Difference between revisions of "Ring"

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{{items}}
 
{{items}}
A '''ring''', represented by {{white|<nowiki>=</nowiki>}}, like most other items with [[magic]]al powers, can be either helpful or hazardous for the wearer. Until [[identify|identified]], they have a [[randomized appearance]]. Wearing a ring (other than a chargeable ring at +0 and the [[ring of slow digestion]]) will increase the rate at which you get [[nutrition|hungry]].
+
A '''ring''', represented by {{white|<nowiki>=</nowiki>}}, is a type of [[magical item]] that appears in ''[[NetHack]]''. Rings produce a variety of effects when worn, and each ring always has a [[Randomized appearance#Rings|randomized appearance]].
  
All rings have a weight of 3, except the [[meat ring]], which has a weight of 1.
+
==Generation==
 +
Rings comprise 3% of all randomly-generated items in the main dungeon, 5% each in [[container]]s and on the [[Rogue level]], and 8% in [[Gehennom]]. All types of rings are equally likely to be generated: this means a 0.179% chance each in containers and on the Rogue level, a 0.286% chance in Gehennom, and a 0.107% chance elsewhere.
 +
 
 +
Of the rings marked as 90% cursed below, the remaining 10% are uncursed. The [[beatitude]] of chargeable rings is determined by the following table:
 +
{|class="prettytable"
 +
! !!&ge;&nbsp;+1!!+0!!&le;&nbsp;&minus;1!!Total
 +
|-
 +
!blessed
 +
|<span class="explain" title="181/1200">15.1%</span>
 +
|<span class="explain" title="1/240">0.4%</span>
 +
|<span class="explain" title="7/3000">0.2%</span>
 +
|<span class="explain" title="59/375">15.7%</span>
 +
|-
 +
!uncursed
 +
|<span class="explain" title="1/3">33.3%</span>
 +
|<span class="explain" title="1/60">1.7%</span>
 +
|<span class="explain" title="19/300">6.3%</span>
 +
|<span class="explain" title="31/75">41.3%</span>
 +
|-
 +
!cursed
 +
|<span class="explain" title="19/1200">1.6%</span>
 +
|<span class="explain" title="1/240">0.4%</span>
 +
|<span class="explain" title="307/750">40.9%</span>
 +
|<span class="explain" title="161/375">42.9%</span>
 +
|}
 +
 
 +
All other rings are generated 10% cursed, 90% uncursed, and 0% blessed. [[Ring of invisibility|Rings of invisibility]] carried by [[Nazgul]] are always cursed.
 +
 
 +
The initial [[enchantment]] of a chargeable ring has an [[rne|exponentially-weighted probability]], but tends to be in the range of &minus;3 to +3.
 +
 
 +
==Description==
 +
Rings are worn by using {{kbd|P}} to put them on, and removed using {{kbd|R}}; one ring can be worn on each [[hand]]. While there is no difference between the left or the right in terms of the ring's effects, a [[cursed]] wielded [[weapon]] may prevent access to the right finger.
 +
 
 +
All rings have a weight of 3, except for the [[meat ring]] (which has a weight of 1). All rings except for the [[ring of shock resistance]] have a 1-in-3 chance of exploding when subjected to [[shock]] damage.{{refsrc|zap.c|4606|comment=destroy_item|nethack=3.6.0}}
 +
 
 +
{{upcoming|NetHack 3.7.0|As of {{commit|e4e8eea4e8a11a8dd811d74ed19d11c828b68ef1}}, characters are not only right-handed, but may also be left-handed.  The text above should be modified to refer to dominant and non-dominant hands, instead of right and left.}}
 +
 
 +
===Ring hunger===
 +
Furthermore, with the exception of the [[meat ring]] and chargeable rings at +0 charge, worn rings cause an additional nutrition point to be deducted once every 20 turns. This is cumulative&mdash;a player wearing two rings will lose 2 additional hunger points every 20 turns. This sense of "ring hunger" is distinct from the additional hunger-causing effects of rings of [[ring of regeneration|regeneration]], [[ring of conflict|conflict]], and [[ring of hunger|hunger]], all of which cause a nutrition point to be lost every other turn. The [[ring of slow digestion]] prevents ordinary nutrition consumption, but still causes ring hunger.
 +
 
