TZer0alt Level 1 of the Dungeon (0, 0, D:1) a +0 dagger (-4, 4, D:1) a +0 mace (-23, 6, D:1) 20 stones (-25, 11, D:1) a +0 dagger (-15, 17, D:1) 12 arrows (-1, 25, D:1) 16 poisoned arrows (-8, 26, D:1) a cursed -3 spear (-48, 28, D:1) 6 bolts (-38, 28, D:1) 16 stones (-44, 32, D:1) 4 stones (-42, 40, D:1) a +0 sling Level 2 of the Dungeon (0, 0, D:2) 7 arrows (-12, 8, D:2) a stone (4, 8, D:2) a scroll of magic mapping (-15, 9, D:2) 14 gold pieces (-12, 9, D:2) a stone (-9, 9, D:2) a scroll of noise (-13, 10, D:2) a stone (-10, 10, D:2) 2 stones (-15, 12, D:2) a +0 dagger (unseen) (-15, 14, D:2) a +2 sling (unseen) (-11, 16, D:2) a stone (-12, 17, D:2) a stone (13, 24, D:2) 11 stones (14, 26, D:2) a +0 dagger 3 stones Level 3 of the Dungeon (1, 0, D:3) a +1 flail (-5, 1, D:3) a +0 leather armour (-19, 9, D:3) a stone (-16, 9, D:3) a stone (-19, 10, D:3) a stone (5, 10, D:3) a cursed +0 morningstar a +0 leather armour (1, 12, D:3) a cursed -3 long sword (-28, 13, D:3) a +0 club (-29, 14, D:3) a +0 robe (-19, 14, D:3) a stone a +0 dagger (9, 24, D:3) a +2 leather armour (-32, 25, D:3) a +2 demon whip (-16, 26, D:3) the horn of Geryon the +7 great mace "Firestarter" {flame, rF++} It emits flame when wielded, causing extra injury to most foes and up to double damage against particularly susceptible opponents. It greatly protects you from fire. the +7 lajatang of Order {silver, rMut} the +5 demon whip "Spellbinder" {antimagic, MR+} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It affects your resistance to hostile enchantments. the +4 arc blade {discharge, rElec} It insulates you from electricity. the +6 dark maul {crush} It inflicts extra damage upon your enemies. the +4 moon troll leather armour {Spirit, MP+5 Regen} It affects your magic capacity (+5). It increases your rate of regeneration. the +∞ Axe of Woe a ring of the Octopus King {rF+ AC+1 EV+1 Str+1 Dex+1 Int+1} [ring of protection from fire] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from fire. a ring of the Octopus King {AC+1 EV+1 Str+1 Dex+1 Int+1 Stlth+} [ring of stealth] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It makes you more stealthy. a ring of the Octopus King {rN+ AC+1 EV+1 Str+1 Dex+1 Int+1} [ring of positive energy] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from negative energy. a ring of the Octopus King {MP+9 AC+1 EV+1 Str+1 Dex+1 Int+1} [ring of magical power] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It affects your magic capacity (+9). a ring of the Octopus King {rC+ AC+1 EV+1 Str+1 Dex+1 Int+1} [ring of protection from cold] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from cold. a ring of the Octopus King {Wiz AC+1 EV+1 Str+1 Dex+1 Int+1} [ring of wizardry] It improves your spell success rate. It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). a ring of the Octopus King {SustAb AC+1 EV+1 Str+1 Dex+1 Int+1} [ring of sustain abilities] It sustains your strength, intelligence and dexterity. It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). a ring of the Octopus King {AC+1 EV+1 Str+1 Dex+1 Int+1 Regen} [ring of regeneration] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It increases your rate of regeneration. the +6 shillelagh "Devastator" the +8 autumn katana {slice, Clar} It inflicts extra damage upon your enemies. It protects you against confusion. the ring of Vitality {HP+15 Regen} [ring of regeneration] It affects your health (+15). It increases your rate of regeneration. the +10 Black Knight's horse barding {ponderous, rPois rN+} It protects you from poison. It protects you from negative energy. the +6 lightning scales {run, rElec} It insulates you from electricity. the cursed +14 obsidian axe {chop, +Fly Str+3 SInv Curse} It inflicts extra damage upon your enemies. It affects your strength (+3). It enhances your eyesight. It lets you fly. It may recurse itself when equipped. It has a curse placed upon it. the +3 robe of Clouds {+Fly rElec} It insulates you from electricity. It lets you fly. the ring of the Mage {Wiz MR++ Int+3} [ring of wizardry] It improves your spell success rate. It affects your intelligence (+3). It affects your resistance