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 +12 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 uncursed staff of cold (67, 1, D) a fan of gales (68, 1, D) a lantern of shadows (69, 1, D) a +3 leather armour of fire resistance (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +1 spear of pain (73, 2, D) a cursed ring of loudness (75, 2, D) an uncursed staff of fire (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 (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 (unseen) (4, 8, D) a +5 crystal plate armour a +5 plate armour (63, 9, D) a crystal ball of energy (70, 9, D) the +5 shortbow "Demepsim" {flame, Str+9} It causes projectiles fired from it to burn those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It affects your strength (+9). (71, 9, D) a +2 scale mail of cold resistance (72, 9, D) a lamp of fire (70, 10, D) a +0 scale mail of magic resistance (72, 10, D) an ornate deck of destruction (61, 11, D) a +0 morningstar (62, 11, D) a +0 dagger a +0 robe (63, 11, D) a +2 blowgun of evasion a +0 ring mail (72, 11, D) a +2 dagger of draining a +0 robe (62, 12, D) 6 needles of frenzy (63, 12, D) a +0 mace a +0 chain mail of fire resistance (69, 12, D) a +0 scythe a +0 robe (70, 13, D) a +3 dire flail of crushing a +4 scimitar of flaming a +0 robe (71, 13, D) a +0 club a +0 robe of magic resistance a +0 short sword a +0 leather armour (71, 14, D) 6 needles of frenzy 6 exploding tomahawks (62, 17, D) a phantom mirror (64, 17, D) a +0 flail of protection (71, 17, D) the +8 long sword "Blob" {slice, Stlth+} It inflicts extra damage upon your enemies. It makes you more stealthy. (72, 17, D) the +6 plate armour of Jiuwk {Int+4} It affects your intelligence (+4). (73, 17, D) the +5 whip "Demos" {freeze, *Corrode rC+ Int-2 SInv} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your intelligence (-2). It protects you from cold. It lets you see invisible. It may corrode your equipment when you take damage. (63, 18, D) a +0 ice dragon armour (64, 18, D) the +9 great sword of the Seven Tales {venom, rC+++ Str-4 Int+2 Dex+4} It poisons the flesh of those it strikes. It affects your strength (-4). It affects your intelligence (+2). It affects your dexterity (+4). It renders you almost immune to cold. (71, 18, D) a +3 leather armour of cold resistance (73, 18, D) an uncursed staff of fire (63, 20, D) a +3 dire flail of crushing (63, 21, D) a +0 hand axe a +0 dagger a +0 robe an orc skeleton (62, 22, D) a +0 dagger a +0 robe (63, 22, D) a +0 flail of crushing 2 tomahawks a +0 ring mail a +0 mace a +0 leather armour (62, 23, D) a cursed -2 mace (63, 23, D) a +0 hand axe a +0 leather armour a +5 dire flail of holy wrath (61, 27, D) an uncursed staff of summoning (62, 27, D) an uncursed staff of summoning (63, 27, D) a +2 spear of freezing (64, 27, D) a +3 chain mail of fire resistance (65, 27, D) an uncursed staff of conjuration (71, 27, D) an uncursed staff of wizardry (72, 27, D) an ornate deck of changes (73, 27, D) the +7 large shield of the Sun {Int+4 Dex+4} It affects your intelligence (+4). It affects your dexterity (+4). (63, 28, D) an uncursed staff of death (64, 28, D) an uncursed staff of poison (71, 28, D) the +7 mace "Ryirgh" {speed, rC+ Str-5 Stlth+} Attacks with this weapon are significantly faster. It affects your strength (-5). It protects you from cold. It makes you more stealthy. (62, 33, D) a +7 lightning rod (11/11) (72, 33, D) a +3 flail of holy wrath