wilfster70 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 a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club (unseen) (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 (7, 6, D) a scroll of holy word (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 +5 great mace "Tytwirph" {protect, rC+ Str+4 Int-4} It protects the one who uses it against injury (+AC on strike). It affects your strength (+4). It affects your intelligence (-4). It protects you from cold. 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. (10, 4, D) a lightning rod (4/4) (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. (unseen) (61, 0, D) a +2 leather armour of poison resistance (61, 2, D) a +0 short sword (61, 8, D) a book of Changes (62, 0, D) a book of Ice (62, 1, D) a +2 war axe of flaming (62, 2, D) the +6 hand axe of Defence by Offence {venom, -Tele Str+2 Int+3 Dex+3} It poisons the flesh of those it strikes. It affects your strength (+2). It affects your intelligence (+3). It affects your dexterity (+3). It prevents most forms of teleportation. a +0 robe (62, 3, D) an arrow a +4 hand axe of freezing (62, 8, D) a lamp of fire (62, 9, D) a +2 blowgun (63, 0, D) a +0 dagger (63, 3, D) a +0 dagger a +0 longbow 9 arrows a +0 leather armour (63, 8, D) an uncursed ring of resist corrosion (67, 2, D) a +0 dagger a +0 robe an orc skeleton (68, 0, D) a lamp of fire (68, 2, D) a +0 short sword (69, 2, D) a +0 mace a +0 leather armour (70, 8, D) a +1 chain mail of poison resistance (70, 9, D) an uncursed ring of positive energy (71, 8, D) a +6 longbow (71, 11, D) a +2 flail of holy wrath (71, 12, D) 2 arrows (72, 8, D) an uncursed ring of protection from fire (73, 1, D) the +8 hand crossbow "Peocvam" {elec, rPois rC- Int+4} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It affects your intelligence (+4). It makes you vulnerable to cold. It protects you from poison.