sergedm 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, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 8, D) a +5 storm dragon armour a +5 ice dragon armour a +5 fire dragon armour (10, 1, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). the +9 heavy crossbow "Sniper" {velocity, nevermiss, 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 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 may re-curse itself when equipped. It has a curse placed upon it. (10, 4, D) a disc of storms (10, 5, D) a +6 ring of intelligence a +6 ring of dexterity 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 +14 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 may re-curse itself when equipped. It has a curse placed upon it. the +0 sword of Power the +15 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) an uncursed staff of energy (61, 3, D) a +0 trident (unseen) (62, 0, D) a book of Spatial Translocations (62, 1, D) the Disquisition on Entrancing Conjuration Spells Type Level a - Searing Ray Conjuration 2 b - Slow Hexes 2 c - Throw Icicle Conjuration/Ice 4 d - Bolt of Draining Conjuration/Necromancy 5 e - Conjure Ball Lightning Conjuration/Air 6 (62, 3, D) a +0 trident (unseen) (62, 5, D) 8 javelins of returning (63, 0, D) a Young Poisoner's Handbook (67, 0, D) the +2 helmet of the Lumpy Blessings {rElec MR+ Int+3} It affects your intelligence (+3). It insulates you from electricity. It affects your resistance to hostile enchantments. (68, 0, D) an uncursed ring of poison resistance (69, 0, D) a +2 ring mail of magic resistance (73, 1, D) the +11 short sword of the King {pain, rElec rF- SInv Stlth-} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It makes you vulnerable to fire. It insulates you from electricity. It lets you see invisible. It makes you less stealthy. (75, 1, D) an uncursed staff of energy