T:115:56:56
+T:34:0:99
+R:100
+F:RES_DISEN | SUST_STR | SUST_CON | SUST_DEX | HOLD_LIFE | R_HIGH |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+R:33
+F:R_LOW
+R:33
+F:R_LOW
+
+# Helm/Crown of Serenity
+N:167:of Serenity
+X:A:33:20
+W:35:1:15:4000
+T:32:0:6
+T:32:8:99
+T:33:0:99
+R:100
+F:RES_SOUND | RES_CONF | RES_FEAR
+
+# Crown of Night and Day
+N:168:of Night and Day
+X:A:33:18
+W:35:1:15:4000
+T:33:0:99
+R:100
+F:RES_LITE | RES_DARK | LITE1 | SEE_INVIS | RES_BLIND | IGNORE_ACID
+
+# Cloak of the Magi
+N:169:of the Magi
+X:A:31:15
+W:30:1:18:2000
+C:-5:-5:5:3
+T:35:0:99
+R:100
+F:INT | SPEED | SUST_INT | FREE_ACT | STEALTH | HIDE_TYPE | IGNORE_ACID
+R:30
+F:SPELL_CONTAIN | WIELD_CAST
+
+# Cloak of Invisibility
+N:170:of Invisibility
+X:A:31:20
+W:40:1:18:3000
+C:0:0:10:5
+T:35:0:99
+R:100
+F:STEALTH | HIDE_TYPE | INVIS
+f:INVIS
+
+# Cloak of the Bat
+N:171:of the Bat
+X:A:31:15
+W:50:1:35:3000
+C:-10:-10:10:3
+T:35:0:99
+R:100
+F:SPEED | FLY | RES_DARK | SEE_INVIS | INFRA | HIDE_TYPE | STEALTH
+
+# Leather Gloves of Thievery
+N:172:of Thievery
+X:A:34:22
+W:40:1:15:5000
+C:8:3:0:5
+T:31:1:1
+R:100
+F:DEX | SEARCH | SHOW_MODS | FEATHER | FREE_ACT | HIDE_TYPE | IGNORE_ACID
+R:10
+F:SPEED
+
+# Gauntlets and Cesti of Combat
+N:173:of Combat
+X:A:34:22
+W:50:1:15:7000
+C:6:8:-20:2
+T:31:2:99
+R:100
+F:STR | CON | SHOW_MODS | AGGRAVATE | HIDE_TYPE | IGNORE_ACID | RES_FEAR |
+F:DRAIN_HP
+R:25
+F:BLOWS
+
+# Boots of Stability
+N:174:of Stability
+X:A:35:20
+W:0:3:27:5000
+T:30:0:99
+R:100
+F:RES_NEXUS | FEATHER
+
+# Boots of Elvenkind (leather boots only)
+N:175:of Elvenkind
+X:A:35:30
+W:60:1:36:200000
+C:0:0:0:4
+T:30:2:3
+R:100
+F:STEALTH | HIDE_TYPE | FEATHER | IGNORE_ACID | IGNORE_FIRE | ABILITY
+R:50
+F:SPEED
+
+# Weapon of Fury (must be big heavy type of weapon, no daggers or whips)
+N:176:of Fury
+X:A:24:30
+W:40:1:66:20000
+T:21:12:99
+T:22:10:99
+T:23:16:99
+T:24:8:99
+T:125:0:99
+C:10:10:-20:2
+R:100
+F:STR | BLOWS | AGGRAVATE | RES_FEAR | HIDE_TYPE |
+F:IGNORE_ACID | IGNORE_FIRE | DRAIN_MANA
+
+# Staffs of wishing
+N:177:of Plenty
+X:A:0:1
+T:55:31:31
+W:0:1:20:1000
+C:0:0:0:2
+R:100
+F:PVAL_M2
+
+
+# Diggers only
+
+N:178:Magical
+T:20:0:99
+X:B:24:4
+W:0:1:10:500
+C:0:0:0:0
+Z:stone to mud
+R:100
+
+# Rod
+N:179:Simplicity of
+T:67:0:99
+X:A:51:8
+W:3:2:8:1000
+C:0:0:0:0
+R:100
+F:EASY_USE
+f:EASY_USE
+
+# Lite ego
+N:180:of Warmth
+X:A:0:0
+T:39:1:99
+W:0:1:10:500
+C:0:0:0:0
+R:100
+F:RES_COLD
+
+#Three more horn types, for different activation types...
+N:181:Dragon
+T:14:7:7
+X:B:25:20
+W:0:1:2:2000
+C:0:0:0:0
+a:HARDCORE=BA_COLD_3
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
+
+N:182:Dragon
+T:14:7:7
+X:B:25:20
+W:0:1:2:2000
+C:0:0:0:0
+a:HARDCORE=BA_ELEC_3
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
+
+N:183:Dragon
+T:14:7:7
+X:B:25:20
+W:0:1:2:2000
+C:0:0:0:0
+a:HARDCORE=BA_FIRE_H
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
+
+# Helm of water breathing
+N:184:of Water Breathing
+X:A:33:13
+C:0:0:0:2
+W:15:1:25:1000
+T:32:5:10
+R:100
+F:WATER_BREATH | IGNORE_ACID
+f:WATER_BREATH
+
+# A second of life for non MUST2H weapons, much lower value tho
+N:185:of Life
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+T:115:55:55
+X:A:24:20
+W:0:1:50:30000
+C:5:5:0:1
+r:F:MUST2H
+R:100
+F:LIFE | HOLD_LIFE
+f:LIFE
+
+# Cloak of Air
+N:186:of Air
+X:A:31:10
+W:30:1:35:1500
+C:0:0:0:0
+T:35:0:99
+R:100
+F:MAGIC_BREATH
+
+# Ego DSM
+N:187:Polished
+T:38:0:99
+X:B:30:5
+W:40:25:100:25000
+C:0:0:0:0
+R:100
+F:REFLECT
+
+# Ego Heavy Crossbow
+N:188:of Siegecraft
+T:19:24:24
+X:A:25:30
+W:60:5:30:30000
+C:10:15:20:2
+R:120
+F:XTRA_MIGHT | XTRA_SHOTS | REFLECT | IMMOVABLE
+
+### New ego-items from T-Plus by Ingeborg S. Norden ###
+
+# Rogue's Boots, no Metal-Shod or cursed ones allowed // Reworked to balance in Theme 1.1.5
+
+N:189:Rogue's
+X:B:35:15
+W:15:10:25:2500
+C:-5:-5:0:2
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+T:30:2:3
+Z:panic hit
+R:100
+F:SEARCH
+f:SEARCH
+R:50
+F:STEALTH
+f:STEALTH
+R:25
+F:LUCK
+f:LUCK
+R:10
+F:R_HIGH |
+
+### Egos for rings, amulets and crowns (partly inspired by Multiband)
+
+# Glowing (no "Nothings", Amulets of Brilliance, or Rings of
+# Light and Darkness Resistance)
+
+N:190:Glowing
+X:B:0:5
+T:33:0:99
+T:40:0:5
+T:40:7:15
+T:45:0:38
+W:5:1:10:1250
+C:0:0:0:0
+R:100
+F:LITE1 |
+f:LITE1 |
+
+# Dazzling (as above, with more light plus resistance/granted ability)
+
+N:191:Dazzling
+X:B:0:7
+T:33:0:99
+T:40:0:5
+T:40:7:15
+T:45:0:38
+W:10:3:12:2500
+C:0:0:0:0
+Z:illuminate
+R:100
+F:LITE2 | RES_LITE |
+f:LITE2 |
+R:50
+F:LITE1 |
+f:LITE1 |
+R:25
+F:LITE3 |
+f:LITE3 |
+
+# Radiant (Dazzling with some extras;
+# no cursed jewelry)
+
+N:192:Radiant
+X:B:0:12
+T:33:0:99
+T:40:17:99
+T:45:0:38
+T:45:40:49
+T:45:51:99
+W:15:5:15:3500
+C:0:0:0:0
+Z:illuminate
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+R:100
+F:LITE3 | RES_LITE |
+f:LITE3 |
+R:50
+F:LITE2 |
+f:LITE2 |
+R:25
+F:LITE1 |
+f:LITE1 |
+R:20
+F:RES_BLIND |
+R:2
+F:REFLECT |
+
+# Blazing (Glowing plus fiery sheath, resistance, undamaged by
+# fire; restrictions as per Glowing, but no Cold Resistance/Ice
+# rings either)
+
+N:193:Blazing
+X:B:0:15
+T:33:0:99
+T:40:17:99
+T:45:20:38
+T:45:40:49
+T:45:51:99
+W:15:5:15:3000
+C:0:0:0:0
+R:100
+F:LITE1 | RES_FIRE | SH_FIRE |
+f:LITE1 | SH_FIRE | IGNORE_FIRE
+R:25
+F:LITE2 |
+f:LITE2 |
+R:10
+F:LITE3 |
+f:LITE3 |
+R:2
+F:IM_FIRE |
+
+# Lucky (amulets only--resists cursing, undamaged by elements, luck
+# bonus added; no inherently cursed types or Nothing amulets)
+
+N:194:Lucky
+X:B:0:12
+T:40:2:15
+T:40:17:99
+W:15:5:15:2750
+C:0:0:0:5
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+R:100
+F:BLESSED | LUCK |
+
+# Unlucky (amulets only; no Prot/Evil, Doom, or Nothing amulets)
+N:195:Unlucky
+X:B:0:0
+T:40:3:15
+T:40:17:99
+W:0:3:10:0
+C:-5:-5:-5:-5
+R:100
+F:CURSED | AUTO_CURSE | LUCK | AGGRAVATE
+R:20
+F:HEAVY_CURSE |
+
+# Armour of the Maiar (of the Chosen in T-Plus)
+
+N:196:of the Maiar
+T:36:2:99
+T:37:2:99
+X:A:30:30
+W:10:3:45:15000
+C:0:0:15:0
+R:100
+F:BLESSED | ESP_EVIL | ESP_GIANT | ESP_TROLL |
+F:FREE_ACT | RES_FEAR |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:OLD_RESIST |
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+f:FREE_ACT | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+Z:berserk
+R:25
+F:R_HIGH | SUSTAIN |
+
+### Weapons of the Maiar (of the Chosen in T-Plus)
+N:197:of the Maiar
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:35
+W:10:5:45:30000
+C:6:6:4:3
+R:100
+F:SLAY_GIANT | SLAY_TROLL |
+F:SEE_INVIS | FREE_ACT | BLESSED | RES_FEAR |
+F:ESP_GIANT | ESP_TROLL |
+F:LIMIT_BLOWS |
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+f:FREE_ACT | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+R:33
+F:ESP_EVIL | SLAY_EVIL | R_ANY |
+R:10
+F:BLOWS
+R:1
+F:PVAL_M1
+r:F:CHAOTIC | DRAIN_HP | VAMPIRIC | CURSED | HEAVY_CURSE |
+
+# Robe of Ithryn (of the Archmagi in T-Plus)
+N:198:of the Ithryn
+T:36:2:2
+X:A:30:30
+W:15:3:45:15000
+C:-5:-5:15:2
+R:100
+F:FREE_ACT | RES_BLIND | RES_CONF | R_HIGH | SUST_INT |
+F:SPELL_CONTAIN | WIELD_CAST |
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+f:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | SUST_INT |
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+R:33
+F:RES_DISEN | SPELL |
+R:10
+F:MANA |
+
+# Robe of Sanctity
+
+N:199:of Sanctity
+T:36:2:2
+X:A:30:30
+W:15:3:45:15000
+C:0:0:15:2
+R:100
+F:FREE_ACT | RES_BLIND | RES_CONF | R_HIGH | SUST_WIS |
+F:BLESSED | ACTIVATE |
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+f:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE | SUST_WIS |
+a:HARDCORE=PROT_EVIL
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+R:33
+F:ESP_EVIL |
+R:10
+F:SPELL |
+
+N:200:Ethereal
+T:35:0:99
+T:36:2:2
+X:B:25:25
+W:15:2:20:27500
+C:0:0:20:0
+R:100
+F:FREE_ACT | SEE_INVIS | HOLD_LIFE |
+F:ACTIVATE |
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+f:FREE_ACT | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+a:HARDCORE=SPECTRAL
+R:33
+F:RES_NETHER |
+R:5
+F:MAGIC_BREATH |
+f:MAGIC_BREATH |
+
+### More new ego-items from Annals of Ea by Feanor:
+
+# Mage staff of the Sindar
+N:201:of the Sindar
+T:6:0:99
+X:A:24:80
+W:40:25:100:25000
+C:0:0:0:5
+R:100
+F:ESP_EVIL | SPELL | MANA
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+
+# Swords of the Noldor
+N:202:of the Noldor
+T:23:0:99
+X:A:24:35
+W:40:25:100:50000
+C:15:15:20:4
+R:100
+F:STEALTH | RES_POIS | DEX | CON | WIS | HOLD_LIFE |
+f:STEALTH
+F:FREE_ACT | SEE_INVIS | FEATHER | REGEN |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:R_ANY | R_LOW | SUSTAIN
+F:SLAY_EVIL | BLESSED | WOUNDING
+R:30
+F:R_ANY | R_LOW | SUSTAIN
+R:20
+F:R_ANY | R_LOW | SUSTAIN | R_HIGH
+R:10
+F:R_IMMUNITY | R_ANY
+
+# Spear of Vanyar
+N:203:of the Vanyar
+T:22:0:99
+R:100
+X:A:24:35
+W:40:25:100:50000
+C:15:15:20:4
+F:STEALTH | HOLD_LIFE | SEE_INVIS | WIS | INT |
+F:REGEN | RES_FEAR | RES_DARK | RES_LITE | RES_BLIND |
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_ELEC | IGNORE_COLD |
+F:SLAY_DEMON | SLAY_UNDEAD | BLESSED |
+F:R_ANY | R_LOW | SUSTAIN
+R:30
+F:R_ANY | R_LOW | SUSTAIN
+R:20
+F:R_ANY | R_LOW | SUSTAIN | R_HIGH
+R:10
+F:R_IMMUNITY | R_ANY
+
+# Axe of the Nandor
+N:204:of the Nandor
+T:24:0:99
+R:100
+X:A:24:35
+W:40:25:100:50000
+C:15:15:20:5
+F:STEALTH | SPEED | SEE_INVIS | RES_COLD | RES_ELEC |
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC |
+F:SLAY_ORC | SLAY_ANIMAL | RES_POIS |
+F:R_ANY | R_LOW | SUSTAIN
+R:30
+F:R_ANY | R_LOW | SUSTAIN
+R:20
+F:R_ANY | R_LOW | SUSTAIN | R_HIGH
+R:10
+F:R_IMMUNITY | R_ANY
+
+# Arrow of Teleri
+N:205:of the Teleri
+T:17:0:99
+X:A:23:10
+W:40:25:100:5000
+R:100
+F:R_ANY | WOUNDING | BLESSED
+
+# Hafted of Avari
+N:206:of the Avari
+T:21:0:99
+R:100
+X:A:24:35
+W:40:25:100:50000
+C:15:15:20:5
+F:STEALTH | INVIS | SEE_INVIS | INFRA | RES_DARK |
+F:RES_BLIND | SLAY_UNDEAD |
+F:R_ANY | R_LOW | SUSTAIN
+R:30
+F:R_ANY | R_LOW | SUSTAIN
+R:20
+F:R_ANY | R_LOW | SUSTAIN | R_HIGH
+R:10
+F:R_IMMUNITY | R_ANY
+
+### Ravenred's Weapons of Unmagic
+
+N:207:of Unmagic
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:24
+W:0:2:44:8000
+C:-10:-10:0:0
+R:100
+F:ANTIMAGIC_50
+f:ANTIMAGIC_50
+
+### Amulet and ring egos suggested by power
+
+#Blessed - anything but Doom
+N:208:Blessed
+T:40:0:99
+T:45:1:99
+X:B:0:10
+W:0:5:100:2000
+C:0:0:10:2
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+R:100
+F:WIS | SEE_INVIS | HOLD_LIFE | BLESSED
+f:WIS | SEE_INVIS | HOLD_LIFE | BLESSED
+
+#Demonic - anything but Devotion and Protection from Evil
+N:209:Demonic
+T:40:0:1
+T:40:3:24
+T:40:26:99
+T:45:0:99
+X:B:0:10
+W:0:5:100:2000
+C:0:0:0:2
+r:F:BLESSED
+R:100
+F:ESP_DEMON | RES_FIRE
+f:ESP_DEMON | RES_FIRE
+
+# Jewellery of the Rohirrim - no speed rings
+N:210:Rohirric
+T:40:0:99
+T:45:0:30
+T:45:32:99
+X:B:0:10
+W:0:5:100:20000
+C:0:0:0:3
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE |
+R:100
+F:RES_FEAR | SPEED
+f:RES_FEAR | SPEED
+
+# Draconic - anything but Devotion and Protection from Evil
+N:211:Draconic
+T:40:0:1
+T:40:3:24
+T:40:26:99
+T:45:0:99
+X:B:0:10
+W:0:5:100:2000
+C:5:5:10:1
+r:F:BLESSED
+R:100
+F:ESP_DRAGON
+f:ESP_DRAGON
+
+#Elemental - the ones that already give resists are obviously not eligible
+N:212:Elemental
+T:40:16:28
+T:40:30:99
+T:45:10:16
+T:45:20:99
+X:B:0:30
+W:25:5:50:1000
+C:0:0:0:0
+R:100
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC |
+F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | R_ANY
+R:20
+F:IM_FIRE | R_HIGH
+R:15
+F:IM_COLD | R_HIGH
+R:10
+F:IM_ELEC | R_HIGH
+R:5
+F:IM_ACID | R_HIGH
+R:1
+F:IM_NETHER
+
+### New ego-items unique to Theme module ###
+
+#Musical instruments of Melkor
+
+N:213:of Melkor
+T:14:0:59
+T:14:61:99
+X:A:0:30
+W:0:5:30:0
+C:0:0:0:-10
+R:100
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC |
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | AGGRAVATE
+R:50
+F:R_STAT | CURSED | HEAVY_CURSE | AUTO_CURSE
+
+#Horns of Ulmo (Ulumuri)
+
+N:214:of Ulmo
+T:14:60:60
+X:A:0:80
+W:0:5:80:5000
+C:0:0:0:0
+R:100
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC |
+F:PVAL_M5 | R_IMMUNITY
+
+# Reverse Armour of the Maiar (of the Chosen in T-Plus)
+N:215:of the Fallen
+T:36:2:99
+T:37:2:99
+X:A:30:30
+W:0:3:45:0
+C:0:0:-15:0
+R:25
+F:CURSED | AUTO_CURSE | ESP_GOOD |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+R:50
+F:CURSED | AUTO_CURSE | R_LOW | SUSTAIN | AGGRAVATE
+R:75
+F:CURSED | AUTO_CURSE | WRAITH | DRAIN_EXP |
+R:100
+F:CURSED | AUTO_CURSE | DRAIN_MANA | DRAIN_HP | BLACK_BREATH
+
+###Reverse Weapons of the Maiar (of the Chosen in T-Plus)
+N:216:of the Fallen
+T:15:0:99
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:24:35
+W:0:5:45:0
+C:+6:+6:-5:-3
+R:100
+F:NEVER_BLOW | IM_NETHER | PERMA_CURSE
+R:50
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | NO_MAGIC | CLONE
+R:33
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | DRAIN_EXP | DRAIN_MANA
+R:10
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | CHAOTIC | DRAIN_HP
+R:1
+F:R_STAT | CURSED | AUTO_CURSE | ESP_GOOD |
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
+
+# Robe of Fools (reverse of Ithryn/Archmagi in T-Plus)
+N:217:of the Fools
+T:36:2:2
+X:A:30:30
+W:0:3:45:0
+C:-5:-5:-15:-2
+R:100
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | LIFE
+R:33
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | RES_DISEN | SPELL | NO_MAGIC |
+R:10
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | MANA |
+
+# Robe of Vice (reverse of Sanctity in T-Plus)
+N:218:of Vice
+T:36:2:2
+X:A:30:30
+W:0:3:45:0
+C:0:0:-15:-2
+R:100
+F:CURSED | HEAVY_CURSE | AUTO_CURSE | LIFE | AGGRAVATE
+R:33
+F:ESP_GOOD | ANTIMAGIC_50
+
+# Soft and Hard Armour of Sensitivity, no paper armour
+N:219:of Sensitivity
+T:30:0:99
+T:31:0:99
+T:32:0:99
+T:33:0:99
+T:34:0:99
+X:A:30:30
+W:0:3:45:0
+C:0:0:-5:-2
+R:100
+F:CURSED | SENS_FIRE | R_STAT |
+
+# Elemental ammo
+N:220:Elemental
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:B:30:30
+W:0:1:50:1000
+C:5:5:0:0
+R:100
+F:BRAND_ACID | IGNORE_ACID
+F:BRAND_ELEC | IGNORE_ELEC
+F:BRAND_FIRE | IGNORE_FIRE
+F:BRAND_COLD | IGNORE_COLD
+F:BRAND_POIS |
+f:BRAND_ACID |
+f:BRAND_ELEC |
+f:BRAND_FIRE |
+f:BRAND_COLD |
+f:BRAND_POIS |
+
+# Cursed ammo
+
+N:221:of Angmar
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:A:30:30
+W:0:1:50:0
+C:-10:-10:0:0
+R:100
+F:CURSED | IMMOVABLE
+
+# Bows of Numenor
+
+N:222:of Numenor
+T:19:12:34
+X:A:50:50
+W:0:1:50:0
+C:10:10:0:3
+R:100
+F:DEX | XTRA_MIGHT | XTRA_SHOTS |
+F:RES_FEAR | RES_POIS | RES_DARK | FREE_ACT
+
+# Lights of Valinor (no refillable lights)
+
+N:223:of Valinor
+T:39:2:4
+X:A:60:60
+W:0:2:60:45000
+C:0:0:0:2
+R:100
+F:STR | INT | WIS | DEX | CON | CHR
+F:ESP_ALL
+f:STR | INT | WIS| DEX | CON | CHR | ESP_ALL
+
+# Lucky weapons - named after smith of legend
+N:224:of Telchar
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:70:70
+W:10:2:70:3000
+C:10:10:0:2
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE
+R:100
+F:LUCK
+f:LUCK
+
+# Unlucky weapons - of the Din-horde (Orcs)
+N:225:of the Glamhoth
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:50:50
+W:0:2:50:0
+C:5:5:0:-2
+R:100
+F:LUCK | CURSED | HEAVY_CURSE | AUTO_CURSE | AGGRAVATE
+f:LUCK | CURSED | HEAVY_CURSE | AUTO_CURSE | AGGRAVATE
+
+# Holy ammo - based on 'Of Holy Might' from Hengband
+N:226:Blessed
+T:16:0:99
+T:17:0:99
+T:18:0:99
+X:B:30:30
+W:0:5:60:600
+C:5:10:0:0
+R:100
+F:SLAY_EVIL | SLAY_DEMON | SLAY_UNDEAD | BRAND_FIRE | BLESSED
+F:IGNORE_FIRE | IGNORE_ACID
+
+# Holy Avenger weapons brought back, modified
+N:227:(Holy Avenger)
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:50:50
+W:0:2:60:20000
+C:5:5:0:3
+R:100
+F:WIS | SUSTAIN |
+F:SLAY_EVIL | SLAY_UNDEAD | SLAY_DEMON |
+F:SEE_INVIS | BLESSED
+
+# A Whip of the Balroeg, adapted from Oangband
+N:228:of the Balroeg
+T:21:2:2
+X:A:50:50
+W:0:3:50:12000
+C:-10:10:0:-3
+R:100
+F:STEALTH | BRAND_FIRE | RES_FIRE | LITE2 |
+F:IGNORE_FIRE | ESP_GOOD |
+R:5
+F:IM_FIRE
+
+# Bows of the Nazgul, adapted from Angband
+N:229:of the Nazgul
+T:19:0:99
+T:15:0:99
+R:80
+X:A:25:10
+W:0:3:50:0
+C:0:0:0:-1
+r:F:BLESSED
+F:DRAIN_EXP | SEE_INVIS | CHR
+
+# Magical missile launchers
+# Tiny mana boost for magic-using archers or warrior-types
+N:230:Magical
+T:19:0:99
+T:15:0:99
+X:B:25:10
+W:25:9:30:8000
+C:0:0:0:1
+R:100
+F:MANA
+f:MANA
+
+# Magical jewelry (no rings/amulets of spell, anti-magic, cursed items)
+N:231:Magical
+X:B:0:2
+T:40:0:12
+T:40:14:26
+T:40:28:99
+T:45:0:56
+T:45:59:99
+W:5:1:10:2000
+C:0:0:0:0
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE
+R:100
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+f:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+R:50
+F:SPELL_CONTAIN | WIELD_CAST
+f:SPELL_CONTAIN | WIELD_CAST
+
+# Magestaves of Sorcery, added in Theme 1.0.1
+N:232:of Sorcery
+X:A:24:60
+T:6:0:99
+W:30:1:8:100000
+C:-80:-80:0:3
+r:F:CURSED | HEAVY_CURSE | PERMA_CURSE
+R:100
+F:MANA | SPELL | LIFE
+R:50
+F:PVAL_M2
+
+# Sentient weapons, added in Theme 1.0.2
+N:233:of Doriath
+T:21:0:99
+T:22:0:99
+T:23:0:99
+T:24:0:99
+X:A:70:70
+W:0:2:70:50000
+C:1:1:0:0
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE
+R:100
+F:LEVELS
+f:LEVELS
+
+# Bows of Mirkwood, added in Theme 1.0.2
+N:234:of Mirkwood
+T:19:12:13
+X:A:25:20
+W:50:2:21:50000
+C:10:10:0:2
+R:100
+F:CON | XTRA_MIGHT | XTRA_SHOTS | RES_POIS | STEALTH
+F:IGNORE_ACID | IGNORE_FIRE | HIDE_TYPE | SEE_INVIS
+
+# Spear of Mirkwood, added in Theme 1.0.2
+N:235:of Mirkwood
+T:22:2:2
+X:A:24:35
+W:40:25:100:50000
+C:15:15:20:3
+r:F:CURSED | HEAVY_CURSE | AUTO_CURSE
+R:100
+F:STEALTH | HOLD_LIFE | SEE_INVIS | CON |
+F:RES_FEAR | RES_DARK | RES_LITE | RES_BLIND |
+F:IGNORE_ACID | IGNORE_FIRE |
+F:R_ANY | R_LOW | SUSTAIN
+R:30
+F:R_ANY | R_LOW | SUSTAIN
+R:20
+F:R_ANY | R_LOW | SUSTAIN | R_HIGH
+
+# Dwarven jewelry - no speed rings; added in Theme 1.1.4
+N:236:Dwarven
+T:40:0:99
+T:45:0:30
+T:45:32:99
+X:B:0:5
+W:5:1:10:1250
+C:0:0:10:1
+R:100
+F:INFRA
+Z:stone to mud
+R:50
+F:SUSTAIN
+R:25
+F:R_ANY | SUSTAIN
+R:5
+F:CON
+
+# Sharpened arrows and bolts; added in Theme 1.1.5
+# Separating from 'Sharp' weapons to avoid cost of 5000 AU per missile
+N:237:Sharpened
+T:17:0:99
+T:18:0:99
+X:B:23:10
+W:5:2:30:400
+R:100
+F:VORPAL
+f:VORPAL
+
+# N: serial number : ego type
+# D: description
+# T: tval : min sval : max sval
+# R: rarity
+# X: position : slot : rating
+# W: depth : rarity1 : rarity2 : cost
+# C: to-hit : to-dam : to-ac : pval
+# r:N:needed flags on the base object
+# r:F:forbidden flags on the base object
+# Z: granted_power
+# F: flags
diff --git a/lib/mods/theme/edit/evil.map b/lib/mods/theme/edit/evil.map
new file mode 100644
index 00000000..a2f00914
--- /dev/null
+++ b/lib/mods/theme/edit/evil.map
@@ -0,0 +1,52 @@
+# permanent wall
+F:X:61:0
+
+# granite
+F:#:57:0
+
+# Mountain Chain
+F:^:97:0
+
+# up staircase
+F:<:6:0
+
+# Dirt
+F:.:88:0
+
+# Lesser Balrog
+F:b:88:0:996:0:0:0:0:0:0:2
+
+# Greater Balrog
+F:B:88:0:807:0:0:0:0:0:0:2
+
+# Pit Fiend
+F:P:88:0:812:0:0:0:0:0:0:2
+
+# Dungeon layout
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+D:X^..^^^^^^^^^^^^^^^^^^^^^^^^^^^^X
+D:X^..^^^^^^^^^..^^^^^^^^^^^^^^^^^X
+D:X^...^^^^^^.........^^^^^^^^^^^^X
+D:X^^..^^^^^..^^^^..^B^^^^^^^^^^^^X
+D:X^...^^^^...^^^^^..^^^^^^^^^^^^^X
+D:X^^..^^^..^^.^^^^^^^^^^^^^^^^^^^X
+D:X^..^^^^^.....^^^^^.^^^^^^^^^^^^X
+D:X^^..^^^^..^^.^^^.^......^^^^^^^X
+D:X^..^^^^..^^...^^...^..^.^^^^^^^X
+D:X^^..^^^..^^^..^...^^^....^^^^^^X
+D:X^^^...^.^^^.....^^^^P...<^^^^^^X
+D:X^^^.....^^^^..^^^^^^^^..^^^^^^^X
+D:X^^^^^^.^^^^..^^^^^^^^^^^^^^^^^^X
+D:X^^^^^^^^^^^...^^^^^^^^^^^^^^^^^X
+D:X^^^^^.^^^^.^..^^^^^^^^^^^^^^^^^X
+D:X^^^^...^^...^^^...^^^^^^...^^^^X
+D:X^^^^.^....^^^^.^.....^..^..^^^^X
+D:X^^^^..^^^^^.....^...^..^^^B^^^^X
+D:X^^^P........^.....^^^^^^^^^^^^^X
+D:X^^^^^^...^^^^^^^^^^^^^^^^^^^^^^X
+D:X^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^X
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+
+# Starting position
+P:3:4
+
diff --git a/lib/mods/theme/edit/f_info.txt b/lib/mods/theme/edit/f_info.txt
new file mode 100644
index 00000000..dbfec51a
--- /dev/null
+++ b/lib/mods/theme/edit/f_info.txt
@@ -0,0 +1,1245 @@
+# File: f_info.txt
+
+
+# This file is used to initialize the "lib/raw/f_info.raw" file, which is
+# used to initialize the "terrain feature" information for the Angband game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# After modifying this file, delete the "lib/raw/f_info.raw" file.
