Monkaria 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 +6 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. (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 +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 recurse 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 recurse itself when equipped. It has a curse placed upon it. the +15 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). (62, 1, D) an uncursed ring of see invisible (63, 1, D) a +5 ring of strength (67, 1, D) a +0 plate armour of fire resistance (69, 1, D) a book of the Earth (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) an uncursed staff of cold (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 (11, 3, D) a +0 scale mail a +0 shield a +0 war axe a +6 ring of intelligence a +6 ring of intelligence (75, 3, D) a ball python corpse (skeletalised by now) (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 a +5 hand crossbow (4, 4, D) a +5 bardiche a +5 demon trident (4, 5, D) a +5 battleaxe a +5 broad axe (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 large shield a +3 shield a +3 buckler (4, 8, D) a +5 crystal plate armour a +5 shadow dragon armour a +5 storm dragon armour a +5 ice dragon armour a +5 fire dragon armour a +5 plate armour (62, 9, D) a +0 falchion of venom (63, 9, D) the cursed -1 spear "Teycesch" {venom, rElec MP+9 Int+5 Dex-2} It poisons the flesh of those it strikes. It affects your intelligence (+5). It affects your dexterity (-2). It insulates you from electricity. It affects your magic capacity (+9). It has a curse placed upon it. (70, 9, D) a +5 blowgun (71, 9, D) a +1 great sword of holy wrath (72, 9, D) an uncursed staff of cold (62, 10, D) a +4 rapier of protection (72, 10, D) a book of Geomancy (63, 11, D) an adder corpse (skeletalised by now) (71, 12, D) a +0 dagger a +0 robe a +0 mace a +0 leather armour a +0 dagger an orc corpse (skeletalised by now) (72, 12, D) a +0 dagger (unseen) (61, 17, D) the +6 scimitar "Criyl" {antimagic, Noisy rC+ Int+8 Dex+5} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your intelligence (+8). It affects your dexterity (+5). It protects you from cold. It may make noises in combat. (62, 17, D) a +3 morningstar of holy wrath (64, 17, D) a +2 falchion of holy wrath (71, 17, D) the +5 halberd "Freikh" {antimagic, rElec Dex+4} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your dexterity (+4). It insulates you from electricity. (73, 17, D) a +6 ring of dexterity Sif Muna's Grimoire of Companions Spells Type Level a - Summon Small Mammal Summoning 1 b - Call Imp Summoning 2 c - Abjuration Summoning 3 d - Call Canine Familiar Summoning 3 e - Monstrous Menagerie Summoning 6 (62, 18, D) an uncursed staff of power (64, 18, D) a cursed staff of wizardry (71, 18, D) an uncursed staff of energy (72, 18, D) a +1 war axe of flaming (73, 18, D) a Grand Grimoire (71, 21, D) a +0 dagger a +0 robe a black bear corpse (skeletalised by now) (72, 21, D) a +0 short sword a +0 robe a wolf corpse (skeletalised by now) a spriggan corpse (skeletalised by now) (59, 22, D) a mottled dragon corpse (60, 22, D) a steam dragon corpse a swamp drake corpse (skeletalised by now) (60, 24, D) a mottled dragon corpse (61, 27, D) the +1 leather armour "Shriunuu" {+Fly Int+2 Stlth+} It affects your intelligence (+2). It lets you fly. It makes you more stealthy. (63, 27, D) a +3 dagger of freezing (64, 27, D) the +3 rapier "Creurur" {flame, MP+9 Str+2} 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 affects your strength (+2). It affects your magic capacity (+9). (65, 27, D) a book of Minor Magic (71, 27, D) an uncursed staff of air (73, 27, D) a +1 scythe of slicing (61, 28, D) the ring of Cueng {rPois+ rF+ MP+9 Str-4} [ring of magical power] It affects your strength (-4). It protects you from fire. It protects you from poison. It affects your magic capacity (+9). (63, 28, D) a +5 dagger of venom (64, 28, D) a +1 dagger of draining (71, 28, D) a +2 vampiric morningstar (72, 28, D) the +11 morningstar "Eos" {elec, -Tele rElec SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It insulates you from electricity. It enhances your eyesight. It prevents most forms of teleportation. (71, 31, D) a polar bear corpse (skeletalised by now) (73, 31, D) a polar bear corpse (skeletalised by now) (59, 37, D) an uncursed staff of power (61, 37, D) the Tome of Excruciating Flight Spells Type Level a - Shock Conjuration/Air 1 b - Flight Charms/Air 3 c - Static Discharge Conjuration/Air 3 d - Summon Lightning Spire Summoning/Air 4 e - Tornado Air 9 (62, 37, D) the ring of the Dragon {Ice MR+} [ring of ice] It enhances your ice magic, and weakens your fire magic. It makes you vulnerable to fire. It protects you from cold. It affects your resistance to hostile enchantments. (63, 37, D) a +1 scimitar of draining (69, 37, D) a cursed staff of conjuration (70, 37, D) a +1 leather armour of fire resistance (72, 37, D) a book of Frost (73, 37, D) an uncursed staff of air (59, 38, D) the +7 double sword of Chance {drain, +Rage rN++ Stlth-} A truly terrible weapon, it drains the life of those it strikes. It greatly protects you from negative energy. It lets you go berserk. It makes you less stealthy. (61, 38, D) the +6 scale mail of the Hills {MR- Int+2 SInv} It affects your intelligence (+2). It affects your resistance to hostile enchantments. It enhances your eyesight. (62, 38, D) a book of Summonings (71, 38, D) a +5 ring of dexterity (72, 38, D) the +4 halberd "Koomu" {chop, +Rage rElec rC+ rN+ Dex-5} It inflicts extra damage upon your enemies. It affects your dexterity (-5). It protects you from cold. It insulates you from electricity. It protects you from negative energy. It lets you go berserk. (73, 38, D) a book of Debilitation (71, 39, D) the ring of Qazlal's Regard {rPois- rC+ Str+6 Int+4} [ring of strength] It affects your strength (+6). It affects your intelligence (+4). It protects you from cold. It makes you vulnerable to poison.