Kokonut 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 +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 +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 +15 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 ornate deck of changes (67, 1, D) an uncursed staff of death (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +0 hand axe (73, 2, D) the cursed +1 hand crossbow "Iteesosun" {elec, rPois rF- rC+ Dex+10} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It affects your dexterity (+10). It makes you vulnerable to fire. It protects you from cold. It protects you from poison. It has a curse placed upon it. (75, 2, D) a +4 bardiche of venom (3, 3, D) a +5 lajatang (4, 3, D) 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 (unseen) (10, 4, D) a disc of storms (62, 4, D) a +0 leather armour a +0 dagger a +0 robe a +0 dagger (67, 4, D) a scorpion corpse (68, 4, D) a scorpion corpse (4, 5, D) a +5 executioner's axe (unseen) (10, 5, D) an uncursed ring of flight (7, 6, D) 4 scrolls of amnesia (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 plate armour (61, 9, D) a +1 antimagic spear (62, 9, D) a plain deck of changes (63, 9, D) an uncursed staff of cold (62, 10, D) the cursed +1 leather armour "Zuacam" {Int+3} It affects your intelligence (+3). It has a curse placed upon it.