+
+# Note that the terrain feature are grouped into very regular groups,
+# such that each of the bits in the feature type conveys information.
+
+# Note that terrain feature zero contains the "darkness" picture.
+
+
+# Version stamp (required)
+
+V:2.0.0
+
+
+# 0x00 --> nothing
+
+N:0:nothing
+G: :w
+F:FLOOR
+
+# 0x01 --> open floor
+
+N:1:open floor
+G:.:w
+F:FLOOR | DONT_NOTICE_RUNNING | SUPPORT_LIGHT | CAN_RUN
+F:SUPPORT_GROWTH
+
+# 0x02 -> fountain
+N:2:fountain
+G:_:w
+F:FLOOR | NOTICE | REMEMBER | CAN_RUN
+D:0:The liquid here seems magical.
+
+# 0x03 --> glyph of warding
+
+N:3:glyph of warding
+G:;:y
+F:FLOOR | NOTICE | SUPPORT_LIGHT | CAN_RUN | REMEMBER
+D:0:There is a mighty spell of protection here.
+
+# 0x04 --> open door
+
+N:4:open door
+G:':U
+F:FLOOR | NOTICE | REMEMBER | CAN_RUN | DOOR
+
+# 0x05 --> broken door
+
+N:5:broken door
+G:':U
+F:FLOOR | NOTICE | REMEMBER | CAN_RUN | DOOR
+
+# 0x06 --> up stairs (perm)
+
+N:6:up staircase
+G:<:w
+F:FLOOR | PERMANENT | NOTICE | SUPPORT_LIGHT | REMEMBER | CAN_RUN
+D:0:There is an up staircase here.
+D:1:You cannot tunnel a stair.
+
+# 0x07 --> down stairs (perm)
+
+N:7:down staircase
+G:>:w
+F:FLOOR | PERMANENT | NOTICE | SUPPORT_LIGHT | REMEMBER | CAN_RUN
+D:0:There is a down staircase here.
+D:1:You cannot tunnel a stair.
+
+N:8:quest entrance
+G:>:y
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+D:1:You cannot tunnel a quest entrance.
+
+N:9:quest exit
+G:<:y
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+D:1:You cannot tunnel a quest exit.
+
+N:10:quest down level
+G:>:r
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+
+N:11:quest up level
+G:<:r
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+
+N:12:town exit
+G:>:g
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+
+N:13:shaft down
+G:>:U
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+D:0:There is a shaft down here.
+D:1:You cannot tunnel a shaft.
+
+N:14:shaft up
+G:<:U
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+D:0:There is a shaft up here.
+D:1:You cannot tunnel a shaft.
+
+# 0x0F -> empty fountain
+N:15:fountain
+G:_:D
+F:FLOOR | NOTICE | REMEMBER | CAN_RUN
+D:0:The fountain seems empty.
+
+N:16:web
+G:+:y
+F:CAN_PASS | NOTICE | WEB | NOTICE | TUNNELABLE
+D:1:You tunnel through the web.
+D:2:a web blocking your way
+
+# Trap -- the flags are not used by the program
+N:17:trap
+G:^:w
+F:FLOOR | NOTICE | REMEMBER
+
+# 0x12 --> 0x1F -- UNUSED
+
+# 0x2x --> locked door (power 0)
+
+N:32:door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 1)
+
+N:33:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 2)
+
+N:34:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 3)
+
+N:35:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 4)
+
+N:36:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 5)
+
+N:37:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 6)
+
+N:38:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> locked door (power 7)
+
+N:39:locked door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | REMEMBER | DOOR
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 0)
+
+N:40:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 1)
+
+N:41:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 2)
+
+N:42:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 3)
+
+N:43:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 4)
+
+N:44:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 5)
+
+N:45:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 6)
+
+N:46:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x2x --> jammed door (power 7)
+
+N:47:jammed door
+G:+:U
+M:32
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | REMEMBER | NOTICE
+F:TUNNELABLE
+D:1:You bash the boor.
+
+# 0x30 --> secret door
+
+N:48:secret door
+G:#:w
+M:56
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | DOOR
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel.
+
+# 0x31 --> rubble
+
+N:49:pile of rubble
+G:::w
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE
+F:CAN_FLY | SUPPORT_LIGHT
+F:TUNNELABLE
+D:1:You dig in the rubble.
+
+# 0x32 --> magma vein
+
+N:50:magma vein
+G:%:s
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the magma vein.
+
+# 0x33 --> quartz vein
+
+N:51:quartz vein
+G:%:w
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the quartz vein.
+
+# 0x34 --> magma vein + treasure
+
+N:52:magma vein
+G:%:s
+M:50
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the magma vein.
+
+# 0x35 --> quartz vein + treasure
+
+N:53:quartz vein
+G:%:w
+M:51
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the quartz vein.
+
+# 0x36 --> magma vein + known treasure
+
+N:54:magma vein with treasure
+G:*:o
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the magma vein.
+
+# 0x37 --> quartz vein + known treasure
+
+N:55:quartz vein with treasure
+G:*:o
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the quartz vein.
+
+# 0x38 --> granite wall -- basic
+
+N:56:granite wall
+G:#:w
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the granite wall.
+
+# 0x39 --> granite wall -- inner
+
+N:57:granite wall
+G:#:w
+M:56
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the granite wall.
+
+# 0x3A --> granite wall -- outer
+
+N:58:granite wall
+G:#:w
+M:56
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the granite wall.
+
+# 0x3B --> granite wall -- solid
+
+N:59:granite wall
+G:#:w
+M:56
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the granite wall.
+
+# 0x3C --> permanent wall -- basic (perm)
+
+N:60:permanent wall
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+# 0x3D --> permanent wall -- inner (perm)
+
+N:61:permanent wall
+G:#:w
+M:60
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+# 0x3E --> permanent wall -- outer (perm)
+
+N:62:permanent wall
+G:#:w
+M:60
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+# 0x3F --> permanent wall -- solid (perm)
+
+N:63:permanent wall
+G:#:w
+M:60
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+N:64:explosive rune
+G:*:R
+F:FLOOR | CAN_LEVITATE | CAN_FLY | NOTICE | SUPPORT_LIGHT
+D:0:This rune seems unstable.
+
+N:65:Straight Road startpoint
+G:*:w
+F:FLOOR | REMEMBER | NOTICE
+
+N:66:section of the Straight Road
+G:*:B
+F:FLOOR | REMEMBER | NOTICE
+
+N:67:section of the Straight Road
+G:*:b
+F:FLOOR | REMEMBER | NOTICE
+
+N:68:section of the Straight Road
+G:*:B
+F:FLOOR | REMEMBER | NOTICE
+
+N:69:section of the Straight Road
+G:*:b
+F:FLOOR | REMEMBER | NOTICE
+
+N:70:section of the Straight Road
+G:*:W
+F:FLOOR | REMEMBER | NOTICE
+
+N:71:section of the Straight Road (discharged)
+G:*:W
+F:FLOOR | REMEMBER | NOTICE
+
+N:72:Straight Road exit
+G:*:w
+F:FLOOR | REMEMBER | NOTICE
+
+N:73:corrupted section of the Straight Road
+G:*:D
+F:FLOOR | REMEMBER | NOTICE
+
+# 74 --> shop
+
+N:74:Building
+G:1:U
+F:FLOOR | PERMANENT | REMEMBER | NOTICE | CAN_RUN
+
+# 75 --> 78 Quests index
+
+N:75:permanent wall
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+N:76:permanent wall
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+N:77:permanent wall
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+N:78:permanent wall
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+#Elanor
+N:79:grass with Elanor flowers
+G:&:y
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+#Fumellar
+N:80:grass with Fumella flowers
+G:;:r
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+#Anemones
+N:81:grass with anemones
+G:;:v
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+#Niphredil
+N:82:grass with Niphredil flowers
+G:;:w
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+#Iris
+N:83:grass with irises
+G:;:b
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+N:84:stream of shallow water
+G:~:B
+S:B:B:B:B:B:B:b
+F:ATTR_MULTI
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT | CAN_RUN
+F:DONT_NOTICE_RUNNING
+F:SUPPORT_GROWTH
+
+# -1 = player level
+N:85:pool of deep lava
+G:.:R
+E:-1d2:1:FIRE
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+D:0:You move across the deep lava.
+
+N:86:stream of shallow lava
+G:.:r
+E:-1d1:1:FIRE
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+D:0:You move across the shallow lava.
+
+N:87:dark pit
+G:#:D
+F:CAN_LEVITATE | CAN_FLY
+F:NO_WALK | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+D:0:Ohhh, it is dark and deep.
+
+N:88:dirt
+G:.:U
+F:FLOOR | SUPPORT_LIGHT | CAN_RUN
+F:DONT_NOTICE_RUNNING
+F:SUPPORT_GROWTH
+
+N:89:patch of grass
+G:.:G
+F:FLOOR | SUPPORT_LIGHT | CAN_RUN
+F:DONT_NOTICE_RUNNING
+F:SUPPORT_GROWTH
+
+N:90:ice
+G:.:W
+E:1d1:50:ICE
+F:FLOOR | NOTICE
+
+N:91:sand
+G:.:y
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+N:92:dead tree
+G:#:D
+F:CAN_FLY | CAN_PASS
+F:WALL | NO_WALK | NO_VISION | NOTICE
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You chop away at the dead tree.
+D:2:a tree blocking your way
+
+N:93:ash
+G:.:s
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+N:94:puddle of mud
+G:.:u
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+N:95:ice wall
+G:#:W
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the ice wall... #BOh, chilly#w.
+D:2:an ice wall blocking your way
+
+N:96:tree
+G:#:G
+F:CAN_FLY | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You chop away at the tree.
+D:2:a tree blocking your way
+
+N:97:mountain chain
+G:^:U
+F:CAN_CLIMB | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:PERMANENT
+D:1:You cannot tunnel into such a hard stone.
+D:2:a hard stone block blocking your way
+
+# 0x62 --> sandwall
+
+N:98:sandwall
+G:#:y
+F:WALL | NO_WALK | CAN_PASS | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You easily dig into the sandwall.
+D:2:a sandwall blocking your way
+
+# 0x63 --> sandwall + treasure
+
+N:99:sandwall
+G:%:y
+M:98
+F:WALL | NO_WALK | CAN_PASS | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You easily dig into the sandwall.
+D:2:a sandwall blocking your way
+
+# 0x64 --> sandwall + known treasure
+
+N:100:sandwall with treasure
+G:*:o
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You easily tunnel into the sandwall.
+D:2:a sandwall blocking your way
+
+N:101:high mountain chain
+G:^:W
+F:WALL | NO_WALK | NO_VISION | PERMANENT
+F:DONT_NOTICE_RUNNING
+D:1:This rock is far too hard.
+D:2:a very hard stone block blocking your way
+
+N:102:nether mist
+G:.:v
+S:v:R:r:v:R:r:D
+E:1d1:40:NETHER
+F:ATTR_MULTI
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+
+# A diggable glass wall.
+N:103:molten glass wall
+G:.:B
+F:NO_WALK | WALL | CAN_PASS | TUNNELABLE | NOTICE
+F:DONT_NOTICE_RUNNING
+D:1:You tunnel into the molten glass wall...
+D:2:a molten glass wall blocking your way
+
+N:159:Void Jumpgate
+G:+:v
+F:FLOOR | REMEMBER | NOTICE | PERMANENT | CAN_RUN
+D:0:A dark rift opens to the void here.
+
+N:160:Void Jumpgate
+G:+:v
+F:FLOOR | REMEMBER | NOTICE | PERMANENT | CAN_RUN
+D:0:A dark rift opens to the void here.
+
+###### Here are the altars. ######
+
+N:161:Altar of Being
+G:0:W
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You feel at peace.
+
+N:162:Altar of Winds
+G:0:B
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You grow a desire to become a bird.
+
+N:163:Altar of Force
+G:0:R
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You grow a desire to fight evil.
+
+N:164:Altar of Darkness
+G:0:D
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:Images of pain and death fill your mind.
+
+N:165:Altar of Nature
+G:0:g
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You feel the desire to walk in a great forest.
+
+N:166:Altar of Stone
+G:0:s
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You grow a desire to forge items.
+
+N:167:Altar of Light
+G:0:y
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You grow a desire to light up dark places.
+
+N:168:Altar of Waters
+G:0:b
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You grow a desire to bathe in the ocean.
+
+N:169:Altar of Doom
+G:0:o
+F:FLOOR | REMEMBER | NOTICE | CAN_RUN
+D:0:You grow a desire to do justice.
+
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+
+# Used as a marker for random quests
+N:172:open floor
+G:.:w
+F:FLOOR | CAN_RUN | DONT_NOTICE_RUNNING
+F:SUPPORT_GROWTH
+
+# Underground Tunnel
+N:173:Underground Tunnel
+G:#:s
+F:FLOOR | REMEMBER | SUPPORT_LIGHT | DONT_NOTICE_RUNNING | CAN_RUN
+D:0:Oh, an underground tunnel!
+
+# Tainted water
+N:174:stream of tainted water
+G:~:u
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+N:175:monster trap
+G:;:v
+F:FLOOR
+
+N:176:Void Jumpgate
+G:+:v
+F:FLOOR | REMEMBER | NOTICE | PERMANENT | CAN_RUN
+D:0:A dark rift opens to the void here.
+
+N:177:lava wall
+G:#:R
+S:R:R:r:r:U:u:R
+F:ATTR_MULTI
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+D:1:The lava is far too hot to tunnel into it.
+D:2:a lava wall blocking your way
+
+N:178:Great Fire
+G:%:v
+S:R:R:y:v:y:v:R
+E:150d2:1:HELL_FIRE
+F:ATTR_MULTI
+F:FLOOR | REMEMBER | NOTICE | PERMANENT
+D:0:This fire is so powerful it could destroy even the most powerful artifacts.
+
+N:179:path to the next area
+G:>:w
+F:FLOOR | PERMANENT | NOTICE | REMEMBER | CAN_RUN
+D:0:There is a path leading to the next area here.
+D:1:You cannot tunnel a path.
+
+N:180:path to the previous area
+G:<:w
+F:FLOOR | PERMANENT | NOTICE | REMEMBER | CAN_RUN
+D:0:There is a path leading to the previous area here.
+D:1:You cannot tunnel a path.
+
+N:181:field
+G:::g
+F:FLOOR | PERMANENT | NOTICE | REMEMBER
+F:DONT_NOTICE_RUNNING
+D:1:You cannot tunnel a field.
+
+N:182:Ekkaia, the Encircling Sea
+G:*:b
+S:b:b:b:b:b:b:B
+F:ATTR_MULTI
+F:WALL | NO_WALK | NO_VISION | PERMANENT | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+N:183:void
+G: :d
+F:FLOOR
+
+# XXX 182 - 186
+
+# 187 --> terrain -- deep water
+
+N:187:pool of deep water
+G:~:b
+S:b:b:b:b:b:b:B
+F:ATTR_MULTI
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+
+# Glass wall -- can see but not pass
+N:188:glass wall
+G:.:B
+F:NO_WALK | WALL | PERMANENT | NOTICE
+F:DONT_NOTICE_RUNNING
+D:1:This glass seems to be totaly impenetrable.
+D:2:a glass wall blocking your way
+
+# Illusion wall -- can't see but can pass
+N:189:illusion wall
+G:#:w
+F:FLOOR | NO_VISION | REMEMBER | SUPPORT_LIGHT | DONT_NOTICE_RUNNING
+D:0:Looks like this wall is not so real.
+
+# Grass roof
+N:190:Grass roof
+G:#:y
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# grass roof top
+N:191:grass roof top
+G:#:y
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# grass roof chimney
+N:192:grass roof chimney
+G:#:y
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# brick roof
+N:193:brick roof
+G:#:r
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# brick roof top
+N:194:brick roof top
+G:#:r
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# brick roof chimney
+N:195:brick roof chimney
+G:#:r
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# window
+N:196:window
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# small window
+N:197:small window
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# rain barrel
+N:198:rain barrel
+G:#:w
+F:WALL | NO_WALK | NO_VISION | PERMANENT | DONT_NOTICE_RUNNING
+
+# grass with Kingsfoil flowers
+N:199:grass with Kingsfoil flowers
+G:;:G
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+# cobblestone road
+N:200:cobblestone road
+G:.:w
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+
+# cobblestone with outlet
+N:201:cobblestone with outlet
+G:.:w
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+
+N:202:small tree
+G:#:g
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN | SUPPORT_LIGHT | REMEMBER
+F:NO_VISION
+
+# Just to have a town entrance picture
+N:203:town
+G:*:w
+F:FLOOR | NOTICE
+
+# Underground Tunnel
+N:204:Underground Tunnel
+G:^:U
+F:FLOOR | REMEMBER | SUPPORT_LIGHT | DONT_NOTICE_RUNNING | CAN_RUN
+D:0:Oh, an underground tunnel!
+
+# Fire
+N:205:a blazing fire
+G:%:y
+S:y:y:y:R:r:y:R
+E:-1d2:1:FIRE
+D:0:The blazing fire burns you!
+F:ATTR_MULTI
+F:FLOOR | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+
+# Permanent rubble -- town use
+N:206:pile of rubble
+G:::w
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE
+F:CAN_FLY | SUPPORT_LIGHT | PERMANENT
+D:1:Looks like this pile of rubble is quite hard.
+
+# Rocky ground - rougher terrain.
