tstststs 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, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (10, 1, D) 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 +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. 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) an uncursed ring of flight (10, 6, D) a crystal ball of energy (11, 1, D) 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 +4 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, 3, D) a +0 giant spiked club a cursed -3 giant spiked club (61, 8, D) a disc of storms (62, 0, D) a +1 hand crossbow of velocity (62, 1, D) the +7 trident of Uvotot {elec, rPois Int+3} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your intelligence (+3). It protects you from poison. (62, 3, D) a +0 giant club (62, 4, D) a +0 giant club (62, 8, D) an uncursed staff of air (63, 0, D) a +5 hand axe of chopping (63, 8, D) the +10 plate armour of the Beekeeper {rPois rN+ Str-3 Slay+2} It affects your strength (-3). It affects your accuracy and damage with ranged weapons and melee attacks (+2). It protects you from poison. It protects you from negative energy. (67, 0, D) a +3 hand crossbow of freezing (68, 0, D) a +4 shortbow of velocity (69, 0, D) a +4 war axe of electrocution (70, 8, D) a +1 hand axe of electrocution (70, 9, D) an uncursed staff of fire (71, 8, D) the +1 helmet of Elyvilon's Hope {rF- Regen+ Str+3 Dex+3} It affects your strength (+3). It affects your dexterity (+3). It makes you vulnerable to fire. It increases your rate of regeneration. (71, 12, D) a +0 long sword an elf corpse (72, 8, D) a cursed staff of summoning (72, 9, D) a +0 dagger (still there?) a box of beasts (still there?) (73, 1, D) a +1 mace of protection (74, 8, D) a +0 rapier