PleasingFungus Level 1 of the Dungeon (0, 0, D:1) a ring mail (5, 6, D:1) the horn of Geryon the ring of Shadows {Umbra +Inv rN+ SInv} [ring of invisibility] It protects you from negative energy. It enhances your eyesight. It lets you turn invisible. the amulet of Cekugob {Ward -Tele rElec rPois rN++ AC+1 EV+1} [amulet of warding] It may prevent the melee attacks of summoned creatures. It affects your AC (+1). It affects your evasion (+1). It insulates you from electricity. It protects you from poison. It greatly protects you from negative energy. It prevents most forms of teleportation. the amulet of the Four Winds {Clar rN+ MR+++} [amulet of clarity] It provides mental clarity. It protects you from negative energy. It affects your resistance to hostile enchantments. the cursed necklace of Bloodlust {*Rage +Rage MR+ Str+2 Int-2 Slay+3 Curse} [amulet of rage] It affects your strength (+2). It affects your intelligence (-2). It affects your accuracy and damage with ranged weapons and melee attacks (+3). It affects your resistance to hostile enchantments. It lets you go berserk. It may make you go berserk in combat. It may re-curse itself when equipped. It has a curse placed upon it. the ring of Shaolin {EV+8} [ring of evasion] It affects your evasion (+8). the ring of Robustness {AC+8} [ring of protection] It affects your AC (+8). the ring of the Mage {Wiz MR++ Int+3} [ring of wizardry] It improves your spell success rate. It affects your intelligence (+3). It affects your resistance to hostile enchantments. the brooch of Shielding {Ward rN+ AC+4 EV+4} [amulet of warding] It may prevent the melee attacks of summoned creatures. It affects your AC (+4). It affects your evasion (+4). It protects you from negative energy. the amulet of Vitality {Regen+ HP+15} [amulet of regeneration] It affects your health (+15). It increases your rate of regeneration. a ring of the Octopus King {AC+1 EV+1 Str+1 Int+1 Dex+1 SInv} [ring of see invisible] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It enhances your eyesight. a ring of the Octopus King {AC+1 EV+1 Str+1 Int+1 Dex+1 Stlth+} [ring of stealth] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It makes you more stealthy. a ring of the Octopus King {SustAb AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of sustain abilities] It sustains your strength, intelligence and dexterity. It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). a ring of the Octopus King {rF+ AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of protection from fire] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from fire. a ring of the Octopus King {Wiz AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of wizardry] It improves your spell success rate. It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). a ring of the Octopus King {rN+ AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of positive energy] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from negative energy. a ring of the Octopus King {MP+9 AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of magical power] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It affects your magic capacity (+9). a ring of the Octopus King {rC+ AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of protection from cold] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from cold. the macabre finger necklace {Ward rN+} [amulet of warding] It may prevent the melee attacks of summoned creatures. It protects you from negative energy. the amulet of the Air {Inacc +Fly rElec EV+5 RMsl} [amulet of inaccuracy] It reduces the accuracy of all your attacks. It affects your evasion (+5). It insulates you from electricity. It lets you fly. It protects you from missiles. 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). Zin opposes the use of such an evil item. the +8 orange crystal plate armour {Archmagi, Int+3 Clar SustAb} It affects your intelligence (+3). It sustains your strength, intelligence and dexterity. It protects you against confusion. the +7 great mace "Firestarter" {flame, 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 +7 lajatang of Order {silver, rMut} It protects you from mutation. the +5 demon whip "Spellbinder" {antimagic, MR+} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your resistance to hostile enchantments. Zin opposes the use of such an unholy item. the +4 arc blade {discharge, rElec} It insulates you from electricity. the +2 hat of the High Council {Archmagi, Wiz- Stlth-} It makes you less stealthy. the +10 dark maul {crush} It inflicts extra damage upon your enemies. the +3 pair of boots of the spider {obsolete, Stlth+} It makes you more stealthy. the +4 moon troll leather armour {Spirit, Regen++ MP+5} It affects your magic capacity (+5). It increases your rate of regeneration. the +∞ Axe of Woe the +4 dragonskin cloak the +6 shillelagh "Devastator" {shatter} the +8 autumn katana {slice, Clar} It inflicts extra damage upon your enemies. It protects you against confusion. the +10 Black Knight's horse barding {ponderous, rPois rN+} It protects you from poison. It protects you from negative energy. Zin opposes the use of such an evil item. the cursed +14 obsidian axe {chop, +Fly Str+3 SInv Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It enhances your eyesight. