furman the Dungeon (2, 5, D) a +0 hand crossbow (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (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 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 +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 +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, 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). (62, 0, D) a lamp of fire (62, 1, D) a sack of spiders (62, 8, D) a +3 leather armour of poison resistance (62, 9, D) a sack of spiders (63, 0, D) an uncursed staff of fire (63, 8, D) an uncursed amulet of the acrobat (67, 0, D) an uncursed ring of flight (68, 0, D) a +0 vampiric whip (69, 0, D) an uncursed staff of air (70, 8, D) a +1 morningstar of protection (70, 17, D) an uncursed amulet of guardian spirit (71, 8, D) an uncursed staff of power (71, 16, D) a +6 glaive of venom (71, 17, D) a book of Minor Magic (71, 23, D) a hell hound skeleton (71, 26, D) a phial of floods (71, 27, D) a +2 falchion of slicing (71, 32, D) a bolt (72, 8, D) a +0 trident of piercing (72, 9, D) a phantom mirror (72, 17, D) a sack of spiders (72, 26, D) a phial of floods (72, 27, D) a bolt (still there?) a scroll of fog (still there?) (73, 1, D) a sack of spiders (73, 16, D) an uncursed staff of cold (73, 17, D) an uncursed staff of wizardry (73, 26, D) a lamp of fire (73, 27, D) a +1 scimitar of protection (75, 1, D) a +2 trident of flaming