haldagan the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (unseen) (4, 2, D) a +5 quick blade (unseen) (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (10, 1, D) 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 +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 +12 broad axe of Checkmate {freeze, rN+++ Int+6} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your intelligence (+6). It renders you almost immune to negative energy. (10, 4, D) a lightning rod (4/4) (10, 5, D) an uncursed ring of flight (11, 1, 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 +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 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 +0 sword of Power the -2 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). (59, 36, D) the ring of Xom's Recklessness {*Contam rF+ MR- Dex+8 Stlth-} [ring of loudness] It affects your dexterity (+8). It protects you from fire. It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. (59, 41, D) an arrow (59, 42, D) an arrow (60, -1, D) 2 arrows (60, 1, D) a +0 long sword a +0 ring mail (60, 36, D) an uncursed staff of power (61, 0, D) a +0 scimitar of holy wrath (61, 1, D) a +0 shortbow a +0 short sword 14 arrows a +0 leather armour a +0 short sword a +0 leather armour (61, 2, D) 2 arrows (61, 26, D) a manual of Polearms (61, 37, D) Jemixio's Compendium of Transmigration and Calling Spells Type Level a - Summon Butterflies Summoning 1 b - Summon Ice Beast Ice/Summoning 4 c - Ice Form Ice/Transmutation 4 d - Summon Forest Summoning/Translocation 5 (61, 44, D) 2 arrows (62, 9, D) the cursed +2 mace "Qeawn" {pain, +Inv Str-3 Dex+3} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your strength (-3). It affects your dexterity (+3). It lets you turn invisible. It has a curse placed upon it. (62, 16, D) a cursed staff of poison (62, 26, D) an uncursed staff of conjuration (62, 27, D) a +0 plate armour of poison resistance (62, 30, D) a +0 rapier (unseen) (62, 33, D) a +0 dagger (unseen) (62, 36, D) a +1 hat of intelligence (62, 37, D) a sack of spiders (63, 0, D) an uncursed staff of energy (63, 2, D) a +0 long sword (63, 8, D) the +5 ring mail "Aducreoc" {*Corrode rElec rN+ SInv} It insulates you from electricity. It protects you from negative energy. It lets you see invisible. It may corrode you when you take damage. (63, 17, D) the +8 falchion of Neurosis {slice, SInv} It inflicts extra damage upon your enemies. It lets you see invisible. (63, 26, D) a +4 rapier of freezing (63, 27, D) a +3 giant spiked club (63, 31, D) a +0 spear (unseen) (63, 32, D) a wolf corpse (skeletalised by now) (63, 37, D) a manual of Armour (64, 17, D) the +10 storm dragon scales of Kenuduch {rElec rPois rC- rCorr Int+4} It affects your intelligence (+4). It makes you vulnerable to cold. It insulates you from electricity. It protects you from poison. It protects you from acid and corrosion. (64, 27, D) +1 pearl dragon scales (64, 31, D) a +0 spear a +0 buckler a spriggan corpse (skeletalised by now) (65, 26, D) a +5 dagger of venom (69, 0, D) the cursed +0 morningstar "Boitemm" {antimagic, -Tele +Rage rElec Str+3} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It affects your strength (+3). It insulates you from electricity. It lets you go berserk. It prevents most forms of teleportation. It has a curse placed upon it. (69, 9, D) a +0 longbow a +0 dagger a +0 leather armour 14 arrows (69, 10, D) an arrow (69, 11, D) an arrow (69, 36, D) a +1 shortbow of freezing (69, 42, D) a +0 dagger (unseen) (70, 8, D) the +8 short sword "Tacoqul" {pierce, rN+ Int+3} It inflicts extra damage upon your enemies. It affects your intelligence (+3). It protects you from negative energy. (70, 9, D) the cursed +0 short sword "Tycilen" {flame, rF- rN+++ Dex+4 Stlth+} 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 dexterity (+4). It makes you vulnerable to fire. It renders you almost immune to negative energy. It makes you more stealthy. It has a curse placed upon it. (70, 36, D) a lightning rod (4/4) (70, 37, D) an uncursed staff of death (70, 41, D) a +0 whip (70, 42, D) a +0 leather armour (71, 10, D) a +0 dagger (71, 12, D) a +0 short sword (unseen) (71, 13, D) an arrow (71, 17, D) a +1 dagger of electrocution (71, 27, D) a +3 broad axe of freezing (71, 36, D) a +1 quarterstaff of crushing (71, 37, D) the +1 scimitar of the End of Times {flame, +Rage Int+4} 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. Big, fiery blades are also staple armaments of hydra-hunters. It affects your intelligence (+4). It lets you go berserk. (71, 38, D) an uncursed staff of energy an uncursed staff of death (71, 42, D) a +0 war axe (unseen) (72, 9, D) the +11 crystal plate armour "Odaofaino" {Str+4} It affects your strength (+4). (72, 11, D) a +0 rapier (unseen) (72, 13, D) a +0 dagger (72, 16, D) the +2 morningstar of Understanding {crush, Stlth+} It inflicts extra damage upon your enemies. It makes you more stealthy. (72, 27, D) a +2 spear of pain (72, 40, D) a +0 mace a +0 scale mail a cursed -3 whip a +0 leather armour an orc skeleton (72, 42, D) a +0 battleaxe a +0 plate armour (73, 26, D) a +2 hand crossbow of freezing (73, 27, D) a +2 mace of holy wrath (73, 36, D) the +2 great sword "Cyxtedom" {protect, rN+} It protects the one who uses it against injury (+AC on strike). It protects you from negative energy. (73, 37, D) the +1 longbow of Karma {venom, +Blink MR+ Dex+4} It poisons the ammo it fires. It affects your dexterity (+4). It affects your resistance to hostile enchantments. It lets you blink. (73, 38, D) a +0 dagger (unseen) (75, 1, D) a lamp of fire