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. Zin opposes the use of such an unholy item. the +3 hat of Pondering {ponderous, MR+ MP+10 Int+5} It affects your intelligence (+5). It affects your resistance to hostile enchantments. It affects your magic capacity (+10). the +3 robe of Clouds {+Fly rElec} It insulates you from electricity. It lets you fly. 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 +1 ratskin cloak {rPois rN+ Int-1 Dex-1} It affects your intelligence (-1). It affects your dexterity (-1). It protects you from poison. It protects you from negative energy. the +2 cloak of Starlight {rElec rC+ EV+4 Stlth--} It affects your evasion (+4). It protects you from cold. It insulates you from electricity. It makes you much less stealthy. the +2 pair of fencer's gloves {EV+3 Dex+6 Slay+2} It affects your evasion (+3). It affects your dexterity (+6). It affects your accuracy and damage with ranged weapons and melee attacks (+2). the -2 hat of the Alchemist {rElec rPois rF+ rC+ rN+ MR+ rMut rCorr} It protects you from fire. It protects you from cold. It insulates you from electricity. It protects you from poison. It protects you from negative energy. It affects your resistance to hostile enchantments. It protects you from acid and corrosion. It protects you from mutation. the +9 armour of the Dragon King {rPois rF+ rC+ MR+} It protects you from fire. It protects you from cold. It protects you from poison. It affects your resistance to hostile enchantments. the +4 robe of Night {+Inv MR+ SInv Stlth+} It affects your resistance to hostile enchantments. It enhances your eyesight. It lets you turn invisible. It makes you more stealthy. the +0 mask of the Dragon {MR+ Slay+3 SInv} It affects your accuracy and damage with ranged weapons and melee attacks (+3). It affects your resistance to hostile enchantments. It enhances your eyesight. the cursed +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. It has a curse placed upon it. 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. the +2 shield of Resistance {rF+ rC+ MR+} It protects you from fire. It protects you from cold. It affects your resistance to hostile enchantments. the +3 pair of gauntlets of War {Slay+5} It affects your accuracy and damage with ranged weapons and melee attacks (+5). the +3 salamander hide armour {+Rage rF++} It greatly protects you from fire. It lets you go berserk. the +4 skin of Zhor {rC+++} It renders you almost immune to cold. the +27 Lear's hauberk the +2 pair of boots of the Assassin {Stlth++} It makes you much more stealthy. the +3 cloak of Flash {+Fly EV+4} It affects your evasion (+4). It lets you fly. the cursed -5 robe of Misfortune {-Cast Contam *Tele EV-4 Str-2 Int-2 Dex-2 Stlth-- Curse} It affects your evasion (-4). It affects your strength (-2). It affects your intelligence (-2). It affects your dexterity (-2). It prevents spellcasting. It causes random teleportation. It may re-curse itself when equipped. It causes magical contamination when unequipped. It makes you much less stealthy. It has a curse placed upon it. the +2 hat of the Bear Spirit {Spirit, +Rage rN+ MR++} It protects you from negative energy. It affects your resistance to hostile enchantments. It lets you go berserk. the +3 crown of Dyrovepreva {rElec Int+2 SInv} It affects your intelligence (+2). It insulates you from electricity. It enhances your eyesight. the +15 large shield "Bullseye" {EV-5} It affects your evasion (-5). the +2 cloak of the Thief {+Fog Slay-2 SInv Stlth+} It affects your accuracy and damage with ranged weapons and melee attacks (-2). It enhances your eyesight. It can be evoked to emit clouds of fog. It makes you more stealthy. the +4 robe of Augmentation {Str+4 Int+4 Dex+4} It affects your strength (+4). It affects your intelligence (+4). It affects your dexterity (+4). the cursed +6 large shield of Ignorance {rN+ AC+2 EV+2 Int-6 Curse} It affects your AC (+2). It affects your evasion (+2). It affects your intelligence (-6). It protects you from negative energy. It may re-curse itself when equipped. It has a curse placed upon it. 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. the +5 captain's cutlass {speed} Attacks with this weapon are significantly faster. the +6 Lehudib's crystal spear {Int+3} It affects your intelligence (+3). the +27 knife of Accuracy the +8 whip "Snakebite" {venom, rPois} It poisons the flesh of those it strikes. It protects you from poison. the +7 great mace "Undeadhunter" {disrupt, rN+} It protects you from negative energy. the +14 plutonium sword {Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +7 Spriggan's Knife {MR+ EV+4 Dex+4 Stlth+} It affects your evasion (+4). It affects your dexterity (+4). It affects your resistance to hostile enchantments. It makes you more 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 +6 blowgun of the Assassin {stab, +Inv Stlth++} It lets you turn invisible. It makes you much more stealthy. 