Burgietje the Dungeon (3, 2, D) a +5 triple sword (still there?) a +5 great sword (still there?) a +5 double sword (still there?) a +5 demon blade (still there?) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (still there?) (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 kite 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, 1, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity an uncursed ring of flight a +0 robe a +0 hand axe (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} (still there?) 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} (still there?) Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {vorpal} (still there?) It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} (still there?) It insulates you from electricity. It affects your willpower, your defense against some magical effects. 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+ Will+ EV-5} (still there?) It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your willpower, your defense against some magical effects. the +14 obsidian axe {vorpal, *Drain +Fly SInv} (still there?) It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It causes draining when unequipped. (10, 4, D) a lightning rod (4/4) (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 is reanimated as a zombie friendly to the killer. the +13 scythe of Curses {drain, *Drain} A truly terrible weapon, it drains the life of those it strikes. It causes draining when unequipped. the +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. 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 passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 0, D) an uncursed staff of cold (61, 4, D) a +0 falchion (61, 5, D) the +9 quarterstaff of Sioq {distort, rN+++ Dex-2 SInv} It warps and distorts space around it. Unwielding it can cause banishment or high damage. It affects your dexterity (-2). It renders you almost immune to negative energy. It lets you see invisible. (61, 8, D) a +3 shortbow of freezing (62, 1, D) a +0 war axe (62, 4, D) a +0 club the +4 arbalest of the Dungeon {elec, rPois rC+ Will+} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It protects you from cold. It protects you from poison. It affects your willpower, your defense against some magical effects. (62, 9, D) the +6 flail of Dissent {vorpal, rPois rC+ Int+4} It inflicts extra damage upon your enemies. It affects your intelligence (+4). It protects you from cold. It protects you from poison. (63, 0, D) a +0 hand axe (63, 4, D) a +3 short sword of flaming (still there?) a draconian corpse (still there?) (63, 8, D) a book of Power (63, 12, D) an adder corpse (68, 0, D) a +6 vorpal falchion (69, 0, D) the +9 halberd "Frog's Foe" {flame, +Blink} 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. Big, fiery blades are also staple armaments of hydra-hunters. It lets you blink. (70, 8, D) a box of beasts (70, 9, D) a +2 pair of boots of rampaging (71, 8, D) a cursed amulet of inaccuracy (72, 8, D) a +3 scale mail of cold resistance (72, 9, D) a +0 trident