emm the Dungeon (3, 4, D) 902 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, 14, D) the +2 rapier of the Hawk {spect, rPois rF+++ Dex+6 Stlth-} When its wielder attacks, the weapon's spirit leaps out and strikes again. The spirit shares a part of any damage it takes with its wielder. Dex: It affects your dexterity (+6). rF: It renders you almost immune to fire. rPois: It protects you from poison. Stlth: It makes you less stealthy. (4, 44, D) a +0 trident (still there?) 5 boomerangs (still there?) a ring of wizardry (still there?) a merfolk corpse (still there?) (5, 47, D) a +6 trident of protection (still there?) a +0 leather armour (still there?) a merfolk corpse (still there?) (6, 44, D) a +2 spear of venom (7, 44, D) the +4 great mace "Naacufit" {vorpal, Will+ Dex+2} (still there?) It inflicts extra damage upon your enemies. Dex: It affects your dexterity (+2). Will: It increases your willpower. a +0 robe (still there?) the ring of the Mage {Wiz Will++ Int+3} (still there?) [ring of wizardry] It improves your spell success rate. Int: It affects your intelligence (+3). Will: It greatly increases your willpower. a merfolk corpse (still there?) (7, 45, D) a +1 vorpal long sword (8, 44, D) a +3 war axe of freezing (still there?) a +0 robe (still there?) (9, 24, D) the +6 hand axe "Z" {freeze, Dex+7} It freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. Dex: It affects your dexterity (+7). (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} It occasionally heals its wielder for a portion of the damage dealt when they wound a living foe with it or with a spell. Its wielder's spells cost health as well as magical power. Int: It affects your intelligence (+6). MP: It affects your magic capacity (+6). the +9 heavy crossbow "Sniper" {vorpal, Acc+∞ SInv} Any ammunition fired from it inflicts extra damage upon your enemies. Any ammunition fired from it never misses its target. SInv: It lets you see invisible. the +10 dark maul {vorpal} It inflicts extra damage upon your enemies. (10, 4, D) a lightning rod (4/4) (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} It burns those it strikes, dealing additional fire damage. It fills those it strikes with an explosive inner flame. It grants immunity to clouds of flame. rF: It greatly protects you from fire. the +6 shillelagh "Devastator" {shatter} It releases a powerful concussive burst when it strikes, dealing extra damage to the target and all other foes adjacent to them. the +11 plutonium sword {Contam Stlth-} It occasionally inflicts wild transmutation effects on those it strikes, inflicting malmutation or extra damage, or polymorphing them into a new form. Contam: It causes magical contamination when unequipped. Stlth: It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It inflicts extra damage against dragons and draconians. AC: It affects your AC (+3). rF: It protects you from fire. rC: It protects you from cold. rPois: It protects you from poison. the +9 sword of Zonguldrok {reap} Any living foe damaged by it may be reanimated upon death as a zombie friendly to the wielder, with an increasing chance as more damage is dealt. the +13 scythe of Curses {drain, Drain} A truly terrible weapon, it drains the life of any living foe it strikes. It inflicts powerful necromantic curses on any living foe it strikes. Drain: It drains your maximum health when unequipped. the +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. It occasionally discharges a powerful but inaccurate bolt of energy upon striking a foe, with increased chance the greater the wielder's current health. