MordorOrchid the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets a +5 fustibalus a +5 hunting sling a +5 longbow a +5 shortbow a +5 triple crossbow a +5 arbalest 1000 bolts a +5 hand crossbow (4, 2, D) 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 (unseen) (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 tower shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (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 +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 MR+ rCorr} It insulates you from electricity. It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It provides partial protection from all sources of acid and corrosion. (10, 5, D) a +6 ring of dexterity a +6 ring of dexterity (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 +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. (61, 1, D) a +0 robe (62, 0, D) a book of Cantrips (62, 1, D) a +0 dagger (still there?) a +2 dagger of venom (still there?) (62, 8, D) an uncursed staff of cold (62, 9, D) a cursed staff of summoning (63, 0, D) a +0 hand axe (63, 1, D) a +3 vorpal long sword (unseen) (63, 2, D) a +0 short sword (63, 8, D) a +2 quarterstaff of protection (68, 0, D) a +0 falchion of freezing (69, 0, D) an uncursed staff of wizardry (70, 13, D) a wolf corpse (71, 8, D) a +4 quarterstaff of protection (71, 10, D) an uncursed amulet of guardian spirit a wolf skeleton (71, 16, D) the +4 battleaxe "Bugigopn" {vorpal, Fragile Int+10 Dex+6} It inflicts extra damage upon your enemies. It affects your intelligence (+10). It affects your dexterity (+6). It will be destroyed if unequipped. (71, 17, D) a +1 ring mail of poison resistance (72, 16, D) a +1 mace of draining (72, 17, D) an uncursed ring of magical power (73, 16, D) the cursed +0 short sword "Diddeeju" {protect, +Rage} It grants its wielder temporary protection when it strikes (+7 to AC). It lets you go berserk. It has a curse placed upon it. (73, 17, D) a +0 plate armour of fire resistance (75, 1, D) the cursed +0 dire flail "Cyneph" {vorpal, rF++ MR- Dex+2} It inflicts extra damage upon your enemies. It affects your dexterity (+2). It greatly protects you from fire. It affects your resistance to hostile enchantments. It has a curse placed upon it.