+N:207:rocky ground
+G:.:s
+F:FLOOR | SUPPORT_LIGHT | CAN_RUN
+F:DONT_NOTICE_RUNNING
+
+# cloud-like vapour. Floor for Eru's temple
+N:208:cloud-like vapour
+G:.:W
+S:W:B:B:W:w:W:B
+F:FLOOR | CAN_LEVITATE | CAN_FLY | SUPPORT_LIGHT
+F:ATTR_MULTI | CAN_RUN | DONT_NOTICE_RUNNING
+
+# condensing water
+N:209:condensing water
+G:~:B
+S:B:B:B:B:B:B:b
+F:ATTR_MULTI
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT | CAN_RUN
+F:DONT_NOTICE_RUNNING
+
+# Dense mist. Can pass through, but not see through
+N:210:dense mist
+G:#:w
+S:w:W:s:s:s:w:w
+F:FLOOR | NO_VISION | REMEMBER | SUPPORT_LIGHT
+F:ATTR_MULTI | DONT_NOTICE_RUNNING
+D:0:You wander through the mist.
+D:1:You cannot tunnel through mist!
+
+# Hail-stone wall
+N:211:hail-stone wall
+G:#:W
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You tunnel into the hail-stone wall.
+
+N:212:dead small tree
+G:#:D
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN | SUPPORT_LIGHT | REMEMBER
+F:NO_VISION
+
+# Low hill
+N:213:low hill
+G:^:g
+F:FLOOR | DONT_NOTICE_RUNNING| CAN_RUN | SUPPORT_LIGHT | NO_VISION
+D:0:You go over the hill.
+D:1:You cannot tunnel through that.
+
+#Angband and Mordor (Ered Lithui, Ephel Duath) mountains
+N:214:dark mountain chain
+G:^:D
+F:WALL | NO_WALK | NO_VISION | PERMANENT
+F:DONT_NOTICE_RUNNING
+D:1:This rock is far too hard.
+D:2:a very hard stone block blocking your way
+
+#Ered Luin - Blue Mountains
+N:215:blue mountain chain
+G:^:B
+F:CAN_CLIMB | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:PERMANENT
+D:1:You cannot tunnel into such a hard stone.
+D:2:a hard stone block blocking your way
+
+#Ered Mithrin - Grey Mountains
+N:216:grey mountain chain
+G:^:s
+F:CAN_CLIMB | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:PERMANENT
+D:1:You cannot tunnel into such a hard stone.
+D:2:a hard stone block blocking your way
+
+#Orodruin - Mount Doom
+N:217:part of Mount Doom
+G:^:R
+F:WALL | NO_WALK | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+F:PERMANENT
+D:1:You cannot tunnel through that.
+D:2:a stream of searing lava barring your way
+
+#Snow-capped peak
+N:218:snow-capped peak
+G:^:w
+F:WALL | NO_WALK | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING | PERMANENT
+D:1:The ice is too cold to tunnel into it.
+D:2:an unusually thick wall of ice barring your way
+
+#Fir tree
+#BUG - these do not burn.
+N:219:fir tree
+G:#:g
+F:CAN_FLY | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION
+F:DONT_NOTICE_RUNNING
+F:TUNNELABLE
+D:1:You chop away at the fir tree.
+D:2:a fir tree blocking your way
+
+#section of a flet (wooden platforms built high up in the trees of Lothlórien)
+N:220:section of a flet
+G:_:u
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+
+#light post
+N:221:light post
+G:|:w
+F:WALL | NO_WALK | CAN_FLY | CAN_PASS
+F:SUPPORT_LIGHT | REMEMBER
+D:1:You cannot tunnel a light post.
+D:2:A light post blocking your way
+
+#Water lily
+N:222:water lily
+G:;:B
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+#Dead Marshes swamp water
+N:223:part of the Dead Marshes
+G:~:G
+E:10d10:6:CONFUSION
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+
+#Morannon
+N:224:Black Gate
+G:+:D
+F:CAN_CLIMB | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION | NOTICE
+F:DONT_NOTICE_RUNNING
+F:PERMANENT
+D:1:You cannot tunnel through that.
+D:2:a closed Black Gate blocking your way
+
+#River (overland view only)
+N:225:river
+G:~:w
+S:w:w:w:B:w:w:B
+F:ATTR_MULTI
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT | CAN_RUN
+F:DONT_NOTICE_RUNNING | SUPPORT_GROWTH
+
+#Swamp
+N:226:swamp pool
+G:~:g
+E:1d1:1:POISON
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT
+
+#Anduin river
+N:227:stream of the Anduin river
+G:~:B
+E:1d1:1:WATER
+S:w:w:w:b:w:w:b
+F:ATTR_MULTI
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT | SUPPORT_GROWTH
+
+#Road sign to Gondolin to avoid Maeglin quest silliness somewhat
+N:228:road sign that says 'Find Gondolin!'
+G:?:v
+S:v:R:B:G:w:v:R
+F:ATTR_MULTI
+F:WALL | PERMANENT | NOTICE | SUPPORT_LIGHT | REMEMBER |
+
+### New terrain features for town use ###
+
+#Beehive
+N:229:beehive
+G:*:o
+E:1d1:1:POISON
+F:WALL | PERMANENT | CAN_FLY | REMEMBER | SUPPORT_LIGHT |
+F:CAN_PASS | NO_WALK | NO_VISION | DONT_NOTICE_RUNNING |
+D:0:Ouch! A bee stung you!
+D:1:You'll just get stung.
+D:2:a beehive blocking your way
+
+#Dirt road - same as dirt but more appropriate for towns
+N:230:dirt road
+G:.:U
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN
+F:SUPPORT_GROWTH
+
+#Wide gate
+N:231:wide gate
+G:-:D
+F:WALL | PERMANENT | CAN_FLY | SUPPORT_LIGHT | NOTICE |
+F:CAN_PASS | NO_WALK | NO_VISION | DONT_NOTICE_RUNNING |
+D:1:You cannot tunnel through that.
+D:2:a closed gate barring your way
+
+#Same gate, but opened
+N:232:open gate
+G:':D
+F:FLOOR | DONT_NOTICE_RUNNING | CAN_RUN | SUPPORT_LIGHT |
+
+### For wood houses, bridges, etc:
+
+#Wooden board - horizontal
+N:233:wooden board
+G:-:u
+F:WALL | PERMANENT | SUPPORT_LIGHT | NO_WALK | NO_VISION | CAN_FLY
+D:1:You cannot tunnel through that.
+D:2:a wooden board blocking your way
+
+#Wooden board - vertical
+N:234:wooden board
+G:|:u
+F:WALL | PERMANENT | SUPPORT_LIGHT | NO_WALK | NO_VISION | CAN_FLY
+D:1:You cannot tunnel through that.
+D:2:a wooden board blocking your way
+
+#Light wooden board - horizontal
+N:235:wooden board
+G:-:U
+F:WALL | PERMANENT | SUPPORT_LIGHT | NO_WALK | NO_VISION | CAN_FLY
+D:1:You cannot tunnel through that.
+D:2:a wooden board blocking your way
+
+#Light wooden board - vertical
+N:236:wooden board
+G:|:U
+F:WALL | PERMANENT | SUPPORT_LIGHT | NO_WALK | NO_VISION | CAN_FLY
+D:1:You cannot tunnel through that.
+D:2:a wooden board blocking your way
+
+#White tree
+#BUG - these do not burn.
+N:237:white tree
+G:#:w
+F:CAN_FLY | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION | PERMANENT
+F:DONT_NOTICE_RUNNING
+D:1:You cannot tunnel through that.
+D:2:a white tree blocking your way
+
+#Swift waterfall
+N:238:swift waterfall
+G:|:B
+E:25d10:1:WATER
+S:w:w:w:b:w:w:b
+F:ATTR_MULTI
+F:FLOOR | CAN_LEVITATE | CAN_FLY | REMEMBER | SUPPORT_LIGHT |
+F:DONT_NOTICE_RUNNING | SUPPORT_GROWTH |
+
+#Slippery rock ledge
+N:239:slippery rock ledge
+G:&:s
+E:5d10:1:COLD
+F:FLOOR | CAN_LEVITATE | CAN_FLY | SUPPORT_LIGHT |
+F:SUPPORT_GROWTH
+
+#Stable
+N:240:stable
+G:#:u
+F:WALL | NO_WALK | NO_VISION | PERMANENT | CAN_FLY
+D:1:You cannot tunnel through that.
+D:2:a stable wall blocking your way
+
+#Wooden plank
+N:241:wooden plank
+G:%:U
+F:FLOOR | CAN_RUN | DONT_NOTICE_RUNNING | SUPPORT_LIGHT |
+F:SUPPORT_GROWTH |
+
+#Fosse (dry moat)
+N:242:fosse pit
+G:&:g
+F:CAN_LEVITATE | CAN_FLY
+F:NO_WALK | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING
+D:1:You cannot tunnel through that.
+D:2:a dry moat blocking your way
+
+#Mallorn
+N:243:Mallorn
+G:*:y
+S:y:W:W:y:w:W:y
+F:CAN_FLY | CAN_PASS | SUPPORT_LIGHT
+F:WALL | NO_WALK | NO_VISION
+F:DONT_NOTICE_RUNNING
+D:1:It isn't a good idea to harm a Mallorn.
+D:2:a Mallorn blocking your way
+
+# New features for the Maps of Lord Dimwit
+
+N:244:copper pillar
+G:#:u
+S:u:u:u:o:u:u:u
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING | ATTR_MULTI
+D:1:The copper is too tough to tunnel through.
+D:2:a copper pillar blocking your way
+
+N:245:ethereal wall
+G:.:w
+F:WALL | NO_WALK | PERMANENT | NOTICE | DONT_NOTICE_RUNNING
+D:1:You can't even see your obstruction!
+D:2:an unseen force blocking your way
+
+N:246:glacial wall
+G:#:B
+F:WALL | NO_WALK | CAN_PASS | NO_VISION | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING | TUNNELABLE
+D:1:You tunnel into the glacial wall... #BOh, chilly!#w.
+D:2:a hard glacial wall blocking your way
+
+N:247:battlement
+G:#:w
+F:NO_WALK | CAN_PASS | NOTICE | SUPPORT_LIGHT
+F:DONT_NOTICE_RUNNING | TUNNELABLE
+D:1:You tunnel into the battlement.
+D:2:a hard stone battlement blocking your way
+
+N:248:door of Orthanc
+G:':r
+F:FLOOR | NOTICE | REMEMBER | CAN_RUN
+F:SUPPORT_LIGHT | DONT_NOTICE_RUNNING
+D:0:The Key of Orthanc allows you to pass. \ No newline at end of file
diff --git a/lib/mods/theme/edit/haunted.map b/lib/mods/theme/edit/haunted.map
new file mode 100644
index 00000000..49f72d5b
--- /dev/null
+++ b/lib/mods/theme/edit/haunted.map
@@ -0,0 +1,49 @@
+# permanent wall
+F:X:61:0
+
+# granite
+F:#:57:0
+
+# up staircase
+F:<:6:0
+
+# Floor
+F:.:1:0
+
+# Locked Door
+F:D:38:0
+
+# Secret Door
+F:S:48:0
+
+# Great item
+F:g:1:0:0:*:*
+
+# Dungeon layout
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+D:XXX...D.........................X
+D:XXX...XXXXXXXXXXXXXXXXXXXXXXXXX.X
+D:XXX...X....X....X....X....X...X.X
+D:XXX...X....X....X....X....X...X.X
+D:XXX...X....X....X....X....X...X.X
+D:XXXDXXXDXXXXDXXXXDXXXXDXXXXDXXX.X
+D:XXX.............................X
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.X
+D:X.S.....X.....X.....X.....X...X.X
+D:X.X.....X.....X.....X.....X...X.X
+D:X.X.....X.....X.....X.....X...X.X
+D:X.X.....X.....X.....X.....X...X.X
+D:XgX.....X.....X.....X.....X...X.X
+D:XXXDXXXXXDXXXXXDXXXXXDXXXXXDXXX.X
+D:XXX.............................X
+D:XXXXXXXDXXXXXDXXXXXDXXXXXDXXXXXDX
+D:XgX<....X.....X.....X.....X.....X
+D:X.X.....X.....X.....X.....X.....X
+D:X.X.....X.....X.....X.....X.....X
+D:X.X.....X.....X.....X.....X.....X
+D:X.S.....X.....X.....X.....X.....X
+D:XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
+
+# Starting position
+P:3:5
+
diff --git a/lib/mods/theme/edit/k_info.txt b/lib/mods/theme/edit/k_info.txt
new file mode 100644
index 00000000..07e4bbe2
--- /dev/null
+++ b/lib/mods/theme/edit/k_info.txt
@@ -0,0 +1,6865 @@
+# File: k_info.txt
+
+
+# This file is used to initialize the "lib/data/k_info.raw" file, which is
+# used to initialize the "object kind" information for the Angband game.
+
+# Do not modify this file unless you know exactly what you are doing,
+# unless you wish to risk possible system crashes and broken savefiles.
+
+# After modifying this file, delete the "lib/data/k_info.raw" file.
+
+# Available slots are marked with # XXX: 294, 299, 444-464, ...
+
+# XXX XXX Add some "IGNORE_XXX" flags to Rings, Amulets, etc.
+
+# The old "MULTI_HUED" objects are now "violet", and no other object
+# is violet, so all six violet objects can be made "multi-hued", though
+# this would be a heinous hack. XXX XXX
+
+# Note that object zero is used for the "stack" picture (unused).
+
+# N: serial number : & object name~
+# G: symbol : color
+# I: tval : sval : pval
+# W: depth : rarity : weight : cost
+# P: base armor class : base damage : plus to-hit : plus to-dam : plus to-ac
+# A: depth/rarity : depth/rarity : etc
+# F: flag | flag | etc
+
+# Version stamp (required)
+
+V:2.0.0
+
+
+##### Something special #####
+
+N:0:something
+G:&:w
+
+
+##### Mushrooms #####
+
+N:1:Blindness
+G:,:d
+I:80:1:500
+W:5:0:1:0
+A:5/1
+D:'E'ating this mushrooms will blind you. You cannot cast magic
+D:or see monsters when you are blinded. You can still use magic items or
+D:quaff potions.
+
+N:2:Fear
+G:,:d
+I:80:2:500
+W:5:0:1:0
+A:5/1
+D:'E'ating this mushroom will make you scared.
+D:You will not be able to hit your enemies in combat if you're scared.
+
+N:3:Confusion
+G:,:d
+I:80:3:500
+W:5:0:1:0
+A:5/1
+D:'E'ating this mushroom will confuse you. You will not be able to cast spells,
+D:use wands, staves or scrolls. You can still quaff potions, though.
+
+N:4:Hallucination
+G:,:d
+I:80:4:500
+W:10:0:1:0
+A:10/1
+D:'E'ating this mushroom will make you hallucinate.
+D:You will not be able to recognise any monster or item.
+
+N:5:Cure Poison
+G:,:d
+I:80:12:500
+W:10:0:1:60
+A:10/1
+D:'E'ating this mushroom will cure you from poison.
+
+N:6:Cure Blindness
+G:,:d
+I:80:13:500
+W:10:0:1:50
+A:10/1
+D:'E'ating this mushroom will cure you from blindness.
+
+N:7:Cure Fear
+G:,:d
+I:80:14:500
+W:10:0:1:25
+A:10/1
+D:'E'ating this mushroom will cure your paranoia. Paranoia is the state when you are
+D:too afraid to attack monsters.
+
+N:8:Cure Confusion
+G:,:d
+I:80:15:500
+W:10:0:1:50
+A:10/1
+D:'E'ating this mushroom will cure your confusion. Confusion is when you are too confused
+D:to cast spells, zap staves, aim wands or read scrolls.
+
+N:9:Weakness
+G:,:d
+I:80:6:500
+W:10:0:1:0
+A:10/1
+P:0:5d5:0:0:0
+D:'E'ating this mushroom will reduce your strength by one point.
+
+N:10:Unhealth
+G:,:d
+I:80:10:500
+W:15:0:1:50
+A:15/1
+P:0:10d10:0:0:0
+D:'E'ating this mushroom will reduce your constitution by one point.
+
+N:11:Restore Constitution
+G:,:d
+I:80:18:500
+W:20:0:1:350
+A:20/1
+D:'E'ating this mushroom will restore your constitution. Your constitution
+D:needs restoring when it is displayed in yellow.
+
+N:12:Restoring
+G:,:d
+I:80:19:500
+W:20:0:1:1000
+A:20/8:30/4:40/1
+D:'E'ating this mushroom will restore your strength, dexterity, constitution,
+D:intelligence, wisdom and charisma. These need restoring when they
+D:are displayed in yellow.
+
+N:13:Stupidity
+G:,:d
+I:80:8:500
+W:15:0:1:0
+A:15/1
+D:'E'ating this mushroom will reduce your intelligence by one point.
+D:That's a bad thing.
+
+N:14:Naivety
+G:,:d
+I:80:9:500
+W:15:0:1:0
+A:15/1
+D:'E'ating this mushroom will reduce your wisdom by one point.
+D:That's a bad thing.
+
+N:15:Poison
+G:,:d
+I:80:0:500
+W:5:0:1:0
+A:5/1:5/1
+P:0:4d4:0:0:0
+D:'E'ating this mushroom will poison you. Poisoning makes you lose one hitpoint
+D:per turn until you magically stop the poison or until your body has
+D:fought off the poison.
+D:That's a bad thing.
+
+N:16:Sickness
+G:,:d
+I:80:7:500
+W:10:0:1:0
+A:10/1
+P:0:4d4:0:0:0
+D:'E'ating this mushroom will reduce your constitution by one point.
+D:It will also damage you quite severely in the process.
+D:That's a bad thing.
+
+N:17:Paralysis
+G:,:d
+I:80:5:500
+W:20:0:1:0
+A:20/1
+D:'E'ating this mushroom will paralyse you for a certain time.
+D:Any nearby monsters will take this opportunity to kill you.
+D:That's a bad thing.
+
+N:18:Restore Strength
+G:,:d
+I:80:17:500
+W:20:0:1:350
+A:20/1
+D:'E'ating this mushroom will restore your strength. Your strength
+D:needs restoring when it is displayed in yellow.
+
+N:19:Disease
+G:,:d
+I:80:11:500
+W:20:0:1:50
+A:20/1
+P:0:10d10:0:0:0
+D:'E'ating this mushroom will reduce your strength by one point.
+D:It will also damage you quite severely in the process.
+D:That's a bad thing.
+
+N:20:Cure Serious Wounds
+G:,:d
+I:80:16:500
+W:15:0:1:75
+A:15/1
+D:'E'ating this mushroom will heal several hit points. Your hit points
+D:need healing when they are displayed in yellow or red.
+
+##### Normal Food #####
+
+N:21:& Ration~ of Cram
+G:,:U
+I:80:35:5000
+W:0:0:10:3
+A:0/1:5/1:10/1
+D:It is biscuitish, keeps good indefinitely, is supposed to be sustaining but
+D:certainly not entertaining. Its origin is Esgaroth, the city of Lake-men.
+D:You can 'E'at it.
+
+N:22:& Round Seed-Cake~
+G:,:U
+I:80:32:500
+W:0:0:2:1
+D:It's a treat, but 'E'ating it will only fill your stomach for a short time.
+
+N:23:& Strip~ of Venison
+G:,:u
+I:80:33:1500
+W:0:0:2:2
+D:It looks great, and 'E'ating it will fill your stomach well.
+
+N:24:& Slime Mold~
+G:,:g
+I:80:36:3000
+W:1:0:5:2
+A:1/1
+D:It looks disgusting, but if you really want to you can 'E'at it.
+D:Not an incredible taste experience, but that'd be asking a bit much.
+
+# New - now Lembas works as a scroll of Satisfy Hunger
+N:25:& Lembas~
+G:,:B
+I:80:37:0
+W:5:0:3:10
+A:5/1:10/1:20/1
+D:Small golden-brown wafers wrapped in silver leaves. Its fabrication is a
+D:secret of the Elves, and it sustains life where nothing else can. If you
+D:'E'at it, you will be full.
+
+N:26:& Pint~ of Fine Ale
+G:,:y
+I:80:38:500
+W:0:0:5:1
+D:A bottle of a dark beer-like beverage from Eriador. You can drink it by pressing 'E'.
+
+N:27:& Pint~ of Old Winyards
+G:,:r
+I:80:39:1000
+W:0:0:10:2
+D:A bottle of fine wine from Eriador. You can drink it by pressing 'E'.
+
+##### Extra digger #####
+
+N:28:& Mattock~
+G:\:D
+I:20:7:3
+W:50:0:250:700
+A:50/2
+P:0:1d8:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:This is a digging tool. Use it to dig in walls, destroy doors, or cut wood.
+
+# The Blue Stone 'Coimir' -- see artifact list
+
+N:29:& Blue Stone~
+G:":B
+I:40:18:0
+W:60:0:3:90000
+F:INSTA_ART | SPECIAL_GENE
+
+##### Edged Weapons #####
+
+N:30:& Broken Dagger~
+G:|:D
+I:23:1:0
+W:0:0:5:1
+A:0/2:5/2
+P:0:1d1:-2:-4:0
+F:SHOW_MODS
+D:The blade itself is a foot long and broken off not far above the hilt.
+
+N:31:& Bastard Sword~
+G:|:W
+I:23:21:0
+W:15:0:140:350
+A:15/1
+P:0:3d4:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:This is a long, double-edged sword with a plain hilt that could
+D:be wielded in one or two hands. It's called a "bastard sword" because in
+D:size, it falls between the broad sword and the two-handed sword, thus not
+D:having a family of its own. It's typically around 51 inches long.
+D:It is effective for cutting through tougher armours. It could be used for
+D:thrusting, but most wielders swing it like a bat.
+
+N:32:& Scimitar~
+G:|:W
+I:23:18:0
+W:10:0:130:250
+A:10/1
+P:0:2d5:0:0:0
+F:SHOW_MODS
+D:This oriental blade has 2 edges and is deeply curved. It has a wide
+D:and very sharp end. It is the forefather of the sabre.
+
+N:33:& Tulwar~
+G:|:W
+I:23:15:0
+W:5:0:100:200
+A:5/1
+P:0:2d4:0:0:0
+F:SHOW_MODS
+D:This vicious sword is half sword and half club, with a slight hook on the tip.
+
+N:34:& Broad Sword~
+G:|:W
+I:23:16:0
+W:10:0:150:255
+A:10/1:15/1
+P:0:2d5:0:0:0
+F:SHOW_MODS
+D:This broader version of the long sword is a standard weapon in the army
+D:of Gondolin.
+
+N:35:& Short Sword~
+G:|:W
+I:23:10:0
+W:5:0:80:90
+A:5/1
+P:0:1d7:0:0:0
+F:SHOW_MODS
+D:This shorter version of the long sword is a common weapon for rogues
+D:and mages.
+
+N:36:& Blade~ of Chaos
+G:|:v
+I:23:30:0
+W:70:0:180:4000
+A:70/8
+P:0:6d5:0:0:0
+F:ATTR_MULTI
+F:RES_CHAOS | CHAOTIC | SHOW_MODS
+f:RES_CHAOS | CHAOTIC
+D:A mighty sword which seems to be completely blunt. However, it is a conduit
+D:into the realms of pure chaos and strikes its victims with the devastating
+D:might of chaos itself whenever it connects. It gives you resistance to chaos
+D:and it can polymorph, teleport, confuse or drain hit points from the monster
+D:you hit. It occasionally causes earthquakes as well.
+
+N:37:& Two-Handed Sword~
+G:|:W
+I:23:25:0
+W:30:0:200:775
+A:30/1:40/1
+P:0:3d6:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This blade is lot longer, wider and heavier than a long sword. You have to
+D:wield it with two hands. This means that wielding a shield makes fighting
+D:very difficult.
+
+N:38:& Main Gauche~
+G:|:W
+I:23:5:0
+W:3:0:30:25
+A:3/1
+P:0:1d5:0:0:0
+F:SHOW_MODS
+D:This blade is sinuously curved and tipped with a harpoon-like end.
+D:This blade has a large handguard and was designed as an off-hand weapon.
+D:This short but cruel blade is a favourite among orcs.
