# 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".

# === Understanding a_info.txt ===

# N: serial number : item name
# 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

# 'N' indicates the beginning of an entry. The serial number must
# increase for each new item and artifact activations depend on the
# serial number.

# 'I' is for basic information. The tval is for the type of item, the
# sval identifies the subtype and the pval indicates the amount of
# effect the item has, if applicable.

# 'W' is for extra information. Depth is the depth the object is
# normally found at, rarity determines how common the object is,
# weight is in tenth-pounds and cost is the item's value.

# 'P' is for power information. The items base armor class, its base
# damage and pluses to-hit, to-dam and to-ac.

# 'F' is for flags. These are fairly self-explanatory. As many F:
# lines may be used as are needed to specify all the flags and flags
# are separated by the '|' symbol.

# Version stamp (required)

V:2.7.5


# The Phial of Galadriel

N:1:of Galadriel
I:39:4:1
W:20:1:10:2000
P:0:1d1:0:0:0
F:ACTIVATE | SENSE | INSTA_ART | LITE
L:USE:	msgf("The phial wells with clear light...")
L:USE:	lite_area(damroll(2, 15), 3)
L:USE:	object.timeout = rand_range(10, 20)
L:DESC:	return "illumination every 10-20 turns"


# The Star of Elendil

N:2:of Elendil
I:39:5:1
W:52:25:5:5000
P:0:1d1:0:0:0
F:ACTIVATE | SEE_INVIS | HOLD_LIFE | INSTA_ART | SPEED | LITE
L:USE:	msgf("The star shines brightly...")
L:USE:	map_area()
L:USE:	lite_area(damroll(2, 15), 3)
L:USE:	object.timeout = rand_range(50, 100)
L:DESC:	return "magic mapping and illumination every 50-100 turns"


# The Arkenstone of Thrain -> JoJ
# Was +2 WIS/DEX

N:3:of Judgement
I:39:6:3
W:80:50:5:15000
P:0:1d1:0:0:0
F:ACTIVATE | SEE_INVIS | HOLD_LIFE | RES_CONF | RES_CHAOS |
F:INSTA_ART | SPEED | WIS | INT | LITE
L:USE:	msgf("The Jewel flashes bright red!")
L:USE:	wiz_lite()
L:USE:	msgf("The Jewel drains your vitality...")
L:USE:	take_hit(damroll(3, 8), "the Jewel of Judgement")
L:USE:	detect_traps(TRUE); detect_doors(); detect_stairs()
L:USE:	if (get_check("Activate recall? ") ~= nil) then word_of_recall() end
L:USE:	object.timeout = rand_range(20, 40)
L:DESC:	return "dangerous clairvoyance and recall every 20-40 turns"
L:TIMED:	if randint0(999) == 0 and bAnd(player.flags[2], TR2_NO_MAGIC) == 0
L:TIMED:	and not player.tim_invuln then
L:TIMED:		msgf("The Jewel of Judgement drains life from you!")
L:TIMED:		take_hit(player.lev, "The Jewel of Judgement")
L:TIMED:	end
L:SPOIL:	return "Damages player randomly"


# The Amulet of Carlammas

N:4:of Carlammas
I:40:10:2
W:80:10:3:5000
F:CON | HIDE_TYPE | ACTIVATE | RES_FIRE | INSTA_ART
L:USE:	msgf("The amulet lets out a shrill wail...")
L:USE:	inc_protevil(randint1(25) + 3 * player.lev)
L:USE:	object.timeout = rand_range(225, 450)
L:DESC:	return "protection from evil every 225-450 turns"


# The Amulet of Ingwe

N:5:of Ingwe
I:40:11:3
W:95:30:3:15000
F:WIS | CHR | INFRA | HIDE_TYPE |
F:SEE_INVIS | FREE_ACT | ACTIVATE |
F:RES_ACID | RES_COLD | RES_ELEC |
F:INSTA_ART
L:USE:	msgf("The amulet floods the area with goodness...")
L:USE:	dispel_evil(player.lev * 5)
L:USE:	object.timeout = rand_range(300, 600)
L:DESC:	return "dispel evil (level * 5) every 300-600 turns"


# The Necklace of the Dwarves

N:6:of the Dwarves
I:40:12:3
W:100:50:3:20000
F:STR | CON | INFRA | HIDE_TYPE |
F:SEE_INVIS | FREE_ACT | REGEN | LITE | INSTA_ART


# The Incandescent Globe of Sawall

N:7:of Sawall
I:39:3:3
W:35:10:5:4000
P:0:1d1:0:0:0
F:INSTA_ART | INFRA | SH_FIRE | SH_ELEC | LITE


# The Ring of Barahir -> Frakir

N:8:'Frakir'
I:45:32:1
W:80:25:2:7500
F:STR | INT | WIS | DEX | CON | CHR | STEALTH | HIDE_TYPE |
F:RES_POIS | ACTIVATE | SEE_INVIS | SENSE | INSTA_ART
L:USE:	msgf("You order Frakir to strangle your opponent.")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	if drain_life(dir, 200) then object.timeout = rand_range(100, 200) end
L:DESC:	return "a strangling attack (200) every 100-200 turns"


# The Ring of Tulkas

N:9:of Tulkas
I:45:33:4
W:100:50:2:17500
F:STR | DEX | CON | HIDE_TYPE | ACTIVATE | SPEED | INSTA_ART
L:USE:	msgf("The ring glows brightly...")
L:USE:	inc_fast(rand_range(75, 150))
L:USE:	object.timeout = rand_range(150, 300)
L:DESC:	return "haste self (75-150) every 150-300 turns"


# The Ring of Power (Narya)

N:10:of Power (Narya)
I:45:34:1
W:100:30:2:100000
P:0:1d1:10:10:0
F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE |
F:ACTIVATE | FREE_ACT | SEE_INVIS |
F:SLOW_DIGEST | REGEN | SUST_STR | SUST_DEX | IM_FIRE |
F:INSTA_ART
L:USE:	msgf("The ring glows deep red...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_FIRE, dir, 250, 3)
L:USE:	object.timeout = rand_range(225, 450)
L:DESC:	return "fire ball (250, rad. 3) every 225-450 turns"


# The Ring of Power (Nenya)

N:11:of Power (Nenya)
I:45:35:2
W:105:40:2:200000
P:0:1d1:11:11:0
F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE |
F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS |
F:FEATHER | REGEN | SHOW_MODS |
F:SUST_INT | SUST_WIS | IM_COLD |
F:INSTA_ART
L:USE:	msgf("The ring glows bright white...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_COLD, dir, 400, 3)
L:USE:	object.timeout = rand_range(325, 650)
L:DESC:	return "frost ball (400, rad. 3) every 325-650 turns"
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"


# The Ring of Power (Vilya)

N:12:of Power (Vilya)
I:45:36:3
W:105:50:2:300000
P:0:1d1:12:12:0
F:STR | INT | WIS | DEX | CON | CHR | SPEED | HIDE_TYPE |
F:ACTIVATE | HOLD_LIFE | FREE_ACT | SEE_INVIS |
F:FEATHER | SLOW_DIGEST | REGEN |
F:SUST_INT | SUST_WIS | SUST_STR | SUST_DEX | IM_ELEC |
F:INSTA_ART
L:USE:	msgf("The ring glows bright white...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_ELEC, dir, 500, 3)
L:USE:	object.timeout = rand_range(425, 850)
L:DESC:	return "lightning ball (500, rad. 3) every 425-850 turns"
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"


# 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 | CURSED | HEAVY_CURSE | PERMA_CURSE |
F:AGGRAVATE | DRAIN_EXP | SEE_INVIS | REGEN | TY_CURSE |
F:IM_FIRE | IM_COLD | IM_ELEC | IM_ACID |
F:SUST_STR | SUST_DEX | SUST_CON |
F:SUST_INT | SUST_WIS | SUST_CHR |
F:INSTA_ART
L:USE:	msgf("The ring glows intensely black...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	ring_of_power(dir)
L:USE:	object.timeout = rand_range(450, 900)
L:DESC:	return "bizarre things every 450-900 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability & high resist"


N:14:of Elemental Mastery
I:45:50:4
W:105:50:2:30000
F:STR | INT | DEX | SPEED | STEALTH | HIDE_TYPE |
F:RES_FIRE | RES_COLD | RES_ACID | RES_ELEC | RES_POIS |
F:TELEPATHY |
F:INSTA_ART | ACTIVATE
L:USE:	msgf("The ring glows in multiple colours...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_MISSILE, dir, 800, 3)
L:USE:	object.timeout = rand_range(250, 500)
L:DESC:	return "ball of the elements (800, rad. 3) every 250-500 turns"


