BLOAX 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 enhances your eyesight. the +10 dark maul {crush} It inflicts extra damage upon your enemies. (11, 1, D) the +7 great mace "Firestarter" {flame, 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 +13 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 ring mail of fire resistance (62, 1, D) a cursed amulet of inaccuracy (63, 1, D) a cursed ring of loudness (67, 1, D) a +2 scale mail of fire resistance (68, 1, D) an uncursed staff of cold (69, 1, D) a +2 leather armour of fire resistance (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (9, 2, D) the cursed +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. It has a curse placed upon it. (62, 2, D) a +5 shortbow of flaming (73, 2, D) a +3 plate armour of positive energy (75, 2, D) a +0 rapier (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (73, 3, D) a +2 morningstar of draining a +0 leather armour (74, 3, D) a +0 long sword an elf corpse (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) (7, 5, D) 42 fruits (unseen) (10, 5, D) an uncursed ring of flight a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity (67, 5, D) a polar bear corpse (10, 6, D) an uncursed staff of energy (unseen) (4, 7, D) a +3 large shield (unseen) (7, 7, D) 2 potions of brilliance (unseen) (4, 8, D) a +0 shield a +0 war axe a +0 scale mail 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 plain deck of changes (62, 9, D) a book of Air (63, 9, D) a stone of tremors (62, 10, D) a manual of Transmutations