 +
For a full list of hunger causes and amounts, see the articles on [[nutrition]] and [[foodless]].
 +
 
 +
{{Upcoming|NetHack 3.7.0|A +0 [[ring of protection]] now causes ring hunger if it is your only source of extrinsic protection. If you are wearing two rings of protection and the one on your left hand is +0, ring hunger applies to it, even if the right ring is charged.}}
  
 
==Table of rings==
 
==Table of rings==
 
 
{|class="prettytable"
 
{|class="prettytable"
!Ring!!Cost!!Intrinsic granted!!Notes
+
!Ring!!Cost!!Extrinsic granted!!Notes
 
|-
 
|-
 
| [[meat ring]] ||5||None||symbolized by {{brown|%}}; never randomly generated
 
| [[meat ring]] ||5||None||symbolized by {{brown|%}}; never randomly generated
Line 15: Line 56:
 
| [[ring of adornment]]||100||+n [[charisma]]||chargeable
 
| [[ring of adornment]]||100||+n [[charisma]]||chargeable
 
|-
 
|-
| [[ring of hunger]]||100||[[hunger (intrinsic property)|hunger]]||90% generated cursed
+
| [[ring of hunger]]||100||[[hunger (property)|hunger]]||90% generated cursed
 
|-
 
|-
 
| [[ring of protection]]||100||+n [[protection]]||chargeable
 
| [[ring of protection]]||100||+n [[protection]]||chargeable
Line 76: Line 117:
 
|}
 
|}
  
Instead of giving an attribute, chargeable rings modify a stat by +/-n, where n is the ring's charge.
+
==Charging==
 
+
Chargeable rings modify one of your [[attributes]] by ''n'', where ''n'' is the value of the ring's charge, which can be positive or negative. The [[enchantment]] of a chargeable ring (i.e., adornment, gain constitution, gain strength, increase accuracy, increase damage, or protection - may be altered by [[charging]], for example with a [[scroll of charging]] or the [[PYEC]].
==Generation==
 
 
 
Rings comprise 3% of all randomly-generated items in the main dungeon, 5% in containers, 5% on the [[Rogue level]], and 8% in [[Gehennom]].  All types of rings are equally likely to be generated.
 
  
Of the rings marked as 90% cursed above, the remaining 10% are uncursed. The [[BUC]] status of chargeable rings is determined by the following table:
+
In contrast to most chargeable items, a ring retains its enchantment much like weapons and armor. [[Blessed]] charging adds 1 to 3 points of enchantment; [[cursed]] charging removes 1 to 2 points; and [[uncursed]] charging always adds 1. When a ring with a positive enchantment is charged, it has an {{frac|x|7}} chance of [[explosion|exploding]] (where ''x'' is the enchantment prior to charging); rings with enchantments of &le;&nbsp;&minus;5 or &ge;&nbsp;+7 will always explode when charged. Therefore, the highest possible enchantment is +9 by charging (and +10 by random generation).
  
 +
Below are the odds of using blessed scrolls of charging to achieve the enchantment on the top row starting from the enchantment listed in the left column without the ring exploding.
 
{|class="prettytable"
 
{|class="prettytable"
! !!+ve!!+0!!-ve!!Total
+
! !!&ge;&nbsp;+1!!&ge;&nbsp;+2!!&ge;&nbsp;+3!!&ge;&nbsp;+4!!&ge;&nbsp;+5!!&ge;&nbsp;+6!!&ge;&nbsp;+7!!&ge;&nbsp;+8!!+9
 
|-
 
|-
!blessed
+
! style="text-align: center"|From +0
|181/1200||1/240||7/3000||59/375 ~= 16%
+
| style="text-align: center"|100%
 +
| style="text-align: center"|95%
 +
| style="text-align: center"|83%
 +
| style="text-align: center"|60%
 +
| style="text-align: center"|43%
 +
| style="text-align: center"|26%
 +
| style="text-align: center"|11%
 +
| style="text-align: center"|3.9%
 +
| style="text-align: center"|0.8%
 
|-
 
|-
!uncursed
+
! style="text-align: center"|From +1
|1/3||1/60||19/300||31/75 ~= 41%
+
| style="text-align: center"|N/A
 +
| style="text-align: center"|86%
 +
| style="text-align: center"|78%
 +
| style="text-align: center"|62%
 +
| style="text-align: center"|38%
 +
| style="text-align: center"|24%
 +
| style="text-align: center"|12%
 +
| style="text-align: center"|3.3%
 +
| style="text-align: center"|0.7%
 
|-
 
|-
!cursed
+
! style="text-align: center"|From +2
|19/1200||1/240||307/750||161/375 ~= 43%
+
| style="text-align: center"|N/A
|
+
| style="text-align: center"|N/A
 
