BorgnjorsVileCrotch Level 1 of the Dungeon (0, 0, D:1) the horn of Geryon the +5 Storm Queen's Shield {shock, Fly rElec} Shock: When it blocks an attack, it may electrocute the attacker. This works even against foes who are a short distance away. rElec: It insulates you from electricity. Fly: It grants you flight. the +0 toga "Victory" {*Victory Clar} *Victory: When the wearer kills a threatening monster, it has a chance to gain +1 AC, +1 Slay, and +1 Int, capping at +7. When the wearer uses a scroll or a potion with a hostile monster in sight, its bonuses reset to +0. Unequipping it also resets its bonuses to +0. Clar: It protects you from confusion, rage, mesmerisation and fear. the +4 consecrated labrys {holy, Valiant Fragile Fly SInv} Valiant: It becomes more powerful as more dangerous foes come into view. SInv: It lets you see invisible. Fly: It grants you flight. Fragile: It will be destroyed if unequipped. the +5 Force Lance {heavy, knockback} the +2 pair of slick slippers {slick, slippery, EV+4} Slick: Its wearer cannot be constricted, engulfed, netted or webbed. Slippery: Its wearer slips away from damaging melee attacks, pulling the attacker onward. EV: It affects your evasion (+4). the Hermit's Pendant {Faith Invo=14 Evo=0 MP+5} [amulet of faith] Invo=14: It sets your Invocations skill to 14. Evo=0: It sets your Evocations skill to 0. It allows you to gain divine favour quickly. MP: It affects your magic capacity (+5). the +5 Lochaber axe {reach-cleave, Poleaxe Drain} Poleaxe: It uses either Axes or Polearms skill, whichever is higher. Drain: It drains your maximum health when unequipped. the +3 pair of mountain boots {steadfast, rC+} Steadfast: It prevents involuntary movement, except for blinking, teleportation, or banishment. rC: It protects you from cold. the amulet of Elemental Vulnerability {rPois rF-- rC-- AC+8} [amulet of nothing] AC: It affects your AC (+8). rF: It makes you very vulnerable to fire. rC: It makes you very vulnerable to cold. rPois: It protects you from poison. the +8 trishula "Condemnation" {holy, anguish, *Noise Fly rN+} rN: It protects you from negative energy. Fly: It grants you flight. *Noise: It may make noises in combat. the +7 staff of the Meek {protect, meekguard} the +7 Throatcutter {drain, coup de grace} the +5 woodcutter's axe the +1 Delatra's gloves {ID++} ID++: It heals its wearer when they drink unknown potions, and restores their MP when they read unknown scrolls. the dreamshard necklace {*Dream Drain} [amulet of nothing] *Dream: It shatters if its wearer takes lethal or near-lethal damage, preventing the blow and releasing protective dreams that heal and fight for the wearer. Drain: It drains your maximum health when unequipped. the +3 Mad Mage's Maulers {Infuse+∞ VampMP -Cast} Infuse+∞: It empowers its wearer's blows with all of their magic. VampMP: Blows struck in melee replenish the wearer's magic. -Cast: It prevents spellcasting. the +3 pair of seven-league boots {Rampage+∞} Rampage+∞: When moving toward enemies, its wearer moves as far as possible, alerting their target en route. the +4 Cigotuvi's embrace {Corpsefed rMiasma Drain rN+} Corpsefed: It gathers nearby corpses to temporarily increase the armour it provides. rMiasma: It protects you from foul pestilence. rN: It protects you from negative energy. Drain: It drains your maximum health when unequipped. the sphere of Battle It enhances your destructive magic. It weakens your non-destructive magic. It summons a battlesphere in combat, with strength depending on Conjurations skill. the +8 demon trident "Rift" {distort, reach+} the +2 Maxwell's thermic engine {flame, freeze, rev} the amulet of invisibility {+Inv} [amulet of nothing] +Inv: It lets you turn invisible. the +3 warlock's mirror {omnireflect} Omnireflect: It can block and reflect piercing ranged attacks and magical attacks against the wielder's willpower. the +12 armour of Talos {ponderous, rF+} rF: It protects you from fire. the +8 frozen axe "Frostbite" {freeze, freezing cloud, *Noise Fly rC+} rC: It protects you from cold. Fly: It grants you flight. *Noise: It may make noises in combat. the +7 Kryia's mail coat {PotionHeal*2 rC+} PotionHeal*2: Potions heal its wearer twice as much. rC: It protects you from cold. the +1 robe of Vines {NoPotionHeal Regen++++} NoPotionHeal: Its wearer cannot be healed by potions. Regen: It