# Artifact 15 is unused


# The Multi-Hued Dragon Scale Mail 'Razorback'
# Was (-2) INT | WIS | STEALTH | HIDE_TYPE, (-3) to hit, 30 pounds (?)

N:16:'Razorback'
I:38:6:0
W:90:9:500:40000
P:30:2d4:-4:0:25
F:RES_FIRE | RES_COLD | RES_POIS | RES_LITE | RES_DARK |
F:LITE | SEE_INVIS | AGGRAVATE | FREE_ACT | IM_ELEC |
F:ACTIVATE | INSTA_ART
L:USE:	msgf("Your armor is surrounded by lightning...")
L:USE:	scatter_ball(damroll(5, 3), GF_ELEC, 1000, 3)
L:USE:	object.timeout = 100
L:DESC:	return "star ball (1000) every 100 turns";


# The Power Dragon Scale Mail 'Bladeturner'
# Was (-3) DEX | HIDE_TYPE, (-4) to hit, 50 pounds (?)

N:17:'Bladeturner'
I:38:30:0
W:95:3:600:50000
P:50:2d4:-8:0:35
F:HOLD_LIFE | REGEN |
F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC | RES_POIS | FEATHER |
F:RES_NETHER | RES_NEXUS | RES_CHAOS | RES_LITE | RES_DARK |
F:RES_SHARDS | RES_SOUND | RES_DISEN | RES_BLIND | RES_CONF |
F:IGNORE_ACID | IGNORE_ELEC | IGNORE_FIRE | IGNORE_COLD |
F:ACTIVATE | INSTA_ART
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	msgf("You breathe the elements.")
L:USE:	fire_ball(GF_MISSILE, dir, 1000, 4)
L:USE:	msgf("Your armor glows many colours...")
L:USE:	clear_afraid()
L:USE:	inc_shero(rand_range(50, 100))
L:USE:	hp_player(30)
L:USE:	inc_blessed(rand_range(50, 100))
L:USE:	inc_oppose_acid(rand_range(50, 100))
L:USE:	inc_oppose_elec(rand_range(50, 100))
L:USE:	inc_oppose_fire(rand_range(50, 100))
L:USE:	inc_oppose_cold(rand_range(50, 100))
L:USE:	inc_oppose_pois(rand_range(50, 100))
L:USE:	object.timeout = 100
L:DESC:	return "berserk, bless, resistance, and breathe elements (1000) every 100 turns"


# The Robe of the Thaumaturgist

N:18:of the Thaumaturgist
I:36:2:4
W:18:11:20:10000
P:2:0d0:0:0:3
F:INT | STEALTH | FREE_ACT | RES_CONF | RES_BLIND | RES_NEXUS | HIDE_TYPE
F:INSTA_ART

# The Adamantite Plate Mail 'Soulkeeper'

N:19:'Soulkeeper'
I:37:30:2
W:100:9:420:30000
P:40:2d4:-4:0:20
F:CON | HOLD_LIFE | SUST_CON |
F:RES_ACID | RES_COLD | RES_DARK | RES_NETHER | RES_NEXUS | RES_CHAOS |
F:ACTIVATE | INSTA_ART
L:USE:	msgf("Your armor glows a bright white...")
L:USE:	msgf("You feel much better...")
L:USE:	hp_player(1000)
L:USE:	clear_cut()
L:USE:	object.timeout = 888
L:DESC:	return "heal (1000) every 888 turns"


# The Full Plate Armour of Isildur

N:20:of Isildur
I:37:15:1
W:52:3:300:15000
P:25:2d4:0:0:25
F:CON | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD |
F:RES_SOUND | RES_CONF | RES_NEXUS | INSTA_ART


# The Metal Brigandine Armour of the Rohirrim

N:21:of the Rohirrim
I:37:9:2
W:52:3:200:13000
P:19:1d4:0:0:15
F:STR | DEX | HIDE_TYPE |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_CONF | RES_SOUND
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Mithril Chain Mail of Lohengrin -> the Crusader

N:22:of the Crusader
I:37:20:4
W:70:3:150:135000
P:28:1d4:-1:0:20
F:LUCK_10 | WIS | INT | SEE_INVIS |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS |
F:HOLD_LIFE | RES_NETHER | RES_DARK | RES_FEAR |
F:ACTIVATE | SLAY_EVIL | INSTA_ART
L:USE:	msgf("A heavenly choir sings...")
L:USE:	clear_poisoned()
L:USE:	clear_cut()
L:USE:	clear_stun()
L:USE:	clear_confused()
L:USE:	clear_blind()
L:USE:	inc_hero(rand_range(25, 50))
L:USE:	hp_player(777)
L:USE:	object.timeout = 300
L:DESC:	return "curing, heroism and heal (777) every 300 turns"
D:This armor is said to have been forged by an angel and 
D:imbued with celestial power.


# The Mithril Plate Mail of Celeborn -> Julian

N:23:of Julian
I:37:3:4
W:70:3:250:15000
P:15:2d4:-2:0:40
F:STR | CHR | HIDE_TYPE |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK |
F:RES_DISEN | ACTIVATE | INSTA_ART
L:USE:	msgf("Your armor glows deep blue...")
L:USE:	genocide(TRUE)
L:USE:	object.timeout = 500
L:DESC:	return "genocide every 500 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"


# The Chain Mail of Arvedui -> Command

N:24:of Command
I:37:4:2
W:35:3:220:9000
P:14:1d4:-2:0:15
F:STR | CHR | HIDE_TYPE | INSTA_ART
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD
L:USE:	msgf("Your armor shines with a brilliant white light.")
L:USE:	charm_monsters(player.lev * 2)
L:USE:	object.timeout = 600
L:DESC:	return "mass charm every 600 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "2 random high resists"
D:This finely wrought suit of mail seems worthy of a great king. 
D:Every detail is perfect, and the whole radiates an aura of 
D:total confidence and power.


# The Augmented Chain Mail of Caspanion

N:25:of Caspanion
I:37:6:3
W:43:9:270:14000
P:16:1d4:-2:0:20
F:INT | WIS | CON | HIDE_TYPE | INSTA_ART
F:RES_ACID | RES_POIS | RES_CONF | ACTIVATE
L:USE:	msgf("Your armor glows bright red...")
L:USE:	destroy_doors_touch()
L:USE:	object.timeout = 10
L:DESC:	return "trap and door destruction every 10 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Metal Scale Mail 'Nemovebla'

N:26:'Nemovebla'
I:37:3:4
W:25:8:225:14000
P:13:1d4:0:0:10
F:STR | CON | RES_NEXUS | RES_NETHER | NO_TELE | SLOW_DIGEST | HIDE_TYPE
F:INSTA_ART

# The Hagaromo 'Tenyo's Despair'

N:27:'Tenyo's Despair'
I:36:16:4
W:45:3:20:13000
P:2:0d0:0:0:20
F:STEALTH | FEATHER | RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK |
F:ACTIVATE | SUST_STR | SUST_INT | SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR
F:INSTA_ART
L:USE:	msgf("Your robe shines brightly.")
L:USE:	cure_potion(500, TRUE, TRUE, TRUE)
L:USE:  local d = randint1(100)
L:USE:	if d <= 50 then
L:USE:		inc_blessed(rand_range(25, 50))
L:USE:	elseif d <= 75 then
L:USE:		turn_monsters(player.lev * 4)
L:USE:	else
L:USE:		summon_controlled(SUMMON_ANGEL)
L:USE:	end
L:USE:	object.timeout = 1000
L:DESC:	return "heavenly blessing and heal (500) every 1000 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"
D:According to legend, a celestial maiden was bathing in a stream when 
D:a man came and took her hagaromo. Unable to return to heaven without 
D:it, she had no choice but to marry the man and hope to eventually 
D:find her robe.

