slayr 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 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 tower shield a +3 kite 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 (6, 6, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity an uncursed ring of flight a +0 leather armour (9, 2, D) a +0 short sword a +1 hand crossbow (10, 0, 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 +10 dark maul {vorpal} It inflicts extra damage upon your enemies. 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 {vorpal, +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 (11, 0, 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 {vorpal, sonic wave} It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (62, 0, D) a +8 broad axe of electrocution (62, 1, D) a +9 giant club (62, 8, D) the +9 spear of Unal {flame, rElec Int+3} 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 affects your intelligence (+3). It insulates you from electricity. (63, 8, D) a +3 giant spiked club (68, 0, D) the +6 plate armour of Majestic Birdsong {+Fly rPois rC+ Dex-5} It affects your dexterity (-5). It protects you from cold. It protects you from poison. It lets you fly. (70, 8, D) a +0 dagger (70, 11, D) a +0 club a +0 leather armour an orc corpse (71, 8, D) a +0 short sword (71, 11, D) the +2 glaive "Qiz Rya" {freeze, +Blink Dex+5} 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 dexterity (+5). It lets you blink. a +0 robe the +8 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It lets you see invisible. It lets you go berserk. an orc corpse an orc corpse (71, 16, D) a +0 halberd (71, 17, D) a bolt (still there?) a book of Party Tricks (still there?) (71, 18, D) a bolt (72, 8, D) a phial of floods (72, 9, D) a +0 dagger a +0 robe a +2 shortbow of flaming (72, 13, D) a +0 club (72, 16, D) the +1 short sword of the Bespelling Badger {vorpal, rN+ Stlth+} It inflicts extra damage upon your enemies. It protects you from negative energy. It makes you more stealthy. (72, 23, D) 3 arrows (73, 1, D) a +2 robe of magic resistance (73, 16, D) a tin of tremorstones (3/3) (73, 17, D) a tin of tremorstones (3/3) (73, 23, D) a bolt (still there?) an arrow (still there?) (74, 2, D) the +10 hand axe "Eno Ygev" {elec, rPois rF- Str+4} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your strength (+4). It makes you vulnerable to fire. It protects you from poison. a +0 robe a +0 flail an orc corpse (skeletalised by now) (75, 1, D) a +0 dagger