esteth 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 broad axe (4, 7, D) a +3 large shield a +3 buckler (4, 8, D) +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. 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, 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 +1 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). (49, 36, D) a crystal ball of energy (50, 36, D) the +6 dagger of the Other Side {freeze, rElec Int+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 (+3). It insulates you from electricity. (50, 37, D) a book of Minor Magic (51, 25, D) a +2 shortbow of flaming (51, 32, D) a +2 broad axe of chopping a +0 robe (51, 36, D) an uncursed staff of wizardry (51, 37, D) a book of Fire (52, 25, D) 4 scrolls of enchant armour (52, 29, D) a necrophage corpse (52, 36, D) a +5 flail of draining (52, 37, D) the +7 hand axe "Pomipese" {flame, Int+4 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 intelligence (+4). It affects your dexterity (+4). (53, 25, D) a lamp of fire (53, 36, D) the +6 dagger of a wizard's laboratory {pierce, *Rage rC+ Int+3} It inflicts extra damage upon your enemies. It affects your intelligence (+3). It protects you from cold. It may make you go berserk in combat. (53, 37, D) a book of the Earth (54, 25, D) a book of Unlife (54, 36, D) a +1 scythe of distortion (59, 37, D) a Necronomicon (59, 41, D) an uncursed staff of summoning (60, 36, D) a +1 dagger of protection (60, 37, D) the cursed +3 war axe of Spite {freeze, rN+ Str+4 Stlth-} 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 strength (+4). It protects you from negative energy. It makes you less stealthy. It has a curse placed upon it. (61, 8, D) a lightning rod (4/4) (61, 26, D) the +3 salamander hide armour {+Rage rF++} It greatly protects you from fire. It lets you go berserk. (61, 36, D) a +1 scale mail of cold resistance (61, 37, D) a +1 shortbow of flaming (62, 1, D) the cursed +0 buckler "Honaehun" {rC+++ Str-4 SInv} It affects your strength (-4). It renders you almost immune to cold. It lets you see invisible. It has a curse placed upon it. (62, 8, D) a book of Frost (62, 9, D) a +2 leather armour of poison resistance (62, 16, D) an uncursed amulet of the gourmand (62, 17, D) a lamp of fire (62, 26, D) an uncursed ring of see invisible (62, 30, D) a +0 hand axe (unseen) (62, 37, D) a sack of spiders (63, 0, D) a cursed staff of air (63, 8, D) an uncursed staff of conjuration (63, 16, D) a crystal ball of energy (63, 26, D) a crystal ball of energy (63, 27, D) a +2 glaive of distortion (63, 29, D) a +0 trident (63, 30, D) a +0 battleaxe (64, 16, D) a +4 war axe of freezing (64, 26, D) the +6 falchion of Courage {antimagic, rF- Str+9} 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 strength (+9). It makes you vulnerable to fire. (64, 27, D) a phial of floods (64, 31, D) a +0 long sword (unseen) (65, 26, D) the +4 chain mail of Orghim {rCorr} It protects you from acid and corrosion. (67, 0, D) an uncursed staff of fire (69, 36, D) a +1 buckler of protection (70, 8, D) a book of Air (70, 9, D) an uncursed amulet of the gourmand (70, 36, D) a lamp of fire (71, 13, D) an uncursed ring of resist corrosion (71, 16, D) a +2 plate armour of cold resistance (71, 17, D) a +2 morningstar of venom (71, 26, D) a +2 leather armour of cold resistance (72, 8, D) a +3 chain mail of poison resistance (72, 9, D) an uncursed staff of conjuration (72, 16, D) the cursed +3 mace of the Ten Beggars {freeze, Str+4 SInv} 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 strength (+4). It lets you see invisible. It has a curse placed upon it. (72, 27, D) a +0 mace (72, 37, D) a +0 great sword of flaming (73, 2, D) a +0 short sword (73, 27, D) a phial of floods (73, 32, D) a +0 hand axe (73, 36, D) the +1 leather armour of Negligence {Int+5 Stlth+} It affects your intelligence (+5). It makes you more stealthy. (73, 41, D) a +2 ring of strength an uncursed amulet of regeneration an uncursed ring of flight a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a +0 shield a +0 scale mail a +0 war axe (74, 33, D) a +0 club (74, 43, D) a +1 short sword of venom (75, 1, D) a crystal ball of energy (75, 32, D) a +0 mace (still there?) a +0 short sword (still there?)