Baka 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 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 +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 +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). (61, 1, D) an uncursed staff of poison (62, 1, D) the cursed +0 chain mail of the Vacuum {rPois rF+ Str-5} It affects your strength (-5). It protects you from fire. It protects you from poison. It has a curse placed upon it. (63, 1, D) a plain deck of defence (67, 1, D) a lamp of fire (68, 1, D) a +2 quarterstaff of draining (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +1 robe of the Archmagi (68, 2, D) a +5 ring of dexterity (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (74, 3, D) a +4 morningstar of protection (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) (10, 5, D) an uncursed ring of flight (1, 6, D) a +0 flail (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 (5, 7, D) a +0 shield a +0 scale mail (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 fire dragon armour a +5 plate armour (69, 8, D) a +0 trident (61, 9, D) the +6 battleaxe of Osmaol {pain, rPois rF++ rC+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It greatly protects you from fire. It protects you from cold. It protects you from poison. (62, 9, D) a book of the Sky (63, 9, D) the +5 plate armour of Maatz {-Cast rCorr Dex+5} It affects your dexterity (+5). It prevents spellcasting. It protects you from acid and corrosion. (69, 9, D) a +0 hand axe (70, 9, D) a +1 ring mail of poison resistance (71, 9, D) a +2 morningstar of crushing (72, 9, D) the +0 ice dragon armour "Saponk" {rElec rF- rC++ rN+++ MR-} It makes you vulnerable to fire. It greatly protects you from cold. It insulates you from electricity. It renders you almost immune to negative energy. It affects your resistance to hostile enchantments. (62, 10, D) a lantern of shadows (70, 10, D) a +0 mace (still there?) an uncursed staff of energy (still there?) (71, 10, D) a +0 club (72, 10, D) a +3 ring of strength