George 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 +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 +16 Mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. 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). (62, 1, D) a +2 whip of draining (63, 1, D) a +3 plate armour of fire resistance (67, 1, D) a +2 robe of positive energy (68, 1, D) a book of Maledictions (3, 2, D) a +5 triple sword a +5 great sword a +5 demon blade (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (62, 2, D) a +2 ring of protection (73, 2, D) a +5 short sword of flaming (75, 2, D) the +1 ring mail of Classification {Dex+6} It affects your dexterity (+6). (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 (74, 3, D) a cursed -3 club a +0 leather armour (75, 3, D) a +0 mace (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 (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (7, 6, D) a scroll of holy word (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 shield 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 (6, 8, D) a +0 scale mail a +0 shield a +0 long sword (61, 9, D) a +2 plate armour of fire resistance (62, 9, D) the +2 ring mail of Peynai {rF+ MR+ Int+3 Dex+4} It affects your intelligence (+3). It affects your dexterity (+4). It protects you from fire. It affects your resistance to hostile enchantments. (63, 9, D) a book of Conjurations (70, 9, D) a +2 arbalest of flaming (71, 9, D) a +2 scale mail of cold resistance (72, 9, D) a +6 ring of dexterity (62, 10, D) the +6 rapier of the Pill Bug {venom, -Tele rElec Dex+6} It poisons the flesh of those it strikes. It affects your dexterity (+6). It insulates you from electricity. It prevents most forms of teleportation. (70, 10, D) the cursed +1 leather armour "Konot" {-Tele rN++ Regen+} It greatly protects you from negative energy. It prevents most forms of teleportation. It increases your rate of regeneration. It has a curse placed upon it. (72, 10, D) an uncursed staff of cold (50, 14, D) a +3 scythe of venom (51, 14, D) a +0 arbalest of freezing (52, 14, D) a box of beasts (54, 14, D) a +0 arbalest of velocity (55, 14, D) a book of Necromancy (61, 17, D) a +2 robe of magic resistance (62, 17, D) the +5 great mace of the Scavenger {flame, *Confuse rElec rC+} 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 protects you from cold. It insulates you from electricity. It may confuse you when you take damage. (63, 17, D) a +2 halberd of freezing (64, 17, D) an uncursed staff of wizardry (71, 17, D) a book of Air (72, 17, D) a Young Poisoner's Handbook (73, 17, D) a +6 blowgun (62, 18, D) an uncursed staff of summoning (63, 18, D) a +0 robe of magic resistance (72, 18, D) a +2 leather armour of fire resistance (73, 18, D) an uncursed staff of earth (71, 20, D) a +0 whip (55, 22, D) a +0 robe (unseen) (65, 23, D) a +0 spear a +0 buckler (49, 25, D) a fan of gales (50, 25, D) a +8 giant spiked club (52, 25, D) the +7 Kryia's mail coat {DeviceHeal*2 rC+} It protects you from cold. (53, 25, D) a +3 ring of protection (55, 25, D) a +4 eveningstar of draining (50, 26, D) an uncursed staff of power (52, 26, D) a +1 spear of venom (53, 26, D) a +2 leather armour of cold resistance (54, 26, D) a Fen Folio (61, 27, D) the +6 arbalest "Hellfire" {hellfire, rF++ rC- MR+} It greatly protects you from fire. It makes you vulnerable to cold. It affects your resistance to hostile enchantments. (62, 27, D) an uncursed ring of sustain attributes (63, 27, D) the cursed +3 whip "Hoclo" {slash, *Confuse +Rage MR+ Str+8} It inflicts extra damage upon your enemies. It affects your strength (+8). It affects your resistance to hostile enchantments. It lets you go berserk. It may confuse you when you take damage. It has a curse placed upon it. (64, 27, D) an uncursed staff of earth (65, 27, D) the +6 plate armour of Hide-and-Seek {rC+ rCorr Str+2 Int-2} It affects your strength (+2). It affects your intelligence (-2). It protects you from cold. It protects you from acid and corrosion. (72, 27, D) a disc of storms (64, 28, D) a +1 short sword of speed (71, 28, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity (72, 28, D) a +2 ring mail of cold resistance (73, 28, D) the ring "Cunugrut" {Wiz rElec} [ring of wizardry] It improves your spell success rate. It insulates you from electricity. (72, 33, D) a cursed -2 short sword a +0 robe a +0 buckler a +0 dagger a +0 robe (73, 33, D) a +0 dagger a +0 robe (56, 34, D) a +0 robe (73, 34, D) a +0 rapier a +0 robe (49, 37, D) an uncursed staff of fire (51, 37, D) a +2 hunting sling of flaming (52, 37, D) an uncursed staff of conjuration (53, 37, D) a +5 hunting sling of freezing (54, 37, D) a book of Cantrips (59, 37, D) a +3 ring of strength (60, 37, D) a +1 ring of slaying (61, 37, D) the +9 quarterstaff "Killer Bee's Bane" {antimagic, MR+ Int+7} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your intelligence (+7). It affects your resistance to hostile enchantments. (62, 37, D) Nuech's Volume of Spatial Summoning Spells Type Level a - Summon Small Mammal Summoning 1 b - Summon Guardian Golem Hexes/Summoning 3 c - Recall Summoning/Translocation 3 d - Shadow Creatures Summoning 5 e - Summon Forest Summoning/Translocation 5 (69, 37, D) an uncursed staff of summoning (70, 37, D) a +0 scimitar (71, 37, D) a +0 battleaxe (72, 37, D) a +1 spear (73, 37, D) the Handbook of the Assistive Voyage Spells Type Level a - Shroud of Golubria Charms/Translocation 2 b - Gell's Gravitas Hexes/Translocation 3 c - Portal Projectile Translocation 3 d - Passage of Golubria Translocation 4 e - Warp Weapon Charms/Translocation 5 (49, 38, D) the +1 chain mail of Soiniosegh {SInv} It lets you see invisible. (50, 38, D) a +2 robe of resistance (51, 38, D) an uncursed staff of fire (52, 38, D) a cursed staff of earth (53, 38, D) a +5 rapier of venom (59, 38, D) a +0 ring mail of poison resistance (61, 38, D) the +5 flail of Ylossox {vamp, Int+2} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your intelligence (+2). (62, 38, D) a +4 quick blade (63, 38, D) a +3 plate armour of cold resistance (70, 38, D) an uncursed staff of energy (72, 38, D) a +0 halberd of freezing (73, 38, D) an uncursed staff of death (75, 43, D) a +3 vampiric rapier a +0 robe (55, 44, D) a mottled dragon skeleton a swamp dragon corpse (skeletalised by now) a hydra corpse (skeletalised by now) (65, 44, D) a +0 battleaxe (74, 44, D) a +3 morningstar of draining a +0 robe the +7 flail "Sukank" {flame, -Tele rElec MP+9 Int+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. It affects your intelligence (+4). It insulates you from electricity. It affects your magic capacity (+9). It prevents most forms of teleportation. a +0 robe (54, 45, D) a swamp drake corpse (skeletalised by now)