Kidiri 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 +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 -3 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). (61, 1, D) a book of Unlife (62, 1, D) a book of Maledictions a wand of fire (5) a +3 triple crossbow of flaming (63, 1, D) a +1 vampiric long sword (68, 1, D) a +0 short sword of venom (69, 1, D) a +2 scimitar of freezing (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 rapier a +5 dagger (73, 2, D) a +0 longbow of freezing (75, 2, D) a box of beasts (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 (unseen) (4, 4, D) a +5 bardiche a +5 demon trident (10, 4, D) a disc of storms (68, 4, D) a +0 hand axe (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 (4, 8, D) a +1 dagger 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 sack of spiders (62, 9, D) a +7 rod of inaccuracy (12/12) (63, 9, D) a +2 hunting sling of freezing (70, 9, D) a lantern of shadows (71, 9, D) a +4 rod of destruction (13/13) (72, 9, D) a +1 flail of protection (62, 10, D) a +1 hand axe of electrocution (70, 10, D) a lantern of shadows (72, 10, D) a book of Fire (61, 17, D) a +1 chain mail of poison resistance (62, 17, D) a +1 flail of protection (63, 17, D) a book of Clouds (64, 17, D) the +8 storm bow {elec} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. (71, 17, D) a +3 blowgun (72, 17, D) an uncursed staff of conjuration (73, 17, D) a +2 dagger of draining (62, 18, D) a +0 spear 3 royal jellies (63, 18, D) the +6 scythe of Overwhelming Force {slice, rElec rC+ rN+} It inflicts extra damage upon your enemies. It protects you from cold. It insulates you from electricity. It protects you from negative energy. (64, 18, D) an uncursed staff of poison (71, 18, D) the Disquisition on Assistive Malediction Spells Type Level a - Corona Hexes 1 b - Repel Missiles Charms/Air 2 c - Swiftness Charms/Air 2 d - Confuse Hexes 3 e - Metabolic Englaciation Hexes/Ice 5 f - Haste Charms 6 (73, 18, D) a book of Envenomations (71, 27, D) a +2 halberd of chopping (72, 27, D) a +4 ring of intelligence (73, 27, D) a box of beasts (71, 28, D) a +2 dagger of venom (72, 28, D) an uncursed staff of summoning (73, 28, D) the +1 leather armour of Fariegos {Int+2} It affects your intelligence (+2).