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 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 recurse itself when equipped. It has a curse placed upon it. the +0 Sword of Power the +13 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). (61, 1, D) an uncursed staff of cold (63, 1, D) an uncursed staff of conjuration (67, 1, D) a scroll of brand weapon (68, 1, D) a +2 scale mail of positive energy (69, 1, D) a scroll of brand weapon (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) the +2 leather armour of Vanity {MR++ Str+2} It affects your strength (+2). It affects your resistance to hostile enchantments. (73, 2, D) a +3 halberd of protection (75, 2, D) a +2 scale mail of cold resistance (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (73, 3, D) a shapeshifter corpse (74, 3, D) a shapeshifter corpse (3, 4, D) 1000 sling bullets a +5 greatsling a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest 1000 bolts 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) (10, 5, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of dexterity an uncursed ring of flight (62, 5, D) a +2 hand axe a +0 robe a +1 long sword a +0 robe (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +0 dagger of venom (62, 9, D) the +3 great sword of Offence {freeze, rN+ Str+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 strength (+2). It protects you from negative energy. (63, 9, D) a manual of Invocations (70, 9, D) a +3 blowgun (71, 9, D) a book of the Warp (72, 9, D) the +2 spear of the Living Dead {antimagic, +Inv rF- Str+3} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your strength (+3). It makes you vulnerable to fire. It lets you turn invisible. (62, 10, D) Eqaw's Grimoire of Shape Shifting Spells Type Level a - Beastly Appendage Transmutation 1 b - Sticks to Snakes Transmutation 2 c - Ice Form Ice/Transmutation 4 d - Alistair's Intoxication Transmutation/Poison 4 e - Hydra Form Transmutation 6 (70, 10, D) a phial of floods (72, 10, D) Easy Magic Spells Type Level a - Conjure Flame Conjuration/Fire 3 b - Tukima's Dance Hexes 3 c - Call Canine Familiar Summoning 3 d - Recall Summoning/Translocation 3 e - Teleport Other Translocation 3 (70, 13, D) a +1 falchion of protection (unseen) (71, 13, D) a +0 club (unseen)