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 +0 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). (62, 1, D) the +8 arbalest of the Spectre {penet, Str+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 strength (+2). (63, 1, D) a +1 mace of draining a necrophage corpse (skeletalised by now) (67, 1, D) a +1 dagger of distortion (68, 1, D) a +1 spear of venom (69, 1, D) an uncursed staff of fire (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (62, 2, D) an uncursed ring of protection from fire a +3 battleaxe a cursed +0 robe (73, 2, D) an uncursed staff of air (75, 2, D) a cursed staff of summoning (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club (unseen) (61, 3, D) a necrophage corpse (skeletalised by now) (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 (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) the +3 salamander hide armour {+Rage rF++} It greatly protects you from fire. It lets you go berserk. (63, 9, D) a +4 scale mail of positive energy (70, 9, D) an uncursed staff of air (71, 9, D) the +7 hand crossbow of Conscience {freeze, rPois MP-9 Dex+7} 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 affects your dexterity (+7). It protects you from poison. It affects your magic capacity (-9). a necrophage corpse (62, 10, D) the +9 morningstar of Bagaafru {pain, +Blink rF++} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It greatly protects you from fire. It lets you blink. (70, 10, D) a +2 chain mail of magic resistance (72, 10, D) the +3 trident of Rybbec {distort, +Fly Str+4 Dex+3} It warps and distorts space around it. Unwielding it can cause banishment or high damage. It affects your strength (+4). It affects your dexterity (+3). It lets you fly. (72, 17, D) an uncursed staff of death (73, 17, D) a +7 blowgun (71, 18, D) the +0 leather armour of the Townfolk {rN++ Dex-3} It affects your dexterity (-3). It greatly protects you from negative energy. (72, 18, D) a +2 helmet of see invisible a yak skeleton (73, 18, D) a book of Summonings (71, 27, D) a book of Fire (72, 27, D) the +4 short sword "Crual" {flame, +Fly rElec rF++ Int-4 Dex+5} 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 (-4). It affects your dexterity (+5). It greatly protects you from fire. It insulates you from electricity. It lets you fly. (73, 27, D) a manual of Stealth (71, 28, D) a +0 executioner's axe of venom (72, 28, D) the +0 long sword "Diuhouth" {slice, +Blink rPois Str+3 Dex-3 Stlth-} It inflicts extra damage upon your enemies. It affects your strength (+3). It affects your dexterity (-3). It protects you from poison. It lets you blink. It makes you less stealthy. (73, 28, D) a cursed -3 ring of intelligence