Eleusis the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets a +5 fustibalus a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest 1000 bolts a +5 hand crossbow (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 battleaxe (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 fire dragon scales a +5 plate armour (10, 1, D) 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 curses itself when equipped. It has a curse placed upon it. (10, 4, D) a lightning rod (4/4) (10, 6, D) an uncursed staff 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 +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 +3 mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword the +9 longbow of Eternal Vigilance {velocity, *Slow rC++ rN+ MP-9} Any arrow fired from it inflicts extra damage. It greatly protects you from cold. It protects you from negative energy. It affects your magic capacity (-9). It may slow you when you take damage. (59, 37, D) a +3 ring of evasion (60, 16, D) 3 royal jellies a +6 ring of strength 2 potions of invisibility (60, 37, D) a +1 short sword of draining (61, 0, D) a lamp of fire (61, 16, D) a +1 pair of boots of flying (61, 26, D) the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. a +0 robe (61, 37, D) a book of Frost (62, 0, D) a +4 chain mail of fire resistance (62, 1, D) an uncursed staff of poison (62, 9, D) a lamp of fire (62, 19, D) a +3 scimitar of holy wrath a +0 robe (62, 20, D) a +0 rapier of venom a +0 robe (62, 23, D) a wolf corpse (skeletalised by now) (62, 26, D) a lamp of fire (62, 27, D) an uncursed ring of flight (62, 37, D) the ring "Enuylam" {*Drain rC+ rN+ Stlth-} [ring of loudness] It protects you from cold. It protects you from negative energy. It causes draining when unequipped. It makes you less stealthy. (63, 0, D) a book of Necromancy (63, 8, D) a +9 whip (63, 17, D) a +1 dagger of venom (63, 21, D) a +0 dagger a +0 robe a spriggan corpse (skeletalised by now) (63, 26, D) a +5 blowgun (63, 27, D) a +0 falchion of slicing (63, 37, D) a +4 war axe of venom (64, 16, D) a cursed -3 ring of dexterity (64, 26, D) an uncursed staff of power (64, 27, D) the ring "Sid Leklol" {*Drain rElec rF- Dex+2 SInv} [ring of dexterity] It affects your dexterity (+2). It makes you vulnerable to fire. It insulates you from electricity. It lets you see invisible. It causes draining when unequipped. (65, 26, D) a +4 hand crossbow of velocity (67, 0, D) a +0 longbow of freezing (67, 4, D) a +0 dagger a +0 robe (68, 0, D) a box of beasts (68, 4, D) a +0 dagger a +0 robe (69, 3, D) a +1 dagger of pain a +0 robe (69, 36, D) the +4 Vampire's Tooth {vamp} It inflicts no extra harm, but heals its wielder when it wounds a living foe. (70, 8, D) a +5 whip of freezing (70, 36, D) an uncursed staff of power (70, 37, D) a lightning rod (4/4) (71, 8, D) a +2 whip of venom (71, 16, D) a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity (71, 17, D) a crystal ball of energy (71, 26, D) a +0 flail of distortion (71, 37, D) a lightning rod (4/4) (72, 8, D) a sack of spiders (72, 9, D) a +4 broad axe of freezing (72, 16, D) a +3 short sword of venom (72, 22, D) a +0 rapier a +0 robe (72, 26, D) a +2 dire flail of protection (72, 27, D) a +1 robe (72, 29, D) the +4 fustibalus of Nightmares {freeze, +Inv rElec rC- Str+5} 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 (+5). It makes you vulnerable to cold. It insulates you from electricity. It lets you turn invisible. (72, 36, D) an uncursed staff of energy (72, 37, D) a +2 robe of positive energy (73, 17, D) a lightning rod (4/4) (73, 36, D) an uncursed staff of poison (73, 37, D) a +4 chain mail of magic resistance (73, 38, D) a +1 dagger of freezing (unseen) (75, 1, D) a +3 vampiric morningstar