xgamer67 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 +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 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 +1 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 +0 whip of venom (62, 1, D) an uncursed staff of summoning (63, 1, D) a +1 bardiche of venom (68, 1, D) a +1 trident of piercing (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 (73, 2, D) the +8 scale mail of Aguocwe {rF+ MR+ Dex+2} It affects your dexterity (+2). It protects you from fire. It affects your resistance to hostile enchantments. (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 (73, 3, D) a +0 shortbow 7 poisoned arrows a +0 scale mail (74, 3, D) a +0 short sword a +0 shortbow 23 arrows (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 (67, 4, D) a +0 giant club (69, 4, D) a +0 giant club a +0 dire flail (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (10, 5, D) an uncursed ring of flight (74, 5, D) an arrow (7, 6, D) 4 scrolls of amnesia (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 buckler (4, 8, D) a +5 crystal plate armour a +5 shadow dragon armour a +5 storm dragon armour a +5 ice dragon armour a +5 fire dragon armour a +5 plate armour (61, 9, D) a +0 whip of flaming (63, 9, D) a +1 pair of gloves of archery (70, 9, D) the cursed +0 long sword of Strategic Superiority {flame, rPois Dex+4} 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 dexterity (+4). It protects you from poison. It has a curse placed upon it. (72, 9, D) a +3 long sword of holy wrath (70, 10, D) a disc of storms (72, 10, D) the +2 scale mail of Gozag's Regard {rElec rPois rF+} It protects you from fire. It insulates you from electricity. It protects you from poison. (61, 12, D) a +0 flail a +0 leather armour (62, 12, D) a +0 dagger a +0 robe a +0 dagger a +0 robe (63, 12, D) a +0 whip a +0 scale mail (62, 13, D) a +3 vampiric dagger (61, 17, D) an uncursed staff of earth (62, 17, D) an uncursed amulet of warding (63, 17, D) the +6 whip of the Thirteen Deaths {slash, rElec rF- Dex+7} It inflicts extra damage upon your enemies. It affects your dexterity (+7). It makes you vulnerable to fire. It insulates you from electricity. (64, 17, D) a lantern of shadows (73, 17, D) a cursed amulet of inaccuracy (62, 18, D) a +1 centaur barding of flying (71, 18, D) an uncursed ring of wizardry (72, 18, D) the +3 pair of gauntlets of War {Slay+5} It affects your accuracy and damage with ranged weapons and melee attacks (+5). (72, 21, D) a +0 dagger a +0 robe (72, 22, D) a +4 eveningstar of protection (65, 23, D) a +0 morningstar a +0 robe (61, 27, D) the +2 hand crossbow of Paper {elec, +Inv rF- MR+} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It makes you vulnerable to fire. It affects your resistance to hostile enchantments. It lets you turn invisible. (62, 27, D) a +5 great sword of holy wrath (64, 27, D) a +1 whip of electrocution (71, 27, D) a +0 dagger (71, 28, D) a +1 vampiric spear (72, 28, D) an uncursed staff of poison (63, 31, D) a +2 mace of venom (71, 31, D) an uncursed staff of summoning a +0 robe a +0 war axe a +0 chain mail (72, 31, D) a +2 hand axe of freezing (73, 31, D) a +0 dagger a +0 robe a +0 dagger a cursed +0 robe (62, 32, D) a +3 antimagic rapier (71, 32, D) a cursed -1 short sword a +0 chain mail (72, 32, D) a +5 hunting sling of freezing (69, 37, D) a cursed ring of loudness (59, 38, D) a plain deck of changes (60, 38, D) a book of the Earth (61, 38, D) an uncursed ring of protection from fire (62, 38, D) the +6 mace "Ceinimp" {freeze, rPois rC- rN+ SInv} 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 makes you vulnerable to cold. It protects you from poison. It protects you from negative energy. It lets you see invisible. (63, 38, D) an uncursed staff of poison (71, 38, D) the +9 dagger of Honk {freeze, Dex+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 dexterity (+2). (72, 38, D) a +0 vampiric short sword (73, 38, D) an uncursed staff of power (72, 40, D) a +3 arbalest of flaming (62, 42, D) an orb spider corpse (70, 42, D) an adder corpse (71, 42, D) a +0 flail a +0 robe (72, 42, D) a ball python corpse (70, 43, D) a water moccasin corpse (71, 43, D) a +4 antimagic rapier a +2 hunting sling of evasion (72, 43, D) a water moccasin corpse