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 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 (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (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 provides partial protection from all sources of 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, 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 +7 mace of Variability {chain 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, 26, D) a book of Misfortune (62, 0, D) the +8 hunting sling "Meharch" {venom, rElec rF- rC+ Dex+2} It poisons the ammo it fires. It affects your dexterity (+2). It makes you vulnerable to fire. It protects you from cold. It insulates you from electricity. (62, 1, D) a +2 robe of positive energy (62, 9, D) a +9 blowgun (62, 11, D) a necrophage corpse (skeletalised by now) (62, 16, D) an uncursed staff of conjuration (62, 17, D) a +2 arbalest of freezing (62, 22, D) a +0 dagger a +0 robe (62, 26, D) a +0 club (62, 27, D) an uncursed staff of power (62, 28, D) a +0 dagger (unseen) (62, 30, D) 2 large rocks (unseen) (62, 32, D) an uncursed staff of cold (unseen) (63, 16, D) an uncursed staff of summoning (63, 20, D) a +0 spear (63, 21, D) a cursed -2 short sword a cursed +0 robe a +0 short sword a +0 robe a +1 buckler of protection a spriggan skeleton a wolf skeleton (63, 31, D) a +0 broad axe (unseen) (63, 32, D) a +0 mace (unseen) (63, 33, D) a bolt 2 large rocks (64, 16, D) the +4 mace of Truncation {vamp, rF- rN+ Int+5 Stlth+} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+5). It makes you vulnerable to fire. It protects you from negative energy. It makes you more stealthy. (64, 17, D) the +2 robe of the Untouchables {rPois rC+ rN+} It protects you from cold. It protects you from poison. It protects you from negative energy. (64, 21, D) a hornet corpse (64, 26, D) the +1 long sword of Tartarus {protect, Int+3} It protects the one who uses it against injury (+AC on strike). It affects your intelligence (+3). (64, 27, D) the +10 long sword of Conflict {freeze, +Inv Int+10 Dex-3} 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 affects your intelligence (+10). It affects your dexterity (-3). It lets you turn invisible. (64, 30, D) a +0 arbalest (unseen) (67, 0, D) the +5 plate armour of the Arcane {MR++} It affects your resistance to hostile enchantments. (68, 0, D) a +3 scale mail of positive energy (69, 2, D) a +0 short sword a +0 robe (70, 8, D) a +4 vampiric war axe (70, 9, D) an uncursed staff of earth (71, 8, D) a lightning rod (4/4) (71, 16, D) a +2 robe of cold resistance (71, 17, D) a +1 dagger of electrocution (71, 26, D) a +0 mace an uncursed staff of death (72, 9, D) the +0 scale mail of Muttered Phrases {rF+} It protects you from fire. (72, 17, D) a +2 scythe of freezing (73, 16, D) the +5 demon whip "Spellbinder" {antimagic, MR+} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It affects your resistance to hostile enchantments. (73, 17, D) a +4 ring mail of fire resistance (73, 26, D) a +3 long sword of holy wrath (73, 27, D) the ring of Life {Int+2 Stlth-} [ring of attention] It affects your intelligence (+2). It makes you less stealthy. (75, 1, D) the amulet "Foiber" {Inacc rC+ rN+} [amulet of inaccuracy] It reduces the accuracy of all your attacks. It protects you from cold. It protects you from negative energy. 7 scrolls of fog