+
| style="text-align: center"|71%
All other rings are generated 10% cursed, 90% uncursed, and 0% blessed.
+
| style="text-align: center"|61%
[[Ring of invisibility|Rings of invisibility]] carried by [[Nazgul]] are always cursed.
+
| style="text-align: center"|45%
 
+
| style="text-align: center"|22%
The initial [[enchantment]] of a chargeable ring has an [[rne|exponentially-weighted probability]], but tends to be in the range of -3 to +3.  When a ring with a positive enchantment is [[charging|charged]], it has an (enchantment before) in 7 chance of exploding.  Rings with enchantments of <= -5 or >= +7 will always explode when charged. Otherwise, [[blessed]] charging adds 1 to 3 points of enchantment, [[cursed]] charging removes 1 to 2 points, and [[uncursed]] charging always adds 1. Therefore, the highest possible enchantment is +9 by charging (and +10 by random generation).  You may repeatedly enchant and disenchant a ring.
+
| style="text-align: center"|12%
 
+
| style="text-align: center"|4.2%
==Identifying rings using sinks==
+
| style="text-align: center"|0.6%
 
 
When a ring is dropped on top of a [[sink]], you will get a message that can help you identify the ring.  Note that most messages require that you are not blind, and the ring of hunger requires that there is a (preferably worthless) object already on the sink; if these are not the case, you will just get "You hear the ring bouncing down the drain pipe." Except for the rings of searching and slow digestion, there is a 95% chance that the ring will fall down the drain and you will lose it forever.
 
 
 
{|class="prettytable"
 
!Message!!Ring!!Notes
 
 
|-
 
|-
|"Several flies buzz around the sink."
+
! style="text-align: center"|From +3
|meat ring
+
| style="text-align: center"|N/A
|Works when blind
+
| style="text-align: center"|N/A
 +
| style="text-align: center"|N/A
 +
| style="text-align: center"|57%
 +
| style="text-align: center"|46%
 +
| style="text-align: center"|31%
 +
| style="text-align: center"|10%
 +
| style="text-align: center"|4.3%
 +
| style="text-align: center"|1.1%
 
|-
 
|-
|"Several flies buzz angrily around the sink."
+
! style="text-align: center"|From +4
|aggravate monster
+
| style="text-align: center"|N/A
|Works when blind
+
| style="text-align: center"|N/A
 +
| style="text-align: center"|N/A
 +
| style="text-align: center"|N/A
 +
| style="text-align: center"|43%
 +
| style="text-align: center"|33%
 +
| style="text-align: center"|19%
 +
| style="text-align: center"|2.9%
 +
| style="text-align: center"|0.8%
 
|-
 
|-
|"Static electricity surrounds the sink."
+
! style="text-align: center"|From +5
|shock resistance
+
| style="text-align: center"|N/A
|Works when blind.
+
| style="text-align: center"|N/A
 +
| style="text-align: center"|N/A
 +
| style="text-align: center"|N/A
 +
| style="text-align: center"|N/A
 +
| style="text-align: center"|29%
 +
| style="text-align: center"|20%
 +
| style="text-align: center"|10%
 +
| style="text-align: center"|0.5%
 
|-
 
|-
|"Suddenly, <item> vanishes from the sink!"
+
! style="text-align: center"|From +6
|hunger
+
| style="text-align: center"|N/A
|An object must be on the sink. If you are unblind and it fails a resistance roll, it disappears.
+
| style="text-align: center"|N/A
|-
+
| style="text-align: center"|N/A
|"The cold water faucet flashes brightly for a moment."
+
| style="text-align: center"|N/A
|cold resistance
+
| style="text-align: center"|N/A
|
+
| style="text-align: center"|N/A
|-
+
| style="text-align: center"|14%
|"The faucets flash brightly for a moment."
+
| style="text-align: center"|9.5%
|adornment
+
| style="text-align: center"|4.8%
|
 
|-
 
|"The hot water faucet flashes brightly for a moment."
 
