Somebody the Dungeon (3, 1, D) a +5 triple sword (unseen) (3, 2, D) a +5 lajatang (3, 3, D) 1000 sling bullets (unseen) (4, 1, D) a +5 quick blade (unseen) (4, 2, D) a +5 giant spiked club (unseen) (4, 3, D) a +5 bardiche (unseen) (4, 4, D) a +5 executioner's axe (unseen) (4, 6, D) a +3 large shield (unseen) (4, 7, D) a +5 crystal plate armour (unseen) (10, 0, 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 +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 +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 lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. (10, 3, D) a disc of storms (10, 4, D) an uncursed ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of strength a +6 ring of strength (10, 5, D) a crystal ball of energy (11, 0, 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 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 +2 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). (59, 36, D) an uncursed staff of conjuration (59, 37, D) an uncursed ring of poison resistance (60, 36, D) the +8 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It lets you see invisible. It lets you go berserk. (61, 0, D) the +5 arbalest of Death's Door {speed, Fragile +Inv rN++} Attacks with this weapon are significantly faster. It greatly protects you from negative energy. It lets you turn invisible. It will be destroyed if unequipped. (61, 8, D) a piece from Xom's chessboard (61, 16, D) the cursed +1 shortbow of the Last Deaths {flame, rPois rN+} It causes projectiles fired from it to burn those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It protects you from poison. It protects you from negative energy. It has a curse placed upon it. (61, 26, D) a piece from Xom's chessboard (61, 36, D) the cursed +0 scimitar of the Beginning {antimagic, rC+ rN+ Str+4} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your strength (+4). It protects you from cold. It protects you from negative energy. It has a curse placed upon it. (61, 37, D) an uncursed staff of conjuration (62, 0, D) a +6 ring of intelligence (62, 1, D) an uncursed ring of fire (62, 8, D) the +4 glaive of Pakellas's Benevolence {holy, MR+} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your resistance to hostile enchantments. (62, 9, D) a +0 robe (62, 16, D) a +0 plate armour of fire resistance (62, 17, D) a lantern of shadows (62, 26, D) an uncursed staff of conjuration (62, 27, D) a +3 ring of protection (62, 31, D) a fire drake corpse (skeletalised by now) (62, 36, D) an uncursed ring of wizardry (62, 37, D) a +1 dagger of venom (63, 0, D) a +2 mace of protection (63, 5, D) a +1 falchion a +0 robe (63, 8, D) a cursed staff of fire (63, 16, D) the Incunabulum of Damaging Air Spells Type Level a - Conjure Flame Conjuration/Fire 3 b - Static Discharge Conjuration/Air 3 c - Silence Hexes/Air 5 d - Tornado Air 9 (63, 17, D) an uncursed staff of wizardry {!a} (63, 27, D) the +3 flail "Cufeceq" {flame, *Drain Str+4 Int+2} 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 affects your strength (+4). It affects your intelligence (+2). It causes draining when unequipped. (63, 36, D) a +1 cloak of magic resistance (63, 37, D) a book of Geomancy (64, 16, D) a +4 hunting sling (64, 17, D) a plain deck of summoning (64, 27, D) a +3 hunting sling of flaming (64, 30, D) a steam dragon corpse (skeletalised by now) (65, 26, D) a +5 dagger of speed (67, 0, D) a cursed staff of summoning (68, 3, D) an uncursed staff of power (70, 8, D) the +8 demon blade "Bloodbane" {slice, *Rage +Rage Stlth-} It inflicts extra damage upon your enemies. It lets you go berserk. It may make you go berserk in combat. It makes you less stealthy. (70, 9, D) an uncursed ring of wizardry (70, 36, D) a phantom mirror (70, 37, D) a plain deck of changes (71, 16, D) the +6 dagger of Fytupn {elec, Dex+4} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your dexterity (+4). (71, 17, D) a manual of Invocations (71, 26, D) a +3 greatsling of flaming (71, 27, D) a lantern of shadows (71, 36, D) a book of Summonings (71, 37, D) a +2 robe (72, 8, D) an uncursed amulet of rage (72, 9, D) a +5 falchion of protection (72, 16, D) an uncursed staff of conjuration (72, 26, D) a book of Clouds (72, 27, D) a +2 robe of fire resistance (72, 36, D) the +7 whip "Dyacum" {vamp, *Confuse rElec Int+5} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your intelligence (+5). It insulates you from electricity. It may confuse you when you take damage. (72, 37, D) a +1 rapier of speed (73, 1, D) a +0 dagger (73, 3, D) a +0 club a +0 leather armour (73, 16, D) the +8 blowgun of the Six Realms {evade, +Inv rN+ MP+9 Dex-5} It affects your evasion (+5 to EV). It affects your dexterity (-5). It protects you from negative energy. It affects your magic capacity (+9). It lets you turn invisible. (73, 17, D) the +1 quarterstaff of the Enchanted Forest {freeze, Int+2 Dex+4} 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 intelligence (+2). It affects your dexterity (+4). (73, 26, D) an uncursed ring of protection from magic (73, 27, D) a manual of Shields (73, 37, D) an uncursed amulet of harm (74, 3, D) the cursed +1 mace "Fuhil" {flame, *Contam +Inv rPois Dex+7} 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 affects your dexterity (+7). It protects you from poison. It lets you turn invisible. It causes magical contamination when unequipped. It has a curse placed upon it. a +0 robe (75, 1, D) the Grimoire of Stones and Transmigration Spells Type Level a - Sandblast Earth 1 b - Stoneskin Transmutation/Earth 2 c - Stone Arrow Conjuration/Earth 3 d - Passwall Transmutation/Earth 3 e - Leda's Liquefaction Hexes/Earth 4 f - Petrify Transmutation/Earth 4