Cadaver the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest 1000 bolts a +5 hand crossbow (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche a +5 demon trident (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield a +3 shield (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 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 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, 6, D) an uncursed staff of energy a crystal ball of energy (11, 1, D) a +0 short sword (still there?) a +0 short sword (still there?) the cursed +13 scythe of Curses {drain, *Curse} (still there?) 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 great mace "Firestarter" {inner flame, rF++} (still there?) 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} (still there?) the +11 plutonium sword {*Contam Stlth-} (still there?) It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} (still there?) 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} (still there?) 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 +0 sword of Power (still there?) the +6 mace of Variability {chaos} (still there?) Each time it hits an enemy it has a different, random effect. the +7 Singing Sword (still there?) the +7 longbow "Piercer" {penet, EV-2} (still there?) 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). (59, 36, D) an uncursed staff of air (59, 37, D) a fan of gales (60, 36, D) a +0 naga barding of cold resistance (60, 37, D) the +5 large shield "Fynniomm" {rPois rF+ Regen+} It protects you from fire. It protects you from poison. It increases your rate of regeneration. (60, 43, D) a +0 dagger (unseen) (61, 0, D) the +5 dire flail "Plog" {drain, *Contam Str+3 Dex+4} A truly terrible weapon, it drains the life of those it strikes. It affects your strength (+3). It affects your dexterity (+4). It causes magical contamination when unequipped. (61, 16, D) a +2 ring mail of fire resistance (61, 17, D) a manual of Poison Magic (61, 37, D) the +11 plate armour "Tanimukhlo" {+Fly rElec rF+ MR-} It protects you from fire. It insulates you from electricity. It affects your resistance to hostile enchantments. It lets you fly. (61, 43, D) a cursed -3 dagger a +0 robe a cursed +2 dagger a +0 robe a human corpse (61, 44, D) a +1 pair of gloves of archery (62, 1, D) the +2 robe of Tusyi {+Fly} It lets you fly. (62, 27, D) an uncursed amulet of regeneration (62, 36, D) the -2 hat of the Alchemist {rElec rPois rF+ rC+ rN+ MR+ rMut rCorr} It protects you from fire. It protects you from cold. It insulates you from electricity. It protects you from poison. It protects you from negative energy. It affects your resistance to hostile enchantments. It protects you from acid and corrosion. It protects you from mutation. (62, 37, D) an uncursed staff of death (63, 0, D) a +4 trident of protection (63, 8, D) a cursed staff of power (63, 16, D) a lightning rod (3/4) (63, 26, D) an uncursed amulet of harm (63, 27, D) a +2 chain mail of fire resistance (63, 36, D) a book of Debilitation (63, 37, D) the ring "Yddesaj" {Ice Dex+3} [ring of ice] It enhances your ice magic. It affects your dexterity (+3). It makes you vulnerable to fire. It protects you from cold. (64, 16, D) a lightning rod (3/4) (64, 17, D) a +0 broad axe of chopping (64, 26, D) an uncursed staff of fire (65, 26, D) a +0 leather armour of fire resistance (69, 0, D) a cursed staff of earth (69, 36, D) the +2 robe of Vines {NoPotionHeal Regen+7} It increases your rate of regeneration. (70, 36, D) a +5 shortbow of velocity (70, 37, D) a manual of Slings (71, 8, D) an uncursed staff of summoning (71, 16, D) a +1 robe of positive energy (71, 26, D) an uncursed staff of wizardry (71, 27, D) a +2 spear of piercing (71, 36, D) a fan of gales (71, 37, D) a fan of gales (72, 9, D) an uncursed staff of death (72, 26, D) +2 fire dragon scales (72, 36, D) the +6 dagger of Crystal {protect, MR+} It protects the one who uses it against injury (+AC on strike). It affects your resistance to hostile enchantments. (72, 37, D) a +0 scimitar of electrocution (73, 1, D) a +1 flail of protection (73, 17, D) a +0 leather armour (73, 36, D) an uncursed staff of death (73, 37, D) a +2 long sword of electrocution