potatolord6000 the Dungeon (3, 1, D) a +5 triple sword (unseen) (3, 2, D) a +5 lajatang (3, 3, D) 1000 sling bullets (unseen) (4, 1, D) a +5 quick blade (unseen) (4, 2, D) a +5 giant spiked club (unseen) (4, 3, D) a +5 bardiche (unseen) (4, 4, D) a +5 executioner's axe (unseen) (4, 6, D) a +3 large shield (unseen) (4, 7, D) a +5 crystal plate armour (unseen) (10, 0, D) the +9 heavy crossbow "Sniper" {velocity, nevermiss, 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 Str+3 SInv *Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. (10, 3, D) a disc of storms (10, 4, D) a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity an uncursed ring of flight (10, 5, D) a crystal ball of energy (11, 0, 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 +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. the cursed +9 Sword of Zonguldrok {reap, *Curse} 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. It may re-curse itself when equipped. It has a curse placed upon it. the cursed +13 Scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It may re-curse itself when equipped. It has a curse placed upon it. the +0 Sword of Power the +5 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). (61, 0, D) a book of the Warp (62, 1, D) the +8 dagger "Ibotz" {pierce, rElec} It inflicts extra damage upon your enemies. It insulates you from electricity. (62, 5, D) a cursed +3 scimitar a +0 robe (62, 8, D) the +5 demon whip "Spellbinder" {antimagic, MR+} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your resistance to hostile enchantments. (62, 9, D) an uncursed ring of resist corrosion (63, 0, D) a +1 long sword of holy wrath (63, 2, D) a necrophage corpse (skeletalised by now) (63, 8, D) the Guide on Cloudy Enhancements Spells Type Level a - Infusion Charms 1 b - Shroud of Golubria Charms/Translocation 2 c - Mephitic Cloud Conjuration/Poison/Air 3 d - Spectral Weapon Hexes/Charms 3 e - Iskenderun's Battlesphere Conjuration/Charms 5 f - Deflect Missiles Charms/Air 6 (67, 0, D) a +3 ring of intelligence (68, 0, D) a +6 vampiric war axe (68, 1, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). (69, 0, D) an ornate deck of changes (70, 8, D) a fan of gales (70, 9, D) a crystal ball of energy (70, 11, D) a +0 rapier (unseen) (70, 12, D) a +0 dagger a +0 robe a spriggan corpse a wolf corpse (71, 8, D) an uncursed ring of see invisible (71, 12, D) a black bear corpse (71, 16, D) an uncursed staff of fire (71, 17, D) an uncursed staff of conjuration (72, 8, D) a +1 hunting sling of freezing (72, 9, D) Decvoawu's Guide on the Blaze and Battle Magic Spells Type Level a - Sting Conjuration/Poison 1 b - Dazzling Spray Conjuration/Hexes 3 c - Conjure Flame Conjuration/Fire 3 d - Inner Flame Hexes/Fire 3 e - Sticky Flame Conjuration/Fire 4 f - Bolt of Fire Conjuration/Fire 6 (72, 16, D) the +6 battleaxe "Fokeir" {chop, -Tele rPois rN+} It inflicts extra damage upon your enemies. It protects you from poison. It protects you from negative energy. It prevents most forms of teleportation. (72, 17, D) a box of beasts (73, 1, D) a +4 ring mail of positive energy (73, 16, D) Zizun's Collected Works on Venomous Companions Spells Type Level a - Cure Poison Poison 2 b - Mephitic Cloud Conjuration/Poison/Air 3 c - Olgreb's Toxic Radiance Poison 4 d - Summon Mana Viper Hexes/Summoning 5 (73, 17, D) a +0 greatsling of flaming (73, 20, D) a +0 hand axe (74, 1, D) a +0 robe