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 enhances your eyesight. the +10 dark maul {crush} It inflicts extra damage upon your enemies. 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 +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. (11, 1, D) 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 +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 +10 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 +2 shield of positive energy (62, 1, D) the cursed -1 war axe "Phodaop" {flame, 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 protects you from cold. It has a curse placed upon it. (63, 1, D) a plain deck of wonders (67, 1, D) an uncursed staff of power (68, 1, D) the +7 great mace "Undeadhunter" {disrupt, rN+} It protects you from negative energy. (69, 1, D) a +2 short sword of freezing (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +0 giant club an uncursed staff of poison an ogre corpse (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 (62, 5, D) a +0 giant spiked club a +0 giant spiked club a +0 giant club a +0 giant club (63, 5, D) a +0 giant club a +0 giant club (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +2 falchion of freezing a ball python corpse (62, 9, D) the +9 long sword "Churph" {holy, Noisy +Blink rF+ Int+3} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your intelligence (+3). It protects you from fire. It lets you blink. It may make noises in combat. (70, 9, D) an uncursed staff of conjuration (71, 9, D) a book of Geomancy (72, 9, D) the +3 giant club "Skullcrusher" {speed, Str+7} Attacks with this weapon are significantly faster. It affects your strength (+7). (70, 10, D) a book of Maledictions (72, 10, D) a +0 robe of fire resistance (68, 12, D) a cursed -2 robe