|fire resistance
 
|
 
|-
 
|"The ring is regurgitated!"
 
|slow digestion
 
|You never lose the ring. Works when blind.
 
|-
 
|"The sink glows silver/black for a moment."
 
|protection
 
|Silver/black determined by non-negative/negative enchantment
 
|-
 
|"The sink glows white for a moment."
 
|warning
 
|
 
|-
 
|"The sink looks as good as new."
 
|regeneration
 
|
 
|-
 
|"The sink looks like it is being beamed aboard somewhere."
 
|teleport control
 
|
 
|-
 
|"The sink looks nothing like a fountain."
 
|protection from shape changers
 
|
 
|-
 
|"The sink momentarily looks like a fountain."
 
|polymorph
 
|
 
|-
 
|"The sink momentarily looks like a regularly erupting geyser."
 
|polymorph control
 
|
 
|-
 
|"The sink momentarily vanishes."
 
|teleportation
 
|
 
|-
 
|"The sink quivers upward for a moment."
 
|levitation
 
|Works when blind.
 
|-
 
|"The sink seems to blend into the floor for a moment."
 
|stealth
 
|
 
|-
 
|"The water flow hits/misses the drain."
 
|increase accuracy
 
|Hits/misses determined by non-negative/negative enchantment. Works when blind.
 
|-
 
|"The water flow seems fixed."
 
|sustain ability
 
|Works when blind
 
|-
 
|"The water flow seems greater/lesser now."
 
|gain constitution
 
|Greater/lesser determined by non-negative/negative enchantment. Works when blind.
 
|-
 
|"The water flow seems stronger/weaker now."
 
|gain strength
 
|Stronger/weaker determined by non-negative/negative enchantment. Works when blind.
 
|-
 
|"The water's force seems greater/smaller now."
 
|increase damage
 
|Greater/smaller determined by non-negative/negative enchantment. Works when blind.
 
|-
 
|"You don't see anything happen to the sink."
 
|invisibility
 
|
 
|-
 
|"You hear loud noises coming from the drain."
 
|conflict
 
|Works when blind.
 
|-
 
|"You see some air in the sink."
 
|see invisible
 
|
 
|-
 
|"You see the ring slide right down the drain!"
 
|free action
 
|
 
|-
 
|"You smell rotten <fruit>."
 
|poison resistance
 
|Works when blind.
 
|-
 
|"You thought your ring got lost in the sink, but there it is!"
 
|searching
 
|You never lose the ring. Works when blind.
 
|
 
 
|}
 
|}
  
 
==Strategy==
 
==Strategy==
 +
{{main|Ring strategy}}
 +
Rings have various applications beyond simply wearing them. For example, topaz, sapphire, ruby, steel, diamond, and emerald rings can be used to make slow but semi-permanent [[engraving]]s. Since this is dependent on the appearance rather than the function of the ring, it can be done even if the ring isn't identified.
 +
 +
===Eating rings===
 +
{{Main|Eating jewelry}}
 +
Eating rings is a way to permanently obtain the effects granted by wearing some rings - however, this is only possible for rings of metal or wood. See that article for more information.
  
Dropping a noncursed ring down a sink is not a good use of it, but if you have two, you may as well use up one to identify the other. Rings are only very occasionally destroyed by an electrical attack, so spares are not essential. Also if you are on the brink of [[starvation]] and have several unidentified rings, you may consider giving up all of them to a sink, as [[ring of slow digestion]] is not lost when dropped down the drain.
+
===Identification===
 +
{{main|Sink#Identifying rings with a sink}}
 +
When a ring is dropped on top of a [[sink]], you will get a message that can help you identify the ring. Since the ring is usually lost in the process, this is best done with rings that you have multiples of. If you are on the brink of [[starvation]] and have several unidentified rings, you may consider giving up all of them to a sink - the ring of slow digestion is not lost when dropped down the drain.
  
[[Eating jewelry|Eating rings]] is a way to permanently obtain the effects granted by wearing some rings.
+
==FIQHack==
===See also===
+
 
* [[Ring strategy]]
+
In [[FIQHack]] monsters can wear rings.  Also, you can retrieve rings from sinks by destroying the sink and digging a pit beneath it.
  