# The Leather Scale Mail 'Thalkettoth'

N:28:'Thalkettoth'
I:36:11:3
W:35:3:60:9000
P:11:1d1:-1:0:25
F:DEX | HIDE_TYPE | RES_ACID | RES_SHARDS | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Leather Jacket of Melman

N:29:of Melman
I:36:12:2
W:52:30:120:10000
P:12:1d2:0:0:20
F:HOLD_LIFE | INT | WIS | RES_FIRE | RES_COLD | INSTA_ART

# The Small Metal Shield of Thorin

N:30:of Thorin
I:34:3:4
W:52:6:65:24000
P:5:1d3:0:0:25
F:STR | CON | HIDE_TYPE | FREE_ACT | IM_ACID | RES_SOUND | RES_CHAOS
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Large Leather Shield of Celegorm

N:31:of Celegorm
I:34:4:0
W:52:3:60:8000
P:6:1d4:0:0:20
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_DARK
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Large Metal Shield of Anarion

N:32:of Anarion
I:34:5:0
W:70:9:120:7000
P:8:1d5:0:0:20
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | SUST_STR | SUST_INT |
F:SUST_WIS | SUST_DEX | SUST_CON | SUST_CHR | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"


# The Hard Leather Cap of Sawall

N:33:of Sawall
I:32:2:3
W:52:20:15:10000
P:2:0d0:0:0:18
F:INT | WIS | CHR | SUST_INT | SUST_WIS | SUST_CHR | RES_BLIND
F:INSTA_ART

# The Massive Iron Crown of Morgoth

N:34:of Chaos
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 |
F:LITE | SEE_INVIS | TELEPATHY |
F:CURSED | HEAVY_CURSE | PERMA_CURSE | NO_TELE | INSTA_ART | QUESTITEM

# The Iron Crown of Beruthiel

N:35:of Beruthiel
I:33:10:-25
W:70:12:20:0
P:0:1d1:0:0:25
F:STR | DEX | CON | HIDE_TYPE |
F:FREE_ACT | SEE_INVIS | TELEPATHY | CURSED
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"

# The Hard Leather Cap of Thranduil

N:36:of Thranduil
I:32:2:2
W:35:2:15:8500
P:2:0d0:0:0:10
F:INT | WIS | HIDE_TYPE | RES_BLIND | TELEPATHY
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Metal Cap of Thengel

N:37:of Thengel
I:32:3:3
W:17:2:20:4000
P:3:1d1:0:0:12
F:WIS | CHR | HIDE_TYPE | INSTA_ART

# The Steel Helm of Hammerhand

N:38:of Hammerhand
I:32:6:3
W:35:2:60:10000
P:6:1d3:0:0:20
F:STR | DEX | CON | HIDE_TYPE | RES_ACID | RES_NEXUS
F:INSTA_ART

# The _DRAGON_ Helm of Dor-Lomin

N:39:of Dor-Lomin
I:32:7:4
W:70:12:75:20000
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:LITE | SEE_INVIS | TELEPATHY | ACTIVATE | INSTA_ART
L:USE:	turn_monsters(40 + player.lev)
L:USE:	object.timeout = 3 * (player.lev + 10)
L:DESC:	return "turn monsters every 33-180 turns"


# The Iron Helm 'Holhenneth'

N:40:'Holhenneth'
I:32:5:2
W:35:5:75:7500
P:5:1d3:0:0:10
F:INT | WIS | SENSE | HIDE_TYPE | RES_BLIND | SEE_INVIS | ACTIVATE
F:INSTA_ART
L:USE:	msgf("Your helm glows bright white...")
L:USE:	msgf("An image forms in your mind...")
L:USE:	detect_all()
L:USE:	object.timeout = rand_range(55, 110)
L:DESC:	return "detection every 55-110 turns"

# The Iron Helm of Gorlim -> Terror Mask (for warriors only...)

# Variable bonus: +1 str per +5 ac
N:41:'Terror Mask'
I:32:5:-1
W:35:5:75:0
P:5:1d3:25:25:10
F:INT | WIS | SENSE | HIDE_TYPE | SHOW_MODS |
F:SEE_INVIS | NO_MAGIC | IM_COLD | ACTIVATE |
F:RES_DISEN | RES_FEAR | FREE_ACT | RES_ACID | RES_COLD | RES_POIS |
F:TELEPORT | INSTA_ART | EASY_ENCHANT
L:USE:	turn_monsters(40 + player.lev)
L:USE:	object.timeout = 3 * (player.lev + 10)
L:DESC:	return "turn monsters every 33-180 turns"
L:MAKE:	if player.rp.pclass == CLASS_WARRIOR then
L:MAKE:		add_ego_power(EGO_XTRA_ABILITY, object)
L:MAKE:		add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE:	else
L:MAKE:		set_obj_flag(object, 2, TR2_CURSED)
L:MAKE:		set_obj_flag(object, 2, TR2_HEAVY_CURSE)
L:MAKE:		set_obj_flag(object, 2, TR2_AGGRAVATE)
L:MAKE:		set_obj_flag(object, 2, TR2_TY_CURSE)
L:MAKE:	end
L:BONUS:	b.stat[A_STR] = b.stat[STAT_STR] + object.to_a / 5
L:SPOIL:	return "Random ability & high resist (warrior); curse, heavy curse, aggravate, ty curse (non-warrior); +1 str / +5 ac"


# The Golden Crown of Gondor -> Amber

N:42:of Amber
I:33:11:3
W:70:40:30:25000
P:0:1d1:0:0:15
F:STR | WIS | CON | HIDE_TYPE | SPEED |
F:RES_COLD | RES_FIRE | RES_LITE | RES_BLIND | RES_ELEC | RES_CONF |
F:RES_CHAOS | LITE | SEE_INVIS | REGEN | ACTIVATE | INSTA_ART
L:USE:	msgf("Your crown glows deep blue...")
L:USE:	msgf("You feel a warm tingling inside...")
L:USE:	hp_player(700)
L:USE:	clear_cut()
L:USE:	object.timeout = 250
L:DESC:	return "heal (700) every 250 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability & high resist"

# The Filthy Rag of Keri the Humble

N:43:of Keri the Humble
I:36:1:1
W:9:6:20:4500
P:1:0d0:0:0:20
F:STR | CON | CHR | HIDE_TYPE |
F:SUST_STR | SLOW_DIGEST | ACTIVATE | INSTA_ART
L:USE:	msgf("Your rag feels warm for a moment...")
L:USE:	create_food()
L:USE:	object.timeout = 100
L:DESC:	return "create food every 100 turns"


# The Cloak 'Colluin'

N:44:'Colluin'
I:35:1:0
W:9:45:10:7000
P:1:0d0:0:0:15
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | ACTIVATE
F:INSTA_ART
L:USE:	msgf("Your cloak glows many colours...")
L:USE:	inc_oppose_acid(rand_range(20, 40))
L:USE:	inc_oppose_elec(rand_range(20, 40))
L:USE:	inc_oppose_fire(rand_range(20, 40))
L:USE:	inc_oppose_cold(rand_range(20, 40))
L:USE:	inc_oppose_pois(rand_range(20, 40))
L:USE:	object.timeout = 111
L:DESC:	return "resistance (20-40) every 111 turns"

# The Cloak 'Holcolleth' -> 'Thief's Shadow'

# Variable bonus: +2 stealth, +1 per +2 ac
N:45:'Thief's Shadow'
I:35:1:2
W:9:45:10:5000
P:1:0d0:0:0:4
F:DEX | STEALTH | HIDE_TYPE | RES_LITE | ACTIVATE | INSTA_ART | EASY_ENCHANT
L:USE:	msgf("Your cloak glows deep blue...")
L:USE:	sleep_monsters_touch()
L:USE:	object.timeout = 55
L:DESC:	return "sleep nearby monsters every 55 turns"
L:BONUS:	b.skills[SKILL_STL] = b.skills[SKILL_STL] + object.to_a / 2
L:SPOIL:	return "+1 stealth / +2 ac"
D:This fine cloak of dark cloth allows its wearer to blend 
D:perfectly with the shadows.


# The Cloak of Thingol -> the Alchemist

N:46:of the Alchemist
I:35:1:3
W:17:90:10:11000
P:1:0d0:0:0:18
F:DEX | LUCK_10 | HIDE_TYPE |
F:FREE_ACT | RES_ACID | RES_FIRE | RES_COLD | ACTIVATE | INSTA_ART
L:USE:	msgf("Your cloak glows bright yellow...")
L:USE:	recharge(130)
L:USE:	object.timeout = 70
L:DESC:	return "recharge item every 70 turns"
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"
D:This cloak was created by the gnome Samagar the Scorched to 
D:protect him from his frequent magical mishaps.


# The Cloak of Thorongil

# Variable bonus: +1 sensing per 10 levels
N:47:of Thorongil
I:35:1:0
W:9:20:10:4000
P:1:0d0:0:0:10
F:FREE_ACT | RES_ACID | SEE_INVIS | INSTA_ART
L:BONUS:	b.skills[SKILL_SNS] = b.skills[SKILL_SNS] + player.lev / 2
L:BONUS:	b.skills[SKILL_FOS] = b.skills[SKILL_FOS] + player.lev / 2
L:SPOIL:	return "+1 sense / 10 levels"


# The Cloak 'Colannon'

N:48:'Colannon'
I:35:1:3
W:5:10:10:3000
P:1:0d0:0:0:15
F:STEALTH | RES_ACID | ACTIVATE | INSTA_ART
L:USE:	msgf("Your cloak twists space around you...")
L:USE:	teleport_player(100)
L:USE:	object.timeout = 45
L:DESC:	return "teleport every 45 turns"


# The Shadow Cloak of Luthien

N:49:of Luthien
I:35:6:2
W:70:40:5:15000
P:6:0d0:0:0:20
F:INT | WIS | CHR | HIDE_TYPE | SPEED | STEALTH |
F:RES_ACID | RES_FIRE | RES_COLD | ACTIVATE |
F:RES_DARK | RES_LITE | INSTA_ART
L:USE:	msgf("Your cloak glows a deep red...")
L:USE:	restore_level()
L:USE:	object.timeout = 450
L:DESC:	return "restore life levels every 450 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"


# The Shadow Cloak of Tuor

# Variable bonus: +3 dex, +1 per 10 levels; rogues only
N:50:of Tuor
I:35:6:4
W:70:40:5:35000
P:6:0d0:0:0:12
F:STEALTH | FREE_ACT | IM_ACID | SEE_INVIS | INSTA_ART
L:BONUS:	if player.rp.pclass == CLASS_ROGUE then
L:BONUS:		b.stat[A_DEX] = b.stat[STAT_DEX] + 3 + player.lev / 10
L:BONUS:	end
L:SPOIL:	return "+3 DEX +1 / 10 levels (rogues)"
D:This cloak, woven from strands of solid shadow, is particularly dangerous 
D:when worn by a skilled assassin.


