stonage 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 +15 heavy crossbow "Sniper" {velocity, SInv} Any bolt fired from it inflicts extra damage. It enhances your eyesight. the +10 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. the cursed +14 obsidian axe {chop, +Fly Str+3 SInv Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It enhances your eyesight. It lets you fly. It may re-curse itself when equipped. 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 +14 plutonium sword {Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. 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 re-curse 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 re-curse itself when equipped. It has a curse placed upon it. the +0 Sword of Power the +10 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). (61, 1, D) a +5 demon blade of electrocution (62, 1, D) the +1 scale mail "Qegirymp" {Dex+3} It affects your dexterity (+3). (63, 1, D) the +2 leather armour "Khueting" {Contam rElec rC+ Int+3} It affects your intelligence (+3). It protects you from cold. It insulates you from electricity. It causes magical contamination when unequipped. (67, 1, D) the +1 robe of the Leaf {Str+3} It affects your strength (+3). (69, 1, D) a +2 plate armour of fire resistance (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (62, 2, D) a +3 ring mail of cold resistance (73, 2, D) a +2 demon blade of pain (75, 2, D) a +3 leather armour of poison resistance (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 (61, 3, D) a +0 long sword a +0 leather armour (63, 3, D) a +0 scimitar a +0 leather armour a +0 long sword (3, 4, D) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche a +5 demon trident (10, 4, D) a disc of storms (74, 4, D) a cursed -2 dagger a +0 robe a +0 buckler (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (10, 5, D) an uncursed ring of flight (4, 7, D) a +3 large shield a +3 shield a +3 buckler (4, 8, D) a +5 crystal plate armour a +5 gold dragon 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 (61, 9, D) a book of Maledictions (63, 9, D) a plain deck of wonders (70, 9, D) a +5 giant spiked club (71, 9, D) a +0 trident (72, 9, D) a +2 shield of reflection (62, 10, D) an uncursed staff of summoning (70, 10, D) a book of Callings (71, 10, D) a +0 trident a merfolk corpse (skeletalised by now) (72, 10, D) a +0 trident 7 tomahawks a +1 vampiric long sword an uncursed staff of earth a merfolk corpse (skeletalised by now) a merfolk corpse (skeletalised by now) (71, 11, D) a +0 trident (72, 11, D) a +0 trident 3 tomahawks a merfolk corpse (skeletalised by now) (61, 12, D) a +3 whip (71, 14, D) a tomahawk 2 throwing nets (62, 17, D) a +0 rapier the Compendium of the Compass and Stolen Souls Spells Type Level a - Animate Skeleton Necromancy 1 b - Shroud of Golubria Charms/Translocation 2 c - Recall Summoning/Translocation 3 d - Force Lance Conjuration/Translocation 4 e - Simulacrum Ice/Necromancy 6 an elf corpse (63, 17, D) a +0 scimitar a +0 chain mail a cursed -2 buckler a +0 short sword a fan of gales (71, 17, D) a lantern of shadows (72, 17, D) the cursed +0 great mace of Quext {venom, +Rage rElec rC- rN+ MR+ Dex+2} It poisons the flesh of those it strikes. It affects your dexterity (+2). It makes you vulnerable to cold. It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. It lets you go berserk. It has a curse placed upon it. (73, 17, D) a +0 short sword (62, 18, D) a +0 dagger a +0 scimitar a cursed -2 shortbow 16 arrows a plain deck of defence an elf corpse (63, 18, D) a book of Power (64, 18, D) a +0 short sword a box of beasts (71, 18, D) a cursed ring of loudness (73, 18, D) a disc of storms (72, 20, D) a black bear skeleton (70, 22, D) a +0 spear (unseen) (72, 22, D) a +0 spear a +0 buckler a +0 spear a +0 buckler a spriggan corpse (skeletalised by now) (73, 23, D) the +4 war axe of Mief {antimagic, +Inv Str+2 Dex-2} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your strength (+2). It affects your dexterity (-2). It lets you turn invisible. a +0 robe (61, 27, D) a +1 rapier of venom (63, 27, D) the +3 leather armour "Omurghiw" {+Blink rC+ Int-4 Stlth+} It affects your intelligence (-4). It protects you from cold. It lets you blink. It makes you more stealthy. (64, 27, D) the +6 scimitar of Internal Strife {flame, rC++ MR- Dex+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 dexterity (+4). It greatly protects you from cold. It affects your resistance to hostile enchantments. (65, 27, D) a lamp of fire (71, 27, D) a plain deck of changes (72, 27, D) a +0 vampiric spear (73, 27, D) a +3 hand axe of draining (63, 28, D) a fan of gales (64, 28, D) a book of Party Tricks (71, 28, D) a +1 short sword of venom (72, 28, D) a +2 robe of the Archmagi (73, 28, D) an uncursed staff of energy (63, 33, D) a hell hound corpse (59, 37, D) a +4 chain mail of cold resistance (60, 37, D) a scroll of acquirement (61, 37, D) a lamp of fire (62, 37, D) Sif Muna's Papyrus of Creation Spells Type Level a - Summon Small Mammal Summoning 1 b - Recall Summoning/Translocation 3 c - Summon Guardian Golem Hexes/Summoning 4 d - Shadow Creatures Summoning 5 e - Summon Demon Summoning 5 (63, 37, D) a +3 spear of flaming (71, 37, D) an uncursed staff of wizardry (72, 37, D) a fan of gales (73, 37, D) a +2 war axe (still there?) a book of Fire (still there?) (59, 38, D) a phial of floods (60, 38, D) a +1 robe (62, 38, D) a +0 scimitar (still there?) a phial of floods (still there?) (63, 38, D) an uncursed staff of earth (71, 38, D) a +2 dagger of venom (72, 38, D) a +1 leather armour of fire resistance (73, 38, D) a +2 vampiric hand axe