 
==Encyclopedia entry==
 
==Encyclopedia entry==
Three Rings for the Elven-kings under the sky,
+
{{encyclopedia|
Seven for the Dwarf-lords in their halls of stone,
+
Three Rings for the Elven-kings under the sky,
Nine for Mortal Men doomed to die,
+
Seven for the Dwarf-lords in their halls of stone,
One for the Dark Lord on his dark throne,
+
Nine for Mortal Men doomed to die,
In the Land of Mordor where the Shadows lie.
+
One for the Dark Lord on his dark throne,
One Ring to rule them all, One Ring to find them,
+
In the Land of Mordor where the Shadows lie.
One Ring to bring them all and in the darkness bind them
+
One Ring to rule them all, One Ring to find them,
In the Land of Mordor where the Shadows lie.
+
One Ring to bring them all and in the darkness bind them
        [ The Fellowship of the Ring, by J.R.R. Tolkien ]
+
In the Land of Mordor where the Shadows lie.
 +
|[ The Fellowship of the Ring, by J.R.R. Tolkien ]
 +
}}
 +
 
 +
==References==
 +
<references/>
 +
 
 
{{DOD}}
 
{{DOD}}
 
 
[[Category:Rings| ]]
 
[[Category:Rings| ]]
 +
{{nethack-366}}

Latest revision as of 05:31, 20 April 2024

A ring, represented by =, is a type of magical item that appears in NetHack. Rings produce a variety of effects when worn, and each ring always has a randomized appearance.

Generation

Rings comprise 3% of all randomly-generated items in the main dungeon, 5% each in containers and on the Rogue level, and 8% in Gehennom. All types of rings are equally likely to be generated: this means a 0.179% chance each in containers and on the Rogue level, a 0.286% chance in Gehennom, and a 0.107% chance elsewhere.

Of the rings marked as 90% cursed below, the remaining 10% are uncursed. The beatitude of chargeable rings is determined by the following table:

≥ +1 +0 ≤ −1 Total
blessed 15.1% 0.4% 0.2% 15.7%
uncursed 33.3% 1.7% 6.3% 41.3%
cursed 1.6% 0.4% 40.9% 42.9%

All other rings are generated 10% cursed, 90% uncursed, and 0% blessed. Rings of invisibility carried by Nazgul are always cursed.

The initial enchantment of a chargeable ring has an exponentially-weighted probability, but tends to be in the range of −3 to +3.

Description

Rings are worn by using P to put them on, and removed using R; one ring can be worn on each hand. While there is no difference between the left or the right in terms of the ring's effects, a cursed wielded weapon may prevent access to the right finger.

All rings have a weight of 3, except for the meat ring (which has a weight of 1). All rings except for the ring of shock resistance have a 1-in-3 chance of exploding when subjected to shock damage.[1]

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

As of commit e4e8eea4, characters are not only right-handed, but may also be left-handed. The text above should be modified to refer to dominant and non-dominant hands, instead of right and left.

Ring hunger

Furthermore, with the exception of the meat ring and chargeable rings at +0 charge, worn rings cause an additional nutrition point to be deducted once every 20 turns. This is cumulative—a player wearing two rings will lose 2 additional hunger points every 20 turns. This sense of "ring hunger" is distinct from the additional hunger-causing effects of rings of regeneration, conflict, and hunger, all of which cause a nutrition point to be lost every other turn. The ring of slow digestion prevents ordinary nutrition consumption, but still causes ring hunger.

For a full list of hunger causes and amounts, see the articles on nutrition and foodless.

The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that it is still accurate, then update the page to incorporate this information.

A +0 ring of protection now causes ring hunger if it is your only source of extrinsic protection. If you are wearing two rings of protection and the one on your left hand is +0, ring hunger applies to it, even if the right ring is charged.