# Artifact 51 is unused


# The Set of Leather Gloves 'Cambeleg' -> of the Ogre

# Variable bonus: +1 str and +1 con per +2 ac
N:52:of the Ogre
I:31:1:3
W:17:6:5:7000
P:1:0d0:6:6:6
F:STR | CON | HIDE_TYPE | SHOW_MODS | INSTA_ART | EASY_ENCHANT
L:ALTER:	object.pval = object.to_a / 2
L:SPOIL:	return "Pval = +1 / +2 ac"
D:Legend says that these gloves provide their wearer with the 
D:strength and skill of an ogre.


# The Set of Leather Gloves 'Cammithrim'

N:53:'Cammithrim'
I:31:1:0
W:17:3:5:5000
P:1:0d0:0:0:10
F:FREE_ACT | RES_LITE | SUST_CON | LITE | ACTIVATE | INSTA_ART
L:USE:	msgf("Your gloves glow extremely brightly...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_MISSILE, dir, damroll(3, 6))
L:USE:	object.timeout = 2
L:DESC:	return "magic missile (3d6) every 2 turns"


# The Set of Gauntlets 'Paurhach'

N:54:'Paurhach'
I:31:2:0
W:17:20:25:3500
P:2:1d1:0:0:15
F:RES_FIRE | ACTIVATE | INSTA_ART
L:USE:	msgf("Your gauntlets are covered in fire...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_FIRE, dir, damroll(11, 8))
L:USE:	object.timeout = rand_range(8, 16)
L:DESC:	return "fire bolt (11d8) every 8-16 turns"


# The Set of Gauntlets 'Paurnimmen' -> of Corwin

N:55:of Corwin
I:31:2:4
W:17:20:25:6000
P:2:1d1:0:0:15
F:SUST_CON | CON | REGEN | RES_COLD | ACTIVATE | INSTA_ART
L:USE:	msgf("Your gauntlets are covered in frost...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_COLD, dir, damroll(8, 8))
L:USE:	object.timeout = rand_range(7, 14)
L:DESC:	return "frost bolt (8d8) every 7-14 turns"


# The Set of Gauntlets 'Pauraegen'

N:56:'Pauraegen'
I:31:2:0
W:17:20:25:3500
P:2:1d1:0:0:15
F:RES_ELEC | ACTIVATE | INSTA_ART
L:USE:	msgf("Your gauntlets are covered in sparks...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_ELEC, dir, damroll(6, 8))
L:USE:	object.timeout = rand_range(6, 12)
L:DESC:	return "lightning bolt (6d8) every 6-12 turns"


# The Set of Gauntlets 'Paurnen'

N:57:'Paurnen'
I:31:2:0
W:17:20:25:3500
P:2:1d1:0:0:15
F:RES_ACID | ACTIVATE | INSTA_ART
L:USE:	msgf("Your gauntlets are covered in acid...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_ACID, dir, damroll(8, 8))
L:USE:	object.timeout = rand_range(5, 10)
L:DESC:	return "acid bolt (8d8) every 5-10 turns"


# The Set of Gauntlets 'Camlost' -> of Thanos

N:58:of Thanos
I:31:2:2
W:17:20:25:0
P:2:1d1:-11:-12:0
F:STR | DEX | HIDE_TYPE | RES_DISEN | RES_NEXUS | IM_FIRE |
F:HOLD_LIFE | RES_NETHER | RES_CONF | RES_CHAOS | RES_POIS | IM_COLD |
F:AGGRAVATE | CURSED | SHOW_MODS | HEAVY_CURSE | TY_CURSE | TELEPORT
F:INSTA_ART


# The Set of Cesti of Fingolfin

N:59:of Fingolfin
I:31:5:4
W:70:15:40:13000
P:5:1d1:10:10:20
F:DEX | HIDE_TYPE |
F:FREE_ACT | RES_ACID | ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your cesti grows magical spikes...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_ARROW, dir, 250)
L:USE:	object.timeout = rand_range(90, 180)
L:DESC:	return "a magical arrow (250) every 90-180 turns"
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"


# The Pair of Hard Leather Boots of Feanor

N:60:of Feanor
I:30:3:15
W:70:120:40:300000
P:3:1d1:0:0:20
F:SPEED |
F:RES_NEXUS | ACTIVATE | INSTA_ART
L:USE:	msgf("Your boots glow bright green...")
L:USE:	inc_fast(rand_range(20, 40))
L:USE:	object.timeout = 200
L:DESC:	return "haste self (20-40) every 200 turns"


# The Pair of Soft Leather Boots 'Dal-i-thalion' -> of Flora

N:61:of Flora
I:30:2:5
W:17:25:20:14000
P:2:1d1:0:0:15
F:DEX | HIDE_TYPE | CHR | SUST_CHR | ACTIVATE | FREE_ACT |
F:RES_NETHER | RES_CHAOS | SUST_CON | INSTA_ART
L:USE:	msgf("Your boots glow deep blue...")
L:USE:	clear_afraid()
L:USE:	clear_poisoned()
L:USE:	object.timeout = 5
L:DESC:	return "remove fear and cure poison every 5 turns"


# The Pair of Metal Shod Boots of Thror

N:62:of Thror
I:30:6:3
W:52:25:80:15000
P:6:1d1:0:0:20
F:STR | CON | HIDE_TYPE | SPEED | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"


# The Pair of Soft Leather Boots of Bleys

# Variable bonus: +1 speed per 5 levels (rounded up)
N:63:of Bleys
I:30:2:4
W:52:20:20:25000
P:4:1d1:4:4:16
F:DEX | RES_NEXUS | SUST_DEX | FREE_ACT | INSTA_ART
L:BONUS:	b.pspeed = (player.lev + 4) / 5
L:SPOIL:	return "+1 speed / 5 levels"
D:These ordinary looking boots are said to grow with their wearer.


# The Main Gauche of Maedhros

N:64:of Maedhros
I:23:5:3
W:26:30:30:17500
P:0:2d5:12:15:0
F:INT | DEX | HIDE_TYPE | SPEED |
F:SLAY_TROLL | SLAY_GIANT | FREE_ACT | SEE_INVIS | SHOW_MODS | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Dagger 'Angrist' -> of Caine

N:65:of Caine
I:23:4:4
W:35:80:12:15000
P:0:2d4:10:15:5
F:DEX | HIDE_TYPE | STEALTH | SENSE |
F:SLAY_EVIL | SLAY_TROLL | SLAY_ORC | BRAND_POIS |
F:FREE_ACT | RES_DARK | SUST_DEX | SEE_INVIS | SHOW_MODS | THROW
F:INSTA_ART

# The Dagger 'Narthanc'

# Variable bonus: +1 str per 5 levels (rounded up)
# Unique power: Damage increases 10% per level (applied after all other mods)
N:66:'Narthanc'
I:23:4:0
W:7:10:12:6000
P:0:1d6:4:6:0
F:BRAND_FIRE | RES_FIRE | ACTIVATE | SHOW_MODS | LITE | 
F:THROW | RETURN | INSTA_ART
L:USE:	msgf("Your dagger is covered in fire...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_FIRE, dir, damroll(11, 8))
L:USE:	object.timeout = rand_range(8, 16)
L:DESC:	return "fire bolt(11d8) every 8-16 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:BONUS:	b.stat[A_STR] = (player.lev + 4) / 5
L:HIT:	dam = dam + (dam * player.lev) / 10
L:SPOIL:	return "Random high resist; +1 STR / 5 levels; +10% dam / level"