+
+N:39:& Cutlass~
+G:|:W
+I:23:12:0
+W:5:0:110:85
+A:5/1
+P:0:1d7:0:0:0
+F:SHOW_MODS
+D:This oriental weapon is a short, thick, curving sword
+D:with a single cutting edge. This simple slashing weapon
+D:is typically carried by buccaneers, pirates, and sailors.
+
+N:40:& Executioner's Sword~
+G:|:r
+I:23:28:0
+W:40:0:260:850
+A:40/1
+P:0:4d5:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:These weapons have been built in all sizes. They are custom-made
+D:for warriors that want to set out and kill their archenemy. These
+D:blades are rare, costly and very deadly.
+
+N:41:& Katana~
+G:|:W
+I:23:20:0
+W:20:0:120:400
+A:20/1
+P:0:3d4:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:The katana is a long blade with only a small disk for a guard.
+D:Its hilt is long enough for two hands, though it could be used
+D:with only one hand, and is usually wrapped in cloth or leather.
+D:The art of forging such swords is largely unknown in this part
+D:of Middle-earth, and such weapons are typically imported from
+D:distant lands.
+
+N:42:& Long Sword~
+G:|:W
+I:23:17:0
+W:10:0:130:300
+A:10/1:20/1
+P:0:2d5:0:0:0
+F:SHOW_MODS
+D:A long straight sword, tapering to a pronounced point. Mainly good for
+D:piercing attacks, but it can be used for slashing, too. It is a very
+D:popular design and has become standard issue in many armies.
+
+N:43:& Dagger~
+G:|:W
+I:23:4:0
+W:0:0:12:10
+A:0/1:5/1:10/1:20/1
+P:0:1d4:0:0:0
+F:SHOW_MODS
+D:It's the standard weapon of rogues and thieves. The blade is
+D:a foot long.
+
+N:44:& Rapier~
+G:|:W
+I:23:7:0
+W:5:0:40:42
+A:5/1
+P:0:1d6:0:0:0
+F:SHOW_MODS
+D:The rapier's hilt consisted of a pair of oval guards pierced with holes,
+D:recurved quillions, and a knuckle guard. The guard is very intricate
+D:and very effective as protection.
+
+N:45:& Sabre~
+G:|:W
+I:23:11:0
+W:5:0:50:50
+A:5/1
+P:0:1d7:0:0:0
+F:SHOW_MODS
+D:A long, one-edged, slightly curved sword with a knuckle guard and short
+D:hilt. It is two-edged in its lower part.
+
+N:46:& Small Sword~
+G:|:W
+I:23:8:0
+W:5:0:75:48
+A:5/1
+P:0:1d6:0:0:0
+F:SHOW_MODS
+D:It's the favourite weapon of strong mages and thieves. The blade is
+D:about twenty inches long. It's very easy to handle, although it is a lot less
+D:efficient than the longer and heavier designs.
+
+N:47:& Broken Sword~
+G:|:D
+I:23:2:0
+W:0:0:30:2
+A:0/2:5/2
+P:0:1d2:-2:-4:0
+F:SHOW_MODS
+D:Just a hilt and a few inches of blade, broken off in a jagged stump.
+D:Probably worthless.
+
+##### Hafted Weapons #####
+
+N:48:& Ball-and-Chain~
+G:\:D
+I:21:6:0
+W:20:0:150:200
+A:20/1
+P:0:2d4:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:This weapon has a ball linked with a chain to a wooden handle.
+D:Preferred tactic is smashing the brains of your opponent.
+
+N:49:& Whip~
+G:\:D
+I:21:2:0
+W:3:0:30:30
+A:3/1
+P:0:1d6:0:0:0
+F:SHOW_MODS
+D:This weapon is light and easy to fight with. It has nasty barbs and
+D:hooks fixed to the thong to make it useful in combat.
+D:Whips easily give multiple attacks.
+
+N:50:& Flail~
+G:\:D
+I:21:13:0
+W:10:0:150:353
+A:10/1
+P:0:2d6:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:This weapon was originally used to cut corn. More warlike versions
+D:sport a large blade stuck on a wooden handle. The hinge allows it to get
+D:past enemy defences or to strike with added momentum when used skillfully.
+
+N:51:& Two-Handed Flail~
+G:\:y
+I:21:18:0
+W:45:0:280:590
+A:45/1
+P:0:3d6:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This two-handed version of the flail gives the fighter a fearsome
+D:weapon that can do a fair amount of damage. It typically has several
+D:spiked metal lumps on chains.
+
+N:52:& Morning Star~
+G:\:D
+I:21:12:0
+W:10:0:150:396
+A:10/1
+P:0:2d6:0:0:0
+F:SHOW_MODS
+D:This weapon consists of a large club with chains that have wooden balls
+D:with metal spikes on the end.
+
+N:53:& Mace~
+G:\:D
+I:21:5:0
+W:5:0:120:130
+A:5/1
+P:0:2d4:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:This weapon is a club ending in a sphere. The sphere is studded
+D:with metal shards, and thus can both crush and cut your adversary.
+
+N:54:& Quarterstaff~
+G:\:U
+I:21:3:0
+W:10:0:150:200
+A:10/1
+P:0:1d9:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A long, wooden pole, usually the height of the wielder. Four of them can be
+D:made out of the trunk of one young tree, hence the name. The quarterstaff
+D:is an excellent weapon for travellers as it doubles both as a walking staff
+D:and as a deterrent against brigands. The quarterstaff is used more in
+D:fencing and brawling than melee combat.
+
+N:55:& War Hammer~
+G:\:D8
+I:21:8:0
+W:5:0:120:225
+A:5/1
+P:0:3d3:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A large hammer, designed to crush skulls with mighty strikes.
+
+N:56:& Lead-Filled Mace~
+G:\:D
+I:21:15:0
+W:15:0:180:502
+A:15/1
+P:0:3d4:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A large, mean mace filled with lead in order to wreak a maximum of havoc.
+
+N:57:& Mace~ of Disruption
+G:\:v
+I:21:20:0
+W:80:0:400:4300
+A:80/5
+P:0:5d8:0:0:0
+F:SLAY_UNDEAD | SHOW_MODS | MUST2H
+f:MUST2H | SLAY_UNDEAD
+D:This mace is custom-made for priests that go out to destroy evil.
+D:It is deadly, especially for undead.
+
+N:58:& Lucerne Hammer~
+G:\:B
+I:21:10:0
+W:10:0:120:376
+A:10/1
+P:0:2d5:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A war hammer combined with a spearpoint, mounted on a long pole.
+
+##### Polearms #####
+
+N:59:& Beaked Axe~
+G:/:s
+I:22:10:0
+W:15:0:180:408
+A:15/1
+P:0:2d6:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This polearm has a beak mounted opposite the blade.
+
+N:60:& Glaive~
+G:/:s
+I:22:13:0
+W:20:0:190:363
+A:20/1
+P:0:2d6:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A polearm with a long, slightly curved knife-like blade. It has spurs on
+D:the dull side of the blade. It's primarily a slashing and chopping weapon. Glaives
+D:are often used to protect archers, crossbowmen, and gunners while they reload.
+D:Outside of combat they are a popular processional weapon and therefore many
+D:have ornately carved blades.
+
+N:61:& Halberd~
+G:/:s
+I:22:15:0
+W:25:0:190:430
+A:25/1
+P:0:3d5:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:The halberd has a broad, short axe blade on a 5-6 ft long haft, with a
+D:spearpoint at the top, often a back-spike and occasionally a butt-spike. Used to
+D:combat heavier armour. It's usually used for cutting and stabbing. It's the most
+D:versatile polearm in Middle-earth. The axe is used in general melee. The top
+D:pike is used to pierce armour, or is set against a cavalry charge. The back
+D:hook could unseat horses, trip opponents, parry a blow, or be a general
+D:piercing weapon.
+
+N:62:& Awl-Pike~
+G:/:s
+I:22:4:0
+W:10:0:160:340
+A:10/1
+P:0:1d8:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:This is a polearm with a long square-sectioned spike on the end.
+
+N:63:& Pike~
+G:/:s
+I:22:8:0
+W:15:0:160:358
+A:15/1
+P:0:2d5:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A staff, 16-18 feet long, that has a small piercing head about 10 inches
+D:long. The pike is often used by infantry to fend off cavalry. It is very
+D:effective against mounted troops.
+
+N:64:& Spear~
+G:/:s
+I:22:2:0
+W:5:0:50:36
+A:5/1
+P:0:1d6:0:0:0
+F:SHOW_MODS
+D:Spears tend to have a strong, wide, leaf-shaped head with a ridge down the
+D:middle. The spearhead is attached to the wooden shaft by a socket. The
+D:sockets are usually riveted to the shaft and some have two small lugs near
+D:the base of the socket to allow the head to be possibly bound on as well.
+D:This spear is 7 feet long.
+
+N:65:& Trident~
+G:/:y
+I:22:5:0
+W:5:0:70:120
+A:5/1
+P:0:1d8:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:The trident is based on the pitchfork. In fact, when not used as a weapon,
+D:it is often employed as a pitchfork. It is famous for its uses in
+D:gladiatorial arenas. It is used much like a spear and could even be thrown
+D:like one in desperate situations.
+
+N:66:& Lance~
+G:/:s
+I:22:20:0
+W:10:0:300:230
+A:10/1
+P:0:2d8:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This is the original polearm. It is shaped like a spear but is bigger. It's
+D:meant to fend off enemies, not to be thrown.
+
+N:67:& Great Axe~
+G:/:s
+I:24:25:0
+W:40:0:230:500
+A:40/1
+P:0:4d4:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:A huge and heavy two-headed axe.
+
+N:68:& Battle Axe~
+G:/:s
+I:22:22:0
+W:15:0:170:334
+A:15/1
+P:0:2d8:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:Nordic polearm with a broad blade and a hook mounted on the end of the shaft.
+D:The Nordics' take on the halberd. The polearm of choice for many Nordics,
+D:ideally suited for slashing, thrusting, and unseating cavalry.
+
+N:69:& Lochaber Axe~
+G:/:D
+I:22:28:0
+W:45:0:250:750
+A:45/1
+P:0:3d8:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:Nordic polearm with a broad blade and a hook mounted on the end of the shaft.
+D:Another Nordic version of the halberd. The polearm of choice for many Nordics,
+D:this weapon is ideally suited for slashing, thrusting, and unseating cavalry.
+
+N:70:& Broad Axe~
+G:/:s
+I:24:11:0
+W:15:0:160:304
+A:15/1
+P:0:2d6:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A one-headed axe made for combat, with an elongated moon-shaped blade.
+
+N:71:& Scythe~
+G:/:s
+I:22:17:0
+W:45:0:250:800
+A:45/1
+P:0:5d3:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:A simple farm implement, converted into a weapon by slightly straightening
+D:its blade and putting it in line with its pole, instead of the typical
+D:right angle.
+
+N:72:& Scythe~ of Slicing
+G:/:r
+I:22:30:0
+W:80:0:250:10000
+A:80/20
+P:0:8d4:0:0:0
+F:SHOW_MODS | MUST2H | WOUNDING | VORPAL
+f:MUST2H | VORPAL | WOUNDING
+D:The simple design of the war scythe, but this one uses a finely crafted and
+D:incredibly sharp steel blade which causes terrible wounds when it hits.
+
+##### Bows, Crossbows, Slings #####
+
+N:73:& Short Bow~
+G:}:U
+I:19:12:0
+W:3:0:30:50
+A:3/1:50/2
+F:SHOW_MODS
+D:A piece of bent wood, fitted with a string. Easy to transport and use, but
+D:its effect is not very impressive. You can 'f'ire it after you 'w'ield it.
+
+N:74:& Long Bow~
+G:}:U
+I:19:13:0
+W:10:0:40:120
+A:10/1:70/2
+F:SHOW_MODS
+D:A bow almost as long as a human. It takes considerable strength and skill to
+D:use and is rather awkward to carry around inside buildings. Nevertheless, it
+D:shoots arrows with astonishing force. You can 'f'ire it after you 'w'ield it.
+
+N:75:& Light Crossbow~
+G:}:s
+I:19:23:0
+W:15:0:110:140
+A:15/1:60/2
+F:SHOW_MODS
+D:A metal bow mounted on a wooden stock. It is used for shooting bolts. This
+D:design is relatively light and not too difficult to cock, but also shoots its
+D:quarrels with less force. You can 'f'ire with it after you 'w'ield it.
+
+N:76:& Heavy Crossbow~
+G:}:s
+I:19:24:0
+W:30:0:200:300
+A:30/1:80/2
+F:SHOW_MODS
+D:A metal bow mounted on a wooden stock, with attached cocking mechanism. It
+D:takes considerable time and strength to cock it and it's rather heavy.
+D:However, it hurls its ammunition with incredible force. You can 'f'ire with
+D:it after you 'w'ield it.
+
+N:77:& Sling~
+G:}:u
+I:19:2:0
+W:1:0:5:5
+A:1/1:40/2
+F:SHOW_MODS
+D:A simple cloth or leather pouch with two strings attached. It is used to hurl
+D:pebbles or iron shots. You can 'f'ire with it after you 'w'ield it.
+
+##### Missiles #####
+
+N:78:& Arrow~
+G:{:U
+I:17:1:0
+W:3:0:2:1
+A:3/1:15/1:50/1
+P:0:1d4:0:0:0
+F:SHOW_MODS
+D:A simple metal head on a piece of wood or bamboo, fitted with some feathers.
+D:You can use it for 'f'iring a bow.
+
+N:79:& Seeker Arrow~
+G:{:G
+I:17:2:0
+W:55:0:2:20
+A:55/2:80/2
+P:0:4d4:0:0:0
+F:SHOW_MODS
+D:A precision-made arrow, which allows you to hit precisely the most vulnerable
+D:place of an opponent. You can use it for 'f'iring a bow.
+
+N:80:& Bolt~
+G:{:s
+I:18:1:0
+W:3:0:3:2
+A:3/1:25/1:60/1
+P:0:1d5:0:0:0
+F:SHOW_MODS
+D:Short metal arrows, to be fired with crossbows. You can use it for 'f'iring a
+D:crossbow.
+
+N:81:& Seeker Bolt~
+G:{:B
+I:18:2:0
+W:65:0:3:25
+A:65/2:90/2
+P:0:4d5:0:0:0
+F:SHOW_MODS
+D:A precision-made bolt, which allows you to hit exactly the most vulnerable
+D:place of an opponent. You can use it for 'f'iring a crossbow.
+
+N:82:& Rounded Pebble~
+G:{:s
+I:16:0:0
+W:0:0:4:1
+A:0/1:10/2
+P:0:1d2:0:0:0
+F:SHOW_MODS
+D:Small round stones. When fired with a sling, they could even hurt a giant.
+D:You can use them for 'f'iring a sling.
+
+N:83:& Iron Shot~
+G:{:s
+I:16:1:0
+W:3:0:5:2
+A:3/1:40/2
+P:0:1d4:0:0:0
+F:SHOW_MODS
+D:Metal balls, made for shooting with slings. You can use them for 'f'iring a
+D:sling.
+
+##### Shovels and Picks #####
+
+N:84:& Shovel~
+G:\:s
+I:20:1:1
+W:1:0:60:10
+A:5/2
+P:0:1d2:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:A simple digging tool for shovelling away rubble and maybe even soft rock.
+
+N:85:& Gnomish Shovel~
+G:\:G
+I:20:2:2
+W:20:0:60:100
+A:20/3
+P:0:1d2:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:Crafted by the gnomes, its design profits greatly from the gnomes' expertise
+D:honed in the burrowing of their hovels.
+
+N:86:& Dwarven Shovel~
+G:\:B
+I:20:3:3
+W:40:0:120:200
+A:40/4
+P:0:1d3:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:The lighter digging tool used by dwarves to remove debris, but also good
+D:enough to clear away bits of rock when no pick is easily available.
+
+N:87:& Pick~
+G:\:s
+I:20:4:1
+W:5:0:150:50
+A:10/2
+P:0:1d3:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:A heavy digging tool, primarily for earthworking, but also good for tunnelling
+D:through stone, if one is willing to perform the time-consuming labour.
+
+N:88:& Orcish Pick~
+G:\:g
+I:20:5:2
+W:30:0:180:300
+A:30/3
+P:0:1d3:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:Although orcs tend to dig rather untidy mines and overcome difficulties in
+D:this work less by skill than mere stubbornness, they have amassed
+D:quite some expertise in mining, which has gone into this digging tool.
+
+N:89:& Dwarven Pick~
+G:\:b
+I:20:6:3
+W:50:0:200:600
+A:50/4
+P:0:1d4:0:0:0
+F:TUNNEL
+f:TUNNEL
+D:The dwarves, miners of legend, have made this pick, which is so expertly
+D:crafted that even weaklings can bore through solid rock with it.
+
+##### Armour #####
+
+N:90:& Elven Cloak~
+G:(:G
+I:35:2:0
+W:30:0:5:1500
+A:30/4
+P:4:0d0:0:0:4
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_FIRE | IGNORE_ELEC
+F:STEALTH | SEARCH | LUCK
+f:STEALTH
+D:A wonderfully light cloak coloured in brown and green hues. Its colouring
+D:greatly helps the wearer to avoid undesired attention. Wearing it makes you
+D:feel lucky and somehow you seem to see what was meant to stay unseen.
+
+N:91:& Pair~ of Soft Leather Boots
+G:]:U
+I:30:2:0
+W:3:0:20:7
+A:3/1
+P:2:1d1:0:0:0
+D:A pair of low boots, comfortable to wear.
+
+N:92:& Pair~ of Hard Leather Boots
+G:]:U
+I:30:3:0
+W:5:0:40:12
+A:5/1
+P:3:1d1:0:0:0
+D:A pair of boots, with hardened leather at the caps, offering a little
+D:extra protection for the feet.
+
+N:93:& Pair~ of Metal Shod Boots
+G:]:s
+I:30:6:0
+W:20:0:80:50
+A:20/1
+P:6:1d1:0:0:0
+D:Heavy boots, with metal strips at the toes, heels and other vulnerable parts,
+D:to better protect the wearer's feet from harm.
+
+N:94:& Hard Leather Cap~
+G:]:u
+I:32:2:0
+W:3:0:15:12
+A:3/1
+P:2:0d0:0:0:0
+D:A piece of protective headgear made from hardened leather, just covering the
+D:skull.
+
+N:95:& Metal Cap~
+G:]:s
+I:32:3:0
+W:10:0:20:30
+A:10/1
+P:3:1d1:0:0:0
+D:A metal skullcap with nose and cheekguards.
+
+N:96:& Iron Helm~
+G:]:s
+I:32:5:0
+W:20:0:75:75
+A:20/1
+P:5:1d3:0:0:0
+D:A large helmet that can protect the entire head. Ventilation and bad vision
+D:can be a problem, however.
+
+N:97:& Steel Helm~
+G:]:W
+I:32:6:0
+W:40:0:60:200
+A:40/1
+P:6:1d3:0:0:0
+D:A helmet which protects the entire head. The expensive steel as base material
+D:allows it to offer very good protection while being fairly light.
+
+N:98:& Iron Crown~
+G:]:s
+I:33:10:0
+W:45:0:20:500
+A:45/1
+P:0:1d1:0:0:0
+D:An iron circlet which might be worn, but which is purely ornamental unless it
+D:has special powers.
+
+N:99:& Golden Crown~
+G:]:y
+I:33:11:0
+W:45:0:30:1000
+A:45/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID
+D:A gilded crown, which just looks good. Sometimes such headgear also has
+D:additional properties which might make it worth wearing.
+
+N:100:& Jewel Encrusted Crown~
+G:]:v
+I:33:12:0
+W:50:0:40:2000
+A:50/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID
+D:A gorgeous-looking silver crown, adorned with several gems. You might wear it
+D:on your head, if you really think you're worthy.
+
+N:101:& Robe~
+G:(:b
+I:36:2:0
+W:1:0:20:4
+A:1/1:50/1
+P:2:0d0:0:0:0
+D:A full-length garment which can be worn on the body. It is not really
+D:armour, but mages often wear them as they are very light and don't hinder
+D:movement much.
+
+N:102:& Filthy Rag~
+G:(:D
+I:36:1:0
+W:0:0:20:1
+A:0/1
+P:1:0d0:0:0:-1
+D:A piece of discarded cloth, smelly and dirty. Probably worthless.
+
+N:103:& Soft Leather Armour~
+G:(:U
+I:36:4:0
+W:3:0:80:18
+A:3/1
+P:4:0d0:0:0:0
+D:A suit of soft armour, light and unencumbering, but not very protective.
+
+N:104:& Soft Studded Leather~
+G:(:U
+I:36:5:0
+W:3:0:90:35
+A:3/1
+P:5:1d1:0:0:0
+D:A leather jerkin with metal studs in critical places offering slightly better
+D:protection.
+
+N:105:& Hard Leather Armour~
+G:(:U
+I:36:6:0
+W:5:0:100:150
+A:5/1
+P:6:1d1:-1:0:0
+D:A leather armour covering only the body. It is made of hardened leather to
+D:make it harder to penetrate. It's also a bit harder to move in, as it is
+D:rather stiff.
+
+N:106:& Hard Studded Leather~
+G:(:U
+I:36:7:0
+W:10:0:110:200
+A:10/1
+P:7:1d2:-1:0:0
+D:A suit of hardened leather armour, reinforced with metal studs.
+
+N:107:& Leather Scale Mail~
+G:(:U
+I:36:11:0
+W:15:0:140:450
+A:15/1
+P:11:1d1:-1:0:0
+D:A suit of armour made of overlapping hardened leather scales. It offers good
+D:protection while still being rather lightweight.
+
+N:108:& Metal Scale Mail~
+G:[:s
+I:37:3:0
+W:25:0:250:550
+A:25/1
+P:13:1d4:-2:0:0
+D:A suit of overlapping metal scales, sewn onto a leather or cloth jerkin.
+
+N:109:& Chain Mail~
+G:[:s
+I:37:4:0
+W:25:0:220:750
+A:25/1
+P:14:1d4:-2:0:0
+D:A suit of interlinked metal rings, to be worn over a woollen garment.
+
+N:110:& Rusty Chain Mail~
+G:[:r
+I:37:1:0
+W:25:0:200:550
+A:25/1
+P:14:1d4:-5:0:-8
+D:This chain mail has rusted beyond repair. It can still be worn, but some of
+D:the rings have gone missing and the rust has made the suit inflexible.
+D:Consequently, it offers very poor protection and is cumbersome to move in.
+
+N:111:& Augmented Chain Mail~
+G:[:s
+I:37:6:0
+W:30:0:270:900
+A:30/1
+P:16:1d4:-2:0:0
+D:A suit of interlinked metal rings, with additional metal plates or scales
+D:covering vulnerable parts of the wearer.
+
+N:112:& Bar Chain Mail~
+G:[:s
+I:37:8:0
+W:35:0:280:950
+A:35/1
+P:18:1d4:-2:0:0
+D:A suit of interlinked metal rings, with additional short metal bars added in
+D:many places to prevent penetration of the armour by piercing attacks.
+
+N:113:& Metal Brigandine Armour~
+G:[:s
+I:37:9:0
+W:35:0:290:1100
+A:35/1
+P:19:1d4:-3:0:0
+D:This is a leather armour with many small metal plates fixed to it, covering
+D:it entirely.
+
+N:114:& Partial Plate Armour~
+G:[:W
+I:37:12:0
+W:45:0:260:1200
+A:45/1
+P:22:1d6:-3:0:0
+D:An armour made of steel plates, covering only the body of the wearer.
+
+N:115:& Metal Lamellar Armour~
+G:[:W
+I:37:13:0
+W:45:0:340:1250
+A:45/1
+P:23:1d6:-3:0:0
+D:Lamellar consists of small rectangular plates (lames) attached to each other
+D:at each edge or corner with leather lacings through small holes in the plates.
+
+N:116:& Full Plate Armour~
+G:[:W
+I:37:15:0
+W:45:0:380:1350
+A:45/1
+P:25:2d4:-3:0:0
+D:A suit of armour made of metal plates, covering the body, arms and upper legs.
+D:A very effective but very heavy armour.
