Freyura the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 4, D) 1000 sling bullets (unseen) (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 (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 (unseen) (7, 1, D) a cursed +0 helmet (7, 3, D) 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). 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 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +0 sword of Power 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 +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 +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 +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} 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 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. 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 +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. 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. (8, 3, D) 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. a +0 leather armour (10, 3, D) a +6 ring of intelligence a +6 ring of intelligence (10, 6, D) an uncursed staff of energy (61, 0, D) the +9 fustibalus of Maobis {speed, rC+ Int-5 Dex+3 Stlth+} Attacks with this weapon are significantly faster. It affects your intelligence (-5). It affects your dexterity (+3). It protects you from cold. It makes you more stealthy. the +0 scale mail of the Shore {rC+ Str-3 Int+5} It affects your strength (-3). It affects your intelligence (+5). It protects you from cold. (62, 1, D) an uncursed staff of fire (62, 3, D) an adder corpse (62, 8, D) the +9 hand axe of Ferocious Valour {pain, rN++ Str-4 Int+5} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your strength (-4). It affects your intelligence (+5). It greatly protects you from negative energy. (62, 9, D) a sack of spiders (63, 0, D) an uncursed staff of cold (63, 4, D) an adder corpse (63, 8, D) a Necronomicon (67, 0, D) a Fen Folio (68, 0, D) a +0 quarterstaff of holy wrath (69, 0, D) a +1 plate armour of fire resistance (70, 8, D) the +2 hat of the Bear Spirit {Spirit, +Rage rN+ MR++} It protects you from negative energy. It affects your resistance to hostile enchantments. It lets you go berserk. (70, 9, D) an uncursed staff of conjuration (71, 8, D) an uncursed staff of air (71, 16, D) a +2 dagger of draining (71, 17, D) a +2 war axe of chopping (72, 9, D) a +1 battleaxe of venom (72, 16, D) an uncursed ring of positive energy (72, 17, D) a phial of floods (73, 1, D) a +0 dire flail of holy wrath (73, 16, D) a phantom mirror (73, 17, D) an uncursed staff of power (75, 1, D) a lightning rod (4/4) (75, 22, D) a cursed -2 short sword (unseen)