Kidiri 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 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 large shield 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 +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, 5, D) a +6 ring of intelligence a +6 ring of intelligence 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 +10 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) the +8 long sword "Fotwuxkio" {venom, *Drain rElec Str+8} It poisons the flesh of those it strikes. It affects your strength (+8). It insulates you from electricity. It causes draining when unequipped. (61, 8, D) a lightning rod (4/4) (62, 1, D) a book of Power (62, 8, D) an uncursed ring of positive energy the ring of Qecin {rN+ EV+5 Slay+3} [ring of evasion] It affects your evasion (+5). It affects your accuracy and damage with ranged weapons and melee attacks (+3). It protects you from negative energy. the ring of Qecwur {*Corrode rPois rN+ Dex+2} [ring of positive energy] It affects your dexterity (+2). It protects you from poison. It protects you from negative energy. It may corrode you when you take damage. the ring of Kurphit {+Fly rF- rN+ AC+4} [ring of protection] It affects your AC (+4). It makes you vulnerable to fire. It protects you from negative energy. It lets you fly. (62, 9, D) a +0 mace (63, 2, D) a +0 rapier a cursed +0 robe a +0 buckler (63, 8, D) a +0 whip (64, 12, D) the cursed +2 mace of Piepraupn {crush, *Contam rN+ Str+8 Stlth-} It inflicts extra damage upon your enemies. It affects your strength (+8). It protects you from negative energy. It causes magical contamination when unequipped. It makes you less stealthy. It has a curse placed upon it. a draconian skeleton (66, 12, D) a cursed +0 hand axe a +0 falchion of flaming (68, 0, D) an uncursed staff of fire (69, 1, D) an uncursed staff of earth the cursed +1 trident "Kidiri's Doom" {flame, rC+} 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 protects you from cold. It has a curse placed upon it. (70, 8, D) a +3 chain mail of cold resistance (70, 9, D) the +8 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It lets you see invisible. It lets you go berserk. (71, 8, D) a +0 plate armour of fire resistance (71, 12, D) an inedible chunk of flesh (71, 16, D) a +0 hand axe of electrocution (71, 17, D) the ring of Makhleb's Whim {MR+ SInv} [ring of see invisible] It affects your resistance to hostile enchantments. It lets you see invisible. (72, 8, D) a +2 hunting sling of velocity (72, 9, D) a fan of gales (72, 12, D) an inedible chunk of flesh (72, 16, D) a +4 long sword of distortion (72, 17, D) a +3 triple sword of freezing (72, 21, D) a +5 dagger of venom (73, 1, D) a +4 falchion of slicing (73, 16, D) a +3 arbalest of freezing