+
+N:117:& Ribbed Plate Armour~
+G:[:W
+I:37:18:0
+W:50:0:380:1500
+A:50/1
+P:28:2d4:-3:0:0
+D:This full suit of armour has been strengthened in places to better deflect or
+D:absorb blows.
+
+N:118:& Galvorn Plate Mail~
+G:[:g
+I:37:30:0
+W:75:0:420:20000
+A:75/4
+P:40:2d4:-4:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE |
+D:A suit of plate armour fashioned from a metal whose secret is only known to Eol,
+D:the dark Elvensmith. It is practically unbreakable.
+
+N:119:& Mithril Plate Mail~
+G:[:B
+I:37:25:0
+W:60:0:300:15000
+A:60/3
+P:35:2d4:-3:0:0
+F:IGNORE_ACID
+D:A full suit of plate armour, fashioned from the rare true-silver. Only the
+D:dwarves know the secret of making armour or weapons of this metal.
+
+N:120:& Mithril Chain Mail~
+G:[:B
+I:37:20:0
+W:55:0:150:7000
+A:55/3
+P:28:1d4:-1:0:0
+F:IGNORE_ACID
+D:A suit of chain mail, made by dwarven smiths from the rare and precious metal
+D:also called true-silver.
+
+N:121:& Double Chain Mail~
+G:[:s
+I:37:7:0
+W:30:0:250:850
+A:30/1
+P:16:1d4:-2:0:0
+D:A suit of chain mail, with an additional layer of mail in some places.
+
+# This shield does not belong here
+
+N:122:& Shield~ of Deflection
+G:[:B
+I:34:10:0
+W:70:0:100:10000
+A:70/3
+P:10:1d1:0:0:10
+F:IGNORE_ACID
+D:A large shield fashioned from a metal alloy that is not subject to corrosion.
+D:It was especially crafted to better deflect attacks.
+
+### The Cloaks ###
+
+N:123:& Cloak~
+G:(:g
+I:35:1:0
+W:1:0:10:3
+A:1/1:20/1
+P:1:0d0:0:0:0
+D:A cloth coat typically worn as a loose outer garment. It is spacious enough
+D:to be worn even over bulky metal armour.
+
+N:124:& Shadow Cloak~
+G:(:D
+I:35:6:1
+W:60:0:5:7500
+A:75/4
+P:6:0d0:0:0:4
+F:RES_DARK | RES_LITE | STEALTH
+f:STEALTH
+D:A rare cloak imbued with magic to radiate a strange twilight, absorbing both
+D:extreme brightness and darkness.
+
+### The Gloves ###
+
+N:125:& Set~ of Leather Gloves
+G:]:U
+I:31:1:0
+W:1:0:5:3
+A:1/1
+P:1:0d0:0:0:0
+D:Light gloves which do not seriously hinder finger movements, while still
+D:protecting the hands somewhat.
+
+N:126:& Set~ of Gauntlets
+G:]:U
+I:31:2:0
+W:10:0:25:35
+A:10/1
+P:2:1d1:0:0:0
+D:Metal gloves protecting the hands up to the middle of the lower arm.
+
+N:127:& Set~ of Cesti
+G:]:W
+I:31:5:0
+W:50:0:40:100
+A:50/1
+P:5:1d1:0:0:0
+D:A set of metal gloves with nasty spikes and barbs. Though originally made to
+D:help in combat, the additional metal on the backs of the hands also offers a
+D:lot more protection.
+
+### The shields ###
+
+N:128:& Small Leather Shield~
+G:):U
+I:34:2:0
+W:3:0:50:30
+A:3/1
+P:2:1d1:0:0:0
+D:A small disc of lindenwood, with a leather covering on one side.
+
+N:129:& Large Leather Shield~
+G:):U
+I:34:4:0
+W:15:0:100:120
+A:15/1
+P:4:1d2:0:0:0
+D:A large oval or rectangular shield. It is made of wood, typically linden, and
+D:covered with a layer of hardened leather to offer better protection.
+
+N:130:& Small Metal Shield~
+G:):s
+I:34:3:0
+W:10:0:65:50
+A:10/1
+P:3:1d2:0:0:0
+D:A small shield strengthened with a layer of metal.
+
+N:131:& Large Metal Shield~
+G:):s
+I:34:5:0
+W:30:0:120:200
+A:30/1
+P:5:1d3:0:0:0
+D:A large piece of wood, rectangular or oval in shape, and covered with metal
+D:to strengthen it. It's to be worn strapped to the arm not occupied by the
+D:weapon when fighting.
+
+##### Rings #####
+
+N:132:Strength
+G:=:d
+I:45:24:0
+W:30:0:2:500
+A:30/1
+F:STR | HIDE_TYPE | SUST_STR
+f:STR
+D:This bauble magically improves your strength.
+
+N:133:Dexterity
+G:=:d
+I:45:26:0
+W:30:0:2:500
+A:30/1
+F:DEX | HIDE_TYPE | SUST_DEX
+f:DEX
+D:This piece of jewellery magically improves your agility.
+
+N:134:Constitution
+G:=:d
+I:45:27:0
+W:30:0:2:500
+A:30/1
+F:CON | HIDE_TYPE | SUST_CON
+f:CON
+D:This ring magically grants you health, improving your constitution.
+
+N:135:Intelligence
+G:=:d
+I:45:25:0
+W:30:0:2:500
+A:30/1
+F:INT | HIDE_TYPE | SUST_INT
+f:INT
+D:This magical piece of jewellery makes you smarter.
+
+N:136:Speed
+G:=:d
+I:45:31:0
+W:75:0:2:100000
+A:75/1
+F:SPEED | HIDE_TYPE
+f:SPEED
+D:This wonderful ring grants you additional energy, allowing you to act faster.
+
+N:137:Searching
+G:=:d
+I:45:23:0
+W:5:0:2:250
+A:5/1
+F:SEARCH | HIDE_TYPE
+f:SEARCH
+D:This ring magically improves your attention, so you can detect hidden things better.
+
+# New : It can be activated but at the cost of its destruction
+N:138:Teleportation
+G:=:d
+I:45:4:0
+W:5:0:2:250
+A:5/1
+a:HARDCORE=DEST_TELE
+F:CURSED | TELEPORT | EASY_KNOW | ACTIVATE
+f:TELEPORT
+D:This ring will uncontrollably send you to different places at its whim.
+D:You can use its power once at your will, but it will destroy the ring.
+
+N:139:Slow Digestion
+G:=:d
+I:45:6:0
+W:5:0:2:250
+A:5/1
+F:SLOW_DIGEST | EASY_KNOW
+f:SLOW_DIGEST
+D:This magical bauble grants you some sustenance, allowing you to subsist on less food.
+
+N:142:Levitation
+G:=:d
+I:45:7:0
+W:5:0:2:200
+A:5/1
+F:FEATHER | EASY_KNOW
+f:FEATHER
+D:When you put on this ring, you will be able to float just above the floor.
+D:It prevents you from drowning, and all your falls will be painless.
+
+N:143:Poison Resistance
+G:=:d
+I:45:20:0
+W:60:0:2:16000
+A:60/2
+F:RES_POIS | EASY_KNOW
+f:RES_POIS
+D:This magical ring grants protection from poison.
+D:It is rumoured that in deep dungeons monsters can kill you at once if you
+D:don't have poison resistance.
+
+N:144:Free Action
+G:=:d
+I:45:21:0
+W:20:0:2:1500
+A:20/1
+F:FREE_ACT | EASY_KNOW
+f:FREE_ACT
+D:This magical bauble prevents you from being held.
+D:Some monsters will paralyse you and then kill you if you lack free action.
+
+N:145:Weakness
+G:=:d
+I:45:2:-5
+W:5:0:2:0
+A:5/1
+F:CURSED | STR | HIDE_TYPE
+f:STR
+D:This accursed ring will sap your strength, rendering you much weaker as long as you wear it.
+
+N:146:Flames
+G:=:d
+I:45:18:0
+W:50:0:2:3000
+A:50/1
+P:0:0d0:0:0:15
+a:HARDCORE=BA_FIRE_4
+F:RES_FIRE | ACTIVATE
+f:RES_FIRE | IGNORE_FIRE
+D:This fiery circlet grants you protection, makes fire less dangerous and even
+D:allows you to call forth a ball of flame.
+
+N:147:Acid
+G:=:d
+I:45:17:0
+W:50:0:2:3000
+A:50/1
+P:0:0d0:0:0:15
+a:HARDCORE=BA_ACID_4
+F:RES_ACID | ACTIVATE
+f:RES_ACID | IGNORE_ACID
+D:This magical ring is imbued with spells of devouring acid, granting protection against such
+D:assaults and the ability to shoot acid at your foes.
+
+N:148:Ice
+G:=:d
+I:45:19:0
+W:50:0:2:3000
+A:50/1
+a:HARDCORE=BA_COLD_4
+P:0:0d0:0:0:15
+F:RES_COLD | ACTIVATE
+f:RES_COLD | IGNORE_COLD
+D:This ring is imbued with supernatural cold, which makes you less vulnerable to such effects
+D:and occasionally allows you to throw balls of ice at your foes.
+
+N:149:Woe
+G:=:d
+I:45:0:-5
+W:50:0:2:0
+A:50/1
+F:CURSED | TELEPORT | WIS | CHR | HIDE_TYPE | AUTO_CURSE
+D:This accursed ring will turn you into a bumbling fool and, in addition, magically
+D:transports you to places you never wanted to see. It can recurse itself if
+D:you leave it on too long.
+
+N:150:Stupidity
+G:=:d
+I:45:3:-5
+W:5:0:2:0
+A:5/1
+F:CURSED | INT | HIDE_TYPE
+f:INT
+D:This wicked ring feeds off your intellect, magically making you stupid.
+
+N:151:Damage
+G:=:d
+I:45:29:0
+W:20:0:2:500
+A:20/1
+F:HIDE_TYPE
+D:This ring makes your hands magically strong in combat, allowing you to inflict
+D:greater pain with your hand-to-hand attacks.
+
+N:152:Accuracy
+G:=:d
+I:45:28:0
+W:20:0:2:500
+A:20/1
+F:HIDE_TYPE | EASY_USE | ACTIVATE |
+a:HARDCORE=WHIRLWIND
+D:This ring magically improves your control in combat, allowing you to hit more often.
+D:It can also sometimes be used to hit several nearby opponents with deadly accuracy.
+
+N:153:Protection
+G:=:d
+I:45:16:0
+W:10:0:2:500
+A:10/1
+D:This ring creates a magical aura around you, protecting you against the blows of your enemies.
+
+N:154:Aggravate Monster
+G:=:d
+I:45:1:0
+W:5:0:2:0
+A:5/1
+F:CURSED | AGGRAVATE | EASY_KNOW | AUTO_CURSE
+f:AGGRAVATE
+D:This faithless ring will draw opponents' attention towards its hapless owner.
+D:If you have any pets, it will also make them turn against you.
+
+N:155:See Invisible
+G:=:d
+I:45:22:0
+W:30:0:2:340
+A:30/1
+F:SEE_INVIS | EASY_KNOW
+f:SEE_INVIS
+D:This magical piece of jewellery allows your eyes to perceive beings otherwise unseen.
+
+N:162:Slaying
+G:=:d
+I:45:30:0
+W:40:0:2:1000
+A:40/1
+F:SHOW_MODS
+D:This ring magically improves your fighting prowess, allowing to hit more often and harder.
+
+##### Amulets #####
+
+N:163:Brilliance
+G:":d
+I:40:6:0
+W:50:0:3:1000
+A:50/4
+F:INT | WIS | HIDE_TYPE | LITE1
+D:This talisman grants a sharper wit, greater insight and brightness to light dark places.
+
+N:164:Charisma
+G:":d
+I:40:7:0
+W:30:0:3:500
+A:30/1
+F:CHR | HIDE_TYPE
+f:CHR
+D:This amulet grants beauty beyond mere looks.
+
+N:165:Searching
+G:":d
+I:40:5:0
+W:15:0:3:600
+A:15/1
+F:SEARCH | HIDE_TYPE
+f:SEARCH
+D:This amulet grants keen sight, finding things that are hidden.
+
+N:166:Teleportation
+G:":d
+I:40:1:0
+W:10:0:3:250
+A:10/1
+F:CURSED | TELEPORT | EASY_KNOW
+f:TELEPORT
+D:This amulet nastily throws you all over the place.
+
+# Replacing Adornment with Protection from Evil from T-Plus by Ingeborg S. Norden
+
+N:169:Protection from Evil
+G:":d
+I:40:2:0
+W:25:0:3:10000
+A:25/1
+F:EASY_KNOW | ACTIVATE | BLESSED | ESP_EVIL
+a:HARDCORE=PROT_EVIL
+D:This blessed amulet fends off evil beings and warns the wearer
+D:of their presence.
+
+##### Extra armour #####
+
+N:170:& Double Ring Mail~
+G:[:s
+I:37:5:0
+W:25:0:230:700
+A:25/1
+P:15:1d4:-2:0:0
+D:A suit of leather armour with metal rings sewn onto it. In addition, in important parts it is
+D:reinforced with mail.
+
+##### Additional amulets #####
+
+N:171:the Magi
+G:":d
+I:40:8:0
+W:70:0:3:30000
+A:70/8
+P:0:0d0:-4:-4:0
+F:INT | SUST_INT | SEARCH | SPELL_CONTAIN | WIELD_CAST
+F:FREE_ACT | RES_BLIND | RES_CONF |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This rare amulet is highly desirable for mages, as it makes its wearer smarter, more attentive
+D:and impervious to magics which would make their own magic-use impossible.
+
+N:172:Doom
+G:":d
+I:40:0:-5
+W:50:0:3:0
+A:50/1
+F:CURSED | STR | INT | WIS | DEX | CON | CHR | HIDE_TYPE
+F:AUTO_CURSE | CURSE_NO_DROP
+D:This wicked amulet will drain all your abilities, turning you into a mere shadow of yourself. It
+D:is exceedingly hard to get rid of.
+
+##### Scrolls #####
+
+N:173:Enchant Weapon To-Hit
+G:?:d
+I:70:17:0
+W:15:0:5:125
+A:15/1
+D:This magical scroll will allow you to improve the accuracy of a weapon in your possession.
+D:However, weapons which are already very highly enchanted are more difficult to improve
+D:further.
+
+N:174:Enchant Weapon To-Dam
+G:?:d
+I:70:18:0
+W:15:0:5:125
+A:15/1
+D:Upon reading this scroll, a magical enchantment will be placed on a weapon in your
+D:possession, increasing the pain it inflicts when hitting. On very highly enchanted weapons this
+D:enchantment may fail, wasting the scroll.
+
+N:175:Enchant Armour
+G:?:d
+I:70:16:0
+W:15:0:5:125
+A:15/1
+D:This scroll will try to enchant a piece of armour in your possession, making it more effective
+D:in protecting you. Highly enchanted armour is likely not to accept this enchantment, however.
+
+N:176:Identify
+G:?:d
+I:70:12:0
+W:1:0:5:50
+A:1/1:5/1:10/1:30/1
+D:If you read this scroll, the identity of an item you specify will be laid open to you.
+
+N:177:*Identify*
+G:?:d
+I:70:13:0
+W:30:0:5:1000
+A:30/1:50/2:80/1:100/1
+D:This scroll will allow you to gain insight into an object's special properties.
+D:Only the highly magical objects, like rare rings and amulets or very unusual weapons
+D:and armour possess abilities which warrant the use of this magic.
+
+N:178:Rumour
+G:?:d
+I:70:51:0
+W:1:0:5:10
+A:1/1
+D:A piece of paper inscribed with a little text. You may meditate over it or ignore it at your
+D:leisure.
+
+N:179:Chaos
+G:?:d
+I:70:50:0
+W:100:0:5:10000
+A:100/8
+F:IGNORE_FIRE | IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC
+D:A piece of paper inscribed with strange shifting runes. Upon reading them, they will release
+D:a blast of chaotic forces.
+
+N:180:Remove Curse
+G:?:d
+I:70:14:0
+W:10:0:5:100
+A:10/1:20/2:40/2
+D:A scroll inscribed with a beneficial formula. Upon reading it, evil magics will be removed
+D:from your possessions.
+
+N:181:Light
+G:?:d
+I:70:24:0
+W:0:0:5:15
+A:0/1:3/1:10/1
+D:A scroll which will create a permanent magical light, illuminating your surroundings.
+
+N:182:Fire
+G:?:d
+I:70:48:0
+W:50:0:5:1000
+A:50/4
+F:IGNORE_FIRE
+D:A piece of paper inscribed with runes glowing brightly red. Upon reading them, a large blast
+D:of fire will be released.
+
+N:183:Ice
+G:?:d
+I:70:49:0
+W:75:0:5:5000
+A:75/6
+F:IGNORE_COLD
+D:A piece of paper inscribed with light-blue runes that radiate a strange cold. Upon reading them,
+D:a large icy blast will be released.
+
+N:184:Summon Monsters
+G:?:d
+I:70:4:0
+W:1:0:5:0
+A:1/1
+D:This scroll was made by mischievous sorcerers. If it is read, a few creatures will appear to fight
+D:you.
+
+N:185:Phase Door
+G:?:d
+I:70:8:0
+W:1:0:5:15
+A:1/1
+D:Upon reading this scroll, you will be translocated over a short distance.
+
+N:186:Teleportation
+G:?:d
+I:70:9:0
+W:10:0:5:40
+A:10/1
+D:If you read this scroll, you will immediately be transported to another place on the level.
+
+N:187:Teleport Level
+G:?:d
+I:70:10:0
+W:20:0:5:50
+A:20/1
+D:This scroll will magically transport you to the level directly above or below, when read.
+
+N:188:Monster Confusion
+G:?:d
+I:70:36:0
+W:5:0:5:30
+A:5/1
+D:Reading this scroll will cause your hands to glow with a strange mesmerising light that will
+D:attempt to confuse the next creature you hit with a hand or weapon attack.
+
+N:189:Magic Mapping
+G:?:d
+I:70:25:0
+W:5:0:5:40
+A:5/1
+D:Reading this scroll will reveal the layout of your immediate surroundings to you.
+
+N:190:Rune of Protection
+G:?:d
+I:70:38:0
+W:50:0:5:500
+A:50/2:90/4
+D:This scroll is inscribed with a powerful protective incantation. When read, this will erect a
+D:strong magical ward around the location you currently stand on. Be aware that this magic is
+D:easily disturbed by already present structures and thus cannot work where an object is lying, or
+D:on a trap.
+
+N:191:*Remove Curse*
+G:?:d
+I:70:15:0
+W:50:0:5:8000
+A:50/2:75/2:85/2:95/1
+D:This valuable scroll is inscribed with a powerful blessing capable of dispelling all but the
+D:mightiest curses which may have been laid on your possessions.
+
+N:192:Treasure Detection
+G:?:d
+I:70:26:0
+W:0:0:5:15
+A:0/1
+D:This scroll magically reveals the locations of nearby loose change to you.
+
+N:193:Object Detection
+G:?:d
+I:70:27:0
+W:0:0:5:15
+A:0/1
+D:This scroll shows nearby objects to you. It only makes you aware of items on the floor,
+D:however, not those carried by creatures.
+
+N:194:Trap Detection
+G:?:d
+I:70:28:0
+W:5:0:5:35
+A:5/1:10/1
+D:This scroll is very helpful, because it reveals the locations of nearby snares and traps which you
+D:might otherwise blunder into.
+
+##### Extra ammunition #####
+
+N:195:& Sheaf Arrow~
+G:{:o
+I:17:1:0
+W:10:0:4:3
+A:15/2:50/2
+P:0:1d5:0:0:0
+F:SHOW_MODS
+D:These arrows have bigger arrowheads and bigger feathers.
+D:They also make bigger holes.
+
+N:196:& Mithril Shot~
+G:{:B
+I:16:2:0
+W:40:0:4:20
+A:40/2:65/1
+P:0:3d4:5:5:0
+F:SHOW_MODS | IGNORE_ACID
+D:Sling bullets made from the slags of mithril smelting. They are unusually heavy, hitting
+D:with great force, and are almost imperishable.
+
+##### Additional scrolls #####
+
+N:197:Door/Stair Location
+G:?:d
+I:70:29:0
+W:5:0:5:35
+A:5/1:10/1:15/1
+D:This scroll will reveal nearby doors and stairs.
+
+N:198:Acquirement
+G:?:d
+I:70:46:0
+W:20:0:5:100000
+A:20/8
+D:A great treasure is magically stored within the shimmering runes of this scroll. Reading the
+D:words will release it.
+
+N:199:*Acquirement*
+G:?:d
+I:70:47:0
+W:60:0:5:200000
+A:60/16
+D:Several great treasures have been hidden in a magical compartment. This scroll serves as the
+D:key and will release them when read.
+
+N:200:Mass Genocide
+G:?:d
+I:70:45:0
+W:50:0:5:1000
+A:50/4:100/4
+D:An astoundingly powerful death spell is stored in the runes of this spell. Reading
+D:it will annihilate all nearby creatures. Only a few beings of legendary stature
+D:can withstand it.
+
+N:201:Detect Invisible
+G:?:d
+I:70:30:0
+W:1:0:5:15
+A:1/1
+D:A minor detection spell is stored in this scroll, showing you the locations of otherwise
+D:unseen beings for a brief moment.
+
+N:202:Aggravation
+G:?:d
+I:70:1:0
+W:5:0:5:0
+A:5/1
+D:This nasty scroll will make a loud noise when read, waking up foes in your vicinity.
+
+N:203:Trap Creation
+G:?:d
+I:70:7:0
+W:10:0:5:0
+A:10/1
+D:If you read this rather annoying scroll, snares and pitfalls will magically be planted all around
+D:you, ready to do nasty things to you once you walk onto them.
+
+N:204:Trap/Door Destruction
+G:?:d
+I:70:39:0
+W:10:0:5:50
+A:10/1
+D:A very specifically destructive spell is written on this scroll. It will smash all traps and all
+D:doors immediately next to you.
+
+N:205:Artifact Creation
+G:?:d
+I:70:52:0
+W:70:0:5:200000
+A:70/16
+D:The mighty magic on this scroll will imbue a mundane item you possess with supernatural powers,
+D:also rendering the object indestructible.
+
+N:206:Recharging
+G:?:d
+I:70:22:0
+W:40:0:5:200
+A:40/1
+D:This scroll is inscribed with a spell releasing the enchantments used to give wands and
+D:staves their power, allowing you to replenish their spent charges.
+
+N:207:Genocide
+G:?:d
+I:70:44:0
+W:40:0:5:750
+A:40/4:80/4
+D:This rare and powerful scroll will annihilate all members of a specified race of monsters in
+D:your current location, but this will also exact a price of pain from you.
+
+N:208:Darkness
+G:?:d
+I:70:0:0
+W:1:0:5:0
+A:1/1
+D:This scroll will create a blast of utter darkness, which then fades to leave the immediate
+D:surroundings in a lasting gloom. The extreme darkness can blind those who are not used to
+D:it.
+
+N:209:Protection from Evil
+G:?:d
+I:70:37:0
+W:30:0:5:250
+A:30/1
+D:Upon reading the runes on this piece of paper, a faint aura of holiness will spring into existence
+D:around you, protecting you from blows of evil creatures, unless they are more powerful than you.
+
+N:210:Satisfy Hunger
+G:?:d
+I:70:32:0
+W:5:0:5:10
+A:5/1:20/1:50/1:75/1
+D:Reading this scroll will create a nutritious mass in your stomach, satisfying your hunger.
+
+N:211:Dispel Undead
+G:?:d
+I:70:42:0
+W:40:0:5:200
+A:40/1
+D:A powerful exorcism is inscribed on this scroll. When read it will hurt undead abominations
+D:nearby, possibly even destroying them.
+
+N:212:*Enchant Weapon*
+G:?:d
+I:70:21:0
+W:50:0:5:500
+A:50/1
+D:Reading this scroll will magically infuse a weapon of your choice, making it more effective
+D:in combat. It may not work on weapons that are already powerful or unique.
