esc 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). (unseen) (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) (62, 1, D) a crystal ball of energy (63, 1, D) a +2 flail of draining (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (4, 2, D) a +5 rapier a +5 dagger (62, 2, D) an uncursed staff of earth (75, 2, D) a manual of Axes {!d} (3, 3, D) a +5 lajatang (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (3, 4, D) 1000 sling bullets (unseen) (4, 4, D) a +5 bardiche (unseen) (9, 4, D) a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity (4, 5, D) a +5 executioner's axe (unseen) (10, 5, D) an uncursed ring of flight {+Fly, !d} (68, 5, D) the +4 shortbow of Hell's Wrath {venom, *Confuse Dex+4} It poisons the ammo it fires. It affects your dexterity (+4). It may confuse you when you take damage. (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (61, 9, D) a +4 rapier of freezing (63, 9, D) a +1 quarterstaff of draining (70, 9, D) the +8 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It lets you see invisible. It lets you go berserk. (71, 9, D) an uncursed staff of summoning {!a} (72, 9, D) the +7 chain mail of the Nexus {rF+ rC++ Dex-5 SInv} It affects your dexterity (-5). It protects you from fire. It greatly protects you from cold. It lets you see invisible. (62, 10, D) a +2 hunting sling of velocity 3 chunks of flesh {@w0} a black bear skeleton (70, 10, D) the Guide on Good Luck Spells Type Level a - Song of Slaying Charms 2 b - Regeneration Charms/Necromancy 3 c - Iskenderun's Battlesphere Conjuration/Charms 5 (72, 10, D) a +0 robe (61, 11, D) a wolf skeleton (61, 17, D) a +0 trident (63, 17, D) a plain deck of wonders (64, 17, D) a +5 rod of inaccuracy (13/13) (71, 17, D) a +2 lajatang of speed (72, 17, D) a +1 trident of freezing (62, 18, D) an uncursed staff of summoning (63, 18, D) a manual of Long Blades (64, 18, D) a +0 trident (71, 18, D) a +1 fire dragon armour {rF++, rC-} (72, 18, D) an uncursed staff of energy {@w1+MP, hungerless spells, !d!a} (72, 19, D) a jumping spider corpse (73, 19, D) a jumping spider corpse (72, 20, D) a scorpion corpse (74, 20, D) a scorpion corpse (63, 23, D) a tomahawk (unseen) (63, 24, D) a tomahawk 3 arrows a throwing net {=f, !d} (71, 27, D) the +1 fire dragon armour of Trial and Error {rF++ rC- MR+, rF++, rC-} It greatly protects you from fire. It makes you vulnerable to cold. It affects your resistance to hostile enchantments. (72, 27, D) a +0 quarterstaff of protection (71, 28, D) a +1 hand crossbow of flaming (72, 28, D) a +0 dire flail of draining (73, 28, D) a +2 leather armour of cold resistance (72, 29, D) a black mamba corpse (71, 30, D) a naga corpse (73, 30, D) a +2 hand axe of chopping