petercordia3 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 1000 bolts 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 large shield a +3 medium shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (10, 0, D) the +6 Majin-Bo {vamp, *Drain Str+12 Int+24} 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. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {crush} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. 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. 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 {chop, +Fly SInv *Curse} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (10, 6, D) an uncursed staff of power (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to surge with flame as it hits, increasing damage dealt by approximately one third against foes not resistant or susceptible to fire. It greatly protects you from fire. the +0 shillelagh "Devastator" {shatter, Stlth+} It makes you more stealthy. the +8 plutonium sword {irradiate, +Channel *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. 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 {slice} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. 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 its maximum range. It affects your evasion (-2). (61, 8, D) a +0 hand axe a +0 leather armour (62, 8, D) a cursed -3 trident a +0 leather armour a +0 falchion of flaming (62, 9, D) a +0 scale mail a +2 morningstar of draining (63, 8, D) a +0 hand axe a +0 scale mail the +0 leather armour of Anaesthesia {rF- Str+7} It affects your strength (+7). It makes you vulnerable to fire. (69, 30, D) the felid corpse of petercordia3 (70, 8, D) a phantom mirror (70, 9, D) the +4 chain mail "Fyseg" {*Slow Regen+ MP+9} It affects your magic capacity (+9). It increases your rate of regeneration. It may slow you when you take damage. (71, 8, D) a +2 bardiche of flaming (71, 16, D) the +8 plate armour of Follow the Leader {*Contam rN++ Dex+3 SInv} It affects your dexterity (+3). It greatly protects you from negative energy. It lets you see invisible. It causes magical contamination when unequipped. (71, 17, D) a +4 scimitar of protection (71, 26, D) 4 potions of haste (71, 27, D) a +1 plate armour of fire resistance (72, 8, D) a +2 troll leather armour (72, 9, D) a +3 trident of venom (72, 16, D) an uncursed staff of summoning (72, 17, D) a +3 ring of strength (72, 26, D) the +16 sapphire dagger {flash freeze, rF- rC++ MR+} It has been specially enchanted to freeze those struck by it, increasing damage dealt by approximately one third against foes not resistant or susceptible to cold, and potentially slowing cold-blooded foes. It makes you vulnerable to fire. It greatly protects you from cold. It affects your resistance to hostile enchantments. (72, 27, D) a scroll of brand weapon (73, 1, D) a +2 ring mail of poison resistance (73, 16, D) a +1 great sword of draining (73, 17, D) an uncursed staff of conjuration (73, 26, D) a +1 halberd of protection (73, 27, D) the amulet of Vitality {Regen HP+25} [amulet of regeneration] It affects your health (+25). (75, 1, D) a +1 halberd of protection