Fv001 the Dungeon (10, 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). the +15 heavy crossbow "Sniper" {velocity, SInv} Any bolt fired from it inflicts extra damage. It enhances your eyesight. the +10 dark maul {crush} It inflicts extra damage upon your enemies. the cursed +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. 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. (11, 1, D) the +7 great mace "Firestarter" {flame, 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 +16 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, 1, D) a phial of floods (62, 1, D) a +0 hand axe (63, 1, D) a phantom mirror (67, 1, D) a cursed staff of power (68, 1, D) a +4 mace of protection (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (62, 2, D) Vyupith's Guide on Talismans and Flight Spells Type Level a - Song of Slaying Charms 2 b - Ozocubu's Armour Charms/Ice 3 c - Airstrike Air 4 d - Excruciating Wounds Charms/Necromancy 5 e - Silence Hexes/Air 5 (75, 2, D) a +2 shield of protection (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (62, 3, D) a +2 bardiche of venom a +0 leather armour (3, 4, D) 1000 sling bullets a +5 greatsling 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, 4, D) a +5 bardiche a +5 demon trident (10, 4, D) a disc of storms (61, 4, D) a +0 hand axe (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (10, 5, D) an uncursed ring of flight (61, 5, D) a +0 falchion (7, 6, D) 3 scrolls of blinking (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 shield a +3 buckler (7, 7, D) 5 potions of haste 2 potions of berserk rage (4, 8, D) a +0 robe (still there?) a +0 robe (still there?) a +5 gold dragon armour (still there?) a +5 shadow dragon armour (still there?) a +5 storm dragon armour (still there?) a +5 ice dragon armour (still there?) a +5 fire dragon armour (still there?) a +5 plate armour (still there?) (62, 9, D) the Almanac of Transmutation Spells Type Level a - Beastly Appendage Transmutation 1 b - Blade Hands Transmutation 5 c - Dragon Form Transmutation 7 (70, 9, D) Sif Muna's Tome of Bewitchment and Flight Spells Type Level a - Inner Flame Hexes/Fire 3 b - Spectral Weapon Hexes/Charms 3 c - Summon Guardian Golem Hexes/Summoning 4 d - Lightning Bolt Conjuration/Air 5 e - Silence Hexes/Air 5 (71, 9, D) a box of beasts (72, 9, D) a +1 plate armour of magic resistance (62, 10, D) a +0 dagger (70, 10, D) a +2 chain mail of fire resistance (72, 10, D) a Necronomicon (62, 11, D) an uncursed staff of earth a +0 robe (63, 11, D) a +0 dagger a +0 robe (70, 11, D) a +0 shortbow a +0 scimitar 23 arrows (71, 11, D) a +0 rapier (unseen) (71, 12, D) a +0 long sword an arrow (72, 12, D) a +0 short sword (unseen) (70, 13, D) a +0 long sword (71, 13, D) 2 arrows (72, 14, D) an arrow (61, 17, D) an uncursed amulet of guardian spirit (62, 17, D) a lamp of fire (63, 17, D) a lamp of fire (64, 17, D) a plain deck of summoning (71, 17, D) a Fen Folio (72, 17, D) a lamp of fire (73, 17, D) a +2 ring of dexterity a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity (62, 18, D) a +1 spear of freezing (63, 18, D) a sack of spiders (72, 18, D) a +0 whip of freezing (73, 18, D) the +2 hat of the High Council {Archmagi, Wiz- Stlth-} It makes you less stealthy. (71, 19, D) a +0 trident 2 tomahawks (64, 20, D) a jumping spider corpse (72, 20, D) a +0 trident (73, 20, D) a +0 shortbow 24 arrows (62, 21, D) a giant mite corpse (73, 21, D) 3 large rocks (62, 22, D) a scorpion corpse (64, 22, D) a tarantella corpse (72, 22, D) a tomahawk (72, 23, D) a tomahawk an arrow (71, 24, D) an arrow (72, 24, D) an arrow (62, 27, D) a +3 long sword of electrocution (63, 27, D) a phantom mirror (64, 27, D) a cursed ring of loudness (65, 27, D) the +4 bardiche of Karma {pain, rC+ MR+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It protects you from cold. It affects your resistance to hostile enchantments. (71, 27, D) a Necronomicon (72, 27, D) a +1 rapier of venom (73, 27, D) a cursed ring of loudness (62, 28, D) an uncursed staff of death (63, 28, D) a book of Callings (64, 28, D) a book of Spatial Translocations (72, 28, D) a box of beasts (69, 37, D) 2 potions of heal wounds (70, 37, D) a +1 ring of evasion (71, 37, D) a +4 chain mail of cold resistance (72, 37, D) the Disquisition on Dusty Augmentations Spells Type Level a - Shroud of Golubria Charms/Translocation 2 b - Stone Arrow Conjuration/Earth 3 c - Petrify Transmutation/Earth 4 d - Excruciating Wounds Charms/Necromancy 5 e - Haste Charms 6 (73, 37, D) an uncursed staff of conjuration (70, 38, D) a +2 hand crossbow of evasion (71, 38, D) a +2 ring mail of cold resistance (72, 38, D) a +7 spear of piercing (73, 38, D) the amulet of Xom's Fair Game {Spirit rElec rF- SInv} [amulet of guardian spirit] It causes incoming damage to be split between your health and magic. It makes you vulnerable to fire. It insulates you from electricity. It enhances your eyesight.