zapotec the Dungeon (3, 4, D) 917 sling bullets (still there?) 921 sling bullets (still there?) 924 sling bullets (still there?) 926 sling bullets (still there?) 936 sling bullets (still there?) 938 sling bullets (still there?) 947 sling bullets (still there?) 955 sling bullets (still there?) 956 sling bullets (still there?) 966 sling bullets (still there?) 970 sling bullets (still there?) (10, 1, D) the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. 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. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +9 sword of Zonguldrok {reap} 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. the cursed +13 scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It curses itself when equipped. It has a curse placed upon it. the +7 mace of Variability {chain 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). (17, 20, D) a +0 short sword (17, 28, D) a +0 long sword (unseen) (18, 26, D) a cursed +0 long sword (unseen) (19, 27, D) a cursed -2 rapier (unseen) (19, 28, D) a +4 great mace of crushing a +0 chain mail (20, 23, D) a cursed -1 long sword (unseen) (20, 28, D) a +0 shortbow (unseen) (21, 28, D) a +4 antimagic halberd (still there?) a +0 long sword (still there?) (22, 1, D) the cursed ring "Reuramu" {rPois rF+ EV-2 Int+3} [ring of evasion] It affects your evasion (-2). It affects your intelligence (+3). It protects you from fire. It protects you from poison. It has a curse placed upon it. the cursed ring "Anyfogadgh" {rElec Int+2 Dex-3 Stlth+} [ring of dexterity] It affects your intelligence (+2). It affects your dexterity (-3). It insulates you from electricity. It makes you more stealthy. It has a curse placed upon it. (22, 28, D) a +0 long sword (24, 0, D) the +5 mace of the Ecumenical Temple {crush, Dex+4} It inflicts extra damage upon your enemies. It affects your dexterity (+4). (26, 1, D) the +1 mace of Kixogre {antimagic, MR+ Dex+2} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It affects your dexterity (+2). It affects your resistance to hostile enchantments. (27, 1, D) the +10 large shield of Ignorance {rN+ Int-4} It affects your intelligence (-4). It protects you from negative energy. (29, 27, D) an arrow (35, 0, D) the +4 morningstar "Serraq" {flame, rElec 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 protects you from fire. It insulates you from electricity. (35, 15, 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). (35, 16, D) an uncursed staff of summoning an uncursed staff of conjuration (35, 28, D) the +4 scimitar of Chance {flame, rPois MP+9} 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. Big, fiery blades are also staple armaments of hydra-hunters. It protects you from poison. It affects your magic capacity (+9). (36, 14, D) a +0 helmet of see invisible (36, 21, D) 2 arrows (36, 24, D) a +0 shield of reflection (37, 0, D) the cursed +0 scale mail of Vuasuf {Int+4} It affects your intelligence (+4). It has a curse placed upon it. (37, 10, D) a +5 flail a +0 robe (37, 14, D) a phial of floods (inert) (37, 15, D) a +0 scale mail (37, 22, D) a +4 morningstar of holy wrath a +0 chain mail a +0 large shield a +1 longbow of flaming a +6 short sword of draining 17 arrows a +0 centaur barding (37, 24, D) 8 large rocks (37, 25, D) a +3 scimitar of flaming a +3 dagger of chaos a +0 robe a wand of paralysis (15) (38, 0, D) a +0 robe (38, 9, D) a +0 dagger a +2 robe of magic resistance (38, 15, D) a box of beasts (38, 23, D) a +0 glaive (unseen) (38, 24, D) the +4 arc blade {discharge, rElec} It insulates you from electricity. a +2 cloak a +0 pair of gloves (39, 6, D) a +1 halberd of flaming (39, 10, D) the cursed +0 morningstar "Lorem Ipsum" {crush, rElec rC- Int+7} It inflicts extra damage upon your enemies. It affects your intelligence (+7). It makes you vulnerable to cold. It insulates you from electricity. It has a curse placed upon it. a +0 robe a +2 quarterstaff of protection a potion of blood (39, 14, D) an uncursed staff of conjuration (39, 20, D) a cursed -3 dagger (unseen) (39, 22, D) a +0 short sword (unseen) (39, 24, D) a +1 lajatang of electrocution a +0 robe (39, 25, D) a large rock (40, 1, D) a +2 morningstar of crushing (40, 11, D) a +2 robe of magic resistance (40, 14, D) a