KuKumber 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 club a +5 great mace (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 large shield a +3 shield a +3 buckler (4, 8, D) a +5 crystal plate armour a +5 shadow dragon armour {Stlth++++} a +5 storm dragon armour {rElec} a +5 ice dragon armour {rC++, rF-} a +5 plate armour (7, 0, D) a +0 flail (10, 1, D) the +18 shield of the Gong {rElec rN+ MR+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. 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 +9 heavy crossbow "Sniper" {velocity, nevermiss, SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. 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 cursed +14 obsidian axe {chop, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. (10, 5, D) an uncursed ring of flight {+Fly, !d} (11, 1, D) the +7 Singing Sword the +0 sword of Power 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 +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} 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 +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 may re-curse itself when equipped. It has a curse placed upon it. 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, 12, D) a +0 dagger (unseen) (60, 12, D) a +0 war axe (unseen) (61, 8, D) a +0 dagger (61, 11, D) a +2 glaive of flaming (61, 12, D) a +0 flail (62, 0, D) a +3 short sword of protection (62, 8, D) the Collected Works on Unholy Rites Spells Type Level a - Control Undead Necromancy 4 b - Bolt of Draining Conjuration/Necromancy 5 c - Cigotuvi's Embrace Necromancy 5 d - Simulacrum Ice/Necromancy 6 (62, 9, D) a book of Misfortune (63, 8, D) a +2 ring of dexterity (67, 0, D) a +1 robe (68, 0, D) a disc of storms (69, 0, D) the cursed +1 flail "Oti Nope" {speed, Int+2} Attacks with this weapon are significantly faster. It affects your intelligence (+2). It has a curse placed upon it. (69, 13, D) a ball python corpse (70, 8, D) a +1 quarterstaff of crushing (70, 9, D) the Volume of Envenoming Spells Type Level a - Sting Conjuration/Poison 1 b - Ignite Poison Fire/Transmutation/Poison 3 c - Venom Bolt Conjuration/Poison 5 d - Alistair's Intoxication Transmutation/Poison 5 e - Poisonous Cloud Conjuration/Poison/Air 6 (70, 12, D) a ball python corpse an adder corpse (71, 16, D) a book of the Sky (71, 17, D) an uncursed ring of stealth (72, 8, D) a crystal ball of energy (72, 9, D) Sif Muna's Papyrus of the Butterfly Spells Type Level a - Pain Necromancy 1 b - Summon Butterflies Summoning 1 c - Summon Small Mammal Summoning 1 d - Summon Guardian Golem Hexes/Summoning 3 e - Control Undead Necromancy 4 f - Summon Mana Viper Hexes/Summoning 5 g - Summon Demon Summoning 5 (72, 16, D) a +2 short sword of speed (72, 17, D) a book of Cantrips (73, 1, D) a book of Ice (73, 16, D) the +3 hand crossbow of Soguoc {penet, rElec rC+ SInv} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. It protects you from cold. It insulates you from electricity. It lets you see invisible. (73, 17, D) a box of beasts (74, 3, D) a hell hound corpse (skeletalised by now) (75, 1, D) a Fen Folio