Conn 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 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 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 tower shield a +3 kite shield (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 +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. the cursed +14 obsidian axe {vorpal, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (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 +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, 0, D) a +0 dagger (61, 4, D) an uncursed staff of cold a +0 robe (61, 8, D) a +1 vorpal trident (63, 0, D) a +0 mace (63, 1, D) a +0 leather armour an orc corpse (63, 4, D) a +7 spear of venom an orc corpse (63, 8, D) an uncursed staff of poison (64, 11, D) a +0 dagger a +0 leather armour an elf corpse (69, 0, D) a phial of floods (69, 9, D) a +0 long sword (still there?) a +0 ring mail (still there?) a +0 buckler (still there?) an elf corpse (still there?) (70, 8, D) a condenser vane (2/2) (70, 9, D) an uncursed staff of conjuration (71, 8, D) a +0 mace of holy wrath (71, 10, D) a +2 dagger of draining (still there?) a +0 leather armour (still there?) (72, 8, D) a lightning rod (4/4) (72, 9, D) a condenser vane (2/2) (73, 0, D) a +0 long sword a +0 leather armour (73, 1, D) a +5 giant spiked club (73, 11, D) a +0 scimitar (still there?) a +0 short sword (still there?) a +0 buckler (still there?) (74, 3, D) a +0 short sword (75, 1, D) the cursed +0 glaive "Uniuhimy" {drain, +Rage SInv} A truly terrible weapon, it drains the life of those it strikes. It lets you see invisible. It lets you go berserk. It has a curse placed upon it.