fan of gales (inert) (40, 15, D) an uncursed staff of summoning (40, 35, D) an uncursed staff of power (41, 0, D) a +4 amulet of reflection (41, 14, D) an uncursed staff of earth (41, 15, D) a fan of gales (inert) (41, 33, D) an uncursed staff of poison (42, 0, D) a scroll of brand weapon (42, 1, D) a +0 robe (42, 14, D) an uncursed staff of summoning (42, 15, D) a +4 scale mail of magic resistance (42, 25, D) a +0 eveningstar of holy wrath a cursed +0 crystal plate armour (42, 34, D) a +0 long sword (43, 0, D) the +8 trident of Fixation {protect, Str+5} It protects the one who uses it against injury (+AC on strike). It affects your strength (+5). (43, 15, D) a +0 lajatang (43, 20, D) a +0 troll leather armour {Purgy} (43, 29, D) the +10 dire flail of Indomitability {crush, MP+9 Dex+5} It inflicts extra damage upon your enemies. It affects your dexterity (+5). It affects your magic capacity (+9). (44, 9, D) a +0 dagger a +0 robe (44, 10, D) a +0 robe an uncursed amulet of the gourmand (44, 28, D) the +1 robe of Follow the Leader {rF- MR++ Dex+5} It affects your dexterity (+5). It makes you vulnerable to fire. It affects your resistance to hostile enchantments. (45, 35, D) a +0 trident of venom (45, 36, D) an uncursed staff of cold (49, 37, D) a fan of gales (inert) (50, 12, D) a +2 pair of gloves of archery (50, 24, D) an uncursed staff of death (50, 36, D) an uncursed staff of summoning (50, 41, D) a +0 spear (unseen) (51, 13, D) a +4 ring of protection (51, 25, D) a +3 falchion of electrocution (51, 36, D) an uncursed staff of air (51, 42, D) a +0 spear (unseen) (52, 12, D) a +2 rapier of draining (52, 13, D) a +2 scale mail of positive energy (52, 37, D) a +2 great mace of draining (52, 43, D) a cursed -3 spear (unseen) (53, 13, D) a +3 leather armour of cold resistance (53, 32, D) a +4 falchion a +0 robe (53, 36, D) an uncursed staff of fire (53, 43, D) a +0 rapier (unseen) (54, 12, D) a +1 robe of the Archmagi (54, 25, D) a +0 mace (54, 32, D) a +3 halberd a +0 robe a +3 falchion of freezing a +0 robe of fire resistance a +4 hand axe of distortion a +0 robe (54, 36, D) a +2 large shield of reflection (54, 44, D) a +0 robe (unseen) (55, 12, D) a +1 scimitar of protection (55, 24, D) a +0 dagger (55, 33, D) a cursed -3 trident a +4 plate armour of poison resistance a +0 morningstar of crushing a +0 robe a +2 long sword of slicing a +0 robe a potion of blood a +2 rapier of freezing a +0 plate armour (55, 42, D) the +5 quarterstaff of Muter {pain, Int+4 Stlth+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your intelligence (+4). It makes you more stealthy. the +0 sword of Power a +0 long sword (55, 43, D) a +0 robe a scroll of brand weapon (55, 44, D) a +2 antimagic flail (56, 13, D) a +4 ring of evasion the +10 dark maul {crush} It inflicts extra damage upon your enemies. a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity (59, 36, D) a +3 dagger of venom (59, 37, D) a +0 rapier of electrocution (60, 36, D) a +1 spear of venom (60, 37, D) the +1 ring mail "Tiexzig" {Dex+3} It affects your dexterity (+3). (61, 29, D) a +0 trident (61, 37, D) a +2 halberd of flaming (62, 27, D) the +6 flail "Grim" {protect, Fragile MR++ Str+3} It protects the one who uses it against injury (+AC on strike). It affects your strength (+3). It affects your resistance to hostile enchantments. It will be destroyed if unequipped. (62, 30, D) a +0 whip a +0 scale mail (63, 8, D) the amulet of the Rose {Gourm MR+} [amulet of the gourmand] It allows you to eat raw meat even when not hungry. It affects your resistance to hostile enchantments. (63, 30, D) a +1 short sword of venom a +0 chain mail a cursed +0 club (63, 31, D) a +0 club a +0 whip a +0 leather armour (64, 27, D) +2 ice dragon scales (65, 26, D) an uncursed staff of wizardry (65, 29, D) a +0 dagger a +0 robe (65, 43, D) a +0 morningstar (70, 8, D) an uncursed staff of summoning (70, 9, D) a +0 triple sword of electrocution (71, 27, D) a +2 dagger of freezing (71, 30, D) a +1 whip of electrocution a +0 dagger a +0 robe (71, 31, D) a +4 quarterstaff of draining a +0 plate armour (72, 9, D) an uncursed staff of wizardry (72, 30, D) a +0 dagger a +0 scale mail (73, 27, D) a +0 hand axe (73, 30, D) a +0 mace a +0 hand axe a +0 ring mail