Galewind the Dungeon (0, 2, D) (unseen) (0, 4, D) (unseen) (0, 6, D) (unseen) (0, 8, D) (unseen) (0, 10, D) (unseen) (1, 11, D) (unseen) (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 (3, 11, D) (unseen) (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (4, 3, D) the +6 Majin-Bo {vamp, *Drain Str+12 Int+24} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (+12). It affects your intelligence (+24). It causes draining when unequipped. a +5 giant spiked club a +5 giant club a +5 great mace (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 medium shield a +3 buckler (4, 8, D) 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 provides partial protection from all sources of acid and corrosion. +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (5, 4, D) a +0 medium shield a +0 scale mail (5, 11, D) (unseen) (7, 11, D) (unseen) (9, 11, D) (unseen) (10, 0, D) a +0 flail the cursed +14 obsidian axe {chop, +Fly SInv *Curse} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. the +10 dark maul {crush} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. a wand of acid (7) (10, 6, D) an uncursed staff of power (11, 0, D) 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 its maximum range. It affects your evasion (-2). the +7 Singing Sword {slice} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +0 sword of Power 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 +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 +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +8 plutonium sword {irradiate, *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to surge with flame as it hits, increasing damage dealt by approximately one third against foes not resistant or susceptible to fire. It greatly protects you from fire. (11, 11, D) (unseen) (13, 11, D) (unseen) (14, 6, D) (unseen) (14, 8, D) (unseen) (61, 0, D) an uncursed staff of conjuration (61, 8, D) a +2 hand crossbow of flaming (62, 1, D) the +6 broad axe "Nyepnirr" {chop, -Tele rElec rN+ SInv} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It insulates you from electricity. It protects you from negative energy. It lets you see invisible. It prevents most forms of teleportation. (62, 8, D) the +3 helmet of Somewhere Else {+Blink Int+3 Dex+2} It affects your intelligence (+3). It affects your dexterity (+2). It lets you blink. (62, 9, D) the ring "Eteist" {rElec rPois rN+ Dex+4 Slay-4} [ring of poison resistance] It affects your dexterity (+4). It affects your accuracy and damage with ranged weapons and melee attacks (-4). It insulates you from electricity. It protects you from poison. It protects you from negative energy. (63, 3, D) a scorpion corpse (unseen) (63, 4, D) a scorpion corpse (63, 8, D) a +2 longbow of velocity (unseen) (67, 0, D) an uncursed staff of poison (68, 0, D) a +0 dagger of freezing (70, 8, D) a +1 rapier of flaming (unseen) (70, 9, D) the cursed ring "Afry" {MP+9 Str+3 Stlth--} [ring of attention] It affects your strength (+3). It affects your magic capacity (+9). It makes you much less stealthy. It has a curse placed upon it. (70, 11, D) a river rat corpse a porcupine corpse a porcupine corpse (71, 8, D) a book of the Sky (71, 16, D) the Volume of Bewitching Moulding Spells Type Level a - Corona Hexes 1 b - False Image Hexes/Summoning 3 c - Fulminant Prism Conjuration/Hexes 4 d - Petrify Transmutation/Earth 4 e - Virulence Hexes/Poison 7 (unseen) (71, 17, D) a +0 war axe of pain (unseen) (72, 9, D) a +3 scale mail of fire resistance (72, 15, D) (unseen) (72, 16, D) a +2 robe of magic recovery (unseen) (72, 17, D) a +1 morningstar of crushing (unseen) (73, 1, D) an uncursed staff of wizardry (73, 3, D) a +0 mace (73, 16, D) the +4 leather armour of the Demon Prince {+Inv MR- Int+5 Stlth+} It affects your intelligence (+5). It affects your resistance to hostile enchantments. It lets you turn invisible. It makes you more stealthy. (unseen) (73, 17, D) a cursed ring of attention (unseen) (75, 1, D) a +0 plate armour of fire resistance