dscm the Dungeon (10, 1, D) 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 +12 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) Sif Muna's Volume of the Traveller and the Snowflakes Spells Type Level a - Freeze Ice 1 b - Apportation Translocation 1 c - Portal Projectile Translocation 3 d - Warp Weapon Charms/Translocation 5 e - Metabolic Englaciation Hexes/Ice 5 f - Summon Forest Summoning/Translocation 5 (62, 1, D) an uncursed staff of cold (63, 1, D) an uncursed staff of fire (67, 1, D) an uncursed staff of conjuration (68, 1, D) a +2 robe of the Archmagi (69, 1, D) a +2 flail of protection (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +2 shortbow of evasion (73, 2, D) the +11 arbalest of Tension {elec, rF+ MR+++ Int-2} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It affects your intelligence (-2). It protects you from fire. It affects your resistance to hostile enchantments. (75, 2, D) a +2 scythe of distortion (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (73, 3, D) an adder corpse (74, 3, D) a water moccasin corpse (3, 4, D) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche (unseen) (61, 4, D) a +0 giant club (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 (unseen) (62, 6, D) 3 large rocks (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen)