night the Dungeon (3, 4, D) 501 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (still there?) (10, 0, D) the +6 Majin-Bo {vamp, 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" {vorpal, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {vorpal} It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} It insulates you from electricity. It prevents spellcasting. It prevents most forms of teleportation. It protects you from acid and corrosion. It increases your willpower. the +18 shield of the Gong {rElec rN+ Will+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It increases your willpower. the +14 obsidian axe {vorpal, Drain Fly SInv} It inflicts extra damage upon your enemies. It lets you see invisible. It grants you flight. It drains your maximum health when unequipped. (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} (still there?) 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} (still there?) the +11 plutonium sword {Contam Stlth-} (still there?) It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} (still there?) 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} (still there?) If a monster killed with it leaves a corpse in good enough shape, the corpse is reanimated as a zombie friendly to the killer. the +13 scythe of Curses {drain, Drain} (still there?) A truly terrible weapon, it drains the life of those it strikes. It drains your maximum health when unequipped. the +5 sword of Power {vorpal} (still there?) It inflicts extra damage upon your enemies. the +7 mace of Variability {chain chaos} (still there?) Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {vorpal, sonic wave} (still there?) It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} (still there?) It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 8, D) the +7 sceptre of Torment {pain, torment} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. (62, 8, D) a +0 plate armour of cold resistance (68, 0, D) the +1 scale mail "Zulawn" {Rampage Drain Regen+ Int+3} It affects your intelligence (+3). It increases your rate of health regeneration. It drains your maximum health when unequipped. It bestows one free step when moving towards enemies. (69, 0, D) a staff of death (71, 8, D) a staff of death (71, 26, D) a +0 long sword (71, 27, D) a +0 mace (72, 9, D) a +2 vorpal falchion (72, 17, D) the +2 scale mail "Kiatuz" {Will+ Int+4} It affects your intelligence (+4). It increases your willpower. (72, 26, D) a manual of Staves (72, 27, D) a staff of cold (73, 26, D) a staff of cold (73, 27, D) a ring of protection from cold