Musteatbrain 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 lets you see invisible. the +10 dark maul {crush} It inflicts extra damage upon your enemies. 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) a +0 shield (still there?) a +0 shield (still there?) a +0 scale mail (still there?) a +0 trident (still there?) the +7 great mace "Firestarter" {inner flame, rF++} (still there?) 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} (still there?) the +14 plutonium sword {*Contam Stlth-} (still there?) It causes magical contamination when unequipped. It makes you less stealthy. the cursed +9 Sword of Zonguldrok {reap, *Curse} (still there?) 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} (still there?) 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 (still there?) the +11 Mace of Variability {chaos} (still there?) Each time it hits an enemy it has a different, random effect. the +7 Singing Sword (still there?) the +7 longbow "Piercer" {penet, EV-2} (still there?) 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 +1 hand axe of flaming (62, 1, D) a +4 hand crossbow of freezing (63, 1, D) a +2 morningstar of freezing (67, 1, D) a book of the Tempests (68, 1, D) a +2 fire dragon armour (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (66, 2, D) a steam dragon skeleton (73, 2, D) a +2 ring of strength (75, 2, D) a +1 scimitar of protection (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) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche (unseen) (62, 4, D) a ball python corpse (63, 4, D) a ball python corpse (4, 5, D) a +5 executioner's axe (unseen) (7, 5, D) a +6 ring of intelligence a +6 ring of intelligence (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) the +7 dagger "Goroneir" {freeze, Dex+2} 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 dexterity (+2). (62, 9, D) a +2 hunting sling of evasion (70, 9, D) a +1 short sword of draining (72, 9, D) an uncursed staff of summoning (62, 10, D) a +2 bardiche of flaming (71, 13, D) an adder corpse (70, 14, D) an adder corpse (still there?) a water moccasin corpse (still there?) (72, 14, D) an adder corpse (71, 17, D) an uncursed ring of magical power (71, 18, D) the amulet "Ikky" {Ward rN+ Int+2} [amulet of warding] It may prevent the melee attacks of summoned creatures. It affects your intelligence (+2). It protects you from negative energy. (73, 18, D) a book of Annihilations