hexophile 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 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 protects you from acid and corrosion. the +18 shield of the gong {rElec rN+ MR+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. the cursed +14 obsidian axe {chop, +Fly Str+3 SInv *Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It lets you see invisible. 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" {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 +6 shillelagh "Devastator" {shatter} the +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. 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). (61, 1, D) a plain deck of changes (62, 1, D) a book of Spatial Translocations (3, 2, D) a +5 triple sword (unseen) (4, 2, D) a +5 quick blade (unseen) (62, 2, D) a +0 war axe of venom (73, 2, D) a +0 glaive of protection (75, 2, D) a +3 leather armour of cold resistance (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 a +5 demon trident (62, 4, D) a +0 quarterstaff of protection a +0 mace (63, 4, D) a +0 dagger (still there?) a +0 club (still there?) (74, 4, D) a +0 short sword a +0 robe (3, 5, D) a +0 scale mail a +0 shield a +0 war axe (4, 5, D) a +5 executioner's axe a +5 battleaxe (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (4, 7, D) a +3 shield a +3 buckler (4, 8, D) a +5 shadow dragon armour a +5 storm dragon armour a +5 ice dragon armour a +5 fire dragon armour a +5 plate armour (61, 9, D) a +1 rod of shadows (14/14) (63, 9, D) an uncursed staff of cold (70, 9, D) a +3 dagger of venom (71, 9, D) a +1 vampiric falchion (62, 10, D) the +3 leather armour "Otebuil" {rC+} It protects you from cold. (70, 10, D) a book of Dreams (71, 10, D) the ring of Xoqukk {Wiz rPois} [ring of wizardry] It improves your spell success rate. It protects you from poison. (72, 10, D) a +2 rapier of draining (70, 12, D) an adder corpse (skeletalised by now) (71, 12, D) a ball python corpse (skeletalised by now) (72, 12, D) an adder corpse (skeletalised by now) (70, 13, D) an adder corpse (skeletalised by now) (61, 17, D) a cursed ring of loudness (62, 17, D) the ring "Oneschoc" {Fire +Inv rPois Dex+4} [ring of fire] It enhances your fire magic, and weakens your ice magic. It affects your dexterity (+4). It protects you from fire. It makes you vulnerable to cold. It protects you from poison. It lets you turn invisible. (63, 17, D) an uncursed ring of protection from fire (71, 17, D) a +3 ring of intelligence (72, 17, D) an uncursed staff of air (73, 17, D) a book of Geomancy (62, 18, D) the +2 hunting sling of Indomitability {freeze, +Fly rF++ rC+ Str+2} 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 strength (+2). It greatly protects you from fire. It protects you from cold. It lets you fly. (64, 18, D) a +5 short sword of draining (71, 18, D) a +6 morningstar of draining (73, 22, D) 7 javelins of penetration (71, 27, D) a book of Dreams (72, 27, D) Sif Muna's Compendium of Weightlessness and Enhancements Spells Type Level a - Infusion Charms 1 b - Song of Slaying Charms 2 c - Repel Missiles Charms/Air 2 d - Airstrike Air 4 e - Summon Lightning Spire Summoning/Air 4 f - Freezing Cloud Conjuration/Ice/Air 6 (73, 27, D) a +0 long sword (71, 28, D) the +5 arbalest "Poappuer" {speed, *Contam +Inv rC+ Dex+4 SInv} Attacks with this weapon are significantly faster. It affects your dexterity (+4). It protects you from cold. It lets you see invisible. It lets you turn invisible. It causes magical contamination when unequipped. (72, 28, D) a lamp of fire (73, 28, D) a sack of spiders (72, 33, D) a +0 long sword (unseen) (73, 33, D) a +0 long sword of holy wrath a +0 chain mail a +0 short sword a +0 rapier a +0 rapier an elf corpse (skeletalised by now) (72, 34, D) a +5 hand axe of freezing