dscm the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (unseen) (4, 2, D) a +5 dagger (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (10, 1, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). the +9 heavy crossbow "Sniper" {velocity, Acc+∞ 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 provides partial protection from all sources of acid and corrosion. the cursed +14 obsidian axe {chop, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (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. (unseen) (61, 0, D) the +1 rapier of Conflict {freeze, Int+5 Stlth+} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your intelligence (+5). It makes you more stealthy. (61, 8, D) a +0 long sword (61, 9, D) a +1 whip of electrocution (62, 0, D) an uncursed amulet of rage (62, 1, D) a +1 glaive of pain (62, 8, D) an uncursed staff of air (62, 9, D) a lightning rod (inert) (62, 10, D) a +0 dagger a +0 robe (63, 8, D) the +1 robe of Magic {MR+ Regen+} It affects your resistance to hostile enchantments. It increases your rate of regeneration. (63, 9, D) a +2 long sword of holy wrath a +0 leather armour (64, 11, D) a +0 long sword (68, 0, D) the +9 falchion of Ysaroir {drain, rF+ MP+9 Str+5 Dex-4} A truly terrible weapon, it drains the life of those it strikes. It affects your strength (+5). It affects your dexterity (-4). It protects you from fire. It affects your magic capacity (+9). (68, 2, D) a wolf corpse (skeletalised by now) (69, 0, D) a +0 shortbow of flaming (70, 33, D) a large rock (71, 8, D) a lightning rod (inert) (71, 17, D) the cursed +3 arbalest "Waelle" {penet, *Contam +Fly rElec rPois} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. It insulates you from electricity. It protects you from poison. It lets you fly. It causes magical contamination when unequipped. It has a curse placed upon it. (71, 26, D) a +2 plate armour of fire resistance (71, 27, D) a +0 quarterstaff of crushing (71, 32, D) a large rock (72, 8, D) the +1 pair of boots "Weqasoc" {MR- MP+9 Dex+4 Stlth+} It affects your dexterity (+4). It affects your resistance to hostile enchantments. It affects your magic capacity (+9). It makes you more stealthy. (72, 9, D) a book of Maledictions (72, 20, D) a +0 spear (72, 26, D) the macabre finger necklace {rN+} [amulet of nothing] It protects you from negative energy. (72, 27, D) a lightning rod (inert) (72, 31, D) a silver tomahawk (72, 33, D) a silver tomahawk (73, 16, D) a +4 great sword of protection (73, 20, D) a +0 spear a +0 buckler a hornet corpse (73, 21, D) a +0 dagger a cursed -2 robe (73, 26, D) a cursed -4 ring of protection (73, 27, D) a +1 morningstar of protection