Galewind the Dungeon (0, 2, D) (unseen) (0, 4, D) (unseen) (0, 6, D) (unseen) (0, 8, D) (unseen) (0, 10, D) (unseen) (1, -1, D) (unseen) (1, 11, D) (unseen) (3, -1, D) (unseen) (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 4, D) 1000 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (still there?) (3, 11, D) (unseen) (4, 2, D) a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (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) 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 (5, -1, D) (unseen) (5, 11, D) (unseen) (7, 11, D) (unseen) (9, -1, D) (unseen) (9, 11, D) (unseen) (10, 0, D) 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 +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 +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. 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. 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. (10, 6, D) an uncursed staff of power (11, -1, D) (unseen) (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 plutonium sword {irradiate, +Channel *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. the +0 shillelagh "Devastator" {shatter, Stlth+} It makes you more stealthy. 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, -1, D) (unseen) (13, 11, D) (unseen) (61, 8, D) a book of Unlife (61, 10, D) a +0 hand axe a +0 ring mail (62, 0, D) an uncursed staff of summoning (62, 2, D) a +0 shortbow an uncursed staff of cold a +0 shortbow the +5 short sword of the Dripping King {pierce, +Rage rElec rF- Stlth+} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It makes you vulnerable to fire. It insulates you from electricity. It lets you go berserk. It makes you more stealthy. 187 arrows (62, 9, D) a +0 flail a +0 club a fan of gales (2/2) an orc corpse (63, 2, D) a +0 arbalest 122 bolts a +0 shortbow 79 arrows (63, 8, D) a +0 flail (68, 0, D) a +0 long sword of holy wrath (69, 0, D) a +6 flail of distortion (70, 8, D) Kumif's Compendium of the Freezing Birds Spells Type Level a - Static Discharge Air 1 b - Freeze Ice 1 c - Swiftness Charms/Air 2 d - Ozocubu's Armour Charms/Ice 3 e - Deflect Missiles Charms/Air 6 f - Bolt of Cold Conjuration/Ice 6 (unseen) (70, 9, D) a scroll of brand weapon (unseen) (71, 7, D) (unseen) (71, 8, D) the +8 Wrath of Trog {antimagic, *Rage} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It may make you go berserk in combat. (unseen) (72, 3, D) a black bear corpse (unseen) (72, 8, D) a +4 chain mail of fire resistance (unseen) (72, 9, D) a +5 mace of protection (unseen) (74, 4, D) Xutaf's Catalogue of Creative Lightness Spells Type Level a - Summon Small Mammal Summoning 1 b - Shock Conjuration/Air 2 c - False Image Hexes/Summoning 3 d - Airstrike Air 4 e - Summon Ice Beast Ice/Summoning 4