Galewind the Dungeon (3, 1, D) a +5 triple sword (unseen) (3, 2, D) a +5 lajatang (3, 3, D) 1000 sling bullets (unseen) (4, 1, D) a +5 rapier a +5 dagger (4, 2, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 3, D) a +5 bardiche a +5 demon trident (4, 4, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 6, D) a +3 large shield a +3 shield a +3 buckler (4, 7, D) a +5 crystal plate armour (unseen) (7, 4, D) 4 meat rations (10, 0, D) the +9 heavy crossbow "Sniper" {velocity, nevermiss, SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {crush} It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec MR+ rCorr} It insulates you from electricity. It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It protects you from acid and corrosion. the +18 shield of the gong {rElec rN+ MR+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. the cursed +14 obsidian axe {chop, +Fly Str+3 SInv *Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. (10, 3, D) a disc of storms (10, 4, D) an uncursed ring of flight (10, 5, D) an uncursed staff of energy a crystal ball of energy (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to burn those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It greatly protects you from fire. the +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. the cursed +9 Sword of Zonguldrok {reap, *Curse} If a monster killed with it leaves a corpse in good enough shape, the corpse will be animated as a zombie friendly to the killer. It may re-curse itself when equipped. It has a curse placed upon it. the cursed +13 Scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It may re-curse itself when equipped. It has a curse placed upon it. the +0 Sword of Power the +3 Mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword the +7 longbow "Piercer" {penet, EV-2} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. It affects your evasion (-2). (59, 37, D) a cursed ring of loudness (60, 37, D) an uncursed staff of earth (61, 0, D) a +0 scythe (still there?) a +2 quarterstaff of speed (still there?) (61, 16, D) an uncursed staff of summoning (61, 26, D) the cursed -4 pair of gloves of the Sea {MR- Str+3 Dex+4} It affects your strength (+3). It affects your dexterity (+4). It affects your resistance to hostile enchantments. It has a curse placed upon it. (61, 37, D) a +1 pair of gloves of dexterity (62, 0, D) a +0 club a +0 robe a book of Death (62, 1, D) a +2 quarterstaff of chaos a +0 cloak a disc of storms (62, 9, D) a +1 mace of draining (62, 16, D) the ring of the Mage {Wiz MR++ Int+3} [ring of wizardry] It improves your spell success rate. It affects your intelligence (+3). It affects your resistance to hostile enchantments. (62, 17, D) a +7 quarterstaff (62, 26, D) the +9 long sword "Cecsuapo" {vamp, rN+ Str+5 Dex-3 SInv} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your strength (+5). It affects your dexterity (-3). It protects you from negative energy. It lets you see invisible. (62, 27, D) a book of the Sky (62, 37, D) a +4 ring of protection (63, 0, D) a +0 trident (still there?) a +3 ring of strength (still there?) (63, 8, D) a +2 leather armour of cold resistance (63, 16, D) a book of the Dragon (63, 17, D) the +7 spear of Skirmishing {venom, +Inv Int+4} It poisons the flesh of those it strikes. It affects your intelligence (+4). It lets you turn invisible. (63, 26, D) a +2 dagger of speed (63, 27, D) a +3 ring of dexterity (63, 37, D) a scroll of brand weapon (64, 16, D) a +0 spear of piercing (64, 17, D) a +1 spear of flaming (64, 26, D) 2 potions of heal wounds (64, 27, D) a book of the Dragon (65, 26, D) a +3 leather armour of magic resistance (67, 0, D) a +4 blowgun (68, 0, D) a water moccasin corpse (skeletalised by now) (69, 0, D) a ball python corpse (skeletalised by now) (69, 27, D) a large rock (69, 36, D) an uncursed amulet of rage (70, 8, D) an uncursed staff of earth (70, 9, D) the +2 ring mail of the Other Side {rElec rCorr} It insulates you from electricity. It protects you from acid and corrosion. (70, 36, D) an uncursed ring of wizardry (70, 37, D) a fan of gales (70, 42, D) a black bear corpse (71, 9, D) a manual of Polearms (71, 16, D) a +0 trident (still there?) a book of Transfigurations (still there?) (71, 17, D) a +0 trident (still there?) a book of Callings (still there?) (71, 26, D) a large rock a plain deck of defence (71, 27, D) a +3 dire flail of draining (71, 36, D) a stone of tremors (71, 39, D) a +0 rapier (unseen) (72, 8, D) a +0 long sword of holy wrath (72, 9, D) a +6 rod of ignition (12/12) (72, 16, D) a sheep corpse (72, 17, D) 6 large rocks a +2 amulet of reflection a cyclops corpse (72, 26, D) a +0 helmet of intelligence (72, 27, D) the +5 morningstar "Usuol" {holy, Str+3 Int+3} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your strength (+3). It affects your intelligence (+3). (72, 28, D) an arrow (72, 37, D) an uncursed ring of fire (73, 1, D) a plain deck of war (73, 16, D) a +0 trident (still there?) the Papyrus of Dislocation and the Mountains (still there?) Spells Type Level a - Sandblast Earth 1 b - Passwall Transmutation/Earth 2 c - Portal Projectile Translocation 3 d - Teleport Other Translocation 3 e - Warp Weapon Charms/Translocation 5 (73, 17, D) a +0 trident (still there?) a manual of Armour (still there?) (73, 26, D) an uncursed ring of poison resistance (73, 27, D) an uncursed staff of power (73, 33, D) an arrow (73, 36, D) a disc of storms (73, 37, D) an uncursed staff of summoning (73, 38, D) a +0 short sword a +0 robe a +0 buckler (75, 32, D) 2 arrows