dscm 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 a +5 demon trident (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 +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 +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. (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 +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). (61, 0, D) a lightning rod (4/4) (61, 10, D) a +0 shortbow (unseen) (61, 11, D) a +0 shortbow (unseen) (62, 9, D) the +4 hand crossbow of the Absolute Madman {freeze, rF+ Int+6 Dex+2} 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 intelligence (+6). It affects your dexterity (+2). It protects you from fire. (62, 10, D) a +0 arbalest 6 bolts a yaktaur corpse (skeletalised by now) (62, 12, D) a bolt an arrow (62, 13, D) an arrow (63, 0, D) the +1 war axe of Destiny {flame, +Rage +Fly Dex-4} 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. Big, fiery blades are also staple armaments of hydra-hunters. It affects your dexterity (-4). It lets you fly. It lets you go berserk. (63, 8, D) a +2 scale mail of fire resistance (63, 11, D) a +0 shortbow (unseen) (67, 0, D) the +8 whip "Gayr" {vamp, Dex+2 SInv} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your dexterity (+2). It lets you see invisible. (67, 3, D) a +0 dagger (unseen) (68, 2, D) a cursed +0 club (69, 0, D) an uncursed staff of summoning (69, 2, D) a +0 short sword (70, 8, D) a +1 morningstar of draining (70, 9, D) a +3 ring mail of fire resistance (71, 8, D) a +0 scale mail of cold resistance (71, 16, D) a book of Party Tricks (71, 17, D) a +0 morningstar of holy wrath (72, 8, D) a sack of spiders (72, 16, D) a lamp of fire (72, 17, D) a phial of floods (72, 20, D) a +1 morningstar of protection (72, 21, D) an arrow (73, 2, D) a +0 dagger a +0 robe (73, 16, D) the cursed +2 falchion "Kekkyma" {freeze, +Rage rPois} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It protects you from poison. It lets you go berserk. It has a curse placed upon it. (73, 17, D) a +0 long sword (74, 2, D) a +0 club (75, 1, D) a +3 scimitar of slicing