Conn321 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 (unseen) (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (10, 1, D) the +9 heavy crossbow "Sniper" {velocity, nevermiss, 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 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 may re-curse itself when equipped. It has a curse placed upon it. (10, 4, D) a disc of storms (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 +6 shillelagh "Devastator" {shatter} the +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. 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 may re-curse itself when equipped. It has a curse placed upon it. the +0 sword of Power the +11 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). (11, 5, D) a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity (62, 0, D) a +2 hand crossbow of flaming (62, 8, D) a +3 ring mail of positive energy (62, 9, D) a +0 robe (62, 11, D) a +2 glaive a +0 chain mail (62, 12, D) a +0 great sword a +0 arbalest 19 bolts a +0 plate armour a +4 war axe of chopping a +0 chain mail a +0 shield a human skeleton (63, 0, D) a +1 scale mail of magic resistance (63, 1, D) a river rat corpse (skeletalised by now) (63, 8, D) a +0 dagger (68, 2, D) a +0 rapier a +0 robe (69, 0, D) a cursed +1 giant club (69, 9, D) a +0 whip an orc skeleton (70, 9, D) the +5 battleaxe of Gallantry {pain, rElec rC- Str+5 Stlth-} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your strength (+5). It makes you vulnerable to cold. It insulates you from electricity. It makes you less stealthy. a +0 hand axe (71, 8, D) a crystal ball of energy (71, 9, D) a +0 whip (71, 16, D) a book of Geomancy (71, 17, D) an uncursed staff of fire (72, 8, D) a +1 scale mail of poison resistance (72, 9, D) a +0 dagger a cursed +0 robe a +0 dagger (72, 10, D) a +0 robe an orc skeleton (72, 16, D) a +2 hand crossbow of flaming (72, 17, D) the ring of Bebit {rPois rC+} [ring of poison resistance] It protects you from cold. It protects you from poison. (73, 1, D) a +2 halberd of protection (73, 4, D) (unseen) (73, 16, D) a book of Cantrips (73, 17, D) a phial of floods