increases your rate of health regeneration. the +3 crown of Eternal Torment {rTorment HP-- Drain rN+++ SInv} rN: It renders you almost immune to negative energy. SInv: It lets you see invisible. Drain: It drains your maximum health when unequipped. the +0 Maxwell's etheric cage {RegenMP+ Contam rElec MP+4} rElec: It insulates you from electricity. MP: It affects your magic capacity (+4). Contam: It causes magical contamination when unequipped. the +12 pair of quick blades "Gyre" and "Gimble" {protect} the +6 Majin-Bo {spellvamp, MP+6 Int+6} Int: It affects your intelligence (+6). MP: It affects your magic capacity (+6). the +8 orange crystal plate armour {Archmagi, Int+3 Clar} Int: It affects your intelligence (+3). Clar: It protects you from confusion, rage, mesmerisation and fear. the +7 great mace "Firestarter" {flame, immolate, rFlCloud rF++} rFlCloud: It grants immunity to clouds of flame. rF: It greatly protects you from fire. the +7 lajatang of Order {silver, rMut} rMut: It protects you from mutation. the +5 demon whip "Spellbinder" {antimagic, disrupt, Will+} Will: It increases your willpower. the +8 arc blade {discharge, rElec} rElec: It insulates you from electricity. the +2 hat of the High Council {Archmagi, Wiz- Stlth-} Stlth: It makes you less stealthy. the +10 dark maul {heavy} the +3 pair of boots of the spider {obsolete, Stlth+} Stlth: It makes you more stealthy. the macabre finger necklace {Finger+ rN+} [amulet of nothing] Finger+: It enables you to equip an extra ring. rN: It protects you from negative energy. the +4 moon troll leather armour {Spirit, Regen++ MP+5} MP: It affects your magic capacity (+5). Regen: It increases your rate of health regeneration. the +∞ Axe of Woe a ring of the Octopus King {Wiz HP+2 AC+2 EV+2 SH+2} [ring of wizardry] It improves your spell success rate. AC: It affects your AC (+2). EV: It affects your evasion (+2). HP: It affects your health (+2). SH: It affects your SH (+2). a ring of the Octopus King {HP+2 AC+2 EV+2 SH+2 SInv} [ring of see invisible] AC: It affects your AC (+2). EV: It affects your evasion (+2). HP: It affects your health (+2). SInv: It lets you see invisible. SH: It affects your SH (+2). a ring of the Octopus King {rC+ HP+2 AC+2 EV+2 SH+2} [ring of protection from cold] AC: It affects your AC (+2). EV: It affects your evasion (+2). rC: It protects you from cold. HP: It affects your health (+2). SH: It affects your SH (+2). a ring of the Octopus King {rN+ HP+2 AC+2 EV+2 SH+2} [ring of positive energy] AC: It affects your AC (+2). EV: It affects your evasion (+2). rN: It protects you from negative energy. HP: It affects your health (+2). SH: It affects your SH (+2). a ring of the Octopus King {Fly HP+2 AC+2 EV+2 SH+2} [ring of flight] AC: It affects your AC (+2). EV: It affects your evasion (+2). HP: It affects your health (+2). Fly: It grants you flight. SH: It affects your SH (+2). a ring of the Octopus King {rCorr HP+2 AC+2 EV+2 SH+2} [ring of resist corrosion] AC: It affects your AC (+2). EV: It affects your evasion (+2). HP: It affects your health (+2). rCorr: It protects you from acid and corrosion. SH: It affects your SH (+2). a ring of the Octopus King {HP+2 MP+9 AC+2 EV+2 SH+2} [ring of magical power] AC: It affects your AC (+2). EV: It affects your evasion (+2). HP: It affects your health (+2). MP: It affects your magic capacity (+9). SH: It affects your SH (+2). a ring of the Octopus King {rF+ HP+2 AC+2 EV+2 SH+2} [ring of protection from fire] AC: It affects your AC (+2). EV: It affects your evasion (+2). rF: It protects you from fire. HP: It affects your health (+2). SH: It affects your SH (+2). the +4 dragonskin cloak Avatar's Aegis: It grants the wearer a chance to resist fire, cold, poison, electricity, acid, and negative energy. the +6 shillelagh "Devastator" {shatter} the +8 autumn katana {manifold assault} the amulet of Vitality {RegenMP++ Regen++} [amulet of magic regeneration] It increases your rate of magic regeneration. Regen: It increases your rate of health regeneration. the +10 Black Knight's barding {ponderous, rPois rN+} rPois: It protects you from poison. rN: It protects you from negative energy. the +6 lightning scales {swift, rElec} Swift: It allows the wearer to cover ground more swiftly. rElec: It insulates you from electricity. the +16 obsidian axe {drain, demonic, Mesm Drain Fly SInv} Mesm: