Galewind the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets a +5 fustibalus a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest 1000 bolts a +5 hand crossbow (4, 2, D) a +1 dagger a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche a +5 demon trident (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 large shield a +3 shield (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 5, D) 4 meat rations (10, 1, D) the +9 heavy crossbow "Sniper" {velocity, Acc+∞ 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 SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (11, 1, 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 +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +9 sword of Zonguldrok {reap} 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. the cursed +13 scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It curses itself when equipped. It has a curse placed upon it. the +0 sword of Power the -4 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, 36, D) a +2 ring mail of magic resistance (59, 37, D) a +1 plate armour of cold resistance (60, 36, D) a fan of gales (60, 37, D) a +0 great mace of protection (61, 0, D) an uncursed staff of energy (61, 8, D) a +0 dagger (still there?) an uncursed ring of ice (still there?) (61, 16, D) a +0 trident (61, 26, D) an uncursed ring of fire (61, 36, D) a book of Burglary (61, 37, D) a sack of spiders (62, 0, D) a sack of spiders (62, 1, D) a +1 robe of cold resistance a wolf corpse (skeletalised by now) (62, 8, D) a +0 dagger a cursed +0 leather armour the +8 dagger "Bireonenn" {pierce, +Fly rN+ Dex+4} It inflicts extra damage upon your enemies. It affects your dexterity (+4). It protects you from negative energy. It lets you fly. (62, 9, D) a +0 dagger a +0 shortbow 29 arrows a +0 leather armour a +2 mace of protection an elf corpse (skeletalised by now) (62, 16, D) a phantom mirror (62, 26, D) a phial of floods (62, 27, D) a +2 shortbow of flaming (62, 36, D) a +1 war axe of distortion (62, 37, D) Vosengei's Compendium of Evil Weightlessness Spells Type Level a - Shock Conjuration/Air 1 b - Corpse Rot Necromancy 2 c - Sublimation of Blood Necromancy 2 d - Static Discharge Conjuration/Air 3 e - Mephitic Cloud Conjuration/Poison/Air 3 f - Simulacrum Ice/Necromancy 6 (63, 0, D) a +0 mace of crushing (63, 8, D) an uncursed staff of cold (63, 17, D) a +0 trident (63, 18, D) a +0 shortbow 19 arrows a centaur corpse (skeletalised by now) (63, 19, D) a +1 rapier of venom 7 tomahawks a +0 shortbow 16 arrows a hippogriff corpse (skeletalised by now) a merfolk corpse (skeletalised by now) a centaur corpse (skeletalised by now) (63, 20, D) a +0 trident a +2 leather armour of magic resistance a +0 trident a merfolk corpse (63, 21, D) a +1 spear of flaming (63, 26, D) Sif Muna's Incunabulum of Evil Dislocation Spells Type Level a - Pain Necromancy 1 b - Death Channel Necromancy 6 c - Dispersal Translocation 6 (63, 27, D) the ring "Zuadd" {rPois MP+9 Int+4} [ring of magical power] It affects your intelligence (+4). It protects you from poison. It affects your magic capacity (+9). (63, 36, D) the +1 robe of Selisam {Str+3} It affects your strength (+3). (63, 37, D) a +1 pair of boots of stealth (64, 17, D) a +3 hunting sling of freezing (64, 26, D) the ring "Volun" {rElec rPois MR- EV+2} [ring of evasion] It affects your evasion (+2). It insulates you from electricity. It protects you from poison. It affects your resistance to hostile enchantments. (64, 27, D) a scroll of brand weapon (65, 26, D) a +4 ring of evasion (69, 0, D) the +6 scale mail of Proximity {rC+ Int+4} It affects your intelligence (+4). It protects you from cold. (69, 36, D) a +2 war axe of freezing (69, 37, D) a +0 short sword (unseen) (70, 8, D) a +2 hand axe of electrocution (70, 9, D) a phantom mirror (70, 36, D) a book of Transfigurations (70, 37, D) the +6 shortbow of Fate {freeze, rPois Str+2} It causes projectiles fired from it to freeze those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. They can also slow down cold-blooded creatures. It affects your strength (+2). It protects you from poison. (71, 8, D) the +2 mace "Tifog" {vamp, -Tele rN+++ Dex+8 Stlth-} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your dexterity (+8). It renders you almost immune to negative energy. It prevents most forms of teleportation. It makes you less stealthy. (71, 9, D) a +4 battleaxe (unseen) (71, 16, D) an uncursed staff of fire (71, 17, D) a +0 long sword a +2 hand crossbow of flaming (71, 26, D) a +0 short sword (still there?) a sack of spiders (still there?) (71, 27, D) a +0 flail (still there?) an uncursed ring of ice (still there?) (71, 36, D) the +8 mace "Gaekoewu" {vamp, *Noise rPois rN+++ Str-2} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (-2). It protects you from poison. It renders you almost immune to negative energy. It may make noises in combat. (71, 37, D) a lightning rod (4/4) (71, 38, D) a glowing shapeshifter corpse (72, 8, D) a +3 short sword of venom (72, 16, D) a +3 shortbow of freezing (72, 17, D) an uncursed staff of wizardry (72, 26, D) a +0 club a +0 shortbow of velocity (72, 27, D) a +0 hand axe an uncursed ring of positive energy a white draconian corpse (skeletalised by now) (72, 36, D) the +8 spear of Shrieking Terror {vamp, *Rage rF++ Int+4} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+4). It greatly protects you from fire. It may make you go berserk in combat. (72, 37, D) a +0 short sword a +0 leather armour a +2 trident of freezing (73, 1, D) an uncursed staff of conjuration (73, 16, D) a book of Battle (73, 17, D) the +6 shortbow of the Harvest {venom, Dex+2 Stlth+} It poisons the ammo it fires. It affects your dexterity (+2). It makes you more stealthy. (73, 26, D) a +2 war axe of freezing (still there?) a ring of the Octopus King {AC+1 EV+1 Str+1 Int+1 Dex+1 Stlth+} (still there?) [ring of stealth] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It makes you more stealthy. (73, 27, D) a +0 dagger (still there?) the Disquisition on Dislocated Aid (still there?) Spells Type Level a - Shroud of Golubria Charms/Translocation 2 b - Swiftness Charms/Air 2 c - Force Lance Conjuration/Translocation 4 d - Excruciating Wounds Charms/Necromancy 5 e - Malign Gateway Summoning/Translocation 7 (73, 36, D) a +0 scimitar (still there?) the +8 executioner's axe "Jellyslayer" {vamp, rElec MR- Str+3} (still there?) It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (+3). It insulates you from electricity. It affects your resistance to hostile enchantments. (73, 37, D) a +0 short sword a +0 longbow 9 arrows a +0 leather armour (74, 36, D) a +0 long sword (75, 1, D) a +3 ring of dexterity