# The Dagger 'Nimthanc'

# Variable bonus: +1 con per 5 levels (rounded up)
# Unique power: Damage increases 10% per level (applied after all other mods)
N:67:'Nimthanc'
I:23:4:0
W:5:10:12:5000
P:0:1d6:4:6:0
F:BRAND_COLD | RES_COLD | ACTIVATE | SHOW_MODS | THROW | RETURN | INSTA_ART
L:USE:	msgf("Your dagger is covered in frost...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_COLD, dir, damroll(8, 8))
L:USE:	object.timeout = rand_range(7, 14)
L:DESC:	return "frost bolt (8d8) every 7-14 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:BONUS:	b.stat[A_CON] = (player.lev + 4) / 5
L:HIT:	dam = dam + (dam * player.lev) / 10
L:SPOIL:	return "Random high resist; +1 CON / 5 levels; +10% dam / level"



# The Dagger 'Dethanc'

# Variable bonus: +1 dex per 5 levels (rounded up)
# Unique power: Damage increases 10% per level (applied after all other mods)
N:68:'Dethanc'
I:23:4:0
W:9:10:12:5000
P:0:1d6:4:6:0
F:BRAND_ELEC | RES_ELEC | ACTIVATE | SHOW_MODS | THROW | RETURN | INSTA_ART
L:USE:	msgf("Your dagger is covered in sparks...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_bolt(GF_ELEC, dir, damroll(6, 8))
L:USE:	object.timeout = rand_range(6, 12)
L:DESC:	return "lightning bolt (6d8) every 6-12 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:BONUS:	b.stat[A_DEX] = (player.lev + 4) / 5
L:HIT:	dam = dam + (dam * player.lev) / 10
L:SPOIL:	return "Random high resist; +1 DEX / 5 levels; +10% dam / level"



# The Dagger of Rilia

# Variable bonus: +1 int per 10 levels (rounded up)
N:69:of Rilia
I:23:4:0
W:9:40:12:10000
P:0:2d4:4:3:0
F:SLAY_ORC | RES_POIS | RES_DISEN | ACTIVATE | SHOW_MODS | BRAND_POIS | 
F:THROW | RETURN | INSTA_ART
L:USE:	msgf("Your dagger throbs deep green...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_POIS, dir, 25, 3)
L:USE:	object.timeout = rand_range(4, 8)
L:DESC:	return "stinking cloud (25) every 4-8 turns"
L:BONUS:	b.stat[A_INT] = (player.lev + 9) / 10
L:SPOIL:	return "+1 INT / 10 levels"

# The Dagger 'Belangil' -> of Fiona

N:70:of Fiona
I:23:4:2
W:17:40:12:25000
P:0:2d4:6:9:0
F:DEX | HIDE_TYPE | SPEED | BLOWS | BRAND_COLD | RES_COLD |
F:SEE_INVIS | SLOW_DIGEST | REGEN |
F:ACTIVATE | SHOW_MODS | BRAND_POIS | THROW | INSTA_ART
L:USE:	msgf("Your dagger is covered in frost...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_COLD, dir, 100, 2)
L:USE:	object.timeout = rand_range(5, 10)
L:DESC:	return "frost ball (100) every 5-10 turns"


# The Bastard Sword 'Calris'

N:71:'Calris'
I:23:21:5
W:52:15:140:25000
P:0:4d4:-20:20:0
F:CON | HIDE_TYPE |
F:KILL_DRAGON | SLAY_EVIL | SLAY_DEMON | SLAY_TROLL | RES_DISEN |
F:AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS | INSTA_ART


# The Broad Sword 'Arunruth' -> 'Grayswandir'

# Unique power: Damage increases +1 per 200' of depth
N:72:'Grayswandir'
I:23:11:4
W:35:45:50:50000
P:0:2d7:20:12:0
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 | BRAND_COLD |
F:SLAY_DEMON | SLAY_EVIL | SLAY_DRAGON | SLAY_UNDEAD |
F:SLOW_DIGEST | SHOW_MODS | HIDE_TYPE | BLESSED | INSTA_ART
L:HIT:	dam = dam + player.depth / 4
L:SPOIL:	return "+1 dam / 200'"


# The Broad Sword 'Glamdring'

N:73:'Glamdring'
I:23:16:1
W:35:20:150:10000
P:0:2d5:10:15:0
F:SENSE |
F:SLAY_EVIL | BRAND_FIRE | SLAY_ORC | RES_FIRE | RES_LITE | LITE |
F:SLOW_DIGEST | SHOW_MODS | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Broad Sword 'Aeglin' -> 'Nothung'

N:74:'Nothung'
I:23:16:4
W:35:90:150:15000
P:0:2d5:12:16:0
F:SENSE | BRAND_ELEC | SLAY_ORC | KILL_DRAGON | RES_FEAR |
F:RES_ELEC | LITE | RES_FIRE | RES_POIS |
F:SLOW_DIGEST | SHOW_MODS | INSTA_ART


# The Broad Sword 'Orcrist'

N:75:'Orcrist'
I:23:16:3
W:35:20:150:8000
P:0:2d5:10:15:0
F:STEALTH | SLAY_EVIL | BRAND_COLD | SLAY_ORC | RES_COLD | LITE |
F:SLOW_DIGEST | SHOW_MODS | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Two-Handed Sword 'Gurthang'

N:76:'Gurthang'
I:23:25:2
W:52:30:200:12500
P:0:3d6:13:17:0
F:STR | HIDE_TYPE |
F:KILL_DRAGON | SLAY_TROLL | FREE_ACT | SLOW_DIGEST | REGEN | SHOW_MODS
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"

# The Two-Handed Sword 'Zarcuthra'

N:77:'Zarcuthra'
I:23:25:4
W:52:180:250:30000
P:0:4d6:19:21:0
F:STR | CHR | INFRA | HIDE_TYPE | VORPAL |
F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | BRAND_FIRE | LITE |
F:SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL | SLAY_GIANT | SLAY_ORC |
F:RES_FIRE | RES_CONF | RES_CHAOS | FREE_ACT | SEE_INVIS | AGGRAVATE |
F:SHOW_MODS | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Two-Handed Sword 'Mormegil' -> Twilight

N:78:'Twilight'
I:23:25:10
W:52:15:250:0
P:0:4d6:-40:-60:-50
F:SPEED | IM_FIRE | RES_FIRE | BRAND_FIRE | RES_DISEN | RES_FEAR |
F:AGGRAVATE | CURSED | HEAVY_CURSE | SHOW_MODS | TY_CURSE | LITE
F:INSTA_ART

# The Cutlass 'Gondricam'

N:79:'Gondricam'
I:23:12:3
W:35:8:110:10000
P:0:1d10:10:11:0
F:DEX | STEALTH | HIDE_TYPE |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | FEATHER |
F:SEE_INVIS | REGEN | SHOW_MODS | INSTA_ART


# The Executioner's Sword 'Crisdurian'

N:80:'Crisdurian'
I:23:28:0
W:70:15:260:20000
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
F:INSTA_ART

# The Katana 'Aglarang' -> of Groo

# Unique power: Double damage if wielder is a warrior
N:81:of Groo
I:23:20:2
W:52:25:50:20000
P:0:5d4:0:0:0
F:DEX | HIDE_TYPE | VORPAL |
F:SUST_DEX | SHOW_MODS | SPEED | INSTA_ART
L:HIT:	if player.rp.pclass == CLASS_WARRIOR then
L:HIT:		damage = damage * 2
L:HIT:	end
L:SPOIL:	return "Double damage (warrior)"


# The Long Sword 'Ringil'

N:82:'Ringil'
I:23:17:10
W:35:120:130:150000
P:0:4d5:22:25:0
F:SPEED | REGEN | ACTIVATE | SHOW_MODS |
F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL |
F:FREE_ACT | RES_COLD | RES_LITE | LITE | SEE_INVIS | SLOW_DIGEST | 
F:INSTA_ART
L:USE:	msgf("Your sword glows an intense blue...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_COLD, dir, 200, 2)
L:USE:	object.timeout = 300
L:DESC:	return "frost ball (200) every 300 turns"


# The Long Sword 'Anduril'

N:83:'Anduril'
I:23:17:4
W:35:40:130:12000
P:0:2d5:10:15:5
F:STR | HIDE_TYPE |
F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | FREE_ACT |
F:RES_FIRE | SUST_DEX | SEE_INVIS | ACTIVATE | SHOW_MODS | LITE
F:INSTA_ART
L:USE:	msgf("Your sword glows an intense red...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_FIRE, dir, 150, 2)
L:USE:	object.timeout = 400
L:DESC:	return "fire ball (150) every 400 turns"
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Long Sword 'Anguirel' -> Werewindle

N:84:'Werewindle'
I:23:17:2
W:35:30:130:25000
P:0:3d5:8:12:0
F:STR | CON | HIDE_TYPE | CHAOTIC | REGEN | SLOW_DIGEST |
F:SLAY_EVIL | BRAND_ELEC | SLAY_DEMON | FREE_ACT | RES_ELEC |
F:RES_LITE | LITE | SEE_INVIS | SHOW_MODS | ACTIVATE | SPEED |
F:SUST_CON | SUST_STR | SUST_INT | SUST_WIS | RES_ELEC | RES_DARK |
F:RES_DISEN | RES_FEAR | SPEED | INSTA_ART
L:USE:	werewindle()
L:USE:	object.timeout = 35
L:DESC:	return "a getaway every 35 turns"


