cirnu 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 +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 8, D) a +0 scale mail a +0 shield a +0 war axe (10, 4, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy (11, 0, D) 10 potions of heal wounds (still there?) 10 potions of heal wounds (still there?) the +7 longbow "Piercer" {penet, EV-2} (still there?) 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). the +7 Singing Sword {slice, sonic wave} (still there?) It inflicts extra damage upon your enemies. the +7 mace of Variability {chain chaos} (still there?) Each time it hits an enemy it has a different, random effect. the +0 sword of Power (still there?) the cursed +13 scythe of Curses {drain, *Curse} (still there?) 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 +9 sword of Zonguldrok {reap} (still there?) 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 +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} (still there?) It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +11 plutonium sword {*Contam Stlth-} (still there?) It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} (still there?) the +7 great mace "Firestarter" {inner flame, rF++} (still there?) 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 +15 Maxwell's patent armour {-Cast -Tele rElec MR+ rCorr} (still there?) 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. the +10 dark maul {crush} (still there?) It inflicts extra damage upon your enemies. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} (still there?) Any bolt fired from it inflicts extra damage. It lets you see invisible. the +6 Majin-Bo {vamp, *Drain Str+12 Int+24} (still there?) It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (+12). It affects your intelligence (+24). It causes draining when unequipped. (61, 8, D) a +0 ring mail of fire resistance (61, 11, D) a +2 flail of freezing (unseen) (62, 0, D) the +6 lightning scales {run, rElec} It insulates you from electricity. (62, 8, D) an uncursed staff of death (62, 9, D) a +0 shortbow of flaming (63, 3, D) a necrophage corpse (63, 8, D) a lightning rod (4/4) (67, 0, D) a book of Minor Magic (68, 0, D) an uncursed amulet of faith (69, 0, D) a +3 great mace of crushing (70, 8, D) a book of Alchemy (71, 8, D) an uncursed staff of wizardry (72, 8, D) a +0 trident (72, 9, D) a +1 buckler of reflection (73, 1, D) a lightning rod (4/4) (75, 1, D) a cursed staff of power