n00bb0dy 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 +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. (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 +6 shillelagh "Devastator" {shatter} 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 -4 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 ring of ice (62, 1, D) an uncursed staff of fire (63, 1, D) a +3 dagger of venom (67, 1, D) an uncursed ring of stealth (68, 1, D) an uncursed staff of power (69, 1, D) a +0 great sword of holy wrath (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (62, 2, D) a plain deck of defence (73, 2, D) the +5 flail of Termination {speed, *Contam rF+ Str+2 Dex+2} Attacks with this weapon are significantly faster. It affects your strength (+2). It affects your dexterity (+2). It protects you from fire. It causes magical contamination when unequipped. (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 a +5 demon trident (10, 4, D) a disc of storms (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (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 a +3 shield a +3 buckler (4, 8, D) a +5 crystal plate armour a +5 gold dragon armour a +5 shadow dragon armour a +5 storm dragon armour a +5 ice dragon armour a +5 plate armour (5, 8, D) a +0 leather armour a +0 falchion (61, 9, D) an uncursed ring of magical power (70, 9, D) a +1 dagger of venom (62, 10, D) a +1 greatsling of freezing (70, 10, D) a +2 hand axe of flaming (72, 10, D) a +0 morningstar of draining (62, 12, D) a +0 mace a +0 robe (63, 17, D) a cursed ring of loudness (64, 17, D) a +3 ring mail of cold resistance (72, 17, D) an uncursed staff of wizardry (73, 17, D) an uncursed staff of air (62, 18, D) a cursed amulet of inaccuracy (63, 18, D) the +3 arbalest "Fiuder" {elec, rElec rPois Int+2} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It affects your intelligence (+2). It insulates you from electricity. It protects you from poison. (64, 18, D) the +8 mace of Bocwasigu {vamp, rF+ Str-4 Int+2 SInv} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your strength (-4). It affects your intelligence (+2). It protects you from fire. It lets you see invisible. (71, 18, D) a +2 scimitar of slicing (73, 18, D) a +2 chain mail of cold resistance (71, 22, D) a +0 quarterstaff a +0 robe (62, 27, D) a +0 mace of crushing (65, 27, D) an uncursed staff of fire (71, 27, D) a cursed staff of wizardry (72, 27, D) the +2 scale mail of Kuhecit {rF++ rN+} It greatly protects you from fire. It protects you from negative energy. (73, 27, D) an uncursed ring of protection from cold (64, 28, D) the +6 long sword of Icseox {flame, +Fly Str+5} 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. Big, fiery blades are also staple armaments of hydra-hunters. It affects your strength (+5). It lets you fly. (71, 28, D) a cursed ring of loudness (73, 28, D) a +3 arbalest of flaming (71, 30, D) a +0 spear (72, 30, D) a +0 glaive (73, 30, D) a +0 glaive a +0 robe (71, 32, D) a +0 dire flail (69, 37, D) a book of the Tempests (70, 37, D) a +0 war axe (71, 37, D) an uncursed amulet of regeneration (72, 37, D) a +2 ring mail of cold resistance (73, 37, D) the cursed +0 spear "Jysirry" {pierce, rElec rC- Str+2 Dex+2} It inflicts extra damage upon your enemies. It affects your strength (+2). It affects your dexterity (+2). It makes you vulnerable to cold. It insulates you from electricity. It has a curse placed upon it. (70, 38, D) a +2 scale mail of fire resistance (71, 38, D) a book of Fire (72, 38, D) a stone of tremors (73, 38, D) a +0 dagger (73, 42, D) a +0 flail (still there?) the +7 dagger of Asigrir {antimagic, +Blink +Inv MR+ Str-3} (still there?) It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your strength (-3). It affects your resistance to hostile enchantments. It lets you turn invisible. It lets you blink. (73, 43, D) a +0 short sword (unseen) (73, 44, D) a +0 long sword (still there?) a +0 dagger (still there?)