Kidiri the Dungeon (8, 1, D) a wand of fire (5) (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 +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. 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 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. Dithmenos disapproves of the use of such an item. 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 +0 Mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. Dithmenos disapproves of the use of such an item. 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). (62, 1, D) a +3 quarterstaff of protection (63, 1, D) a +2 war axe of electrocution (68, 1, D) a +1 battleaxe of chopping (69, 1, D) the +11 lajatang "Doowuoge" {slice, MR- Str+2 Int+5 SInv} It inflicts extra damage upon your enemies. It affects your strength (+2). It affects your intelligence (+5). It affects your resistance to hostile enchantments. It lets you see invisible. (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (4, 2, D) a +5 rapier (62, 2, D) the +0 scale mail "Xosm" {rC+ MR- Dex+2} It affects your dexterity (+2). It protects you from cold. It affects your resistance to hostile enchantments. (73, 2, D) the +6 quarterstaff of Enopekum {venom, rN+} It poisons the flesh of those it strikes. It protects you from negative energy. (75, 2, D) the +7 war axe "Ytowor" {flame, rPois Dex+2} 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. Big, fiery blades are also staple armaments of hydra-hunters. It affects your dexterity (+2). It protects you from poison. Dithmenos disapproves of the use of such an item. (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 (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 (10, 4, D) a disc of storms (68, 4, D) a +3 plate armour of cold resistance (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (7, 5, D) 4 meat rations (10, 5, D) an uncursed ring of flight (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 (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 (10, 9, D) a +2 dagger (61, 9, D) a +1 leather armour of positive energy (62, 9, D) the cursed +1 great sword of the Sky {slice, Str+4} It inflicts extra damage upon your enemies. It affects your strength (+4). It has a curse placed upon it. (63, 9, D) the +3 giant club "Skullcrusher" {speed, Str+7} Attacks with this weapon are significantly faster. It affects your strength (+7). (70, 9, D) a plain deck of summoning (71, 9, D) the +6 crystal plate armour of Noon {rElec rC+ Str+4} It affects your strength (+4). It protects you from cold. It insulates you from electricity. (72, 9, D) a +3 hand crossbow of velocity (70, 10, D) a potion of might (72, 10, D) Rehoshrut's Thorough Guide to Spellcasting Spells Type Level a - Discord Hexes 8 (71, 17, D) the +4 robe of Night {+Inv MR+ SInv Stlth+} It affects your resistance to hostile enchantments. It lets you see invisible. It lets you turn invisible. It makes you more stealthy. (72, 17, D) an uncursed ring of see invisible (73, 17, D) a sack of spiders (71, 18, D) a +4 greatsling of velocity (72, 18, D) a +2 swamp dragon armour (73, 18, D) a plain deck of defence