+
+N:213:Curse Weapon
+G:?:d
+I:70:3:0
+W:50:0:5:0
+A:50/1
+D:This scroll will ruin your weapon beyond repair. Only weapons of legend have a hope of
+D:escaping destruction, but even they will often be shattered.
+
+N:214:*Enchant Armour*
+G:?:d
+I:70:20:0
+W:50:0:5:500
+A:50/1:50/1
+D:This scroll will place a great enchantment on a piece of armour of your choice, making it much
+D:better at protecting you. Mark that improving armours which are already highly enchanted is very
+D:difficult and will often fail.
+
+N:215:Curse Armour
+G:?:d
+I:70:2:0
+W:50:0:5:0
+A:50/1
+D:This scroll bears a curse that will tear your armour to shreds.
+
+N:216:Summon Undead
+G:?:d
+I:70:5:0
+W:15:0:5:0
+A:15/1
+D:These spells scribed by ancient necromancers will call their horrible creatures to haunt you.
+
+N:217:Blessing
+G:?:d
+I:70:33:0
+W:1:0:5:15
+A:1/1
+D:The recitation of this scroll will grant you a blessing of the Valar, making you more confident
+D:in attack and defence for a few moments.
+
+N:218:Holy Chant
+G:?:d
+I:70:34:0
+W:10:0:5:40
+A:10/1
+D:This blessing will give you a holy warrior's prowess in battle for a while.
+
+N:219:Holy Prayer
+G:?:d
+I:70:35:0
+W:25:0:5:80
+A:25/1
+D:This incantation lets you fight as a warrior of Valinor for quite a while, supreme in attack and
+D:defence.
+
+N:220:Word of Recall
+G:?:d
+I:70:11:0
+W:5:0:5:150
+A:5/1
+D:The spell on this scroll will slowly build an ethereal conduit to the surface for you if you are in
+D:a dungeon, and into the dungeon if you are above ground. Upon completion, which takes a while, you
+D:will suddenly be translocated to the other place.
+
+N:221:*Destruction*
+G:?:d
+I:70:41:0
+W:40:0:5:250
+A:40/1
+D:This scroll is inscribed with a mighty conjuration which wrecks the dungeon all around you.
+D:Monsters and objects will be annihilated by this blast; only completely indestructible things can
+D:withstand it.
+
+##### Potions #####
+
+N:222:Slime Mold Juice
+G:!:d
+I:71:2:400
+W:0:0:4:2
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A strange sort of yellowish-green slime, too viscous to even slosh in the bottle.
+
+N:223:Apple Juice
+G:!:d
+I:71:1:250
+W:0:0:4:1
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A healthy fruit beverage.
+
+N:224:Water
+G:!:d
+I:71:0:200
+W:0:0:4:1
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A small bottle filled with pure water.
+
+N:225:Strength
+G:!:d
+I:71:48:0
+W:20:0:4:8000
+A:20/6:25/3:30/1
+P:0:1d1:0:0:0
+D:This beneficial potion will permanently improve your physical strength.
+
+N:226:Weakness
+G:!:d
+I:71:16:0
+W:3:0:4:0
+A:3/1
+P:0:3d12:0:0:0
+F:FOUNTAIN
+D:This nasty potion will sap your strength, making you weaker.
+
+N:227:Restore Strength
+G:!:d
+I:71:42:0
+W:25:0:4:300
+A:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical potion will bring back your physical power to its full extent, should it be drained.
+
+N:228:Intelligence
+G:!:d
+I:71:49:0
+W:20:0:4:8000
+A:20/6:25/3:30/1
+P:0:1d1:0:0:0
+D:This beneficial potion will magically enhance your wit, permanently improving your intellect.
+
+N:229:Stupidity
+G:!:d
+I:71:17:0
+W:20:0:4:0
+A:20/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This accursed potion will cloud your intellect, making you stupid.
+
+N:230:Restore Intelligence
+G:!:d
+I:71:43:0
+W:25:0:4:300
+A:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This beneficial potion will magically heal your brain, restoring drained intelligence.
+
+N:231:Wisdom
+G:!:d
+I:71:50:0
+W:20:0:4:8000
+A:20/6:25/3:30/1
+P:0:1d1:0:0:0
+D:This potion grants great insight, making you permanently wiser.
+
+N:232:Naivety
+G:!:d
+I:71:18:0
+W:20:0:4:0
+A:20/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion casts a shadow on your knowledge, making you naive.
+
+N:233:Restore Wisdom
+G:!:d
+I:71:44:0
+W:25:0:4:300
+A:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion benefits the naive, bringing back their wisdom to what it once was.
+
+N:234:Charisma
+G:!:d
+I:71:53:0
+W:20:0:4:1000
+A:20/1:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion infuses you with permanent beauty and charm.
+
+N:235:Ugliness
+G:!:d
+I:71:21:0
+W:20:0:4:0
+A:20/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This wicked potion slightly twists your features, making you appear less fair.
+
+N:236:Restore Charisma
+G:!:d
+I:71:47:0
+W:20:0:4:300
+A:20/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This useful potion restores drained charm.
+
+N:237:Curing
+G:!:d
+I:71:61:100
+W:18:0:4:250
+A:18/1:40/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This blessed potion helps to recover from a wide variety of ailments.
+
+### Note! Invulnerability decreases your food... ###
+
+N:238:Invulnerability
+G:!:d
+I:71:62:-2500
+W:90:0:4:100000
+A:90/9
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This immensely powerful potion makes your physique almost indestructible for a very short
+D:time. Very rarely, an attempt to hurt you will still succeed, so don't be too confident.
+
+N:239:New Life
+G:!:d
+I:71:63:100
+W:50:0:4:750000
+A:50/20:100/10:120/5
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion fundamentally twists your physical features, as if you were another mother's child.
+D:Your physique will be shaped anew. This may make you more or less hardy in battle.
+
+N:240:Cure Serious Wounds
+G:!:d
+I:71:35:100
+W:3:0:4:40
+A:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This beneficial potion will cure some wounds and other inhibiting ailments.
+
+N:241:Cure Critical Wounds
+G:!:d
+I:71:36:100
+W:5:0:4:100
+A:5/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion will cure a good bit of hurt you have suffered and also allows you to recover
+D:from unhealthy conditions like blood poisoning, confusion or blindness.
+
+N:242:Healing
+G:!:d
+I:71:37:200
+W:15:0:4:300
+A:15/1:30/1:60/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This blessed potion greatly heals you and also cures many other ailments from
+D:which you might suffer.
+
+N:243:Constitution
+G:!:d
+I:71:52:0
+W:20:0:4:8000
+A:20/6:25/3:30/1
+P:0:1d1:0:0:0
+D:This magical concoction greatly improves your health, making you permanently tougher.
+
+N:244:Experience
+G:!:d
+I:71:59:0
+W:65:0:4:25000
+A:65/1
+P:0:1d1:0:0:0
+D:This exceptional drink instills into you knowledge, allowing you to advance further in your trade.
+
+N:245:Sleep
+G:!:d
+I:71:11:100
+W:0:0:4:0
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion will make you fall asleep for some turns, allowing monsters
+D:to attack you with impunity.
+
+N:246:Blindness
+G:!:d
+I:71:7:0
+W:0:0:4:0
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This slightly poisonous potion temporarily impedes your eyesight, making you unable to see.
+
+N:247:Booze
+G:!:d
+I:71:9:50
+W:0:0:4:0
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A small bottle of a dark brown distilled beverage. It will impede your ability to see clearly.
+
+N:248:Poison
+G:!:d
+I:71:6:0
+W:3:0:4:0
+A:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This bottle is filled with a mild but still dangerous liquid poison. Drinking it would be highly
+D:unwise.
+
+N:249:Speed
+G:!:d
+I:71:29:0
+W:1:0:4:75
+A:1/1:40/1:60/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A magical drink which temporarily allows you to act much faster.
+
+N:250:Slowness
+G:!:d
+I:71:4:50
+W:1:0:4:0
+A:1/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A magical concoction that will temporarily force you to move and act a lot slower.
+
+N:251:Dexterity
+G:!:d
+I:71:51:0
+W:20:0:4:8000
+A:20/6:25/3:30/1
+P:0:1d1:0:0:0
+D:A strange magical drink which permanently improves your agility.
+
+N:252:Restore Dexterity
+G:!:d
+I:71:45:0
+W:25:0:4:300
+A:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical brew brings your agility back to its former glory should it have been reduced.
+
+N:253:Restore Constitution
+G:!:d
+I:71:46:0
+W:25:0:4:300
+A:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A beneficial magical concoction, restoring your damaged health.
+
+N:254:Lose Memories
+G:!:d
+I:71:13:0
+W:10:0:4:0
+A:10/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This wicked potion will make you lose a lot of the experience you've gained.
+
+N:255:Salt Water
+G:!:d
+I:71:5:0
+W:0:0:4:1
+A:0/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A solution of salt in water, made for curing meat. Drinking it causes violent nausea.
+
+N:256:Enlightenment
+G:!:d
+I:71:56:0
+W:25:0:4:800
+A:25/1:50/1:100/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:An exceptional magical drink which lets you "remember" your current location as if you had
+D:already seen all of it.
+
+N:257:Heroism
+G:!:d
+I:71:32:0
+W:1:0:4:35
+A:1/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:Quaffing this potion will temporarily make you fight like a hero of great might.
+
+N:258:Berserk Strength
+G:!:d
+I:71:33:0
+W:3:0:4:100
+A:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This strange drink will instill in you a wild battle rage for a while.
+
+N:259:Boldness
+G:!:d
+I:71:28:0
+W:1:0:4:10
+A:1/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This drink will improve your courage, dispelling all fear.
+
+N:260:Restore Life Levels
+G:!:d
+I:71:41:0
+W:40:0:4:400
+A:40/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:If your life force has been drained, this blessed brew will bring it back.
+
+N:261:Resist Heat
+G:!:d
+I:71:30:0
+W:1:0:4:30
+A:1/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical potion will render you less vulnerable to outward heat.
+
+N:262:Resist Cold
+G:!:d
+I:71:31:0
+W:1:0:4:30
+A:1/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical potion will for a short while grant you a familiarity with frost, so that you take
+D:less harm from extreme cold.
+
+N:263:Detect Invisible
+G:!:d
+I:71:25:0
+W:3:0:4:50
+A:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical concoction will temporarily improve your eyesight so that you can see creatures
+D:otherwise unseen.
+
+N:264:Slow Poison
+G:!:d
+I:71:26:0
+W:1:0:4:25
+A:1/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This healthy potion will dilute poisons in your blood and reduce the damage they cause.
+
+N:265:Neutralise Poison
+G:!:d
+I:71:27:0
+W:5:0:4:75
+A:5/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This powerful antidote will negate the effect of all poisons currently affecting you.
+
+N:266:Restore Mana
+G:!:d
+I:71:40:0
+W:25:0:4:350
+A:25/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion infuses the drinker with pure magic force, bringing their magical potential back to
+D:its full extent.
+
+N:267:Infra-vision
+G:!:d
+I:71:24:0
+W:3:0:4:20
+A:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This potion temporarily grants or improves the ability to optically perceive heat sources.
+
+N:268:Resistance
+G:!:d
+I:71:60:100
+W:20:0:4:250
+A:20/1:45/1:80/1:100/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+F:FOUNTAIN
+D:This great potion infuses you with the power of the elements, so that you can better
+D:withstand their ravages.
+
+##### Wands #####
+
+# Wand of school spells
+N:269:Spell
+G:-:d
+I:65:1:0
+W:3:0:10:100
+A:3/1:13/1:23/1:43/1:63/1:83/1
+P:0:1d1:0:0:0
+F:SPECIAL_GENE
+
+N:270:Manathrust
+G:-:d
+I:65:3:-1:SPELL=Manathrust
+W:3:0:10:100
+A:3/1
+P:0:1d1:0:0:0
+
+N:271:Fireflash
+G:-:d
+I:65:4:-1:SPELL=Fireflash
+W:10:0:10:100
+A:10/2
+P:0:1d1:0:0:0
+
+N:272:Firewall
+G:-:d
+I:65:5:-1:SPELL=Firewall
+W:20:0:10:100
+A:20/1
+P:0:1d1:0:0:0
+
+N:273:Tidal Wave
+G:-:d
+I:65:6:-1:SPELL=Tidal Wave
+W:20:0:10:100
+A:20/1
+P:0:1d1:0:0:0
+
+N:274:Ice Storm
+G:-:d
+I:65:7:-1:SPELL=Ice Storm
+W:15:0:10:100
+A:15/1
+P:0:1d1:0:0:0
+
+N:275:Noxious Cloud
+G:-:d
+I:65:8:-1:SPELL=Noxious Cloud
+W:5:0:10:100
+A:5/2
+P:0:1d1:0:0:0
+
+N:276:Poison Blood
+G:-:d
+I:65:9:-1:SPELL=Poison Blood
+W:30:0:10:100
+A:30/2
+P:0:1d1:0:0:0
+
+N:277:Thunderstorm
+G:-:d
+I:65:10:-1:SPELL=Thunderstorm
+W:40:0:10:100
+A:40/2
+P:0:1d1:0:0:0
+
+N:278:Dig
+G:-:d
+I:65:11:-1:SPELL=Dig
+W:15:0:10:100
+A:15/1
+P:0:1d1:0:0:0
+
+N:279:Stone Prison
+G:-:d
+I:65:12:-1:SPELL=Stone Prison
+W:50:0:10:100
+A:50/3
+P:0:1d1:0:0:0
+
+N:280:Strike
+G:-:d
+I:65:13:-1:SPELL=Strike
+W:30:0:10:100
+A:30/1
+P:0:1d1:0:0:0
+
+N:281:Teleport Away
+G:-:d
+I:65:14:-1:SPELL=Teleport Away
+W:20:0:10:100
+A:20/1
+P:0:1d1:0:0:0
+
+N:282:Summon Animal
+G:-:d
+I:65:15:-1:SPELL=Summon Animal
+W:60:0:10:100
+A:60/1
+P:0:1d1:0:0:0
+
+N:283:Magelock
+G:-:d
+I:65:16:-1:SPELL=Magelock
+W:1:0:10:100
+A:3/2
+P:0:1d1:0:0:0
+
+N:284:Slow Monster
+G:-:d
+I:65:17:-1:SPELL=Slow Monster
+W:3:0:10:100
+A:3/2
+P:0:1d1:0:0:0
+
+N:285:Essence of Speed
+G:-:d
+I:65:18:-1:SPELL=Essence of Speed
+W:25:0:10:100
+A:25/2
+P:0:1d1:0:0:0
+
+N:286:Banishment
+G:-:d
+I:65:19:-1:SPELL=Banishment
+W:45:0:10:100
+A:45/2
+P:0:1d1:0:0:0
+
+N:287:Disperse Magic
+G:-:d
+I:65:20:-1:SPELL=Disperse Magic
+W:10:0:10:100
+A:10/2
+P:0:1d1:0:0:0
+
+N:288:Charm
+G:-:d
+I:65:21:-1:SPELL=Charm
+W:15:0:10:100
+A:15/1
+P:0:1d1:0:0:0
+
+N:289:Confuse
+G:-:d
+I:65:22:-1:SPELL=Confuse
+W:7:0:10:100
+A:7/2
+P:0:1d1:0:0:0
+
+N:290:Demon Blade
+G:-:d
+I:65:23:-1:SPELL=Demon Blade
+W:60:0:10:100
+A:60/1
+P:0:1d1:0:0:0
+
+N:291:Heal Monster
+G:-:d
+I:65:24:-1:SPELL=Heal Monster
+W:1:0:10:0
+A:1/4
+P:0:1d1:0:0:0
+
+N:292:Haste Monster
+G:-:d
+I:65:25:-1:SPELL=Haste Monster
+W:1:0:10:0
+A:1/4
+P:0:1d1:0:0:0
+
+
+##### Extra ammunition #####
+
+N:293:& Flight Arrow~
+G:{:y
+I:17:1:0
+W:3:0:1:1
+A:3/2
+P:0:1d3:0:0:0
+F:SHOW_MODS
+D:An arrow designed for longer flight. Consequently, it is lighter and hits with less force. You can use it for 'f'iring a bow.
+
+# XXX
+
+N:295:& Boulder~
+G:*:W
+I:11:1:0
+W:3:0:50:1
+A:3/200
+P:0:5d5:0:0:0
+F:SPECIAL_GENE
+D:A big nasty-looking piece of rock.
+
+# Used for a quest
+N:296:& Flame~ Imperishable
+G:~:v
+I:11:255:0
+W:127:0:4:0
+A:127/255
+P:0:1d1:0:0:0
+T:39:2
+F:NORM_ART | FULL_NAME | SPECIAL_GENE
+F:ACTIVATE | ACTIVATE_NO_WIELD
+a:SPELL=Artifact Eternal Flame
+D:An impossibly bright, flickering living flame. It can be used
+D:once to imbue an object with the power of Eru Iluvatar himself.
+
+N:297:& Necromantic Teeth~
+G:|:D
+I:23:34:0
+W:0:0:7:10
+A:0/1:5/1:10/1:20/1
+P:0:1d4:0:0:0
+F:SHOW_MODS | VAMPIRIC | SPECIAL_GENE
+D:A temporary weapon that only a necromancer can use.
+
+# The Horn of the Thunderlords
+N:298:& Golden Horn~ of the Thunderlords
+G:_:d
+I:55:23:-1:SPELL=Artifact Thunderlords
+W:50:10:10:12000
+P:0:1d4:0:0:0
+A:50/200
+T:55:8
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_ELEC | IGNORE_COLD |
+F:NO_RECHARGE | EASY_USE | RECHARGED | NORM_ART | FULL_NAME | SPECIAL_GENE
+D:This horn was given to you as a reward. Blow it if you are in dire need
+D:of leaving your current location fast.
+
+# XXX
+
+##### Staves #####
+
+N:300:Spell
+G:_:d
+I:55:1:0
+W:5:0:50:100
+A:5/1:15/1:35/1:45/1:65/1:75/1:85/1:95/1
+P:0:1d2:0:0:0
+F:SPECIAL_GENE
+
+N:301:Nothing
+G:_:d
+I:55:2:-1:SPELL=Nothing
+W:5:0:50:100
+A:5/1
+P:0:1d2:0:0:0
+
+N:302:Globe of Light
+G:_:d
+I:55:3:-1:SPELL=Globe of Light
+W:7:0:50:100
+A:7/1
+P:0:1d2:0:0:0
+
+N:303:Fiery Shield
+G:_:d
+I:55:4:-1:SPELL=Fiery Shield
+W:15:0:50:100
+A:15/2
+P:0:1d2:0:0:0
+
+N:304:Remove Curses
+G:_:d
+I:55:5:-1:SPELL=Remove Curses
+W:10:0:50:100
+A:10/1
+P:0:1d2:0:0:0
+
+N:305:Wings of Winds
+G:_:d
+I:55:6:-1:SPELL=Wings of Winds
+W:25:0:50:100
+A:25/2
+P:0:1d2:0:0:0
+
+N:306:Shake
+G:_:d
+I:55:7:-1:SPELL=Shake
+W:30:0:50:100
+A:30/1
+P:0:1d2:0:0:0
+
+N:307:Disarm
+G:_:d
+I:55:8:-1:SPELL=Disarm
+W:2:0:50:100
+A:2/1
+P:0:1d2:0:0:0
+
+N:308:Teleportation
+G:_:d
+I:55:9:-1:SPELL=Teleportation
+W:20:0:50:100
+A:20/1
+P:0:1d2:0:0:0
+
+N:309:Probability Travel
+G:_:d
+I:55:10:-1:SPELL=Probability Travel
+W:50:0:50:100
+A:50/3
+P:0:1d2:0:0:0
+
+N:310:Recovery
+G:_:d
+I:55:11:-1:SPELL=Recovery
+W:20:0:50:100
+A:20/1
+P:0:1d2:0:0:0
+
+N:311:Healing
+G:_:d
+I:55:12:-1:SPELL=Healing
+W:25:0:50:100
+A:25/2
+P:0:1d2:0:0:0
+
+N:312:Vision
+G:_:d
+I:55:13:-1:SPELL=Vision
+W:30:0:50:100
+A:30/1
+P:0:1d2:0:0:0
+
+N:313:Identify
+G:_:d
+I:55:14:-1:SPELL=Identify
+W:10:0:50:100
+A:10/1
+P:0:1d2:0:0:0
+
+N:314:Sense Hidden
+G:_:d
+I:55:15:-1:SPELL=Sense Hidden
+W:10:0:50:100
+A:10/1
+P:0:1d2:0:0:0
+
+N:315:Reveal Ways
+G:_:d
+I:55:16:-1:SPELL=Reveal Ways
+W:5:0:50:100
+A:5/1
+P:0:1d2:0:0:0
+
+N:316:Sense Monsters
+G:_:d
+I:55:17:-1:SPELL=Sense Monsters
+W:5:0:50:100
+A:5/1
+P:0:1d2:0:0:0
+
+N:317:Genocide
+G:_:d
+I:55:18:-1:SPELL=Genocide
+W:55:0:50:100
+A:55/2
+P:0:1d2:0:0:0
+
+N:318:Summon
+G:_:d
+I:55:19:-1:SPELL=Summon
+W:5:0:50:100
+A:5/1
+P:0:1d2:0:0:0
+
+N:319:Sterilization
+G:_:d
+I:55:24:-1:SPELL=Sterilize
+W:20:0:50:100
+A:20/3
+P:0:1d2:0:0:0
+
+N:320:Wish
+G:_:d
+I:55:20:-1:SPELL=Wish
+W:95:0:50:10000
+A:95/40
+P:0:1d2:0:0:0
+F:NO_RECHARGE
+
+N:321:Mana
+G:_:d
+I:55:21:-1:SPELL=Mana
+W:60:0:50:100
+A:60/2
+P:0:1d2:0:0:0
+
+# XXX
+# ...
+# XXX
+
+##### School Books #####
+
+N:330:& Tome~ of Magical Energy
+G:?:B
+I:111:0:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW
+D:The slick black cover of this tome seems to glow
+D:with an inner violet light. You feel more attuned
+D:to raw magic as you hold it.
+
+N:331:& Tome~ of the Eternal Flame
+G:?:R
+I:111:1:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW | IGNORE_FIRE
+D:The cover of this tome is bright red, with flickering
+D:flames dancing across it once in a while. As you hold
+D:it, you begin to gain a much closer knowledge of all
+D:that is fiery.
+
+N:332:& Tome~ of the Blowing Wind
+G:?:b
+I:111:2:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW | IGNORE_ELEC
+D:The pages of this tome have a tendency to turn themselves,
+D:as though flipped by an errant wind. As you hold it,
+D:you start feeling wind at your fingertips.
+
+N:333:& Tome~ of the Impenetrable Earth
+G:?:U
+I:111:3:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW | IGNORE_ACID
+D:The solid leather cover of this tome seems permanently
+D:stained with caked mud and grass. Heavy it is to lift,
+D:yet strangely comforting to hold - you feel stronger
+D:and better supported.
+
+N:334:& Tome~ of the Everrunning Wave
+G:?:B
+I:111:4:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW
+D:The cover and pages of this tome seem to be perpetually
+D:wet, though they are not wet to the touch. As you hold
+D:it, you begin to understand ocean storms better.
+
+N:335:& Tome~ of Translocation
+G:?:B
+I:111:5:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW
+D:This book seems to flicker strangely. It's one of those books
+D:with an annoying tendency to disappear when you need it and
+D:reappear in the unlikeliest places. As you hold it, you start
+D:to understand what conveyance really means.
+
+N:336:& Tome~ of the Tree
+G:?:G
+I:111:6:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW
+D:The cover of this tome is a bright shade of green, and it gives off
+D:a healthy, zesty scent that makes your thoughts clearer. As you
+D:hold it, your heart goes out to all living things upon Arda.
+
+N:337:& Tome~ of Knowledge
+G:?:D
+I:111:7:0
+W:50:0:30:25000
+A:50/4
+P:0:1d1:0:0:0
+F:FULL_NAME | EASY_KNOW
+D:A thick book with solid leather binding. It looks entirely
+D:unremarkable, but as you hold it, you feel strangely able
+D:to learn the inner workings of things and creatures.