Its wielder is mesmerised by any visible foes, and it cannot be unequipped while any foes are visible. SInv: It lets you see invisible. Fly: It grants you flight. Drain: It drains your maximum health when unequipped. the +3 hat of Pondering {ponderous, Will+ MP+10 Int+5} Int: It affects your intelligence (+5). MP: It affects your magic capacity (+10). Will: It increases your willpower. the +3 robe of Clouds {*Thunder rCloud rElec} *Thunder: It occasionally creates storm clouds above nearby enemies. rCloud: It grants its wearer immunity to clouds. rElec: It insulates you from electricity. the brooch of Shielding {Spirit SH+8} [amulet of guardian spirit] It causes incoming damage to be divided between your reserves of health and magic. SH: It affects your SH (+8). the ring of the Mage {Wiz Archmagi} [ring of wizardry] It improves your spell success rate. Archmagi: It increases the power of your magical spells. the ring of the Tortoise {AC+8} [ring of protection] AC: It affects your AC (+8). the ring of the Hare {EV+10} [ring of evasion] EV: It affects your evasion (+10). the necklace of Bloodlust {Fury *Rage Will++ Int-3 Slay+6} [amulet of nothing] Fury: It extends the wearer's berserk rage when killing foes. Int: It affects your intelligence (-3). Slay: It affects your accuracy & damage with ranged weapons and melee (+6). *Rage: It berserks you when you make melee attacks (+50% chance). Will: It greatly increases your willpower. the amulet of the Four Winds {rN+ Will+++ Clar} [amulet of nothing] rN: It protects you from negative energy. Clar: It protects you from confusion, rage, mesmerisation and fear. Will: It greatly increases your willpower. the amulet of Cekugob {Acrobat -Tele rElec rPois rN++ AC+1 EV+1} [amulet of the acrobat] It increases your evasion while moving and waiting. AC: It affects your AC (+1). EV: It affects your evasion (+1). rElec: It insulates you from electricity. rPois: It protects you from poison. rN: It greatly protects you from negative energy. -Tele: It prevents most forms of teleportation. the ring of Shadows {Umbra +Inv Stlth+} [ring of stealth] Umbra: It surrounds you with an aura of shadow, increasing your stealth and reducing the accuracy of all others within it. +Inv: It lets you turn invisible. Stlth: It makes you more stealthy. the amulet of the Air {Inacc Air Fly rElec RMsl} [amulet of nothing] Inacc: It reduces the accuracy of your attacks and spells. Air: It enhances your air magic. rElec: It insulates you from electricity. Fly: It grants you flight. RMsl: It protects you from missiles. the +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} Loud: It is deafeningly noisy when blocking attacks. EV: It affects your evasion (-5). rN: It protects you from negative energy. rCorr: It protects you from acid and corrosion. Will: It increases your willpower. the +2 ratskin cloak {*Rats rPois rN+ Str-1 Int-1 Dex+1} *Rats: When the wearer is hurt, rats may emerge from it to assist them. Str: It affects your strength (-1). Int: It affects your intelligence (-1). Dex: It affects your dexterity (+1). rPois: It protects you from poison. rN: It protects you from negative energy. the +1 cloak of Starlight {*Dazzle EV+4 Stlth--} *Dazzle: It may blind those who miss an attack against the wearer in melee combat. EV: It affects your evasion (+4). Stlth: It makes you much less stealthy. the +0 pair of fencer's gloves {Riposte Dex+3} Riposte: It allows the wearer to riposte with melee weapons, swiftly retaliating against missed or blocked melee attacks. Dex: It affects your dexterity (+3). the -2 hat of the Alchemist {rElec rPois rF+ rC+ rN+ Will+ rMut rCorr} rF: It protects you from fire. rC: It protects you from cold. rElec: It insulates you from electricity. rPois: It protects you from poison. rN: It protects you from negative energy. rCorr: It protects you from acid and corrosion. rMut: It protects you from mutation. Will: It increases your willpower. the +9 scales of the Dragon King {rPois rF+ rC+ Will+} rF: It protects you from fire. rC: It protects you from cold. rPois: It protects you from poison. Will: It increases your willpower. the +5 robe of Night {Dark Will+ SInv} Dark: It shrouds the wearer in darkness, reducing the range at which they can see and be seen by others. SInv: It lets you see invisible. Will: It increases your willpower. the +0 mask of the Dragon {Will+ Slay+3 SInv} Slay: It affects your accuracy & damage with ranged weapons and melee (+3). SInv: It lets you see invisible. Will: It increases your willpower. