potatolord6000 the Dungeon (3, 2, D) a +0 falchion (still there?) a +0 falchion (still there?) a +5 triple sword (still there?) a +5 double sword (still there?) a +5 demon blade (still there?) (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 (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (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 Shining One disapproves of the use of such an item. 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. The Shining One disapproves of the use of such an item. (10, 4, D) a lightning rod (4/4) (10, 5, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence an uncursed ring of flight (10, 6, D) an uncursed staff of energy (unseen) (10, 7, D) a wand of disintegration (7/24) (unseen) (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 Shining One disapproves of the use of such an item. 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 Shining One disapproves of the use of such an item. the +0 sword of Power the +4 mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. The Shining One disapproves of the use of such an item. 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). (61, 0, D) a +4 flail of crushing (61, 8, D) the +1 great mace "Deriemeu" {elec, Dex+3} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your dexterity (+3). (61, 10, D) a wolf skeleton (62, 0, D) a +3 hand axe of freezing (62, 1, D) an uncursed staff of air (62, 2, D) a hell hound corpse (skeletalised by now) (62, 8, D) the +1 mace of Ocleofye {drain, +Rage rElec rN++ SInv} A truly terrible weapon, it drains the life of those it strikes. It insulates you from electricity. It greatly protects you from negative energy. It lets you see invisible. It lets you go berserk. The Shining One disapproves of the use of such an item. (62, 9, D) a +0 rapier (62, 10, D) the +2 falchion "Lacertilianslayer" {slice, rPois rN+} It inflicts extra damage upon your enemies. It protects you from poison. It protects you from negative energy. a +0 robe a +0 buckler (63, 0, D) a cursed -3 ring of protection (63, 8, D) a +1 ring mail of poison resistance (67, 0, D) a lightning rod (4/4) (69, 0, D) a +4 long sword of flaming (69, 1, D) a ball python corpse (skeletalised by now) (70, 8, D) the +8 hunting sling "Eneke" {velocity, Int+2} Any stone fired from it inflicts extra damage. It affects your intelligence (+2). (71, 8, D) +2 ice dragon scales (71, 16, D) a +2 scale mail of poison resistance (71, 17, D) an uncursed staff of poison (72, 8, D) the +9 fustibalus of Tenacity {flame, rC++} It causes projectiles fired from it to burn those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It greatly protects you from cold. (72, 16, D) a book of Frost (72, 17, D) a +2 ring of slaying (73, 1, D) the +7 triple crossbow of Reapportionment {freeze, rC+ Str+4} 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 (+4). It protects you from cold. (73, 16, D) Jaikhlops's Almanac of Doomed Changing Spells Type Level a - Animate Skeleton Necromancy 1 b - Pain Necromancy 1 c - Beastly Appendage Transmutation 1 d - Excruciating Wounds Charms/Necromancy 5 e - Yara's Violent Unravelling Hexes/Transmutation 5 f - Hydra Form Transmutation 6 (73, 17, D) the +1 leather armour of Vehumet's Fury {rPois} It protects you from poison. (75, 1, D) a +2 battleaxe of venom