Glitchraptor the Dungeon (3, 4, D) 180 sling bullets (still there?) 190 sling bullets (still there?) 196 sling bullets (still there?) 197 sling bullets (still there?) 201 sling bullets (still there?) 205 sling bullets (still there?) 212 sling bullets (still there?) 220 sling bullets (still there?) 224 sling bullets (still there?) 232 sling bullets (still there?) 237 sling bullets (still there?) (5, 2, D) 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 +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. 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 +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 +0 sword of Power the +6 shillelagh "Devastator" {shatter} 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 +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +12 mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. 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). 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 +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 +7 Singing Sword (59, 36, D) a scroll of recharging (59, 37, D) an uncursed amulet of the gourmand (60, 36, D) the +4 chain mail "Emiewkao" {-Tele rPois Int+2} It affects your intelligence (+2). It protects you from poison. It prevents most forms of teleportation. (60, 37, D) a +4 vampiric broad axe (60, 44, D) a throwing net (61, 26, D) the +5 spear "Ranilah" {pain, *Noise rPois rC+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It protects you from cold. It protects you from poison. It may make noises in combat. (61, 36, D) a +3 scale mail of fire resistance (61, 37, D) the Grimoire of Creative Ignition Spells Type Level a - Summon Small Mammal Summoning 1 b - Conjure Flame Conjuration/Fire 3 c - Call Canine Familiar Summoning 3 d - Summon Ice Beast Ice/Summoning 4 e - Dragon's Call Summoning 9 (61, 42, D) a +2 long sword of slicing (unseen) (61, 44, D) a curare-tipped needle (62, 26, D) an uncursed staff of cold (62, 27, D) the +5 ring mail of Inviolability {rC+ rCorr Str-4} It affects your strength (-4). It protects you from cold. It protects you from acid and corrosion. (62, 36, D) a +2 vampiric whip (62, 37, D) a +4 ring of protection (62, 44, D) a throwing net (63, 8, D) an uncursed staff of energy (63, 16, D) the ring "Finliri" {*Drain MR+ Int+2 Dex+3 SInv} [ring of see invisible] It affects your intelligence (+2). It affects your dexterity (+3). It affects your resistance to hostile enchantments. It lets you see invisible. It causes draining when unequipped. the ring of Baerag {rElec Dex+4 SInv} [ring of see invisible] It affects your dexterity (+4). It insulates you from electricity. It lets you see invisible. (63, 17, D) a +3 dagger of draining (63, 26, D) a +0 dagger of distortion (63, 37, D) a manual of Dodging (65, 26, D) an uncursed staff of wizardry (67, 2, D) a +0 scythe (unseen) (67, 35, D) an arrow 2 bolts (67, 37, D) a bolt (68, 0, D) a +0 hand crossbow of velocity (68, 4, D) a +0 glaive a +0 robe (68, 35, D) an arrow a +0 arbalest 16 bolts a yaktaur corpse (68, 36, D) 2 arrows (68, 38, D) a bolt (69, 25, D) a water moccasin corpse (skeletalised by now) (69, 27, D) an adder corpse (skeletalised by now) an adder corpse (skeletalised by now) (69, 37, D) 3 bolts (70, 4, D) a +0 club (unseen) (70, 8, D) the +9 staff of Olgreb {rPois} It protects you from poison. (70, 37, D) 13 arrows (still there?) a +0 scimitar of holy wrath (still there?) (70, 38, D) 14 arrows (unseen) (70, 43, D) a bolt (71, 16, D) an uncursed staff of fire (71, 26, D) a water moccasin corpse (skeletalised by now) (71, 38, D) 23 bolts (unseen) (71, 43, D) a bolt (72, 16, D) a +5 blowgun (72, 17, D) an uncursed staff of poison (72, 18, D) a +0 scimitar of flaming (72, 26, D) a +3 blowgun (73, 17, D) an uncursed ring of resist corrosion (73, 26, D) an uncursed staff of summoning (74, 41, D) 2 bolts