Somebody the Dungeon (3, 1, D) a +5 triple sword (unseen) (3, 2, D) a +5 lajatang (3, 3, D) 1000 sling bullets (unseen) (4, 1, D) a +5 quick blade (unseen) (4, 2, D) a +5 giant spiked club (unseen) (4, 3, D) a +5 bardiche (unseen) (4, 4, D) a +5 broad axe (4, 6, D) a +3 large shield a +3 shield a +3 buckler (4, 7, D) a +5 crystal plate armour a +5 shadow dragon armour a +5 storm dragon armour a +5 ice dragon armour a +5 fire dragon armour a +5 plate armour (6, 5, D) 4 scrolls of amnesia {!r aim carefully} a wand of draining (5/15) (10, 0, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). Zin disapproves of the use of such an item. the +15 heavy crossbow "Sniper" {velocity, 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 protects you from 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 Str+3 SInv *Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. Zin disapproves of the use of such an item. (10, 3, D) a disc of storms (10, 4, D) an uncursed ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence (10, 5, D) an uncursed staff of energy {!a} 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 +14 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. Zin disapproves of the use of such an item. the +8 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. the cursed +9 Sword of Zonguldrok {reap, *Curse} 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. It may re-curse itself when equipped. It has a curse placed upon it. Zin disapproves of the use of such an item. the cursed +13 Scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It may re-curse itself when equipped. It has a curse placed upon it. Zin disapproves of the use of such an item. the +0 Sword of Power the -4 Mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. Zin disapproves of the use of such an item. the +7 Singing Sword 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 maximum range. It affects your evasion (-2). (61, 11, D) a +0 trident 7 tomahawks a merfolk corpse (skeletalised by now) (62, 0, D) a +1 chain mail of fire resistance (62, 1, D) a +1 quarterstaff of draining (62, 8, D) a +0 trident (62, 10, D) the +4 demon blade of Jiyrhor {flame, *Confuse rPois Int+3} 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 affects your intelligence (+3). It protects you from poison. It may confuse you when you take damage. Zin disapproves of the use of such an item. 2 tomahawks (62, 11, D) 2 tomahawks (62, 12, D) a tomahawk (63, 0, D) the +0 ice dragon armour of Monotheism {+Inv rF- rC++} It makes you vulnerable to fire. It greatly protects you from cold. It lets you turn invisible. (63, 8, D) a +3 leather armour of cold resistance (63, 11, D) a tomahawk a +0 trident a merfolk corpse (skeletalised by now) (63, 12, D) a +0 trident a +1 ring of evasion a tomahawk a merfolk corpse (skeletalised by now) (64, 13, D) a tomahawk (66, 11, D) a tomahawk (67, 0, D) an uncursed ring of flight (68, 0, D) a book of the Earth (70, 8, D) a +0 dagger (70, 9, D) the cursed +0 hand crossbow "Cimuleosa" {freeze, Str+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 strength (+4). It has a curse placed upon it. (70, 11, D) a +2 long sword of freezing (70, 12, D) a +0 long sword (unseen) (71, 8, D) a +0 long sword (71, 12, D) an arrow (71, 13, D) a +0 shortbow (still there?) an arrow (still there?) (72, 8, D) an uncursed staff of energy (72, 9, D) an arrow a +3 chain mail of cold resistance (72, 10, D) a +2 shortbow of flaming (unseen) (72, 11, D) an arrow (73, 1, D) a +5 battleaxe (73, 11, D) 2 arrows (75, 1, D) the Tome of the Onion Spells Type Level a - Confuse Hexes 3 b - Tukima's Dance Hexes 3 c - Fulminant Prism Conjuration/Hexes 4 d - Irradiate Conjuration/Transmutation 5 e - Metabolic Englaciation Hexes/Ice 5 (75, 11, D) an arrow