fneyf 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 +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 +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 +8 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) a +1 great mace of crushing (62, 1, D) a plain deck of summoning (69, 1, D) a +3 ring mail of magic resistance (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (73, 2, D) a plain deck of changes (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (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) an uncursed ring of flight (4, 7, D) a +3 large shield (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +1 troll leather armour (70, 9, D) a +1 great sword of draining (72, 9, D) a +4 short sword of flaming (62, 10, D) the +4 hunting sling "Seurphet" {venom, rC++ rN+ Int-2 Stlth+} It poisons the ammo it fires. It affects your intelligence (-2). It greatly protects you from cold. It protects you from negative energy. It makes you more stealthy. (70, 10, D) an uncursed staff of energy (62, 17, D) a giant frog skeleton (63, 17, D) a +2 long sword of holy wrath (64, 17, D) a +1 mace of venom (70, 17, D) an uncursed staff of cold a book of Cantrips the ring of the Lonely Mice {Wiz rElec rPois Str-3 Stlth+} [ring of wizardry] It improves your spell success rate. It affects your strength (-3). It insulates you from electricity. It protects you from poison. It makes you more stealthy. an uncursed staff of poison a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity a +0 robe (71, 17, D) a +0 scythe a +3 plate armour of ponderousness (72, 17, D) a crystal ball of energy (73, 17, D) a +3 quarterstaff of chaos a +3 arbalest of evasion (62, 18, D) a crystal ball of energy (64, 18, D) an uncursed staff of cold (71, 18, D) a +0 dagger a +0 robe (72, 18, D) a +0 scimitar a +0 robe an uncursed staff of wizardry (73, 18, D) the +6 short sword "Ochel" {elec, rN+ Int+4 Stlth+} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your intelligence (+4). It protects you from negative energy. It makes you more stealthy. (73, 21, D) a +0 short sword (59, 23, D) 3 inedible chunks of flesh (72, 23, D) a +0 dire flail of holy wrath a +0 scale mail (60, 24, D) a spiny frog corpse a wolf corpse a komodo dragon corpse (skeletalised by now) (60, 27, D) 2 arrows of flame (61, 27, D) a +3 ring of evasion (62, 27, D) a Young Poisoner's Handbook (63, 27, D) a +4 ring mail of fire resistance (64, 27, D) a +1 short sword of holy wrath (65, 27, D) a +0 long sword (71, 27, D) a plain deck of wonders (72, 27, D) a +2 short sword of electrocution (63, 28, D) a +0 long sword (64, 28, D) a +5 blowgun (72, 28, D) a +2 greatsling of flaming (73, 28, D) a +0 great sword of electrocution the +10 sword of Jihad {holy, *Rage rN+ EV+3 Stlth-} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your evasion (+3). It protects you from negative energy. It may make you go berserk in combat. It makes you less stealthy. (62, 29, D) a chunk of flesh (63, 29, D) a +1 scimitar of electrocution (unseen) (63, 30, D) a +0 dagger (64, 31, D) a +0 dagger (unseen) (71, 32, D) a +0 long sword (72, 32, D) a cursed +0 short sword a +0 shortbow 23 arrows a +0 long sword (73, 32, D) a +0 scimitar a +0 leather armour (72, 33, D) a +3 buckler (63, 34, D) an arrow of flame (64, 34, D) a stone (67, 34, D) 2 arrows of flame