Burgietje the Dungeon (62, 0, D) a bolt (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 +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 cursed +14 obsidian axe {chop, +Fly Str+3 SInv *Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It lets you see invisible. 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" {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 +8 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. 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 +1 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). (62, 1, D) the +13 sword of the Doom Knight {pain, -Cast MR+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your resistance to hostile enchantments. It prevents spellcasting. (63, 1, D) an uncursed staff of death (67, 1, D) a +1 leather armour of poison resistance (68, 1, D) an uncursed staff of power (69, 1, D) a fan of gales (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (62, 2, D) the Compendium of Feathery Confrontation Spells Type Level a - Flame Tongue Conjuration/Fire 1 b - Magic Dart Conjuration 1 c - Lightning Bolt Conjuration/Air 5 d - Conjure Ball Lightning Conjuration/Air 6 (73, 2, D) a lamp of fire (75, 2, D) a +2 troll leather armour (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 (3, 4, D) a +5 greatsling a +5 hunting sling a +5 longbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand crossbow (4, 4, D) a +5 bardiche a +5 demon trident (10, 4, D) a disc of storms (4, 5, D) a +5 executioner's axe (unseen) (7, 5, D) 42 fruits 4 bread rations (10, 5, D) an uncursed ring of flight (63, 5, D) a steam dragon hide (10, 6, D) an uncursed staff of energy a crystal ball of energy (61, 6, D) a swamp drake skeleton (4, 7, D) a +3 large shield a +3 shield a +3 buckler (4, 8, D) 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) an uncursed staff of air (63, 9, D) an uncursed staff of fire (70, 9, D) a +0 plate armour of fire resistance (71, 9, D) a +2 plate armour of cold resistance (62, 10, D) a book of Enchantments (70, 10, D) a Necronomicon (72, 10, D) The Handbook of Greatest Risks and Utility Spells Type Level a - Orb of Destruction Conjuration 7 b - Delayed Fireball Conjuration/Fire 7 c - Summon Hydra Summoning 7 d - Dragon Form Transmutation 7 (61, 11, D) a +0 flail a +0 robe (59, 13, D) an uncursed staff of power a +0 robe (61, 13, D) a +0 scythe a +2 robe of cold resistance a +2 quarterstaff of chaos (69, 17, D) a bolt (71, 17, D) an uncursed ring of positive energy (73, 17, D) a book of Fire (71, 18, D) a book of the Tempests (72, 18, D) a plain deck of escape (73, 18, D) the +1 robe "Jemaej" {Dex+4} It affects your dexterity (+4).