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} rElec: It insulates you from electricity. -Cast: It prevents spellcasting. -Tele: It prevents most forms of teleportation. rCorr: It protects you from acid and corrosion. Will: It increases your willpower. the +4 robe of Folly {Brill Will-∞ Int+8} Brill: It increases the power of your magical spells and halves their MP cost (rounding up). Will-∞: It reduces your willpower to zero. Int: It affects your intelligence (+8). the +2 shield of Resistance {rF++ rC++ Will++} rF: It greatly protects you from fire. rC: It greatly protects you from cold. Will: It greatly increases your willpower. the +3 pair of gauntlets of War {Slay+5} Slay: It affects your accuracy & damage with ranged weapons and melee (+5). the +3 salamander hide armour {Flames, rFlCloud rF++ rC--} Flames: It surrounds you with flame clouds and enhances your fire magic. rFlCloud: It grants immunity to flame clouds. rF: It greatly protects you from fire. rC: It makes you very vulnerable to cold. the +4 skin of Zhor {*Englaciate rC+++ SInv} *Englaciate: It radiates cold, occasionally slowing all nearby creatures who are not resistant to cold. rC: It renders you almost immune to cold. SInv: It lets you see invisible. the +18 Lear's hauberk the +2 hood of the Assassin {Detect Stab+ Stlth++} Detect: It allows the wearer to sense nearby creatures. Stab+: It allows the wearer to make particularly effective stabbing attacks against helpless or unaware enemies with any weapon. Stlth: It makes you much more stealthy. the +3 cloak of Flash {Fly EV+4} EV: It affects your evasion (+4). Fly: It grants you flight. the +5 robe of Misfortune {Harm *Corrode *Slow EV+5} EV: It affects your evasion (+5). *Corrode: It may corrode you when you take damage. *Slow: It may slow you when you take damage. Harm: It increases damage dealt and taken. the +2 hat of the Bear Spirit {Spirit, Bear, *Rage Will++} Bear: Going berserk makes the wearer exceptionally tough, and they are slowed for a shorter time afterward. *Rage: It berserks you when you make melee attacks (+20% chance). Will: It greatly increases your willpower. the +3 crown of Dyrovepreva {rElec Int+2 SInv} Int: It affects your intelligence (+2). rElec: It insulates you from electricity. SInv: It lets you see invisible. the +15 tower shield "Bullseye" {EV-5} EV: It affects your evasion (-5). the +2 cloak of the Thief {*Fog Slay-2 SInv Stlth+} *Fog: It may release a thick cloud of smoke when the wearer is hurt. Slay: It affects your accuracy & damage with ranged weapons and melee (-2). SInv: It lets you see invisible. Stlth: It makes you more stealthy. the +4 robe of Augmentation {Str+4 Int+4 Dex+4} Str: It affects your strength (+4). Int: It affects your intelligence (+4). Dex: It affects your dexterity (+4). the +10 tower shield of Ignorance {rN+ Int-4} Int: It affects your intelligence (-4). rN: It protects you from negative energy. the +8 storm bow {elec, penet} the +7 captain's cutlass {speed, disarm} the +6 Lehudib's crystal spear {Int+3} Int: It affects your intelligence (+3). the +27 knife of Accuracy the +8 whip "Snakebite" {venom, curare, rPois} rPois: It protects you from poison. the +7 great mace "Undeadhunter" {deathbane, rN+} rN: It protects you from negative energy. the +11 plutonium sword {Contam Stlth-} Contam: It causes magical contamination when unequipped. Stlth: It makes you less stealthy. the +7 Spriggan's Knife {stab, EV+4 Stlth+} Stab: It is more effective when stabbing unaware enemies, sometimes treating them as though they were completely helpless. EV: It affects your evasion (+4). Stlth: It makes you more stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} 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 +6 blowgun of the Assassin {stab, +Inv Stlth++} +Inv: It lets you turn invisible. Stlth: It makes you much more stealthy. the +7 longbow "Piercer" {penet, EV-2} EV: It affects your evasion (-2). the +27 heavy crossbow "Sniper" {heavy, Acc+∞ SInv} Acc+∞: It never misses its target. SInv: It lets you see invisible. the +3 Elemental Staff {rElec rF+ rC+ AC+3} It enhances your fire, ice, earth and air magic. AC: It affects your AC (+3). rF: It protects you