dscm the Dungeon (10, 1, D) 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 +9 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 +0 long sword a plain deck of summoning (62, 1, D) a cursed staff of poison (63, 1, D) a legendary deck of wonders (67, 1, D) an ornate deck of wonders (68, 1, D) an uncursed staff of cold (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (61, 2, D) a +0 long sword (62, 2, D) the +2 cloak "Nega" {MR+ Str+4 Dex+3} It affects your strength (+4). It affects your dexterity (+3). It affects your resistance to hostile enchantments. (63, 2, D) a +0 scimitar a +0 buckler (75, 2, D) an uncursed staff of fire (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) (62, 4, D) a +0 long sword a +2 buckler (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 (unseen) (61, 9, D) the cursed +0 cloak of Noughts and Crosses {rC+} It protects you from cold. It has a curse placed upon it. (62, 9, D) a +2 short sword of speed (63, 9, D) a plain deck of escape (70, 9, D) a +0 halberd a +0 robe (71, 9, D) Qelur's Collected Works on the Voyage Spells Type Level a - Apportation Translocation 1 b - Gell's Gravitas Hexes/Translocation 3 c - Recall Summoning/Translocation 3 d - Force Lance Conjuration/Translocation 4 (72, 9, D) a cursed +3 long sword a +0 robe the cursed +1 trident "Plog" {flame, rElec MP+9 Int-3} 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 intelligence (-3). It insulates you from electricity. It affects your magic capacity (+9). It has a curse placed upon it. (62, 10, D) a plain deck of summoning (70, 10, D) the +4 scimitar of Fyeskid {elec, rElec MR+ MP+9 Dex-2} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your dexterity (-2). It insulates you from electricity. It affects your resistance to hostile enchantments. It affects your magic capacity (+9). (72, 10, D) a +2 flail of crushing (61, 17, D) a +0 hand crossbow of freezing (62, 17, D) a book of Clouds (63, 17, D) a book of Air (64, 17, D) an uncursed ring of flight (71, 17, D) a +3 ring mail of magic resistance (72, 17, D) a +0 ring mail of cold resistance (73, 17, D) a +1 war axe of distortion (62, 18, D) a box of beasts (63, 18, D) a box of beasts (64, 18, D) a +0 antimagic hand axe (71, 18, D) the +8 chain mail of the Engineer {+Blink rF+ rN+ MR+ Int-4} It affects your intelligence (-4). It protects you from fire. It protects you from negative energy. It affects your resistance to hostile enchantments. It lets you blink. (62, 24, D) Sif Muna's Handbook of Earthen Conjuration Spells Type Level a - Shock Conjuration/Air 1 b - Sting Conjuration/Poison 1 c - Stone Arrow Conjuration/Earth 3 d - Throw Icicle Conjuration/Ice 4 e - Bolt of Draining Conjuration/Necromancy 5 f - Iron Shot Conjuration/Earth 6 an uncursed ring of magical power (61, 27, D) an uncursed staff of power (62, 27, D) a Grand Grimoire (63, 27, D) 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. (65, 27, D) a book of Minor Magic (71, 27, D) an uncursed staff of conjuration (72, 27, D) a +5 rod of clouds (10/10) (73, 27, D) 20 stones (62, 28, D) A Beginning Course on Magic Spells Type Level a - Infusion Charms 1 b - Magic Dart Conjuration 1 c - Freeze Ice 1 d - Summon Butterflies Summoning 1 e - Summon Small Mammal Summoning 1 a book of Battle a book of Geomancy (63, 28, D) a plain deck of changes (71, 28, D) a +0 plate armour of magic resistance (72, 28, D) a cursed ring of fire (73, 28, D) a +3 rapier of speed (69, 37, D) a scroll of brand weapon (70, 37, D) an uncursed staff of cold (71, 37, D) a scroll of brand weapon (72, 37, D) a +1 dagger of electrocution (73, 37, D) the +3 pair of gauntlets of War {Slay+5} It affects your accuracy and damage with ranged weapons and melee attacks (+5). (70, 38, D) a +2 ring mail of cold resistance (71, 38, D) a stone of tremors (72, 38, D) a book of Alchemy (73, 38, D) the +6 scimitar of Flaming Death {sticky 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.