# The Long Sword 'Elvagil'-> 'Chainsword'

N:85:'Chainsword'
I:23:16:2
W:52:15:130:6666
P:0:9d5:-30:7:0
F:DEX | CHR | HIDE_TYPE | SPEED | AGGRAVATE |
F:SLAY_TROLL | SLAY_ORC | SEE_INVIS | SHOW_MODS | INSTA_ART
L:TIMED:	if randint0(100) == 0 then
L:TIMED:		local line = get_rnd_line("chainswd.txt")
L:TIMED:		if line then msgf(line) end
L:TIMED:	end


# The Rapier 'Forasgil'

N:86:'Forasgil'
I:23:7:0
W:26:8:40:7500
P:0:1d12:12:19:0
F:SLAY_ANIMAL | BRAND_COLD | RES_COLD | RES_LITE | LITE | SHOW_MODS
F:INSTA_ART


# The Sabre 'Careth Asdriag'

N:87:'Careth Asdriag'
I:23:11:1
W:26:8:50:10000
P:0:1d14:6:8:0
F:BLOWS | SLAY_DRAGON | SLAY_ANIMAL | SLAY_TROLL | SLAY_GIANT |
F:SLAY_ORC | SHOW_MODS | INSTA_ART


# The Small Sword 'Sting'

# Dependent power: pval and to-hit doubled for hobbits.
N:88:'Sting'
I:23:8:2
W:35:15:75:30000
P:0:2d6:7:8:0
F:STR | DEX | CON | SLAY_EVIL | SLAY_UNDEAD | SLAY_ORC |
F:BLOWS | FREE_ACT | RES_LITE | LITE | SEE_INVIS | SHOW_MODS
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE: if player.rp.prace == RACE_HOBBIT then
L:MAKE:		object.pval = 4
L:MAKE:		object.to_h = 14
L:MAKE:	end
L:SPOIL:	return "Random high resist; double pval and +skill (hobbit)"
D:In a human's hands, no more than an enchanted large dagger, but a fearsome weapon 
D:in the hands of a hobbit.

# The Scimitar 'Haradekket' -> Soulsword

N:89:'Soulsword'
I:23:18:2
W:35:8:130:20000
P:0:3d5:9:11:0
F:INT | WIS | SEE_INVIS | BLESSED |
F:SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | SLAY_DRAGON | SLAY_DEMON |
F:RES_CHAOS | RES_DISEN | RES_NEXUS | RES_NETHER | HOLD_LIFE |
F:SHOW_MODS | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Short Sword Gilettar -> of Merlin

# Dependent power: +2 sp for mages and high mages
# Unique power: +1 dam per 10 maximum sp (applied after other bonuses).
N:90:of Merlin
I:23:10:2
W:35:8:80:25000
P:0:1d10:3:7:0
F:BLOWS |
F:SLAY_ANIMAL | SLOW_DIGEST | REGEN | SHOW_MODS | SEE_INVIS | RES_DISEN
F:INSTA_ART
L:MAKE:	if (player.rp.pclass == CLASS_MAGE) or (player.rp.pclass == CLASS_HIGH_MAGE) then
L:MAKE:		set_obj_flag(object, 0, TR0_SP)
L:MAKE:	end
L:HIT:	dam = dam + player.msp / 10
L:SPOIL:	return "+2 sp (mage or high mage); +1 dam / 10 max sp"
D:This fine sword is most powerful in the hands of a skilled magic user.


# The Blade of Chaos 'Doomcaller'
# Was (-5) CON | HIDE_TYPE, +0 armor

N:91:'Doomcaller'
I:23:30:0
W:100:25:180:25000
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_CONF | RES_CHAOS | SEE_INVIS | TELEPATHY | AGGRAVATE | SHOW_MODS |
F:CHAOTIC | VORPAL | BRAND_FIRE | BRAND_POIS | LITE | INSTA_ART


# The Long Sword 'Vorpal Blade'

# Unique power: Increased vorpality
N:92:'Vorpal Blade'
I:23:17:2
W:80:30:150:35000
P:0:4d5:32:32:0
F:VORPAL | SLAY_EVIL |
F:FREE_ACT | LITE | SEE_INVIS | SLOW_DIGEST | REGEN | SPEED | STR | DEX
F:INSTA_ART
L:HIT:	vorpal_chance = 1
L:SPOIL:	return "Extra vorpality"

# The Beaked Axe of Theoden

N:93:of Theoden
I:22:10:3
W:35:15:180:9500
P:0:2d6:8:10:0
F:WIS | CON | HIDE_TYPE |
F:SLAY_DRAGON | TELEPATHY | SLOW_DIGEST | ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your axe blade glows black...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	drain_life(dir, 200)
L:USE:	object.timeout = 400
L:DESC:	return "drain life (200) every 400 turns"


# The Glaive of Pain

N:94:of Pain
I:22:13:0
W:52:25:190:21000
P:0:7d6:0:30:0
F:SHOW_MODS | INSTA_ART


# The Halberd 'Osondir'

N:95:'Osondir'
I:22:15:3
W:35:8:190:10000
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 | LITE | INSTA_ART


# The Pike 'Til-i-arc'

N:96:'Til-i-arc'
I:22:8:2
W:35:15:160:16000
P:0:2d5:10:12:10
F:INT | HIDE_TYPE |
F:BRAND_COLD | BRAND_FIRE | SLAY_DEMON | SLAY_TROLL | SLAY_GIANT |
F:RES_FIRE | RES_COLD | SUST_INT | SLOW_DIGEST | SHOW_MODS | LITE
F:INSTA_ART

# The Spear 'Aeglos' -> Runespear (of Odin)

N:97:'Runespear'
I:22:2:4
W:26:45:50:29000
P:0:1d20:15:25:5
F:INT | WIS | HIDE_TYPE | BRAND_FIRE | BRAND_ELEC |
F:SLAY_TROLL | SLAY_ORC | SLAY_GIANT |
F:FREE_ACT | RES_FIRE | RES_ELEC | RES_LITE |
F:SLOW_DIGEST | ACTIVATE | BLESSED | SHOW_MODS | LITE | THROW | RETURN |
F:INSTA_ART
L:USE:	msgf("Your spear crackles with electricity...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_ELEC, dir, 200, 3)
L:USE:	object.timeout = 500
L:DESC:	return "lightning ball (200) every 500 turns"


# The Spear of Orome -> Destiny

N:98:of Destiny
I:22:2:4
W:26:45:50:25000
P:0:1d10:15:15:0
F:INT | WIS | INFRA | HIDE_TYPE | SENSE | BRAND_FIRE |
F:SLAY_GIANT | SLAY_EVIL | SLAY_DEMON | SLAY_UNDEAD | SLAY_DRAGON |
F:RES_FIRE | RES_LITE | HOLD_LIFE | RES_FEAR | LITE | FEATHER |
F:LITE | SEE_INVIS | ACTIVATE | BLESSED | SHOW_MODS | THROW
F:INSTA_ART
L:USE:	msgf("Your spear pulsates...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	wall_to_mud(dir)
L:USE:	object.timeout = 5
L:DESC:	return "stone to mud every 5 turns"


# The Spear 'Nimloth' -> Hagen

# Variable bonus: +1 speed per 5 levels (rounded up)
N:99:of Hagen
I:22:2:3
W:26:12:50:30000
P:0:1d10:11:13:0
F:STEALTH | RES_DARK | INFRA |
F:BRAND_COLD | SLAY_UNDEAD | RES_COLD | SEE_INVIS | SHOW_MODS | THROW
F:INSTA_ART
L:BONUS:	b.pspeed = (player.level + 4) / 5
L:SPOIL:	return "+1 speed / 5 levels"

# The Spear 'Soulsucker'

N:100:'Soulsucker'
I:22:2:4
W:35:20:50:3000
P:0:1d8:16:20:0
F:STEALTH | SENSE | VAMPIRIC | BRAND_POIS | RES_POIS | RES_DARK | 
F:RES_NETHER | HIDE_TYPE | SHOW_MODS | SEE_INVIS | DRAIN_EXP
F:INSTA_ART

# The Great Axe of Durin

N:101:of Durin
I:22:25:3
W:52:90:230:22000
P:0:4d4:10:20:15
F:CON | HIDE_TYPE |
F:KILL_DRAGON | SLAY_DEMON | SLAY_TROLL | SLAY_ORC | FREE_ACT |
F:RES_ACID | RES_FIRE | RES_LITE | RES_DARK | RES_CHAOS | SHOW_MODS
F:INSTA_ART

