#define TV_CHEST 7 /* Chests ('&') */
#define TV_FIGURINE 8 /* Magical figurines */
#define TV_STATUE 9 /* Statue, what a silly object... */
-#define TV_CORPSE 10 /* Corpses and Skeletons, specific */
-#define TV_CAPTURE 11 /* Monster ball */
+#define TV_CORPSE 10 /* Corpses and Skeletons, specific */
+#define TV_CAPTURE 11 /* Monster ball */
#define TV_NO_AMMO 15 /* Ammo for crimson */
#define TV_SHOT 16 /* Ammo for slings */
#define TV_ARROW 17 /* Ammo for bows */
#define SV_LONG_BOW 13 /* (x3) */
#define SV_LIGHT_XBOW 23 /* (x3) */
#define SV_HEAVY_XBOW 24 /* (x4) */
-#define SV_CRIMSON 50
-#define SV_NAMAKE_BOW 63
+#define SV_CRIMSON 50 /* (x0) */
+#define SV_NAMAKE_BOW 63 /* (x3) */
/* The "sval" codes for TV_DIGGING */
#define SV_SHOVEL 1
#define SV_TWO_HANDED_FLAIL 18 /* 3d6 */
#define SV_GREAT_HAMMER 19 /* 4d6 */
#define SV_MACE_OF_DISRUPTION 20 /* 5d8 */
-#define SV_WIZSTAFF 21 /* 1d4 */
-#define SV_GROND 50 /* 3d4 */
-#define SV_NAMAKE_HAMMER 63
+#define SV_WIZSTAFF 21 /* 1d2 */
+#define SV_GROND 50 /* 3d9 */
+#define SV_NAMAKE_HAMMER 63 /* 1d77 */
/* The "sval" values for TV_POLEARM */
#define SV_HATCHET 1 /* 1d5 */
#define SV_BLADE_OF_CHAOS 30 /* 6d5 */
#define SV_DIAMOND_EDGE 31 /* 7d5 */
#define SV_DOKUBARI 32 /* 1d1 */
-#define SV_HAYABUSA 33 /* 1d4 */
+#define SV_HAYABUSA 33 /* 1d6 */
/* The "sval" codes for TV_SHIELD */
#define SV_SMALL_LEATHER_SHIELD 2
#define SV_LARGE_METAL_SHIELD 5
#define SV_DRAGON_SHIELD 6
#define SV_KNIGHT_SHIELD 7
-#define SV_SHIELD_OF_DEFLECTION 10
+#define SV_MIRROR_SHIELD 10
#define SV_YATA_MIRROR 50
/* The "sval" codes for TV_HELM */
#define SV_STEEL_HELM 6
#define SV_DRAGON_HELM 7
#define SV_KABUTO 8 /* 7 */
+
+/* The "sval" codes for TV_CROWN */
#define SV_IRON_CROWN 10
#define SV_GOLDEN_CROWN 11
#define SV_JEWELED_CROWN 12
-#define SV_MORGOTH 50
+#define SV_CHAOS 50
/* The "sval" codes for TV_BOOTS */
#define SV_PAIR_OF_SOFT_LEATHER_BOOTS 2
#define SV_CLOAK 1
#define SV_ELVEN_CLOAK 2
#define SV_FUR_CLOAK 3
-#define SV_ETHEREAL_CLOAK 5
+#define SV_ETHEREAL_CLOAK 5
#define SV_SHADOW_CLOAK 6
/* The "sval" codes for TV_GLOVES */
#define SV_LITE_EDISON 3
#define SV_LITE_GALADRIEL 4
#define SV_LITE_ELENDIL 5
-#define SV_LITE_THRAIN 6
+#define SV_LITE_JUDGE 6
#define SV_LITE_LORE 7
#define SV_LITE_PALANTIR 8
#define SV_LITE_FLY_STONE 9
#define SV_RING_DAMAGE 29
#define SV_RING_SLAYING 30
#define SV_RING_SPEED 31
-#define SV_RING_BARAHIR 32
+#define SV_RING_FRAKIR 32
#define SV_RING_TULKAS 33
#define SV_RING_NARYA 34
#define SV_RING_NENYA 35
/* Get local object */
q_ptr = &forge;
- /* Mega-Hack -- Prepare to make "Morgoth" */
- object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
+ /* Mega-Hack -- Prepare to make "Chaos" */
+ object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
- /* Mega-Hack -- Mark this item as "Morgoth" */
+ /* Mega-Hack -- Mark this item as "Chaos" */
q_ptr->name1 = ART_CHAOS;
- /* Mega-Hack -- Actually create "Morgoth" */
+ /* Mega-Hack -- Actually create "Chaos" */
apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
/* Drop it in the dungeon */