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. It occasionally unleashes arcs of chaos on nearby creatures upon striking a foe. the +7 Singing Sword {vorpal, sonic wave} It inflicts extra damage upon your enemies. It radiates damaging sonic waves as it strikes, especially in combat involving dangerous or numerous foes. the +8 storm bow {elec, penet} Any ammunition fired from it occasionally discharges a powerful burst of electricity upon striking a foe. Any ammunition fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (19, 32, D) the +8 mithril axe "Arga" {speed, Will+} Attacks with this weapon are significantly faster. Will: It increases your willpower. (21, 16, D) the +6 longbow of Disembowelment {vorpal, Int+2} Any ammunition fired from it inflicts extra damage upon your enemies. Int: It affects your intelligence (+2). (21, 34, D) the +3 Elemental Staff {rElec rF++ rC++ Will++ AC+5} If the wielder is skilled in Evocations, they can discharge powerful blasts of elemental energy when striking with it. It enhances your fire, ice, earth and air magic. AC: It affects your AC (+5). rF: It greatly protects you from fire. rC: It greatly protects you from cold. rElec: It insulates you from electricity. Will: It greatly increases your willpower. (22, 32, D) a +1 spear of venom (23, 0, D) the +7 bardiche of Valour {venom, Will+ rCorr} It poisons the flesh of those it strikes. rCorr: It protects you from acid and corrosion. Will: It increases your willpower. (23, 33, D) the +6 scimitar of Doom {vorpal, Dex+3 SInv} It inflicts extra damage upon your enemies. Dex: It affects your dexterity (+3). SInv: It lets you see invisible. (23, 39, D) a +2 rapier of draining (still there?) 10 javelins (still there?) a +0 leather armour (still there?) a +6 ring of dexterity (still there?) a merfolk corpse (skeletalised by now) (still there?) (24, 1, D) the +8 Wrath of Trog {antimagic, *Rage Rampage} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those it strikes. Natural abilities and divine invocations are not affected. It causes slowness and exhaustion when equipped. It extends the wielder's berserk rage when killing foes. *Rage: It may make you go berserk in combat. Rampage: It bestows one free step when moving towards enemies. (24, 32, D) the +6 shadow dragon scales "Medathow" {rF+ Regen+ Str-5 Stlth++++} Str: It affects your strength (-5). rF: It protects you from fire. Regen: It increases your rate of health regeneration. Stlth: It makes you much more stealthy. (24, 37, D) 21 arrows (still there?) a +2 spear of freezing (still there?) 10 silver javelins (still there?) a +0 leather armour (still there?) a merfolk corpse (skeletalised by now) (still there?) a merfolk corpse (skeletalised by now) (still there?) (24, 40, D) a harpy corpse (skeletalised by now) (25, 0, D) the +7 halberd "Zotel" {venom, Contam Str+8 SInv} It poisons the flesh of those it strikes. Str: It affects your strength (+8). SInv: It lets you see invisible. Contam: It causes magical contamination when unequipped. (25, 17, D) the Guide on Dislocated Changing Spells Type Level Known a - Petrify Transmutation/Earth 4 no b - Dispersal Translocation 6 no c - Statue Form Transmutation/Earth 6 no (25, 23, D) the +3 leather armour of Xymmuine {Rampage Fly Str+4 Int+4} Str: It affects your strength (+4). Int: It affects your intelligence (+4). Fly: It grants you flight. Rampage: It bestows one free step when moving towards enemies. (25, 33, D) a book of Power (25, 38, D) the +4 battleaxe "Imp's Undoing" {venom, rCorr Int+7} It poisons the flesh of those it strikes. Int: It affects your intelligence (+7). rCorr: It protects you from acid and corrosion. (26, 17, D) the +10 hand crossbow of the Coin {flame, +Blink} Any ammunition fired from it burns those it strikes, dealing additional fire damage. +Blink: It lets you blink. (26, 22, D) the +8 trident of the Octopus King {venom, rElec