Somebody the Dungeon (10, 1, D) the +6 dark maul {crush} It inflicts extra damage upon your enemies. the cursed +15 Maxwell's patent armour {rC+ rF+, -Cast -Tele MR+} It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It has a curse placed upon it. 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 enhances your eyesight. It lets you fly. It may recurse itself when equipped. It has a curse placed upon it. (11, 1, D) the +6 shillelagh "Devastator" the +14 plutonium sword {Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {+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 recurse 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 recurse 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). (63, 1, D) an uncursed staff of poison (69, 1, D) a crystal ball of energy (3, 2, D) a +5 claymore (unseen) (4, 2, D) a +5 quick blade a +5 cutlass a +5 dagger (73, 2, D) a +1 long sword a cursed +0 leather armour a +2 plate armour of cold resistance an elf corpse (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 (69, 3, D) a +0 long sword a +0 ring mail (3, 4, D) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche (10, 4, D) a tome of Destruction a tome of Destruction a disc of storms (4, 5, D) a +5 executioner's axe (unseen) (10, 5, D) an uncursed ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence a +6 ring of strength a +6 ring of strength (72, 5, D) a +0 scimitar a +0 ring mail (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +1 mace of holy wrath (63, 9, D) a crystal ball of energy (70, 9, D) a +2 mace of protection (62, 10, D) an uncursed ring of flight (72, 10, D) an uncursed ring of fire (71, 17, D) a +0 falchion (72, 17, D) a scroll of brand weapon (73, 17, D) a book of Ice (71, 18, D) the Handbook of Talismans Spells Type Level Infusion Charms 1 Repel Missiles Charms/Air 2 *Regeneration Charms/Necromancy 3 Ring of Flames Charms/Fire 7 (72, 18, D) a +1 chain mail of cold resistance (73, 18, D) an uncursed staff of power