SirSavien the Dungeon (3, 2, D) a +5 great sword a +5 double sword (3, 3, D) a +5 lajatang (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 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 (unseen) (4, 8, D) a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity an uncursed ring of flight a +0 scale mail +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 2, D) a +0 long sword a +0 shield the +7 Singing Sword {slice, sonic wave} It inflicts extra damage upon your enemies. 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. a +5 demon blade (10, 0, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} 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" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {crush} 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 +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 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. (10, 4, D) a lightning rod (4/4) (10, 6, D) an uncursed staff of energy a crystal ball of energy (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 +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 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 +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. 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. (60, 13, D) a river rat corpse (skeletalised by now) (61, 0, D) a +0 hunting sling of flaming (61, 8, D) the +9 war axe "Orb Guardian's Peril" {chop, Str-4 Dex+5} It inflicts extra damage upon your enemies. It affects your strength (-4). It affects your dexterity (+5). (62, 0, D) a +5 triple sword a +3 ring of strength a box of beasts (62, 1, D) the +7 hand crossbow of Yshrof {freeze, rElec MR+ Dex+4} It causes projectiles fired from it to freeze those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. They can also slow down cold-blooded creatures. It affects your dexterity (+4). It insulates you from electricity. It affects your resistance to hostile enchantments. (62, 9, D) the +6 shortbow of Itiar {venom, MR+} It poisons the ammo it fires. It affects your resistance to hostile enchantments. (62, 13, D) a river rat corpse (skeletalised by now) (68, 0, D) a +1 battleaxe of electrocution (69, 1, D) an uncursed staff of conjuration (69, 2, D) a +0 hand axe (69, 3, D) a +0 dagger a +0 robe (70, 8, D) a +2 shortbow of velocity (70, 9, D) the cursed +0 giant club of Intimidation {pain, Int+8} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your intelligence (+8). It has a curse placed upon it. (70, 11, D) a +0 rapier of venom (71, 16, D) the +8 war axe "Nahemu" {chop, *Slow +Rage rC++ Dex+4} It inflicts extra damage upon your enemies. It affects your dexterity (+4). It greatly protects you from cold. It lets you go berserk. It may slow you when you take damage. (71, 22, D) a +0 rapier (unseen) (72, 8, D) an uncursed amulet of the acrobat (72, 9, D) an uncursed staff of poison (72, 16, D) an uncursed staff of fire (72, 17, D) an uncursed staff of wizardry (73, 16, D) a +2 hand axe of chopping (73, 17, D) the ring of Leaves {rElec MP+9} [ring of magical power] It insulates you from electricity. It affects your magic capacity (+9). (73, 18, D) a +0 short sword (unseen)