George the Dungeon (0, 0, D) a +0 club (0, 6, D) a +0 club a +0 robe (0, 40, D) an uncursed staff of energy (0, 41, D) the +2 scimitar of Darkness {vamp, rC+ MP-9 Str+4 Int+4} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your strength (+4). It affects your intelligence (+4). It protects you from cold. It affects your magic capacity (-9). the +2 halberd "Ditweraw" {drain, Int+5} A truly terrible weapon, it drains the life of those it strikes. It affects your intelligence (+5). a +2 morningstar of holy wrath a +1 broad axe of chopping a +2 rapier of venom (0, 42, D) a +0 pair of boots (0, 43, D) a +0 pair of gloves (0, 44, D) a +1 scale mail (0, 54, D) a +0 giant spiked club a +2 battleaxe a +0 robe (4, 10, D) a +0 buckler (4, 17, D) a water moccasin corpse