from fire. rC: It protects you from cold. rElec: It insulates you from electricity. the +8 mithril axe "Arga" {speed, Will+} Will: It increases your willpower. the +8 trident of the Octopus King {venom, rElec rPois} rElec: It insulates you from electricity. rPois: It protects you from poison. the +6 spear of the Botono {reap, Hex rPois rN+ HP-6} rPois: It protects you from poison. rN: It protects you from negative energy. HP: It affects your health (-6). the +10 morningstar "Eos" {elec, Halo rElec} Halo: It grants its wielder a halo, revealing invisible creatures and increasing accuracy against all within it other than the wielder. rElec: It insulates you from electricity. the +13 sword of the Doom Knight {pain, -Cast Will+} -Cast: It prevents spellcasting. Will: It increases your willpower. the +6 arbalest "Damnation" {damnation} the +10 zealot's sword {holy, Zealotry, *Rage rN+ EV+3} Zealotry: Whenever the wielder enters a berserk rage, their allies are berserked alongside them. EV: It affects your evasion (+3). rN: It protects you from negative energy. *Rage: It berserks you when you make melee attacks (+20% chance). the +5 glaive of the Guard {elec, spectral, AC+5} AC: It affects your AC (+5). the +3 giant club "Skullcrusher" {speed, Str+7} Str: It affects your strength (+7). the +8 longbow "Zephyr" {speed, Dex+3 SInv} Dex: It affects your dexterity (+3). SInv: It lets you see invisible. the +3 greatsling "Punk" {acid, rCorr} rCorr: It protects you from acid and corrosion. the +5 scythe "Finisher" {speed, execute} the +4 dagger "Morg" {pain, Will+ Int+5} Int: It affects your intelligence (+5). Will: It increases your willpower. the +9 dagger of Chilly Death {flash freeze, rPois rF- rC++ Will+} rF: It makes you vulnerable to fire. rC: It greatly protects you from cold. rPois: It protects you from poison. Will: It increases your willpower. the +8 demon blade "Leech" {evervamp, Harm Drain rN+} rN: It protects you from negative energy. Drain: It drains your maximum health when unequipped. Harm: It increases damage dealt and taken. the +1 eveningstar "Brilliance" {holy, rN+ AC+5 Int+5} AC: It affects your AC (+5). Int: It affects your intelligence (+5). rN: It protects you from negative energy. the +6 scimitar of Flaming Death {sticky flame, rPois rF++ rC- Will+} rF: It greatly protects you from fire. rC: It makes you vulnerable to cold. rPois: It protects you from poison. Will: It increases your willpower. the +8 demon blade "Bloodbane" {drain, *Rage Stlth-} *Rage: It berserks you when you make melee attacks (+5% chance). Stlth: It makes you less stealthy. the +7 faerie dragon scales {rCorr Dex+3} Dex: It affects your dexterity (+3). rCorr: It protects you from acid and corrosion. the +13 sceptre of Asmodeus Fire Summon: It may summon demons of flame and damnation when striking foes. the orb of Dispater {+Damnation *Corrode AC+5} +Damnation: It grants the ability to hurl damnation at the cost of health and magic, with strength depending on Evocations skill. AC: It affects your AC (+5). *Corrode: It may corrode you when you take damage. the +6 sword of Cerebov {flame} the +9 sword of Zonguldrok {reap} the +7 sceptre of Torment {pain, torment} the +13 scythe of Curses {drain, curses, Drain} Drain: It drains your maximum health when unequipped. the +8 Vampire's Tooth {megavamp} the crystal ball of Wucad Mu {*channel} *Channel: It often returns the magic spent to cast spells, but lowers their success rate. It always returns the magic spent on miscasts. the +9 staff of Olgreb {rPois∞} It enhances your poison magic. It grants immunity to poison. It can be activated via the 'a'bility menu to radiate toxic energy, with effectiveness depending on Evocations skill. the +9 sword of Power {lifebolt} the +12 glaive of Prune {freeze, Prune} Prune: It halves damage taken while paralysed, petrified or unconscious. the +7 mace of Variability {chaos, chaos arc} the +8 Wrath of Trog {antimagic, *Rage Rampage} It causes slowness and exhaustion when equipped. It extends the wielder's berserk rage when killing foes. *Rage: It berserks you when you make melee attacks (+50% chance). Rampage: It bestows one free step when moving towards enemies. the +11 Singing Sword {sonic wave} (1, -6, D:1) 5 stones (18, -19, D:1) 8 gold pieces (22, -11, D:1) a +0 antimagic spear (unseen) Level 2 of the Dungeon (1, 3, D:2) 6 stones