+
+##### Chests #####
+
+N:338:& Small wooden chest~
+G:~:s
+I:7:1:0
+W:5:0:250:20
+A:5/1
+P:0:2d3:0:0:0
+D:A small wooden box, locked and possibly trapped.
+
+N:339:& Large wooden chest~
+G:~:s
+I:7:5:0
+W:15:0:500:60
+A:15/1
+P:0:2d5:0:0:0
+D:A large wooden box, locked and possibly trapped
+
+N:340:& Small iron chest~
+G:~:s
+I:7:2:0
+W:25:0:300:100
+A:25/1
+P:0:2d4:0:0:0
+D:A small rectangular container made of wood and reinforced with iron corners and latches.
+D:It is locked and possibly trapped.
+
+N:341:& Large iron chest~
+G:~:s
+I:7:6:0
+W:35:0:1000:150
+A:35/1
+P:0:2d6:0:0:0
+D:A large container made of wood, with a heavy iron lock, and probably a trap.
+
+N:342:& Small steel chest~
+G:~:s
+I:7:3:0
+W:45:0:500:200
+A:45/1
+P:0:2d4:0:0:0
+D:A small wooden box with strong steel locks and reinforcements. It's likely to be trapped.
+
+N:343:& Large steel chest~
+G:~:s
+I:7:7:0
+W:55:0:1000:250
+A:55/1
+P:0:2d6:0:0:0
+D:A nearly indestructible chest of wood and steel. The lock doesn't look impenetrable, but it
+D:might be trapped.
+
+N:344:& Ruined chest~
+G:~:s
+I:7:0:0
+W:0:0:250:0
+A:75/1
+D:A broken, empty chest.
+
+##### Various Stuff #####
+
+N:345:& Iron Spike~
+G:~:W
+I:5:0:0
+W:1:0:10:1
+A:1/1
+P:0:1d1:0:0:0
+D:A small spur of iron. Ramming one between a door and its frame might jam it.
+
+N:346:& Wooden Torch~
+G:~:u
+I:39:0:0:4000
+W:1:0:30:2
+A:1/1
+P:0:1d1:0:0:0
+F:EASY_KNOW | LITE1 | FUEL_LITE
+f:LITE1 | FUEL_LITE
+D:A piece of wood with an oily rag wrapped around it. When lit, it will give off a little light and
+D:much smoke.
+
+N:347:& Brass Lantern~
+G:~:U
+I:39:1:0:7500
+W:3:0:50:35
+A:3/1
+P:0:1d1:0:0:0
+F:EASY_KNOW | IGNORE_FIRE | LITE2 | FUEL_LITE
+f:LITE2 | FUEL_LITE
+D:A brass container with a wick emerging from it, protected from draughts by a sheet of greased
+D:paper. It can be carried by a handle.
+
+N:348:& Flask~ of oil
+G:!:y
+I:77:0:7500
+W:1:0:10:3
+A:1/1
+P:0:2d6:0:0:0
+D:A small clay container, filled with thick oil. The oil is flammable and can be used as lantern
+D:fuel.
+
+N:349:& Empty Bottle~
+G:!:w
+I:2:1:0
+W:0:0:2:1
+A:0/1
+P:0:1d1:0:0:0
+D:A small glass bottle. It's empty.
+
+
+##### Here are the Rod Tips #####
+
+N:350:Havoc
+G:-:d
+I:66:28:90
+W:95:0:15:150000
+A:100/16
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This powerful rod will release great blasts of destructive energy, but there's no knowing what
+D:this effect will concentrate on.
+
+N:351:Door/Stair Location
+G:-:d
+I:66:1:10
+W:15:0:15:1000
+A:15/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:When fuelled with enough ambient mana, this rod can detect nearby passages.
+
+N:352:Trap Location
+G:-:d
+I:66:29:8
+W:5:0:15:100
+A:5/1:10/1:20/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:Zapping this rod will release a minor detection magic, alerting you of nearby pits and snares.
+
+N:353:Probing
+G:-:d
+I:66:7:50
+W:40:0:15:4000
+A:40/4
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:A rod of knowledge which will tell you about nearby creatures' health.
+D:If they are sleeping, the intrusion will wake them.
+
+N:354:Recall
+G:-:d
+I:66:3:80
+W:30:0:15:4500
+A:30/4
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:A rod which can transport you from the depths to your home and back.
+
+N:355:Illumination
+G:-:d
+I:66:4:8
+W:20:0:15:1000
+A:20/1
+P:0:1d1:0:0:0
+F:EASY_KNOW
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod carries a minor spell of brightness, lighting your immediate surroundings whenever
+D:activated.
+
+N:356:Light
+G:-:d
+I:66:15:15
+W:10:0:15:500
+A:10/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod can shoot a lance of bright light, hurting creatures which lurk in the dark.
+
+N:357:Lightning Bolts
+G:-:d
+I:66:21:30
+W:20:0:15:2000
+A:20/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod shoots a small spark of lightning, zapping the creature it hits.
+
+N:358:Frost Bolts
+G:-:d
+I:66:23:35
+W:25:0:15:2500
+A:25/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:A small but extremely cold shard of ice will fly from this rod to the enemy you zap it at.
+
+N:359:Fire Bolts
+G:-:d
+I:66:22:40
+W:30:0:15:3000
+A:30/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod fires a magical flaming arrow at your foe, burning them.
+
+N:360:Polymorph
+G:-:d
+I:66:19:25
+W:35:0:15:1200
+A:35/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod of change will cause its target creature to mutate into someone else.
+D:Beware, it can make a weak enemy into a more powerful one.
+
+N:361:Slow Monster
+G:-:d
+I:66:17:25
+W:30:0:15:1500
+A:30/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This obstructive rod will slow the creature its spell hits.
+
+N:362:Sleep Monster
+G:-:d
+I:66:16:25
+W:30:0:15:1500
+A:30/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This sorcerous rod will cause its target to stop in its tracks.
+
+N:363:Drain Life
+G:-:d
+I:66:18:30
+W:75:0:15:3600
+A:75/4
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This necromantic magical rod will hurt a living creature struck by its spell.
+
+N:364:Teleport Other
+G:-:d
+I:66:13:60
+W:45:0:15:1400
+A:45/2
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod of movement will displace its target to another location.
+
+N:365:Disarming
+G:-:d
+I:66:14:50
+W:35:0:15:2100
+A:35/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod will clear a path for you, triggering and thus rendering harmless all traps on the way.
+
+N:366:Lightning Balls
+G:-:d
+I:66:25:50
+W:55:0:15:4000
+A:55/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod will hurl a large ball of lightning at its target, electrifying all it engulfs.
+
+N:367:Cold Balls
+G:-:d
+I:66:27:55
+W:60:0:15:4500
+A:60/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod will call forth a minor storm of ice which freezes everything in the area of its blast.
+
+N:368:Fire Balls
+G:-:d
+I:66:26:60
+W:75:0:15:5000
+A:75/1
+P:0:1d1:0:0:0
+D:This rod will cause a small storm of flame to rage in a small circular area of your choice.
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+
+N:369:Acid Balls
+G:-:d
+I:66:24:60
+W:70:0:15:5500
+A:70/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This destructive rod will drown its target and its immediate surroundings in caustic acid.
+
+N:370:Acid Bolts
+G:-:d
+I:66:20:40
+W:40:0:15:3500
+A:40/1
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod will shoot a small glob of powerful acid at its target.
+
+N:371:Enlightenment
+G:-:d
+I:66:5:40
+W:65:0:15:10000
+A:65/4
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod grants you knowledge of your surroundings.
+
+N:372:Perception
+G:-:d
+I:66:2:20
+W:50:0:15:13000
+A:50/8:100/8
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod makes you insightful, laying open the identity of your possessions.
+
+N:373:Curing
+G:-:d
+I:66:8:35
+W:65:0:15:15000
+A:65/8
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This is a rod with minor healing powers, alleviating many disabling conditions.
+
+N:374:Healing
+G:-:d
+I:66:9:120
+W:80:0:15:20000
+A:80/8
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod has major healing powers and can restore your health if you have been wounded.
+
+N:375:Detection
+G:-:d
+I:66:6:80
+W:30:0:15:5000
+A:30/8
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod grants knowledge about all things worthy of notice in your vicinity.
+
+N:376:Restoration
+G:-:d
+I:66:10:140
+W:80:0:15:25000
+A:80/16
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This rod lets you remember and gain back previously reduced abilities.
+
+N:377:Speed
+G:-:d
+I:66:11:100
+W:95:0:15:50000
+A:95/16
+P:0:1d1:0:0:0
+F:IGNORE_ACID | IGNORE_COLD | IGNORE_ELEC | IGNORE_FIRE
+D:This energising rod will allow you to act a lot faster for some time.
+
+# Ring of Spell
+
+N:378:Spell
+G:=:d
+I:45:58:0
+W:10:0:2:1000
+A:10/1
+F:SPELL_CONTAIN | WIELD_CAST
+f:SPELL_CONTAIN
+D:This ring is a container for spells. Those that are skilled in copying spells can inscribe a
+D:spell onto it.
+
+# Amulet of Spell
+
+N:379:Spell
+G:":d
+I:40:27:0
+W:10:0:2:1000
+A:10/1
+F:SPELL_CONTAIN | WIELD_CAST
+f:SPELL_CONTAIN
+D:This amulet is a container for spells. Those that are skilled in copying spells can inscribe a
+D:spell onto it.
+
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+
+##### Skeletons #####
+
+N:391:& Broken Skull~
+G:~:w
+I:1:1:0
+W:0:0:1:0
+A:0/1
+P:0:1d1:0:0:0
+D:A yellowing, mud-stained, cracked skull.
+
+N:392:& Broken Bone~
+G:~:w
+I:1:2:0
+W:0:0:2:0
+A:0/1
+P:0:1d1:0:0:0
+D:A yellowish bone, broken off.
+
+N:393:& Canine Skeleton~
+G:~:w
+I:1:4:0
+W:1:0:10:0
+A:1/1
+P:0:1d1:0:0:0
+D:The only thing this dog has is its bones.
+
+N:394:& Rodent Skeleton~
+G:~:w
+I:1:3:0
+W:1:0:10:0
+A:1/1
+P:0:1d1:0:0:0
+D:A dead critter's remains.
+
+N:395:& Human Skeleton~
+G:~:w
+I:1:8:0
+W:5:0:60:0
+A:5/1
+P:0:1d2:0:0:0
+D:The remains of a human who met his or her demise here.
+
+N:396:& Dwarf Skeleton~
+G:~:w
+I:1:7:0
+W:5:0:50:0
+A:5/1
+P:0:1d2:0:0:0
+D:The remains of a dwarf who met his or her demise here.
+
+N:397:& Elf Skeleton~
+G:~:w
+I:1:6:0
+W:5:0:40:0
+A:5/1
+P:0:1d2:0:0:0
+D:The remains of an elf who met his or her demise here.
+
+N:398:& Gnome Skeleton~
+G:~:w
+I:1:5:0
+W:5:0:30:0
+A:5/1
+P:0:1d2:0:0:0
+D:The remains of a gnome who met his or her demise here.
+
+##### Additional weapon #####
+
+N:399:& Great Hammer~
+G:\:D
+I:21:19:0
+W:45:0:300:350
+A:45/3
+P:0:4d6:0:0:0
+F:SHOW_MODS
+D:A massive smith's hammer, so large and heavy it can be used as a weapon.
+
+##### Dragon Scale Mail #####
+
+N:400:& Black Dragon Scale Mail~
+G:[:s
+I:38:1:0
+W:60:0:200:50000
+A:60/8
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_ACID
+F:RES_ACID | FLY |
+f:RES_ACID |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A pitch-black armour made from a black dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:401:& Blue Dragon Scale Mail~
+G:[:b
+I:38:2:0
+W:50:0:200:40000
+A:50/8
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_ELEC
+F:RES_ELEC | FLY |
+f:RES_ELEC |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A shimmering bright blue armour made from a blue dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:402:& White Dragon Scale Mail~
+G:[:w
+I:38:3:0
+W:50:0:200:40000
+A:50/8
+a:HARDCORE=BR_COLD
+P:30:2d4:-2:0:10
+F:RES_COLD | FLY |
+f:RES_COLD |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A gleaming white armour made from a white dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:403:& Red Dragon Scale Mail~
+G:[:r
+I:38:4:0
+W:60:0:200:50000
+A:60/8
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_FIRE
+F:RES_FIRE | FLY |
+f:RES_FIRE |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A glowing red armour made from a red dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:404:& Green Dragon Scale Mail~
+G:[:g
+I:38:5:0
+W:50:0:200:40000
+A:50/8
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_POIS
+F:RES_POIS | FLY |
+f:RES_POIS |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A dirty green, foul-smelling armour made from a green dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:405:& Multi-Hued Dragon Scale Mail~
+G:[:v
+I:38:6:0
+W:90:0:200:150000
+A:90/32
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_MANY
+F:ATTR_MULTI
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | FLY |
+f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A powerful armour glowing red, blue, green, black, and white.
+D:made from a multihued dragon's hide, it contains some of the dead beast's powers.
+
+N:406:& Pseudo Dragon Scale Mail~
+G:[:v
+I:38:10:0
+W:70:0:200:70000
+A:70/16
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_LIGHT
+F:RES_LITE | RES_DARK | FLY |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A strangely glowing armour made from a pseudo-dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:407:& Law Dragon Scale Mail~
+G:[:B
+I:38:12:0
+W:80:0:200:80000
+A:80/16
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_SHARD
+F:RES_SOUND | RES_SHARDS | FLY |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A sharp-scaled armour that seems to roar, made from a law dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:408:& Bronze Dragon Scale Mail~
+G:[:U
+I:38:14:0
+W:50:0:200:40000
+A:50/8
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_CONF
+F:RES_CONF | FLY |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A brownish armour glittering in a dazzling light, made from a bronze dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:409:& Gold Dragon Scale Mail~
+G:[:y
+I:38:16:0
+W:60:0:200:50000
+A:60/8
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_SOUND
+F:RES_SOUND | FLY |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A suit of armour with rustling scales, made from a gold dragon's hide.
+D:It contains some of the dead beast's powers.
+
+N:410:& Chaos Dragon Scale Mail~
+G:[:v
+I:38:18:0
+W:80:0:200:80000
+A:80/16
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_CHAOS
+F:ATTR_MULTI
+F:RES_CHAOS | RES_DISEN | FLY |
+f:RES_CHAOS |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A suit of armour made of dragon hide. It glows in colours you have never seen before. As you
+D:put it on, you feel like you could change the world and are no longer afraid of your equipment
+D:losing its magic.
+
+N:411:& Balance Dragon Scale Mail~
+G:[:v
+I:38:20:0
+W:95:0:200:100000
+A:95/32
+P:30:2d4:-2:0:10
+a:HARDCORE=BR_BALANCE
+F:RES_CHAOS | RES_DISEN | RES_SOUND | RES_SHARDS | FLY |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A suit of armour made of the hide of a dead dragon. When wearing it, you feel like you
+D:understand the principles of law and chaos, and no longer fear either.
+
+N:412:& Power Dragon Scale Mail~
+G:[:v
+I:38:30:0
+W:100:0:250:350000
+A:100/64
+P:40:2d4:-3:0:15
+a:HARDCORE=BR_POWER
+F:ATTR_MULTI
+F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | RES_POIS | FLY |
+F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK |
+F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_CONF |
+F:ACTIVATE | IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:A suit of armour made of a very thick richly coloured dragonhide. You think you'll never have
+D:to fear dragons if you put it on.
+
+#### PDSM has been restored to (almost) its former glory in Zangband
+
+N:413:& Dragon Helm~
+G:]:G
+I:32:7:0
+W:45:0:50:10000
+A:80/4
+P:8:1d3:0:0:10
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_ELEC | IGNORE_COLD
+D:An iron helmet, covered with a layer of dragonhide. It offers great protection and may grant
+D:protection against some dragon's attacks, based on the dragon the hide was taken from.
+
+N:414:& Dragon Shield~
+G:[:G
+I:34:6:0
+W:70:0:100:10000
+A:80/4
+P:8:1d3:0:0:10
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_ELEC | IGNORE_COLD
+D:A large shield, with a dragonskin cover. Depending on which dragon the hide came from, it
+D:might grant protection against some sorts of dragon breath.
+
+##### Extra potions #####
+
+N:415:Death
+G:!:d
+I:71:23:0
+W:55:0:4:0
+A:55/4
+P:0:20d20:0:0:0
+F:FOUNTAIN
+D:A potent and very quickly working poison, sometimes utilised by those who wish to end their
+D:lives. It is immensely toxic and will seriously hurt you even if you just get some of it on your
+D:hands.
+
+N:416:Ruination
+G:!:d
+I:71:15:0
+W:40:0:4:0
+A:40/8
+P:0:20d20:0:0:0
+F:FOUNTAIN
+D:This wicked potion will seriously damage your abilities beyond the powers of magical
+D:restoration.
+
+N:417:Detonations
+G:!:d
+I:71:22:0
+W:60:0:4:10000
+A:60/8
+P:0:25d25:0:0:0
+F:FOUNTAIN
+D:This bottle is filled with a strange substance which will violently explode if strongly agitated.
+
+N:418:Augmentation
+G:!:d
+I:71:55:0
+W:40:0:4:60000
+A:40/16
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This blessed potion will greatly improve all your abilities if they can still be improved.
+
+N:419:*Healing*
+G:!:d
+I:71:38:0
+W:40:0:4:1500
+A:40/4:60/2:80/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This highly desirable potion will greatly help recovering from wounds, typically healing you
+D:fully.
+
+N:420:Life
+G:!:d
+I:71:39:0
+W:60:0:4:5000
+A:60/4:100/2
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This wonderful potion will fully heal you no matter how badly you're hurt, allow drained
+D:abilities to recover and remove various other ailments.
+
+N:421:Self Knowledge
+G:!:d
+I:71:58:0
+W:40:0:4:2000
+A:40/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:A drink of insight that lets you know yourself better.
+
+N:422:*Enlightenment*
+G:!:d
+I:71:57:0
+W:70:0:4:80000
+A:70/4
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical concoction will grant you great insight, magically improving your wits and
+D:wisdom, letting you know precisely who and where you are and what you possess.
+
+# XXX
+# XXX
+
+N:425:Fear Resistance
+G:=:d
+I:45:38:0
+W:10:0:2:300
+A:10/2
+F:RES_FEAR | EASY_KNOW
+f:RES_FEAR |
+D:This ring grants courage, so that you can never become afraid.
+
+N:426:Light and Darkness Resistance
+G:=:d
+I:45:39:0
+W:30:0:2:3000
+A:30/2
+F:RES_LITE | RES_DARK | EASY_KNOW
+f:RES_LITE | RES_DARK |
+D:This ring protects against fluctuations of the light.
+
+N:427:Nether Resistance
+G:=:d
+I:45:40:0
+W:34:0:2:14500
+A:34/2
+F:RES_NETHER | HOLD_LIFE | EASY_KNOW
+f:RES_NETHER |
+D:This blessed ring improves your life force, protecting you from the draining forces of nether
+D:and other attempts to suck your lifeblood.
+
+N:428:Nexus Resistance
+G:=:d
+I:45:41:0
+W:24:0:2:3000
+A:24/2
+F:RES_NEXUS | EASY_KNOW
+f:RES_NEXUS |
+D:This ring of stability protects you from the warping forces of nexus.
+
+N:429:Sound Resistance
+G:=:d
+I:45:42:0
+W:26:0:2:3000
+A:26/2
+F:RES_SOUND | EASY_KNOW
+f:RES_SOUND |
+D:This ring projects an aura of quiet around you, protecting you from loud noise.
+
+N:430:Confusion Resistance
+G:=:d
+I:45:43:0
+W:22:0:2:3000
+A:22/2
+F:RES_CONF | EASY_KNOW
+f:RES_CONF |
+D:This ring stabilises your mind, protecting you from all kinds of befuddlement.
+
+N:431:Shard Resistance
+G:=:d
+I:45:44:0
+W:25:0:2:3000
+A:25/2
+F:RES_SHARDS | EASY_KNOW
+f:RES_SHARDS |
+D:This piece of jewellery magically toughens your skin, protecting you from flying shrapnel.
+
+N:432:Disenchantment Resistance
+G:=:d
+I:45:45:0
+W:90:0:2:15000
+A:90/10
+F:RES_DISEN | EASY_KNOW
+f:RES_DISEN |
+D:This rare ring of preservation protects your equipment from attempts to sap its magic, also
+D:causing you to suffer less pain from such attacks.
+
+N:433:Chaos Resistance
+G:=:d
+I:45:46:0
+W:50:0:2:13000
+A:50/2
+F:RES_CHAOS | RES_CONF | EASY_KNOW
+f:RES_CHAOS |
+D:This ring protects you from the horribly warping forces of chaos.
+
+N:434:Blindness Resistance
+G:=:d
+I:45:47:0
+W:60:0:2:7500
+A:60/2
+F:RES_BLIND | EASY_KNOW
+f:RES_BLIND |
+D:This ring magically preserves your eyesight, making you impervious to any attempt to blind
+D:you.
+
+N:435:Arnor
+G:=:d
+I:45:48:0
+W:100:0:2:100000
+A:100/5
+F:RES_DISEN | RES_POIS | HOLD_LIFE | FREE_ACT
+f:RES_DISEN | RES_POIS | HOLD_LIFE | FREE_ACT
+D:This blessed ring will protect you from disenchantment, poison, attempts to drain your life
+D:force and holding magic.
+
+N:436:Extra Attacks
+G:=:d
+I:45:49:0
+W:50:0:2:100000
+A:50/2
+F:BLOWS | ACTIVATE | EASY_USE |
+f:BLOWS | ACTIVATE
+a:HARDCORE=SPIN
+D:This powerful ring of fighters greatly enhances your fighting speed, allowing you to attack
+D:more often in a round of combat.
+
+N:437:Cure Light Wounds
+G:!:d
+I:71:34:50
+W:0:0:4:15
+A:0/1:1/1:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This healthy drink heals a little damage you have taken.
+
+N:438:Clumsiness
+G:!:d
+I:71:19:0
+W:5:0:4:0
+A:5/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This nasty concoction will numb your nerves, making you clumsier.
+
+N:439:Sickliness
+G:!:d
+I:71:20:0
+W:10:0:4:0
+A:10/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This unhealthy drink damages your health, reducing your physical constitution.
+
+###### Here start the maps #####
+
+# Map of Bree
+N:440:Map of Bree
+G:?:s
+I:8:200:0
+W:3:100:5:100
+A:3/3
+D:A map, showing the town of Bree and the landscape around it.
+
+# Map of Gondolin
+N:441:Map of Gondolin
+G:?:s
+I:8:201:0
+W:70:100:5:50000
+A:70/3
+D:A map detailing the place of the hidden city of Gondolin.
+
+# Map of Lothlorien
+N:442:Map of Lothlorien
+G:?:s
+I:8:202:0
+W:6:100:5:1000
+A:6/3
+D:A map vaguely describing the forest of Lothlorien and the elven settlements therein.
+
+# Map of Minas Anor
+N:443:Map of Minas Anor
+G:?:s
+I:8:203:0
+W:36:100:5:10000
+A:36/3
+D:A map of the great city of Gondor.
+
+# XXX Numbers 444-464 unused #
+
+N:465:& Silver Arrow~
+G:{:W
+I:17:3:0
+W:55:0:2:35
+A:50/4:90/2
+P:0:3d4:0:0:0
+F:SHOW_MODS | SLAY_EVIL | IGNORE_ACID | IGNORE_FIRE
+D:An arrow to be shot with a bow, its iron head coated with hallowed silver,
+D:a material that sears the flesh of all evil creatures.
+
+N:466:& Silver Bolt~
+G:{:w
+I:18:3:0
+W:50:0:2:40
+A:60/4:95/2
+P:0:3d5:0:0:0
+F:SHOW_MODS | SLAY_EVIL | IGNORE_ACID | IGNORE_FIRE
+D:This crossbow bolt has a silver tip, blessed by the Valar for fighting evil.
