dscm 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 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. 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 -2 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). (63, 1, D) an uncursed staff of fire (68, 1, D) a +4 quarterstaff of draining (69, 1, D) a cursed -5 ring of dexterity (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a plain deck of summoning (75, 2, D) a plain deck of wonders (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (3, 4, D) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe (unseen) (10, 5, D) an uncursed ring of flight (4, 7, D) a +3 large shield a +3 shield (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 ice dragon armour a +5 fire dragon armour a +5 plate armour (61, 9, D) a plain deck of summoning (62, 9, D) an uncursed staff of conjuration (63, 9, D) a +3 ring mail of fire resistance (70, 9, D) a +2 dagger of speed (62, 10, D) a ball python corpse (72, 10, D) a +2 short sword of speed (74, 16, D) a +0 dagger a +0 robe an orc corpse (71, 17, D) a +0 club a +0 leather armour (73, 17, D) a sack of spiders (72, 18, D) the +8 hand crossbow "Naunk" {venom, rElec rF+} It poisons the ammo it fires. It protects you from fire. It insulates you from electricity. (73, 18, D) a +0 dire flail a +0 plate armour a disc of storms an orc skeleton (72, 21, D) a +0 trident a +0 plate armour (72, 22, D) a +0 dagger a +0 robe (73, 22, D) a +0 hand axe the +7 arbalest of the Illusory Orbs {penet, *Contam Dex+4 SInv Stlth+} 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 dexterity (+4). It lets you see invisible. It causes magical contamination when unequipped. It makes you more stealthy. a +0 chain mail (71, 27, D) 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. (72, 27, D) a book of Envenomations (73, 27, D) the +7 dagger of the Median {flame, rC+ Dex+2} 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 affects your dexterity (+2). It protects you from cold. (71, 28, D) a +2 shortbow of freezing (72, 28, D) the +1 war axe of the Twelve Deaths {chop, rF- rC- Int+8 Dex+2} It inflicts extra damage upon your enemies. It affects your intelligence (+8). It affects your dexterity (+2). It makes you vulnerable to fire. It makes you vulnerable to cold. (73, 28, D) a +2 robe of magic resistance