Kidiri the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (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, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (10, 1, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). 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 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, 4, D) a lightning rod (4/4) (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 +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 +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 +11 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). (50, 33, D) a +1 battleaxe (unseen) (50, 36, D) a +1 battleaxe of freezing (50, 37, D) a lightning rod (4/4) (51, 36, D) a fan of gales (51, 38, D) a +0 giant spiked club a +0 giant spiked club (51, 39, D) a +0 giant club (51, 41, D) a cursed -2 giant spiked club a +0 great mace (51, 42, D) 3 large rocks a +0 giant club a +0 giant spiked club a two-headed ogre skeleton (51, 43, D) a +0 giant club a +0 giant club (51, 44, D) a large rock (52, 36, D) the +5 battleaxe "Majic" {venom, Str+3 Dex+3} It poisons the flesh of those it strikes. It affects your strength (+3). It affects your dexterity (+3). (52, 37, D) 2 large rocks an uncursed staff of poison (52, 42, D) a +2 glaive of freezing a cursed -2 giant spiked club (52, 44, D) 2 large rocks (53, 36, D) a phial of floods (53, 37, D) the cursed +2 long sword "Nuoczac" {drain, MR++} A truly terrible weapon, it drains the life of those it strikes. It affects your resistance to hostile enchantments. It has a curse placed upon it. (53, 38, D) 2 large rocks (59, 36, D) a +1 long sword of holy wrath (59, 37, D) a +1 war axe of draining (60, 37, D) a bolt a +2 halberd of protection (60, 38, D) a +0 battleaxe a +0 plate armour the +8 scimitar of Conformity {freeze, MR- Dex+3 SInv} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your dexterity (+3). It affects your resistance to hostile enchantments. It lets you see invisible. a cursed +0 plate armour (60, 40, D) 5 large rocks (60, 41, D) a +0 great sword a +0 plate armour a +2 long sword a +0 plate armour (61, 0, D) a book of Party Tricks (61, 8, D) a +0 whip of electrocution (61, 16, D) an uncursed staff of summoning a +0 robe a +0 dagger (61, 36, D) a lamp of fire (61, 37, D) the Guide on Flying Augmentations Spells Type Level a - Song of Slaying Charms 2 b - Swiftness Charms/Air 2 c - Shroud of Golubria Charms/Translocation 2 d - Spectral Weapon Hexes/Charms 3 e - Lightning Bolt Conjuration/Air 5 f - Conjure Ball Lightning Conjuration/Air 6 (61, 39, D) a +0 arbalest an uncursed staff of air 15 bolts (61, 40, D) a +0 dire flail a +0 chain mail (61, 42, D) a cursed -3 dire flail a +0 plate armour (61, 43, D) a +1 vampiric battleaxe a +0 plate armour (61, 44, D) a large rock (62, 0, D) the +3 war axe "Poalalef" {flame, rPois rF++ Str-5 Int+2} 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. Big, fiery blades are also staple armaments of hydra-hunters. It affects your strength (-5). It affects your intelligence (+2). It greatly protects you from fire. It protects you from poison. (62, 1, D) an uncursed staff of power (62, 16, D) a +0 trident (62, 17, D) a +0 dagger a +0 robe (62, 18, D) a +0 dagger a +0 robe (62, 26, D) a Necronomicon (62, 27, D) an uncursed staff of energy (62, 28, D) a +0 trident (62, 29, D) a +0 trident (62, 31, D) a +2 trident of flaming a +3 leather armour of cold resistance (63, 0, D) a +0 hand axe of flaming (63, 8, D) an uncursed ring of flight (63, 16, D) the +8 dagger "Geqe" {pierce, rF+ rN+ Str+4 Int-5} It inflicts extra damage upon your enemies. It affects your strength (+4). It affects your intelligence (-5). It protects you from fire. It protects you from negative energy. a +0 leather armour a +0 hand axe (63, 17, D) a lamp of fire (63, 18, D) a +0 halberd a +0 plate armour a +0 ring mail (63, 26, D) an uncursed staff of fire (63, 27, D) the Almanac of the First Songs Spells Type Level a - Summon Small Mammal Summoning 1 b - Call Canine Familiar Summoning 3 c - Summon Mana Viper Hexes/Summoning 5 d - Summon Demon Summoning 5 e - Bolt of Cold Conjuration/Ice 6 a +0 shortbow 6 arrows (63, 33, D) a throwing net an arrow (63, 36, D) a +4 short sword of draining (63, 37, D) a +2 scale mail of positive energy (64, 17, D) a book of Misfortune (64, 26, D) a +0 trident (64, 27, D) a fan of gales (64, 31, D) a +0 trident (64, 32, D) a +3 antimagic rapier (65, 26, D) a +0 trident (65, 27, D) a +3 shield a +3 large shield a +3 buckler a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity (65, 31, D) a +0 battleaxe of chopping (67, 2, D) a +4 falchion a +0 robe (68, 0, D) the +3 scale mail of the Onion {rPois rC+ rN+ MR+} It protects you from cold. It protects you from poison. It protects you from negative energy. It affects your resistance to hostile enchantments. (69, 0, D) a +2 scale mail of fire resistance (69, 36, D) a +4 shortbow (70, 8, D) a +0 quarterstaff of protection (70, 9, D) a +1 plate armour of fire resistance (70, 36, D) an uncursed staff of fire (70, 37, D) the +8 glaive of the Trees {flame, Stlth+} 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. Big, fiery blades are also staple armaments of hydra-hunters. It makes you more stealthy. (71, 8, D) a sack of spiders (71, 12, D) a +0 dagger of venom (71, 16, D) a lightning rod (4/4) (71, 17, D) the +5 great sword of Mius {drain, MP+9 Dex+4} A truly terrible weapon, it drains the life of those it strikes. It affects your dexterity (+4). It affects your magic capacity (+9). a +0 mace (71, 36, D) a +0 robe (71, 37, D) a fan of gales (72, 8, D) a +3 scale mail of cold resistance (72, 16, D) a +0 flail a +2 dagger of protection 5 tomahawks a +2 chain mail of cold resistance a +0 leather armour (72, 17, D) a +0 flail a +2 robe of cold resistance a +0 leather armour (72, 26, D) the Almanac of Transmigration Spells Type Level a - Ice Form Ice/Transmutation 4 b - Petrify Transmutation/Earth 4 c - Blade Hands Transmutation 5 d - Statue Form Transmutation/Earth 6 (72, 27, D) a fan of gales (72, 37, D) a book of Maledictions (72, 41, D) a +0 robe (still there?) a +0 robe (still there?) a +0 morningstar (still there?) (73, 1, D) a +1 chain mail of poison resistance (73, 16, D) a +0 dagger of electrocution (73, 17, D) a +0 short sword a book of Battle (73, 18, D) a +0 hand axe 7 tomahawks a +0 chain mail (73, 26, D) a lamp of fire (73, 27, D) the +3 shield of the Skies Above {rC+} It protects you from cold. (73, 36, D) the +6 whip "Saamn" {elec, *Noise rF- rC+++ Dex+3} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your dexterity (+3). It makes you vulnerable to fire. It renders you almost immune to cold. It may make noises in combat. (73, 37, D) a +0 whip (73, 40, D) a +2 trident of venom (74, 3, D) a +5 hand axe a +0 robe (75, 1, D) an uncursed staff of fire