Somebody 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 +6 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 +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 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 recurse itself when equipped. It has a curse placed upon it. (11, 1, D) the +7 great mace "Firestarter" {flame, inner flame, rF++} It emits flame when wielded, 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 recurse 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 recurse itself when equipped. It has a curse placed upon it. the +0 Sword of Power the +14 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). (60, 1, D) an arrow (61, 1, D) a +3 leather armour of fire resistance (62, 1, D) an uncursed staff of air (67, 1, D) the +1 hand crossbow of Tension {elec, rC+ Int-5 Dex+4} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It affects your intelligence (-5). It affects your dexterity (+4). It protects you from cold. (68, 1, D) a +3 scale mail of positive energy (69, 1, D) a +0 trident (still there?) an uncursed staff of wizardry (still there?) (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +4 scimitar of slicing (64, 2, D) an arrow (73, 2, D) an uncursed staff of poison (75, 2, D) a +1 falchion of holy wrath (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (68, 3, D) a +0 trident (3, 4, D) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche (unseen) (10, 4, D) a disc of storms (4, 5, D) a +5 executioner's axe (unseen) (10, 5, D) a +6 ring of dexterity a +6 ring of strength a +6 ring of strength a +6 ring of dexterity an uncursed ring of flight (10, 6, D) a crystal ball of energy (62, 6, D) 2 arrows (67, 6, D) a tomahawk (69, 6, D) 3 throwing nets (70, 6, D) a +0 trident (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +3 scale mail of fire resistance (70, 9, D) a +2 short sword of holy wrath (72, 9, D) a box of beasts (70, 10, D) a +4 war axe of draining (72, 10, D) the +2 pair of boots of the Evening {+Fly rElec rC+ MP-9 Str+4 SInv} It affects your strength (+4). It protects you from cold. It insulates you from electricity. It affects your magic capacity (-9). It enhances your eyesight. It lets you fly. (71, 17, D) the +8 rapier of Suys Huj {freeze, Dex+5} 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 (+5). (73, 17, D) a potion of might (71, 18, D) a +0 pair of gloves of dexterity (72, 18, D) a +6 ring of dexterity (73, 18, D) the +3 hand axe of Dullness {freeze, rF- rC++ MR+ Str+3} 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 strength (+3). It makes you vulnerable to fire. It greatly protects you from cold. It affects your resistance to hostile enchantments.