Canard 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 quick blade a +5 rapier a +5 dagger (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 a +5 battleaxe a +5 broad axe (4, 7, D) a +3 shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (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 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 +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 +0 sword of Power the +15 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, 0, D) a crystal ball of energy (61, 8, D) a +7 shortbow of flaming (62, 0, D) the +5 robe of Night {Dark MR+ SInv} It affects your resistance to hostile enchantments. It lets you see invisible. (62, 1, D) a +2 hunting sling of flaming (62, 3, D) a ball python corpse a ball python corpse (62, 8, D) a +1 crystal plate armour (62, 9, D) a +3 leather armour of fire resistance (63, 3, D) a ball python corpse (63, 8, D) an uncursed staff of summoning (67, 0, D) a book of Unlife (69, 0, D) a +0 scale mail of poison resistance (69, 4, D) a +0 dagger a +0 robe (70, 8, D) 4 potions of heal wounds (70, 9, D) a +3 hand axe of chopping (70, 11, D) +0 steam dragon scales (unseen) (71, 8, D) the +5 falchion of Ganairphan {antimagic, rElec Dex+6} 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 (+6). It insulates you from electricity. (71, 11, D) a rime drake corpse (72, 8, D) a +3 shortbow of freezing (72, 9, D) a +4 giant spiked club (73, 1, D) the +7 arbalest of the Shark {velocity, rF++ MP+9 Int+4 SInv} Any bolt fired from it inflicts extra damage. It affects your intelligence (+4). It greatly protects you from fire. It affects your magic capacity (+9). It lets you see invisible.