spanner the Dungeon (0, 0, D) a water moccasin corpse (7, 0, D) a +0 short sword a stone a +0 dagger a +0 robe a +0 short sword a +0 chain mail (12, 0, D) a +0 animal skin a +0 hand axe (13, 0, D) the +2 scimitar of Hiecurou {flame, +Twstr +Rage rC-} It emits flame when wielded, 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 makes you vulnerable to cold. It lets you go berserk. It can be evoked to create a twister. the +4 quarterstaff "Teafryk" {pain, *Rage +Rage rPois Dex+6} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your dexterity (+6). It protects you from poison. It lets you go berserk. It may make you go berserk in combat. a +2 halberd of protection a +2 dire flail of crushing a +2 rapier of venom (14, 0, D) an uncursed staff of energy (15, 0, D) 2 scrolls of amnesia (16, 0, D) a +3 ring of intelligence a +3 ring of intelligence (51, 0, D) a +0 club