# The Great Axe of Eonwe

N:102:of Eonwe
I:22:25:2
W:52:120:230:33000
P:0:4d4:15:18:8
F:STR | INT | WIS | DEX | CON | CHR | HIDE_TYPE |
F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD |
F:SLAY_ORC | FREE_ACT | IM_COLD | SEE_INVIS | ACTIVATE |
F:BLESSED | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your great axe lets out a long, shrill note...")
L:USE:	mass_genocide(TRUE)
L:USE:	object.timeout = 1000
L:DESC:	return "mass genocide every 1000 turns"


# The Battle Axe of Balli Stonehand

N:103:of Balli Stonehand
I:22:22:3
W:52:15:170:20000
P:0:3d8:8:11:5
F:STR | CON | STEALTH | HIDE_TYPE |
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 | INSTA_ART


# The Battle Axe 'Lotharang'

N:104:'Lotharang'
I:22:22:1
W:52:15:170:8000
P:0:2d8:4:3:0
F:STR | DEX | HIDE_TYPE |
F:SLAY_TROLL | SLAY_ORC | ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your battle axe radiates deep purple...")
L:USE:	hp_player(100)
L:USE:	inc_cut(-50)
L:USE:	object.timeout = rand_range(3, 6)
L:DESC:	return "cure wounds (100) every 3-6 turns"


# The Lochaber Axe 'Mundwine' -> of the Dwarves

N:105:of the Dwarves
I:22:28:10
W:52:8:250:16000
P:0:3d8:12:17:0
F:SLAY_EVIL | TUNNEL | INFRA | SENSE | SLAY_GIANT |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_FEAR |
F:SHOW_MODS | INSTA_ART


# The Broad Axe 'Barukkheled'

N:106:'Barukkheled'
I:22:11:3
W:35:8:160:10000
P:0:2d6:13:19:0
F:CON | HIDE_TYPE |
F:SLAY_EVIL | SLAY_TROLL | SLAY_GIANT | SLAY_ORC |
F:SEE_INVIS | SHOW_MODS | INSTA_ART


# The Trident of Wrath

N:107:of Wrath
I:22:5:2
W:26:35:300:18000
P:0:1d24:16:18:0
F:STR | DEX | HIDE_TYPE | CHAOTIC |
F:SLAY_EVIL | SLAY_UNDEAD | RES_LITE | RES_DARK | SEE_INVIS |
F:BLESSED | SHOW_MODS | INSTA_ART


# The Trident of Ulmo

N:108:of Ulmo
I:22:5:4
W:52:90:70:40000
P:0:1d32:15:19:0
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 | INSTA_ART
L:USE:	msgf("Your trident glows deep red...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	teleport_monster(dir)
L:USE:	object.timeout = 150
L:DESC:	return "teleport away every 150 turns"
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"


# The Scythe 'Avavir'

N:109:'Avavir'
I:22:17:3
W:70:8:250:18000
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 | LITE | SEE_INVIS | ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your scythe glows soft white...")
L:USE:	word_of_recall()
L:USE:	object.timeout = 200
L:DESC:	return "word of recall every 200 turns"


# The Long Sword of the Dawn

N:110:of the Dawn
I:23:17:3
W:70:120:130:29000
P:0:3d5:20:20:0
F:ACTIVATE | LITE | BRAND_FIRE | FREE_ACT | RES_FIRE | INFRA |
F:SLAY_EVIL | SLAY_DRAGON | SLAY_UNDEAD | SLAY_DEMON | VORPAL |
F:CHR | SUST_CHR | RES_FEAR | RES_LITE | RES_BLIND | REGEN | SHOW_MODS
F:INSTA_ART
L:USE:	msgf("You summon the Legion of the Dawn.")
L:USE:	summon_specific(-1, player.px, player.py, player.depth, SUMMON_DAWN, TRUE, TRUE, TRUE)
L:USE:	object.timeout = rand_range(500, 1000)
L:DESC:	return "summon the Legion of the Dawn every 500-1000 turns"
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"


# The Mighty Hammer 'Grond'
# Was 30 pounds (?), -10 to speed
# The weight (100 pounds) of Grond yields about -4 to speed
# Note that it takes 18/200 strength to wield Grond correctly

N:111:'Grond'
I:21:50:0
W:100:1:1000:500000
P:0:9d9:5:25:10
F:KILL_DRAGON | SLAY_ANIMAL | SLAY_EVIL | IMPACT | SLAY_UNDEAD | NO_MAGIC |
F:SLAY_DEMON | SLAY_TROLL | SLAY_ORC | RES_ACID | RES_ELEC | RES_FIRE |
F:RES_COLD | SEE_INVIS | TELEPATHY | AGGRAVATE | SHOW_MODS | INSTA_ART
F:QUESTITEM


# The Flail 'Totila'

N:112:'Totila'
I:21:13:2
W:35:8:150:9000
P:0:3d6:6:8:0
F:STEALTH |
F:SLAY_EVIL | BRAND_FIRE | RES_FIRE | RES_CONF | ACTIVATE |
F:SHOW_MODS | LITE | INSTA_ART
L:USE:	msgf("Your flail glows in scintillating colours...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	confuse_monster(dir, 50)
L:USE:	object.timeout = 15
L:DESC:	return "confuse monster every 15 turns"


# The Two-Handed Flail 'Thunderfist'

N:113:'Thunderfist'
I:21:18:4
W:75:38:300:16000
P:0:3d6:5:18:0
F:STR | HIDE_TYPE |
F:SLAY_ANIMAL | BRAND_FIRE | BRAND_ELEC | SLAY_TROLL | SLAY_ORC |
F:RES_ELEC | RES_FIRE | RES_DARK | SHOW_MODS | LITE | INSTA_ART



# The Ball-and-Chain 'Whirlwind'

N:114:'Whirlwind'
I:21:6:2
W:60:35:150:32000
P:0:2d4:13:18:0
F:DEX | SPEED | BLOWS | CHAOTIC | SLAY_EVIL | SUST_DEX | 
F:FREE_ACT | RES_FEAR | RES_NEXUS | RES_CHAOS | NO_TELE |
F:SHOW_MODS | FEATHER | ACTIVATE | INSTA_ART | HIDE_TYPE |
L:USE:	msgf("Your ball and chain swings through the air...")
L:USE:	whirlwind_attack()
L:USE:	object.timeout = rand_range(50, 100)
L:DESC:	return "whirlwind attack every 50-100 turns"


# The Morning Star 'Firestar'

N:115:'Firestar'
I:21:12:0
W:35:15:150:5500
P:0:2d6:5:7:2
F:BRAND_FIRE | RES_FIRE | ACTIVATE | SHOW_MODS | LITE | INSTA_ART
L:USE:	msgf("Your morning star rages in fire...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	fire_ball(GF_FIRE, dir, 200, 3)
L:USE:	object.timeout = 100
L:DESC:	return "fire ball (200, rad. 3) every 100 turns"


# The Scythe of Energy

# Unique power: does double damage when the player is hasted.
N:116:of Energy
I:22:17:4
W:70:25:250:25000
P:0:5d3:15:5:0
F:CON | BRAND_ELEC | IM_ELEC | HIDE_TYPE | SHOW_MODS | KILL_DRAGON
F:INSTA_ART | ACTIVATE
L:USE:	msgf("Your scythe glows bright green...")
L:USE:	inc_fast(rand_range(20, 40))
L:USE:	object.timeout = rand_range(100, 200)
L:DESC:	return "haste self (20-40) every 100-200 turns"
L:HIT:	if player.tim.fast > 0 then
L:HIT:		dam = dam * 2
L:HIT:	end
L:SPOIL:	return "Double damage when hasted"
D:A metal pole tipped with an arc of pure blue energy, the pulses of 
D:the blade ripping through opponents all the more deadly as you move 
D:faster.

# The War Hammer of Aule

N:117:of Aule
I:21:8:4
W:70:75:120:25000
P:0:7d3:19:21:5
F:WIS | HIDE_TYPE |
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 | INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability & high resist"


# The Quarterstaff 'Nar-i-vagil'

N:118:'Nar-i-vagil'
I:21:3:3
W:35:18:150:17000
P:0:1d18:10:20:0
F:INT | HIDE_TYPE |
F:SLAY_ANIMAL | BRAND_FIRE | RES_FIRE | SHOW_MODS | LITE | INSTA_ART


# The Quarterstaff 'Eriril' -> of the Wandering Wizard

N:119:of the Wandering Wizard
I:21:3:2
W:35:18:150:18000
P:0:1d18:3:5:0
F:INT | SP | HIDE_TYPE |
F:RES_DARK | RES_LITE | LITE | SEE_INVIS | ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your quarterstaff glows yellow...")
L:USE:	if ident_spell() then object.timeout = 10 end
L:DESC:	return "identify every 10 turns"
D:This quarterstaff has been owned by many different mages. Each owner 
D:has become a noteworthy mage, but none has kept the staff, choosing 
D:to instead pass it to a new keeper.