rPois Will+} It poisons the flesh of those it strikes. rElec: It insulates you from electricity. rPois: It protects you from poison. Will: It increases your willpower. (26, 37, D) a +3 trident of venom a +0 robe (27, 33, D) the Handbook of Creation Spells Type Level Known a - Summon Guardian Golem Hexes/Summoning 3 no b - Summon Forest Summoning/Translocation 5 no (29, 33, D) the Almanac of Combat Magic Spells Type Level Known a - Iskenderun's Mystic Blast Conjuration/Translocation 4 no b - Fireball Conjuration/Fire 5 yes c - Starburst Conjuration/Fire 6 no (34, 28, D) a +0 robe (35, 28, D) a +0 trident (35, 29, D) a staff of air (36, 28, D) a lightning rod (4/4) (36, 29, D) a +2 dagger of holy wrath (37, 28, D) a Young Poisoner's Handbook (38, 10, D) a +0 demon blade of venom a +2 scale mail of cold resistance a ring of fire (38, 28, D) a lightning rod (4/4) (38, 33, D) the +8 glaive of the Guard {elec, spectral, AC+5} It occasionally discharges a powerful burst of electricity upon striking a foe. When it strikes, its spirit leaps out and fights alongside the wielder. AC: It affects your AC (+5). (39, 19, D) the +9 quarterstaff "Larrob" {drain, rPois rN+++ Dex-3 Stlth+} A truly terrible weapon, it drains the life of any living foe it strikes. Dex: It affects your dexterity (-3). rPois: It protects you from poison. rN: It renders you almost immune to negative energy. Stlth: It makes you more stealthy. (39, 28, D) a +3 leather armour of cold resistance (39, 29, D) a +0 flail of protection (39, 34, D) a +0 demon trident a ring of ice (39, 36, D) a +3 quarterstaff of pain a +4 chain mail of positive energy the ring of Fungusmy {Ice rPois} [ring of ice] It enhances your ice magic. rF: It makes you vulnerable to fire. rC: It protects you from cold. rPois: It protects you from poison. (40, 1, D) the +10 short sword of the First Visionaries {elec, rElec Will+ Str+4} It occasionally discharges a powerful burst of electricity upon striking a foe. Str: It affects your strength (+4). rElec: It insulates you from electricity. Will: It increases your willpower. (40, 28, D) a +1 mace of protection (40, 29, D) a +2 demon trident of draining (41, 15, D) the Collected Works on Unstable Toxins Spells Type Level Known a - Ignite Poison Fire/Transmutation/Poison 3 no b - Spider Form Transmutation/Poison 3 no c - Eringya's Noxious Bog Transmutation/Poison 6 no d - Necromutation Transmutation/Necromancy 8 no (41, 28, D) a +1 rapier of venom (41, 29, D) a phantom mirror (41, 35, D) a +0 trident (still there?) a +1 chain mail of cold resistance (still there?) (42, 28, D) the Unrestrained Analects (43, 28, D) the Volume of Bewitching Dark Magic Spells Type Level Known a - Corona Hexes 1 no b - Pain Necromancy 1 yes c - Necromutation Transmutation/Necromancy 8 no (43, 29, D) the +5 flail of Laabli {vorpal, Int+7 Dex+2} It inflicts extra damage upon your enemies. Int: It affects your intelligence (+7). Dex: It affects your dexterity (+2). (44, 28, D) a condenser vane (49, 36, D) the Papyrus of Evil Magic Spells Type Level Known a - Borgnjor's Vile Clutch Necromancy/Earth 5 no b - Simulacrum Ice/Necromancy 6 no c - Infestation Necromancy 8 no (50, 42, D) a +0 flail of protection a +0 robe a +0 rapier a +0 animal skin 4 scrolls of enchant armour (51, 13, D) the +5 robe of Nacyvekh {Rampage Slay+4} Slay: It affects your accuracy & damage with ranged weapons and melee (+4). Rampage: It bestows one free step when moving towards enemies. (53, 0, D) the +8 demon trident "Rift" {distort, reach+} It warps and distorts space around it, and may blink, banish, or inflict extra damage upon those it strikes. Unwielding it can cause banishment or high damage. It can reach especially far, and its reaching attacks ignore other