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). the +15 heavy crossbow "Sniper" {velocity, SInv} Any bolt fired from it inflicts extra damage. It enhances your eyesight. the +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5} It affects your AC (+5). It greatly protects you from fire. It greatly protects you from cold. It insulates you from electricity. It affects your resistance to hostile enchantments. the +8 mithril axe "Arga" {speed, MR+ Str+2} Attacks with this weapon are significantly faster. It affects your strength (+2). It affects your resistance to hostile enchantments. the +8 trident of the Octopus King {venom, rElec rPois MR+} It poisons the flesh of those it strikes. It insulates you from electricity. It protects you from poison. It affects your resistance to hostile enchantments. the +6 spear of the Botono {reap, Hex rPois rN+ HP-6} 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 protects you from poison. It protects you from negative energy. It affects your health (-6). Zin opposes the use of such an evil item. the +11 morningstar "Eos" {elec, -Tele rElec SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It insulates you from electricity. It enhances your eyesight. It prevents most forms of teleportation. the +13 sword of the Doom Knight {pain, -Cast MR+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your resistance to hostile enchantments. It prevents spellcasting. Zin opposes the use of such an evil item. the +6 arbalest "Hellfire" {hellfire, rF++ rC- MR+} It greatly protects you from fire. It makes you vulnerable to cold. It affects your resistance to hostile enchantments. Zin opposes the use of such an unholy item. the +10 sword of Jihad {holy, *Rage rN+ EV+3 Stlth-} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your evasion (+3). It protects you from negative energy. It may make you go berserk in combat. It makes you less stealthy. the +8 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It enhances your eyesight. It lets you go berserk. the +3 giant club "Skullcrusher" {speed, Str+7} Attacks with this weapon are significantly faster. It affects your strength (+7). the +8 bow of Krishna "Sharnga" {speed, Dex+3 SInv} Attacks with this weapon are significantly faster. It affects your dexterity (+3). It enhances your eyesight. the +7 greatsling "Punk" {freeze, rC+} It causes projectiles fired from it to freeze those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. They can also slow down cold-blooded creatures. It protects you from cold. the +5 scythe "Finisher" {speed, Str+3} Attacks with this weapon are significantly faster. It affects your strength (+3). the +4 dagger "Morg" {pain, MR+ Int+5} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your intelligence (+5). It affects your resistance to hostile enchantments. Zin opposes the use of such an evil item. the +9 dagger of Chilly Death {freeze, rPois rF- rC++ MR+} 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 makes you vulnerable to fire. It greatly protects you from cold. It protects you from poison. It affects your resistance to hostile enchantments. the +8 demon blade "Leech" {vamp, rN+ AC-2 EV-2 Str-2 Int-2 Dex-2} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your AC (-2). It affects your evasion (-2). It affects your strength (-2). It affects your intelligence (-2). It affects your dexterity (-2). It protects you from negative energy. Zin opposes the use of such an evil item. the +1 eveningstar "Brilliance" {holy, rN+ AC+5 Int+5} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your AC (+5). It affects your intelligence (+5). It protects you from negative energy. the +6 scimitar of Flaming Death {flame, rPois rF++ rC- MR+} 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 fire. It makes you vulnerable to cold. It protects you from poison. It affects your resistance to hostile enchantments. the +8 demon blade "Bloodbane" {slice, *Rage +Rage Stlth-} It inflicts extra damage upon your enemies. It lets you go berserk. It may make you go berserk in combat. It makes you less stealthy. Zin opposes the use of such an unholy item. the +6 mottled dragon armour of Bitterness {Dex+1} It affects your dexterity (+1). the +7 Sceptre of Asmodeus Zin opposes the use of such an unholy item. the +4 Staff of Dispater Zin opposes the use of such an unholy item. the +6 Sword of Cerebov {flame} 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. Zin opposes the use of such an unholy item. 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. Zin opposes the use of such an evil item. the +7 Sceptre of Torment Zin opposes the use of such an evil item. 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. Zin opposes the use of such an evil item. the +4 Vampire's Tooth {vamp} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. Zin opposes the use of such an evil item. the +9 Staff of Wucad Mu {channel} the +0 Staff of Olgreb {rPois} It protects you from poison. the +0 Sword of Power the +12 Glaive of Prune {chop} It inflicts extra damage upon your enemies. Zin disapproves of the use of such an item. the +0 Mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. Zin disapproves of the use of such an item. the +8 Wrath of Trog {antimagic, *Rage} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It may make you go berserk in combat. the +7 Singing Sword (-3, 12, D:1) a gold piece (14, 14, D:1) a slice of pizza