Mgcat the Dungeon (3, 4, D) 1000 sling bullets 1000 arrows 1000 bolts (4, 3, D) a +5 giant spiked club a +5 giant club (4, 4, D) a +5 hand crossbow a +5 arbalest a +5 triple crossbow a +5 shortbow a +5 longbow a +5 hunting sling a +5 fustibalus a +5 lajatang a +5 demon blade a +5 double sword a +5 great sword a +5 triple sword a +5 dagger a +5 rapier a +5 quick blade a +5 demon whip a +5 great mace a +5 demon trident a +5 bardiche a +5 broad axe a +5 battleaxe a +5 executioner's axe (4, 7, D) a +3 large shield a +3 shield a +3 buckler (5, 7, D) a +5 plate armour +5 fire dragon scales +5 ice dragon scales +5 storm dragon scales +5 shadow dragon scales a +5 crystal plate armour (6, 4, D) 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. (7, 6, D) +5 gold dragon scales (9, 1, D) the +7 Singing Sword the +0 sword of Power 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 +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} 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. (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 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, 3, D) a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity (10, 5, D) an uncursed ring of flight {+Fly, !d} (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 +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 +15 mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. 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, 3, D) a lightning rod (4/4) a crystal ball of energy (67, 0, D) a cursed -2 ring of dexterity (68, 0, D) a +3 ring of intelligence (68, 4, D) 2 arrows (69, 0, D) a box of beasts