GreatCaesar 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 a +5 demon trident (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 tower shield a +3 kite shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 0, D) 5 potions of magic a +0 kite shield a +0 scale mail a +0 war axe (7, 6, D) 4 scrolls of amnesia (10, 0, D) the +6 Majin-Bo {vamp, 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" {vorpal, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {vorpal} It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} It insulates you from electricity. It prevents spellcasting. It prevents most forms of teleportation. It protects you from acid and corrosion. It increases your willpower. (10, 5, D) a ring of flight (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 +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 is reanimated as a zombie friendly to the killer. the +13 scythe of Curses {drain, Drain} A truly terrible weapon, it drains the life of those it strikes. It drains your maximum health when unequipped. the +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {vorpal, sonic wave} It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 0, D) a +2 morningstar of protection (61, 8, D) a +2 robe of willpower (62, 0, D) a +3 great mace of protection (62, 1, D) a phial of floods (62, 11, D) a +2 antimagic war axe (63, 8, D) a staff of conjuration (63, 11, D) a hell hound corpse (64, 3, D) a hell hound corpse (67, 0, D) Sif Muna's Guide on Scorching Sinister Rituals Spells Type Level Known a - Animate Skeleton Necromancy 1 no b - Pain Necromancy 1 no c - Ignite Poison Fire/Transmutation/Poison 3 no d - Animate Dead Necromancy 4 no e - Borgnjor's Vile Clutch Necromancy/Earth 5 no f - Death Channel Necromancy 6 no (68, 3, D) a scorpion corpse (70, 8, D) a +0 leather armour of poison resistance (70, 9, D) a book of Alchemy (71, 8, D) a +1 trident of protection (71, 16, D) a book of Callings (71, 17, D) the +4 pair of boots of Gestures {rN+ MP-9 Str+4} It affects your strength (+4). It protects you from negative energy. It affects your magic capacity (-9). (71, 26, D) a condenser vane (71, 27, D) the ring of Finahi {rF+ rC- Will++ Int+3 Dex+3} (still there?) [ring of protection from fire] It affects your intelligence (+3). It affects your dexterity (+3). It protects you from fire. It makes you vulnerable to cold. It greatly increases your willpower. a tin of tremorstones (2/2) (still there?) (71, 33, D) a +0 rapier (72, 8, D) a staff of fire (72, 16, D) a +3 arbalest of freezing (72, 17, D) a staff of death (72, 18, D) a yak corpse (72, 27, D) a +0 long sword (72, 30, D) a +0 short sword (73, 1, D) a +3 dagger of protection (73, 16, D) a +4 bardiche of protection (73, 17, D) the Compendium of Flight and the Blaze Spells Type Level Known a - Shock Conjuration/Air 1 no b - Conjure Flame Conjuration/Fire 3 no c - Summon Lightning Spire Summoning/Air 4 no d - Silence Hexes/Air 5 no e - Starburst Conjuration/Fire 6 no (73, 26, D) a ring of see invisible (73, 27, D) an amulet of guardian spirit (73, 31, D) a +5 scythe of freezing (still there?) an elf corpse (still there?) (74, 19, D) a bullfrog corpse (75, 1, D) the +9 hand axe "Oshed" {pain, Int+3} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your intelligence (+3).