Table of rings

Ring Cost Extrinsic granted Notes
meat ring 5 None symbolized by %; never randomly generated
ring of adornment 100 +n charisma chargeable
ring of hunger 100 hunger 90% generated cursed
ring of protection 100 +n protection chargeable
ring of protection from shape changers 100 protection from shape changers
ring of stealth 100 stealth
ring of sustain ability 100 sustain ability
ring of warning 100 warning
ring of aggravate monster 150 aggravate monster 90% generated cursed
ring of cold resistance 150 cold resistance
ring of gain constitution 150 +n constitution chargeable
ring of gain strength 150 +n strength chargeable
ring of increase accuracy 150 +n to-hit bonus chargeable
ring of increase damage 150 +n damage bonus chargeable
ring of invisibility 150 invisibility cursed if from a Nazgul
ring of poison resistance 150 poison resistance
ring of see invisible 150 see invisible
ring of shock resistance 150 shock resistance
ring of fire resistance 200 fire resistance
ring of free action 200 free action
ring of levitation 200 levitation
ring of regeneration 200 regeneration
ring of searching 200 searching
ring of slow digestion 200 slow digestion
ring of teleportation 200 teleportitis 90% generated cursed
ring of conflict 300 conflict
ring of polymorph 300 polymorphitis 90% generated cursed
ring of polymorph control 300 polymorph control
ring of teleport control 300 teleport control

Charging

Chargeable rings modify one of your attributes by n, where n is the value of the ring's charge, which can be positive or negative. The enchantment of a chargeable ring (i.e., adornment, gain constitution, gain strength, increase accuracy, increase damage, or protection - may be altered by charging, for example with a scroll of charging or the PYEC.

In contrast to most chargeable items, a ring retains its enchantment much like weapons and armor. Blessed charging adds 1 to 3 points of enchantment; cursed charging removes 1 to 2 points; and uncursed charging always adds 1. When a ring with a positive enchantment is charged, it has an x7 chance of exploding (where x is the enchantment prior to charging); rings with enchantments of ≤ −5 or ≥ +7 will always explode when charged. Therefore, the highest possible enchantment is +9 by charging (and +10 by random generation).

Below are the odds of using blessed scrolls of charging to achieve the enchantment on the top row starting from the enchantment listed in the left column without the ring exploding.

≥ +1 ≥ +2 ≥ +3 ≥ +4 ≥ +5 ≥ +6 ≥ +7 ≥ +8 +9
From +0 100% 95% 83% 60% 43% 26% 11% 3.9% 0.8%
From +1 N/A 86% 78% 62% 38% 24% 12% 3.3% 0.7%
From +2 N/A N/A 71% 61% 45% 22% 12% 4.2% 0.6%
From +3 N/A N/A N/A 57% 46% 31% 10% 4.3% 1.1%
From +4 N/A N/A N/A N/A 43% 33% 19% 2.9% 0.8%
From +5 N/A N/A N/A N/A N/A 29% 20% 10% 0.5%
From +6 N/A N/A N/A N/A N/A N/A 14% 9.5% 4.8%

Strategy

Main article: Ring strategy

Rings have various applications beyond simply wearing them. For example, topaz, sapphire, ruby, steel, diamond, and emerald rings can be used to make slow but semi-permanent engravings. Since this is dependent on the appearance rather than the function of the ring, it can be done even if the ring isn't identified.

Eating rings

Main article: Eating jewelry

Eating rings is a way to permanently obtain the effects granted by wearing some rings - however, this is only possible for rings of metal or wood. See that article for more information.

Identification

When a ring is dropped on top of a sink, you will get a message that can help you identify the ring. Since the ring is usually lost in the process, this is best done with rings that you have multiples of. If you are on the brink of starvation and have several unidentified rings, you may consider giving up all of them to a sink - the ring of slow digestion is not lost when dropped down the drain.

FIQHack

In FIQHack monsters can wear rings. Also, you can retrieve rings from sinks by destroying the sink and digging a pit beneath it.

Encyclopedia entry

Three Rings for the Elven-kings under the sky,
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne,
In the Land of Mordor where the Shadows lie.
One Ring to rule them all, One Ring to find them,
One Ring to bring them all and in the darkness bind them
In the Land of Mordor where the Shadows lie.

[ The Fellowship of the Ring, by J.R.R. Tolkien ]

References

This page is based on a spoiler by Dylan O'Donnell. The original license is:

Redistribution, copying, and editing of these spoilers, with or without modification, are permitted provided that the following conditions are met:

  1. The original contributors to any spoiler must continue to be credited.
  2. Any modifications to the spoiler must be acknowledged and credited.