# The Quarterstaff of Olorin -> Gandalf

N:120:of Gandalf
I:21:3:4
W:52:105:150:30000
P:0:1d30:10:13:0
F:INT | WIS | CHR | HIDE_TYPE | SENSE | BRAND_FIRE |
F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | LITE |
F:HOLD_LIFE | RES_FIRE | RES_NETHER | SEE_INVIS | ACTIVATE | SHOW_MODS
F:INSTA_ART
L:USE:	msgf("Your quarterstaff glows brightly...")
L:USE:	detect_all()
L:USE:	probing()
L:USE:	identify_fully()
L:USE:	object.timeout = 1000
L:DESC:	return "probing, detection and full id every 1000 turns"
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:SPOIL:	return "Random ability"


# The Mace of Disruption 'Deathwreaker'

N:121:'Deathwreaker'
I:21:20:6
W:100:38:400:44444
P:0:6d8:18:18:0
F:STR | TUNNEL | HIDE_TYPE | NO_TELE |
F:SLAY_DRAGON | SLAY_ANIMAL | SLAY_EVIL | SLAY_UNDEAD | BRAND_FIRE |
F:IM_FIRE | RES_DARK | RES_CONF | RES_CHAOS | RES_DISEN | AGGRAVATE | 
F:LITE | SHOW_MODS | BRAND_POIS | VAMPIRIC | INSTA_ART


# The Lucerne Hammer 'Turmil'

N:122:'Turmil'
I:22:12:4
W:35:15:120:13000
P:0:2d5:10:6:8
F:WIS | INFRA | HIDE_TYPE | BLESSED |
F:BRAND_COLD | SLAY_ORC | RES_COLD | RES_LITE | LITE | REGEN |
F:ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your hammer glows white...")
L:USE:	local success; local dir; success, dir = get_aim_dir()
L:USE:	if not success then return end
L:USE:	drain_life(dir, 200)
L:USE:	object.timeout = 70
L:DESC:	return "drain life (200) every 70 turns"
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist"

# The Sling 'Catapult'

N:123:'Catapult'
I:19:2:2
W:12:8:5:8500
P:0:0d0:20:10:0
F:DEX | INFRA | HIDE_TYPE | SHOW_MODS | XTRA_MIGHT | ACTIVATE
F:INSTA_ART
L:USE:	msgf("Your sling hums...")
L:USE:	clear_afraid()
L:USE:	hp_player(45)
L:USE:	object.timeout = 10
L:DESC:	return "heal (45) every 10 turns"

# The Long Bow 'Belthronding'

N:124:'Belthronding'
I:19:13:3
W:70:20:40:15000
P:0:0d0:20:22:0
F:DEX | STEALTH | HIDE_TYPE | RES_DISEN | XTRA_SHOTS | SHOW_MODS
F:INSTA_ART

# The Long Bow of Bard

N:125:of Bard
I:19:13:3
W:52:20:40:12000
P:0:0d0:17:19:0
F:DEX | HIDE_TYPE | FREE_ACT | XTRA_MIGHT | SHOW_MODS | INSTA_ART


# The Light Crossbow 'Cubragol' -> of Brand

N:126:of Brand
I:19:23:10
W:80:25:60:70000
P:0:0d0:10:14:0
F:SPEED | RES_FIRE | XTRA_MIGHT | ACTIVATE | SHOW_MODS | INSTA_ART
L:USE:	msgf("Your crossbow glows deep red...")
L:USE:	brand_bolts()
L:USE:	object.timeout = 999
L:DESC:	return "fire branding of bolts every 999 turns"
L:MAKE:	add_ego_power(EGO_XTRA_POWER, object)
L:SPOIL:	return "Random ability or high resist"

# The Short Bow of Marksmanship

N:127:of Marksmanship
I:19:12:4
W:25:20:30:21000
P:0:0d0:35:15:0
F:DEX | SENSE | INFRA | SUST_DEX | RES_BLIND | HIDE_TYPE | SHOW_MODS | 
F:LITE | SEE_INVIS | XTRA_MIGHT | XTRA_SHOTS | INSTA_ART

# The Cloak 'Soulless One'

N:128:'Soulless One'
I:35:1:4
W:45:40:10:7000
P:1:0d0:0:0:25
F:STEALTH | RES_DARK | RES_NEXUS | DRAIN_EXP | DRAIN_STATS | PASS_WALL |
F:CURSED | AUTO_CURSE | INSTA_ART
D:This cloak looks ordinary, but you have a strange feeling that 
D:there is something very wrong about it.

# The Long Sword 'Luck Blade'

# Variable bonus: +10 saves, +1 per +2 to-hit or to-dam
N:129:'Luck Blade'
I:23:17:0
W:20:25:130:15000
P:0:4d5:13:14:0
F:VORPAL | LUCK_10 | BLESSED | FREE_ACT | LITE | INSTA_ART | EASY_ENCHANT
# Luck bonus depending on enchantment - normally an extra +13,
# but it will go down if the luck blade is disenchanted, and up
# if it is enchanted more.
L:BONUS:	b.skills[SKILL_SAV] = b.skills[SKILL_SAV] + (object.to_h + object.to_d) / 2
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:SPOIL:	return "Random high resist; +1 save / +2 skill or +10% deadliness"
D:A sword said to grant incredible luck to its wielder.


N:130:'Stormbringer'
I:23:30:2
W:95:0:180:20000
P:0:6d6:16:16:0
F:VAMPIRIC | STR | CON | FREE_ACT | HOLD_LIFE | RES_NEXUS
F:RES_CHAOS | RES_NETHER | RES_CONF | INSTA_ART | CURSED
F:HEAVY_CURSE | NO_TELE | QUESTITEM
L:MAKE:	if (one_in_(2) ~= 0) then
L:MAKE:		set_obj_flag(object, 2, TR2_DRAIN_EXP)
L:MAKE:	else
L:MAKE:		set_obj_flag(object, 2, TR2_AGGRAVATE)
L:MAKE:	end
L:SPOIL:	return "Drain exp or aggravate"
D:The Stormbringer is now under your control.  It still thrists for souls.


# The Trident of Hunger

# Unique power: Very high hunger, but regenerate 2 hp per turn
# Unique power: Triple damage when the player is hungry
N:131:of Hunger
I:22:5:3
W:40:25:70:16000
P:0:2d12:8:20:0
F:RES_FEAR | RES_FIRE | RES_COLD | RES_CHAOS | SLAY_ANIMAL
F:VAMPIRIC | STR
F:INSTA_ART | CURSED | AUTO_CURSE
L:TIMED:	set_food(player.food - 5)
L:TIMED:	hp_player(2)
L:HIT:	if player.food < PY_FOOD_ALERT then
L:HIT:		dam = dam * 3
L:HIT:	end
L:SPOIL:	return "Accelerated regen; triple damage when hungry"
D:This trident has the likeness of a demonic face carved on the hilt.  When 
D:you are hungry the mouth opens to reveal dozens of sharp teeth.

# The Flail of the Miser

# Note: This is twice as heavy as a normal flail
# Unique power: One extra damage per 100,000 au
N:132:of the Miser
I:21:13:-2
W:60:25:300:20000
P:0:2d6:12:6:0
F:HOLD_LIFE | CHR
F:INSTA_ART
L:MAKE:	add_ego_power(EGO_XTRA_HI_RESIST, object)
L:MAKE:	add_ego_power(EGO_XTRA_ABILITY, object)
L:HIT:	dam = dam + player.au / 100000
L:SPOIL:	return "Random ability & high resist; +1 dam / 100,000 au"
D:A metal flail made of pure gold, enchanted to be harder than steel.  
D:It would look perfect in the center of a huge pile of treasure...

# The Cloak of the Jade Dragon

# Variable bonus: +1 speed per 10 levels (round up), monks only
# Unique power: Recharge is faster for monks
N:133:of the Jade Dragon
I:35:1:0
W:95:20:10:24000
P:1:0d0:8:8:35
F:ACTIVATE | RES_LITE | RES_DARK | RES_NETHER | RES_NEXUS | RES_DISEN
F:HOLD_LIFE | SLOW_DIGEST | REGEN
F:SUST_STR | SUST_CON | SUST_DEX | SUST_INT | SUST_WIS | SUST_CHR
F:INSTA_ART
L:USE:	msgf("Your cloak glows bright green...")
L:USE:	inc_fast(rand_range(75, 150))
L:USE:	object.timeout = rand_range(150, 300)
L:DESC:	return "haste self (75-150) every 150-300 turns"
L:BONUS:	if player.rp.pclass == CLASS_MONK then
L:BONUS:		b.pspeed = (player.lev + 9) / 10
L:BONUS:	end
L:SPOIL:return "Speed +1 / 10 levels (monk)"
