Kidiri 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 buckler a +6 ring of strength a +6 ring of strength a +3 large shield a +3 shield (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (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 +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, 4, D) a lightning rod (4/4) (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 +0 sword of Power the +2 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 +4 quarterstaff of chaos a +2 ring mail of magic resistance (61, 8, D) a +3 great sword a +0 robe (61, 16, D) the +2 chain mail "Egut" {Dex+3} It affects your dexterity (+3). (62, 0, D) an uncursed staff of fire a +0 robe (62, 1, D) an uncursed staff of power (62, 3, D) a +0 scythe a +0 robe (62, 8, D) a Necronomicon (62, 16, D) an uncursed staff of earth (62, 17, D) a +3 dagger of venom (62, 26, D) a +0 scimitar of slicing (62, 27, D) a +1 leather armour of fire resistance (63, 1, D) a +0 halberd of freezing a +0 robe (63, 8, D) a +1 chain mail of cold resistance (63, 16, D) an uncursed staff of conjuration (63, 17, D) a +2 scale mail of fire resistance (63, 26, D) a +0 rapier of speed (63, 27, D) a fan of gales (63, 31, D) a +4 short sword of venom (64, 16, D) the Almanac of Conjuration Spells Type Level a - Flame Tongue Conjuration/Fire 1 b - Static Discharge Conjuration/Air 3 c - Stone Arrow Conjuration/Earth 3 d - Dazzling Spray Conjuration/Hexes 3 (64, 17, D) an uncursed staff of wizardry (64, 26, D) the +6 shield "Dinof" {*Drain rElec rF++ rC+} It greatly protects you from fire. It protects you from cold. It insulates you from electricity. It causes draining when unequipped. (64, 27, D) a book of Party Tricks (65, 26, D) an uncursed amulet of faith (67, 0, D) +1 fire dragon scales (68, 0, D) a lightning rod (4/4) (69, 0, D) an uncursed staff of death (69, 36, D) a fan of gales (70, 8, D) an uncursed staff of earth a +0 leather armour a +0 club (70, 9, D) a +0 mace a +0 ring mail a book of Conjurations (70, 36, D) the ring of Robustness {AC+8} [ring of protection] It affects your AC (+8). (70, 37, D) the +6 plate armour of Repulsion {MR+ Int+5 SInv} It affects your intelligence (+5). It affects your resistance to hostile enchantments. It lets you see invisible. (70, 39, D) a +0 long sword (unseen) (70, 41, D) a +0 rapier (unseen) (71, 9, D) a +0 mace (71, 12, D) a +0 flail a +0 leather armour (71, 16, D) a +2 war axe of venom (71, 17, D) a sack of spiders (71, 26, D) a +2 cloak (71, 27, D) a +0 shortbow of flaming (71, 36, D) an uncursed amulet of faith (71, 37, D) a +1 hand axe of freezing (72, 8, D) a lightning rod (4/4) (72, 16, D) a lamp of fire (72, 26, D) an uncursed staff of fire (72, 36, D) a +0 dagger (72, 37, D) the +3 pair of gauntlets of War {Slay+5} It affects your accuracy and damage with ranged weapons and melee attacks (+5). (73, 16, D) the +2 plate armour of the Eleven Demons {-Tele *Drain rC++ Int+10} It affects your intelligence (+10). It greatly protects you from cold. It prevents most forms of teleportation. It causes draining when unequipped. (73, 17, D) an uncursed staff of wizardry (73, 26, D) a +2 plate armour of magic resistance (73, 27, D) a book of the Dragon (73, 36, D) a book of the Tempests (73, 37, D) a book of Geomancy