+
+N:468:Wisdom
+G:":d
+I:40:28:0
+W:30:0:3:500
+A:30/1
+F:WIS | SUST_WIS | HIDE_TYPE
+f:WIS |
+D:This magical amulet will magically make you wiser, and fend off
+D:attacks that would reduce your wisdom. Beware: if cursed, the
+D:amulet will do the opposite.
+
+N:469:Regeneration
+G:":d
+I:40:30:0
+W:30:0:3:600
+A:30/3
+F:REGEN | EASY_KNOW
+f:REGEN |
+D:Wearing this amulet will trigger your body's regenerational
+D:processes quicker and make them proceed faster.
+
+N:470:Infravision
+G:":d
+I:40:26:0
+W:10:0:3:200
+A:10/1
+F:INFRA | HIDE_TYPE
+f:INFRA |
+D:This amulet will increase your ability to sense warm-blooded
+D:creatures in your vicinity. Beware: if cursed, it will do
+D:just the opposite.
+
+N:471:Devotion
+G:":d
+I:40:25:0
+W:70:0:3:30000
+A:70/8
+F:WIS | CHR | SUST_WIS | SUST_CHR | LITE1 | HIDE_TYPE |
+F:RES_DARK | RES_LITE | RES_FIRE | HOLD_LIFE |
+D:This blessed amulet will protect your wisdom and charms from
+D:diminishing, often adding to them as well. It also grants
+D:some extra protective magics by the grace of the Valar.
+
+N:472:Weaponmastery
+G:":d
+I:40:24:0
+W:70:0:3:30000
+A:70/8
+F:STR | CON | SUST_STR | SUST_CON | FREE_ACT | HIDE_TYPE |
+F:RES_FEAR | RES_DISEN |
+D:The ultimate amulet for a warrior, it will grant protection
+D:in the face of some evil magics, protect your strength and health,
+D:also increasing them. Beware: if cursed, the amulet will
+D:sap your strength and health instead.
+
+N:473:Trickery
+G:":d
+I:40:23:0
+W:70:0:3:30000
+A:70/8
+F:DEX | SUST_DEX | STEALTH | SPEED | INFRA | HIDE_TYPE |
+F:RES_NEXUS | RES_POIS
+D:The ultimate amulet for a rogue or assassin, it protects the
+D:wearer against some evil magics, granting improvements in
+D:the abilities vital to these adventurers. Beware: if cursed,
+D:the amulet will do just the opposite.
+
+N:474:Telepathy
+G:":d
+I:40:22:0
+W:50:0:3:25000
+A:50/6
+F:ESP_ALL |
+f:ESP_ALL |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This rare and powerful amulet lays bare the minds of monsters
+D:before the wearer.
+
+N:475:Sustenance
+G:":d
+I:40:21:0
+W:60:0:3:20000
+A:60/4
+F:SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR |
+F:HOLD_LIFE | SLOW_DIGEST | EASY_KNOW |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This blessed amulet will make the wearer impervious to evil magics
+D:that would sap innate abilities. It also slows down the digestive
+D:system, making food less necessary on long journeys.
+
+# The Palantir of Minas Ithil -- see artifact list
+
+N:476:& Palantir~
+G:~:y
+I:39:107:0
+W:75:0:200:0
+P:0:10d10:0:0:0
+F:INSTA_ART
+
+# The Elfstone 'Elessar' -- see artifact list
+
+N:477:& Elfstone~
+G:":g
+I:40:19:0
+W:60:0:3:50000
+F:INSTA_ART
+
+# The Jewel 'Evenstar' -- see artifact list
+
+N:478:& Jewel~
+G:":w
+I:40:20:0
+W:50:0:3:35000
+F:INSTA_ART
+
+# The Ring of Durin -- see artifact list
+
+N:479:& Ring~
+G:=:d
+I:45:57:0
+W:70:0:2:65000
+F:INSTA_ART | SPECIAL_GENE
+
+##### And here starts the gold/gems #####
+
+N:480:copper
+G:$:u
+I:100:1:0
+W:1:0:0:3
+
+N:481:copper
+G:$:u
+I:100:2:0
+W:1:0:0:4
+
+N:482:copper
+G:$:u
+I:100:3:0
+W:1:0:0:5
+
+N:483:silver
+G:$:s
+I:100:4:0
+W:1:0:0:6
+
+N:484:silver
+G:$:s
+I:100:5:0
+W:1:0:0:7
+
+N:485:silver
+G:$:s
+I:100:6:0
+W:1:0:0:8
+
+N:486:garnets
+G:$:r
+I:100:7:0
+W:1:0:0:9
+
+N:487:garnets
+G:$:r
+I:100:8:0
+W:1:0:0:10
+
+N:488:gold
+G:$:y
+I:100:9:0
+W:1:0:0:12
+
+N:489:gold
+G:$:y
+I:100:10:0
+W:1:0:0:14
+
+N:490:gold
+G:$:y
+I:100:11:0
+W:1:0:0:16
+
+N:491:opals
+G:$:W
+I:100:12:0
+W:1:0:0:18
+
+N:492:sapphires
+G:$:b
+I:100:13:0
+W:1:0:0:20
+
+N:493:rubies
+G:$:r
+I:100:14:0
+W:1:0:0:24
+
+N:494:diamonds
+G:$:w
+I:100:15:0
+W:1:0:0:28
+
+N:495:emeralds
+G:$:g
+I:100:16:0
+W:1:0:0:32
+
+N:496:mithril
+G:$:B
+I:100:17:0
+W:1:0:0:40
+
+N:497:adamantite
+G:$:G
+I:100:18:0
+W:1:0:0:80
+
+
+##### Objects 498 and 499 are the "Morgoth Artifacts" #####
+
+# These objects, like objects 500 to 511, are never created
+# without being turned into artifacts. This simplifies the
+# code for "killing the winner monster".
+
+N:498:& Mighty Hammer~
+G:\:D
+I:21:50:0
+W:15:0:200:1000
+P:0:3d9:0:0:0
+F:SHOW_MODS | INSTA_ART | MUST2H | SPECIAL_GENE
+f:MUST2H
+
+N:499:& Massive Iron Crown~
+G:]:D
+I:33:50:0
+W:44:0:20:1000
+P:0:1d1:0:0:0
+F:INSTA_ART | SPECIAL_GENE
+
+
+##### Objects 500 to 511 are "Special Artifacts" #####
+
+# These objects do not specify "full names" because the artifact name
+# is added in "obj-desc.c" based on the artifact index ("i_ptr->name1").
+#
+# These objects do specify a "base name", which is used when the object
+# is "aware" (always true for lites)
+#
+# The Lites (and the One Ring) specify "physical colors", which
+# over-ride the "flavor" colors, if any. Note that the "One Ring"
+# also has a specific check for "unknown" in which it changes its
+# name to "a plain gold ring". See "object1.c"
+#
+# Note that ALL artifacts are given "IGNORE_ACID/ELEC/FIRE/COLD",
+# so we do not need to specify that here.
+#
+# Note that the "INSTA_ART" flag is used to prevent these objects from
+# being created without also turning them into artifacts. This flag
+# must be specified both here and in the artifact template.
+#
+# The only reason for having six different "ring" templates and three
+# different "amulet" templates is to allow each "special artifact" to
+# have a different "color" and "flavor", and also to allow the use of
+# special "base names" (such as "Necklace").
+
+
+# The Phial of Galadriel -- see artifact list
+
+N:500:& Phial~
+G:~:y
+I:39:100:0
+W:20:0:10:10000
+P:0:1d1:0:0:0
+F:INSTA_ART
+
+# The Star of Elendil -- see artifact list
+
+N:501:& Star~
+G:~:B
+I:39:101:0
+W:30:0:5:25000
+P:0:1d1:0:0:0
+F:INSTA_ART
+
+# The Arkenstone of Thrain -- see artifact list
+
+N:502:& Arkenstone~
+G:~:R
+I:39:102:0
+W:60:0:5:60000
+P:0:1d1:0:0:0
+F:INSTA_ART
+
+
+# The Amulet of Annatar -- see artifact list
+
+N:503:& Amulet~
+G:":d
+I:40:10:0
+W:70:0:3:90000
+F:INSTA_ART
+
+# The Amulet of Ingwe -- see artifact list
+
+N:504:& Amulet~
+G:":d
+I:40:11:0
+W:60:0:3:90000
+F:INSTA_ART
+
+# The Necklace 'Nauglamir' -- see artifact list
+
+N:505:& Necklace~
+G:":d
+I:40:12:0
+W:70:0:3:75000
+F:INSTA_ART
+
+
+# The Ring of Barahir -- see artifact list
+
+N:506:& Ring~
+G:=:d
+I:45:32:0
+W:50:0:2:65000
+F:INSTA_ART
+
+# The Ring of Tulkas -- see artifact list
+# Gone in Theme
+#N:507:& Ring~
+#G:=:d
+#I:45:33:0
+#W:90:0:2:150000
+#F:INSTA_ART
+
+# The Ring of Power 'Narya' -- see artifact list
+
+N:508:& Ring~
+G:=:d
+I:45:34:0
+W:80:0:2:100000
+F:INSTA_ART | SPECIAL_GENE
+
+# The Ring of Power 'Nenya' -- see artifact list
+
+N:509:& Ring~
+G:=:d
+I:45:35:0
+W:90:0:2:200000
+F:INSTA_ART
+
+# The Ring of Power 'Vilya' -- see artifact list
+
+N:510:& Ring~
+G:=:d
+I:45:36:0
+W:100:0:2:300000
+F:INSTA_ART
+
+# The Ring of Power 'The One Ring' -- see artifact list
+
+N:511:& Ring~
+G:=:y
+I:45:37:0
+W:110:0:2:5000000
+F:INSTA_ART
+
+
+### Room for new objects added after 511 (Zangband 2.1.0): 512-575
+
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+
+N:520:Reflection
+G:":d
+I:40:9:0
+W:60:0:3:30000
+A:60/4
+F:REFLECT | EASY_KNOW
+f:REFLECT |
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This wondrous amulet will magically make the wearer
+D:reflect arrows and bolts launched by adversaries.
+
+#521 and 522 cannot have EASY_KNOW because they may be cursed
+
+N:521:Anti-Magic
+G:":d
+I:40:13:0
+W:40:0:3:30000
+A:40/4
+F:NO_MAGIC
+f:NO_MAGIC
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This amulet wards off magic of any kind, good or bad.
+
+N:522:Anti-Teleportation
+G:":d
+I:40:14:0
+W:30:0:3:15000
+A:30/4
+F:NO_TELE
+f:NO_TELE
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This amulet will prevent the space-time continuum from
+D:being disrupted around the wearer.
+
+#523 cannot have EASY_KNOW because it can get random resistances
+
+N:523:Resistance
+G:":d
+I:40:15:0
+W:50:0:3:25000
+A:50/4
+F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD
+f:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD
+F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD
+D:This amulet will make the wearer resist the elements.
+
+##### New arms #####
+
+N:524:& Zweihander~
+G:|:w
+I:23:29:0
+W:40:0:280:580
+A:40/3
+P:0:4d6:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This great sword of foreign origin is approximately 6 feet long. The hilt is
+D:long enough for even four hands to grip. A mighty weapon for a warrior.
+
+# Dwarven lantern
+N:525:& Dwarven Lantern~
+G:~:b
+I:39:3:0
+W:15:0:50:5000
+A:15/2
+P:0:1d1:0:0:0
+F:EASY_KNOW | IGNORE_FIRE | LITE2
+f:LITE2
+D:Made by the Dwarves, this lantern provides light in the
+D:darkest recesses of the earth.
+
+N:526:& Splint Mail~
+G:[:D
+I:37:10:0
+W:35:0:250:950
+A:35/1
+P:19:1d4:-2:0:0
+D:A variant of banded mail. The metal strips are applied to the backing of chain,
+D:leather, or cloth rather than horizontally.
+
+# Everburning torch
+N:527:& Everburning Torch~
+G:~:R
+I:39:2:0
+W:5:0:50:2500
+A:5/1
+P:0:1d1:0:0:0
+F:EASY_KNOW | IGNORE_FIRE | LITE1
+f:LITE1
+D:This enchanted torch never needs to be fuelled.
+
+N:528:& Trifurcate Spear~
+G:/:o
+I:22:26:0
+W:35:0:140:400
+A:35/3
+P:0:2d9:0:0:0
+F:SHOW_MODS
+D:This deadly spear's point has three branches, suited for inflicting
+D:slightly greater damage per hit than a regular spear.
+
+N:529:& Three Piece Rod~
+G:\:u
+I:21:11:0
+W:20:0:120:350
+A:20/3
+P:0:3d3:0:0:0
+F:SHOW_MODS
+D:A descendant of the threshing flail, consisting of three short wooden
+D:pieces linked by chain or rope.
+
+# Feanorian Lamp
+N:530:& Feanorian Lamp~
+G:~:B
+I:39:4:0
+W:25:0:50:15000
+A:25/3
+P:0:1d1:0:0:0
+F:EASY_KNOW | IGNORE_FIRE | LITE3
+f:LITE3
+D:Made by the descendants of the Noldo craftsman, this lamp
+D:contains a part of the flame which burned inside Feanor.
+
+N:531:& Fur Cloak~
+G:(:W
+I:35:3:0
+W:20:0:30:100
+A:20/2:30/2
+P:3:0d0:0:0:0
+F:RES_COLD
+D:A coat made from the fur of various wild animals - it is
+D:somewhat bulky, but still spacious enough to wear over armour.
+D:It is ideal for cold weather conditions.
+
+N:532:Water Curing
+G:!:d
+I:72:18:80
+W:0:0:4:0
+A:0/1
+P:0:1d1:0:0:0
+F:SPECIAL_GENE
+D:It is a magical component that can purify water.
+
+N:533:& Hatchet~
+G:/:s
+I:24:1:0
+W:10:0:60:120
+A:10/2
+P:0:1d5:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:This is a larger version of a throwing axe. It has a single
+D:blade with a pick on the reverse, designed for armour piercing.
+
+##### New armour #####
+
+N:535:& Mumak Hide Armour~
+G:(:s
+I:36:8:0
+W:15:0:110:400
+A:15/1
+P:8:1d1:-1:0:0
+D:This suit of armour is fashioned from the hide of a dead Mumak,
+D:or Oliphaunt. It is tough, leathery, and a bit cumbersome.
+
+N:536:& Leather Jerkin~
+G:(:U
+I:36:12:0
+W:20:0:70:550
+A:20/3
+P:7:1d2:0:0:0
+D:A kind of vest with a colarless neck, made from roughout leather. This
+D:is what Middle-earth rangers usually wear on their travels.
+
+##### New weapons #####
+
+N:537:& Sickle~
+G:/:s
+I:22:3:0
+W:10:0:70:110
+A:10/3
+P:0:2d3:0:0:0
+F:SHOW_MODS
+D:A semicircular blade attached to a short handle, good for chopping
+D:things up into pieces.
+
+# XXX
+# XXX
+# XXX
+# XXX
+
+N:542:& Club~
+G:\:u
+I:21:1:0
+W:0:0:100:3
+A:0/1
+P:0:1d4:0:0:0
+F:SHOW_MODS
+D:A stout heavy stick, thicker at one end. Useful for
+D:shattering and smashing things.
+
+N:543:& Broad Spear~
+G:/:w
+I:22:7:0
+W:14:0:100:240
+A:14/3
+P:0:1d9:0:0:0
+F:SHOW_MODS
+D:It looks like it has just come from the forge. Designed specifically for
+D:foot soldiers combatting mounted cavalry, it is too heavy to be effective
+D:when thrown.
+
+N:544:& Khopesh~
+G:|:W
+I:23:14:0
+W:10:0:130:190
+A:10/2
+P:0:2d4:0:0:0
+F:SHOW_MODS
+D:This sword comes from the regions of Far Harad. The blade is straight
+D:for 18 inches, and then it curves for another 2 feet.
+
+N:545:& Flamberge~
+G:|:W
+I:23:26:0
+W:40:0:230:600
+A:40/2
+P:0:3d7:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:A large, two-handed sword with a blade that weaves
+D:left and right until it reaches the hilt.
+
+N:546:& Claymore~
+G:|:W
+I:23:23:0
+W:40:0:200:600
+A:40/2
+P:0:2d8:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:Also known as a Claidhmore, or Greatsword, this weapon is favoured
+D:by powerful mercenaries. The blade is large, straight, and broad,
+D:almost as large as a two-handed sword.
+
+N:547:& Espadon~
+G:|:W
+I:23:24:0
+W:40:0:200:600
+A:40/3
+P:0:2d9:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This is the strictly two-handed version of the bastard sword.
+D:The blade is of medium length, double-edged, and considerably
+D:heavy to wield.
+
+N:548:& Great Scimitar~
+G:|:W
+I:23:22:0
+W:40:0:240:500
+A:40/3
+P:0:4d5:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This is a larger version of the curved oriental blade.
+D:Runes of war decorate its golden hilt.
+
+
+### Trapping Kits
+
+N:549:Arrow
+G:`:r
+I:46:2:0
+W:10:0:60:150
+A:10/2:50/2
+F:SHOW_MODS
+D:It must be loaded with arrows, which will be
+D:fired at the monster who triggers the trap.
+
+N:550:Bolt
+G:`:o
+I:46:3:0
+W:20:0:220:300
+A:20/2:50/2
+F:SHOW_MODS
+D:It must be loaded with crossbow bolts, which will
+D:be fired at the monster who triggers the trap.
+
+N:551:& Fauchard~
+G:/:s
+I:22:6:0
+W:18:0:155:301
+A:18/2
+P:0:1d10:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:It is a type of glaive with two ornate hooks on the back
+D:of the blade. It is typically 8 to 9 feet long.
+
+N:552:& Guisarme~
+G:/:s
+I:22:16:0
+W:21:0:165:320
+A:21/1
+P:0:2d5:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:Mounted on a long shaft for maximum reach, this weapon is
+D:effective at repelling both cavalry and infantry.
+
+N:553:& Heavy Lance~
+G:/:s
+I:22:29:0
+W:43:0:400:700
+A:43/2
+P:0:4d8:0:0:0
+F:SHOW_MODS | MUST2H
+f:MUST2H
+D:This is a shock weapon. Its purpose is to unhorse a rider
+D:in single combat, or smash through the armour of opposing lines.
+
+N:554:& Basilard~
+G:|:w
+I:23:9:0
+W:15:0:80:220
+A:15/3
+P:0:1d8:0:0:0
+F:SHOW_MODS
+D:This is a two-edged dagger with a long blade. A favourite among travellers
+D:and warriors alike, because it can be worn comfortably with plain clothes
+D:as well as armour.
+
+### Trapping Kits
+
+N:555:Catapult
+G:`:R
+I:46:1:0
+W:1:0:50:40
+A:1/2:20/2
+F:SHOW_MODS
+D:It must be loaded with sling bullets, which will
+D:be fired at the monster who triggers the trap.
+
+N:556:& Ring Mail~
+G:[:s
+I:37:2:0
+W:20:0:200:500
+A:20/1
+P:12:1d4:-2:0:0
+D:A suit of non-overlapping metal rings sewn onto a
+D:heavy leather backing.
+
+N:557:& Cord Armour~
+G:(:y
+I:36:9:0
+W:5:0:80:40
+A:5/1
+P:6:1d1:0:0:0
+D:Fibres of hemp or other natural material woven and knotted
+D:into a thick, tough fabric.
+
+N:558:& Paper Armour~
+G:(:w
+I:36:3:0
+W:5:0:30:40
+A:5/2
+P:4:1d1:0:0:0
+F:SENS_FIRE
+D:Thickly pleated sheets of paper assembled together into
+D:a suit of armour. It is useful against arrows, but it may
+D:catch on fire quite easily.
+
+N:559:& Padded Armour~
+G:(:y
+I:36:10:0
+W:2:0:60:40
+A:2/1
+P:4:1d1:0:0:0
+D:Heavy, multi-layered cloth sewn together to cover the body,
+D:with extra padding between layers.
+
+### Trapping Kits
+
+N:560:Fumes
+G:`:G
+I:46:4:0
+W:2:0:20:50
+A:2/2:30/2
+D:It must be loaded with potions, which will splatter
+D:over the monster who triggers the trap.
+
+N:561:& Golden Ring Mail~
+G:(:y
+I:36:15:0
+W:35:0:150:500
+A:35/7
+P:8:1d4:-1:0:0
+D:A suit of non-overlapping thin golden rings sewn onto a soft leather
+D:backing. It looks beautiful, and is worn on special occasions.
+
+### Trapping Kits
+
+N:562:Magic
+G:`:g
+I:46:5:0
+W:5:0:20:50
+A:5/2:40/2
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC
+D:It must be loaded with scrolls, which will release
+D:their spells at the monster who triggers the trap.
+
+N:563:Device
+G:`:v
+I:46:6:0
+W:20:0:20:50
+A:20/2:40/2:60/2
+F:IGNORE_ACID | IGNORE_FIRE | IGNORE_COLD | IGNORE_ELEC
+D:It must be loaded with a magic device (wand, staff, or rod), which
+D:will fire its spell at the monster who triggers the trap.
+
+# XXX
+# XXX
+# XXX
+# XXX
+# XXX
+
+N:569:Nothing
+G:-:d
+I:66:0:1
+W:5:0:10:50
+A:5/1
+P:0:1d1:0:0:0
+
+
+#Artifact Potion
+N:573:& Blood~ of Life
+G:!:d
+I:71:3:200
+W:70:0:4:10000
+A:70/16
+P:0:1d1:0:0:0
+T:71:2
+F:NORM_ART | FULL_NAME
+D:This magical potion contains a small part of the power of
+D:Eru Iluvatar on Middle-Earth.
+
+# XXX
+# XXX
+# XXX
+
+# Mage staffs (for Sorcerers to wield.)
+
+N:577:& Mage Staff~
+G:\:B
+I:6:1:0
+W:5:0:12:300
+A:5/1:20/1:50/1:80/1
+P:0:1d4:0:0:0
+F:SHOW_MODS | COULD2H
+f:COULD2H
+D:It looks like a simple walking stick, plain and nondescript.
+D:In the hands of a spellcaster, it can be a deadly weapon.
+
+# An extra ring, out of place
+
+N:578:Lightning
+G:=:d
+I:45:56:0
+W:50:0:2:3000
+A:50/1
+P:0:0d0:0:0:15
+a:HARDCORE=BA_ELEC_4
+F:RES_ELEC | ACTIVATE
+f:RES_ELEC | IGNORE_ELEC
+D:This sparkling circlet grants you protection, makes electricity less
+D:dangerous and even allows you to call forth a ball of lightning.
+
+# XXX
+# XXX
+# XXX
+
+# The Ring of Flare -- see artifact list
+# Gone in Theme.
+#N:582:& Ring~
+#G:=:y
+#I:45:52:5
+#W:50:25:2:75000
+#F:INSTA_ART
+
+N:583:Invisibility
+G:!:d
+I:71:8:0
+W:3:0:4:50
+A:3/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This magical brew will temporarily hide you from sight, and also attunes you to this state so
+D:that your eyes can still perceive your hidden form.
+
+# Potion of Corruption
+
+N:585:Corruption
+G:!:d
+I:71:10:0
+W:10:0:4:0
+A:10/1:17/1:27/1
+P:0:1d1:0:0:0
+F:FOUNTAIN
+D:This concoction of toxic wastes will strangely warp your shape.
+
+# Ring of Invisibility
+
+N:586:Invisibility
+G:=:d
+I:45:53:4
+W:50:0:2:10000
+A:50/1
+F:INVIS | HIDE_TYPE
+f:INVIS |
+D:This magical bauble will hide you from sight.
+
+# XXX
+
+######### Here are the parchments ########
+
+N:588:Deep Thoughts
+G:?:o
+I:8:0:0
+W:3:0:5:50
+A:3/1
+D:This parchment contains the thoughts of a powerful
+D:wizard who departed Middle-earth long ago.
+
+N:589:More Deep Thoughts
+G:?:o
+I:8:1:0
+W:4:0:5:50
+A:4/1
+D:This parchment contains th