MordorOrchid the Dungeon (7, 1, D) a +2 dagger (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. (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. the +6 shillelagh "Devastator" {shatter} the +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. 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) a necrophage corpse (62, 1, D) an uncursed staff of cold (63, 1, D) an uncursed amulet of stasis (68, 1, D) an uncursed staff of poison (69, 1, D) a book of Ice (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 dagger (62, 2, D) a +4 hunting sling of flaming (73, 2, D) an uncursed staff of energy (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 (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (7, 5, D) 4 meat rations (10, 5, D) a +6 ring of strength a +6 ring of dexterity an uncursed ring of flight (10, 6, D) a crystal ball of energy (4, 7, D) a +3 large shield a +3 shield (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +0 dagger a +0 robe (62, 9, D) a +0 club (still there?) a +3 hand crossbow of flaming (still there?) (63, 9, D) a +0 dagger (still there?) a +3 hand axe of freezing (still there?) (70, 9, D) the +3 arbalest of Dosocuh {venom, -Tele MR+ Stlth+} It poisons the ammo it fires. It affects your resistance to hostile enchantments. It prevents most forms of teleportation. It makes you more stealthy. (71, 9, D) a +0 fire dragon armour (72, 9, D) an uncursed ring of sustain attributes (62, 10, D) a +0 hand axe the +0 great sword of Impimmai {flame, *Drain rC++} 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 greatly protects you from cold. It causes draining when unequipped. (70, 10, D) a +1 demon blade of draining (72, 10, D) an uncursed staff of conjuration (72, 17, D) an uncursed staff of power (73, 17, D) a +0 scale mail of poison resistance (71, 18, D) a +0 long sword a +0 leather armour a +0 short sword an elf corpse an elf corpse (73, 18, D) an uncursed staff of power (71, 19, D) a +0 long sword a +0 leather armour (72, 19, D) a +0 longbow 20 arrows of flame an elf corpse (72, 20, D) a +0 long sword a +0 leather armour (70, 21, D) a +0 long sword an elf corpse (71, 27, D) a book of Callings (73, 27, D) a crystal ball of energy (71, 28, D) the cursed +3 robe of Folly {Archmagi, MR-- Int+5 *Curse} It affects your intelligence (+5). It affects your resistance to hostile enchantments. It may re-curse itself when equipped. It has a curse placed upon it. (72, 28, D) a +0 dire flail (73, 28, D) a +1 plate armour of magic resistance (71, 29, D) a curare-tipped needle (73, 29, D) a curare-tipped needle (70, 30, D) a poisoned needle (71, 30, D) a poisoned needle (70, 34, D) 7 curare-tipped needles (71, 34, D) a +0 whip (unseen)