creatures in the way. (53, 5, D) the +6 falchion "Lacertilianbane" {vorpal, rN++ Dex+5 Stlth-} It inflicts extra damage upon your enemies. Dex: It affects your dexterity (+5). rN: It greatly protects you from negative energy. Stlth: It makes you less stealthy. (53, 13, D) the +9 rapier of the Enchanted Forest {holy, rF+} It has been blessed by the Shining One to cause great damage to the undead and demons. rF: It protects you from fire. (53, 37, D) the +6 flail "Cyehoej" {drain, *Corrode rC+ Will+ MP+9} A truly terrible weapon, it drains the life of any living foe it strikes. rC: It protects you from cold. MP: It affects your magic capacity (+9). *Corrode: It may corrode you when you take damage. Will: It increases your willpower. (54, 24, D) Leufotin's Reference Book on the Compass and the Mountains Spells Type Level Known a - Portal Projectile Hexes/Translocation 3 no b - Iskenderun's Mystic Blast Conjuration/Translocation 4 no c - Animate Armour Summoning/Earth 4 no (55, 13, D) Rauttof's Grimoire of Warped Enchantment Spells Type Level Known a - Apportation Translocation 1 no b - Teleport Other Translocation 3 no c - Silence Hexes/Air 5 yes (59, 36, D) the Guide on Stolen Souls and Enchantment Spells Type Level Known a - Sublimation of Blood Necromancy 2 no b - Summon Guardian Golem Hexes/Summoning 3 no c - Inner Flame Hexes/Fire 3 no d - Necromutation Transmutation/Necromancy 8 no (61, 0, D) a +4 chain mail of cold resistance (61, 8, D) Great Wizards, Vol. II (61, 11, D) (unseen) (61, 16, D) a lightning rod (4/4) (61, 26, D) a tin of tremorstones (2/2) (62, 8, D) a staff of earth (62, 9, D) the +2 scale mail of Mental Paralysis {Dex+2 Slay+2 Stlth-} Dex: It affects your dexterity (+2). Slay: It affects your accuracy & damage with ranged weapons and melee (+2). Stlth: It makes you less stealthy. (62, 16, D) a ring of protection from fire (62, 26, D) a +2 pair of boots of stealth (63, 0, D) a +6 longbow of freezing (63, 8, D) a book of Armaments (63, 31, D) 4 arrows (64, 20, D) a +0 long sword a +0 robe (64, 33, D) 16 arrows (69, 9, D) the +4 flail "Ynuvotuve" {protect, rElec Int+5 Dex-4} It grants its wielder temporary protection when it strikes (+7 to AC). Int: It affects your intelligence (+5). Dex: It affects your dexterity (-4). rElec: It insulates you from electricity. (69, 36, D) the +5 ring mail of an ice cave {Harm Int+3 Dex-5} Int: It affects your intelligence (+3). Dex: It affects your dexterity (-5). Harm: It increases damage dealt and taken. (70, 37, D) a book of the Sky (70, 40, D) (unseen) (71, 36, D) a +1 leather armour of fire resistance (71, 37, D) a +4 dagger of venom (72, 17, D) the +1 ring mail "Loixt" {Str+4 Int+3 Dex+4} Str: It affects your strength (+4). Int: It affects your intelligence (+3). Dex: It affects your dexterity (+4). (72, 36, D) a phial of floods (73, 27, D) the +5 rapier "Orchabiusk" {drain, Int+3 Dex+2 SInv} A truly terrible weapon, it drains the life of any living foe it strikes. Int: It affects your intelligence (+3). Dex: It affects your dexterity (+2). SInv: It lets you see invisible. (73, 36, D) the +2 hand crossbow of the Eternal Warrior {vorpal, rElec rF+ Str+7 Int+3} Any ammunition fired from it inflicts extra damage upon your enemies. Str: It affects your strength (+7). Int: It affects your intelligence (+3). rF: It protects you from fire. rElec: It insulates you from electricity. (73, 37, D) the Papyrus of Transmutation Spells Type Level Known a - Beastly Appendage Transmutation 1 no b - Yara's Violent Unravelling Hexes/Transmutation 5 no c - Necromutation Transmutation/Necromancy 8 no (74, 21, D) the +0 staff of Battle It enhances your conjuration magic. It summons a battlesphere in combat, with strength depending on Conjurations skill.