hilaritas 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 +5 quick blade 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 (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 a +3 buckler (4, 8, D) a +0 leather armour (still there?) a +0 leather armour (still there?) a +5 crystal plate armour (still there?) +5 gold dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) a +5 plate armour (still there?) (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, 6, D) an uncursed staff of energy a crystal ball of energy (11, 1, D) a +0 trident (still there?) a +0 trident (still there?) the +7 great mace "Firestarter" {inner flame, rF++} (still there?) 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} (still there?) the +11 plutonium sword {*Contam Stlth-} (still there?) It causes magical contamination when unequipped. It makes you less stealthy. the +9 sword of Zonguldrok {reap} (still there?) 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} (still there?) 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 (still there?) the +0 mace of Variability {chaos} (still there?) Each time it hits an enemy it has a different, random effect. the +7 Singing Sword (still there?) the +7 longbow "Piercer" {penet, EV-2} (still there?) 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). (49, 36, D) a +3 hand axe of chopping (50, 37, D) a +2 battleaxe of chopping (51, 33, D) a +4 scimitar of holy wrath (unseen) (51, 42, D) the +5 spear of Hard Scrabble {freeze, rPois Str+3 Int+3 Dex-2} 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 strength (+3). It affects your intelligence (+3). It affects your dexterity (-2). It protects you from poison. (52, 32, D) a +0 war axe (unseen) (52, 33, D) 2 sling bullets (52, 36, D) a +4 blowgun (52, 37, D) a book of Callings (52, 42, D) a +0 trident (53, 36, D) a +10 shortbow (53, 37, D) a +2 morningstar of protection (58, 38, D) a +6 ring of strength a +6 ring of intelligence a +6 ring of dexterity a +0 helmet (59, 12, D) a +1 flail of protection a +3 whip of holy wrath a +0 short sword (59, 36, D) the +2 plate armour of Maemuh {Regen+ Int+4} It affects your intelligence (+4). It increases your rate of regeneration. (59, 37, D) a +2 vampiric trident (60, 4, D) a +0 club (60, 13, D) a cursed +0 short sword a +0 hunting sling of velocity (60, 36, D) an uncursed staff of wizardry (61, 0, D) a +0 dagger (61, 4, D) the cursed +0 dire flail of Lifibb {freeze, MP-9 Str+3 Int+3} 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 strength (+3). It affects your intelligence (+3). It affects your magic capacity (-9). It has a curse placed upon it. (61, 5, D) a +0 club a +0 war axe (61, 16, D) a lightning rod (4/4) (61, 26, D) a +4 hunting sling of flaming (61, 36, D) a +0 plate armour of positive energy (62, 8, D) a +0 club (62, 16, D) an uncursed staff of fire (62, 17, D) an uncursed staff of fire (62, 22, D) a +0 short sword a +0 robe (62, 23, D) a +0 rapier a +0 robe a +0 buckler (62, 26, D) an uncursed amulet of faith (62, 37, D) a lightning rod (4/4) (63, 0, D) the +6 leather armour of the Sun {rPois rC+ SInv} It protects you from cold. It protects you from poison. It lets you see invisible. (63, 8, D) a +0 mace (63, 16, D) the +5 demon whip "Spellbinder" {antimagic, MR+} 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 affects your resistance to hostile enchantments. (63, 17, D) a +2 troll leather armour (63, 21, D) a cursed -1 spear (63, 27, D) an uncursed staff of power (63, 37, D) a +3 long sword of holy wrath (64, 22, D) a +0 dagger a +0 robe (64, 26, D) a book of the Tempests (65, 26, D) a +2 robe of cold resistance (67, 0, D) the +3 quarterstaff of Gravity {venom, rC- Dex+4 SInv} It poisons the flesh of those it strikes. It affects your dexterity (+4). It makes you vulnerable to cold. It lets you see invisible. (69, 36, D) a +2 trident of protection (70, 8, D) the Catalogue of Toxic Execration Spells Type Level a - Confusing Touch Hexes 1 b - Ignite Poison Fire/Transmutation/Poison 3 c - Inner Flame Hexes/Fire 3 d - Spider Form Transmutation/Poison 3 e - Summon Mana Viper Hexes/Summoning 5 (70, 9, D) a +0 trident (70, 11, D) a +0 trident (unseen) (70, 12, D) 4 tomahawks (70, 13, D) 2 tomahawks (70, 36, D) an uncursed ring of ice (70, 37, D) the +6 dagger of Instinct {drain, MP+9} A truly terrible weapon, it drains the life of those it strikes. It affects your magic capacity (+9). (71, 8, D) a +0 trident (71, 11, D) a +0 trident (71, 12, D) the +8 Maxwell's thermic engine {flame, freeze, rF- rC-} 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 vulnerable to fire. It makes you vulnerable to cold. 3 tomahawks (71, 13, D) 4 tomahawks (71, 16, D) a +4 hunting sling of freezing (71, 26, D) a cursed -5 ring of dexterity (71, 27, D) an uncursed ring of protection from fire (71, 36, D) a cursed amulet of inaccuracy (71, 37, D) a +4 hunting sling of flaming (72, 8, D) an uncursed staff of poison (72, 9, D) a lightning rod (4/4) (72, 11, D) a +0 trident (72, 13, D) a +2 antimagic quarterstaff (72, 16, D) the Papyrus of Moulding Spells Type Level a - Sticks to Snakes Transmutation 2 b - Passwall Transmutation/Earth 2 c - Ice Form Ice/Transmutation 4 d - Hydra Form Transmutation 6 (72, 17, D) an uncursed staff of power (72, 22, D) a +0 battleaxe a +0 robe (72, 26, D) a +1 ring mail of poison resistance (72, 27, D) a +2 triple crossbow of freezing (72, 36, D) a +1 dire flail of draining (72, 37, D) a +2 war axe of pain (73, 1, D) a +3 ring mail of fire resistance (73, 17, D) a +2 chain mail of cold resistance (73, 27, D) an uncursed staff of poison