to hostile enchantments. the ring of Robustness {AC+8} [ring of protection] It affects your AC (+8). the ring of Shaolin {EV+8} [ring of evasion] It affects your evasion (+8). the amulet of the Four Winds {Clar rN+ MR+++} [amulet of clarity] It provides mental clarity. It protects you from negative energy. It affects your resistance to hostile enchantments. the amulet of Cekugob {Ward -Tele rElec rPois rN++ AC+1 EV+1} [amulet of warding] It may prevent the melee attacks of summoned creatures. It affects your AC (+1). It affects your evasion (+1). It insulates you from electricity. It protects you from poison. It greatly protects you from negative energy. It prevents most forms of teleportation. the ring of Shadows {Umbra +Inv rN+ SInv} [ring of invisibility] It protects you from negative energy. It enhances your eyesight. It lets you turn invisible. the amulet of the Air {Inacc +Fly rElec EV+5 RMsl} [amulet of inaccuracy] It reduces the accuracy of all your attacks. It affects your evasion (+5). It insulates you from electricity. It lets you fly. It protects you from missiles. the +9 armour of the Dragon King {rPois rF+ rC+ MR+} It protects you from fire. It protects you from cold. It protects you from poison. It affects your resistance to hostile enchantments. the +4 robe of Night {+Inv MR+ SInv Stlth+} It affects your resistance to hostile enchantments. It enhances your eyesight. It lets you turn invisible. It makes you more stealthy. the cursed +15 Maxwell's patent armour {rC+ rF+, -Cast -Tele MR+} It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It has a curse placed upon it. the cursed +3 robe of Folly {Archmagi, MR-- Int+5 Curse} It affects your intelligence (+5). It affects your resistance to hostile enchantments. It may recurse itself when equipped. It has a curse placed upon it. the +2 shield of Resistance {rF+ rC+ MR+} It protects you from fire. It protects you from cold. It affects your resistance to hostile enchantments. the +3 salamander hide armour {+Rage rF++} It greatly protects you from fire. It lets you go berserk. the +4 skin of Zhor {rC+++} It renders you almost immune to cold. the +27 Lear's hauberk the cursed -5 robe of Misfortune {-Cast Contam *Tele EV-4 Str-2 Dex-2 Int-2 Stlth-- Curse} It affects your evasion (-4). It affects your strength (-2). It affects your intelligence (-2). It affects your dexterity (-2). It prevents spellcasting. It causes random teleportation. It may recurse itself when equipped. It causes magical contamination when unequipped. It makes you much less stealthy. It has a curse placed upon it. the +15 large shield "Bullseye" {EV-5} It affects your evasion (-5). the +4 robe of Augmentation {Str+4 Dex+4 Int+4} It affects your strength (+4). It affects your intelligence (+4). It affects your dexterity (+4). the cursed +6 large shield of Ignorance {rN+ AC+2 EV+2 Int-6 Curse} It affects your AC (+2). It affects your evasion (+2). It affects your intelligence (-6). It protects you from negative energy. It may recurse itself when equipped. It has a curse placed upon it. the +8 storm bow {elec} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. the +8 captain's cutlass {speed} Attacks with this weapon are significantly faster. the +6 Lehudib's crystal spear {Int+3} It affects your intelligence (+3). the +27 knife of Accuracy the +8 whip "Snakebite" {venom, rPois} It poisons the flesh of those it strikes. It protects you from poison. the +7 great mace "Undeadhunter" {disrupt, rN+} It protects you from negative energy. the +14 plutonium sword {Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +7 Spriggan's Knife {MR+ EV+4 Dex+4 Stlth+} It affects your evasion (+4). It affects your dexterity (+4). It affects your resistance to hostile enchantments. It makes you more stealthy. the +8 lance "Wyrmbane" {slay drac, +Rage rPois rF+ AC+5} This legendary weapon is deadly to all dragonkind. It affects your AC (+5). It protects you from fire. It protects you from poison. It lets you go berserk. the +6 blowgun of the Assassin {+Inv Stlth++} It lets you turn invisible. It makes you much more stealthy. 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). the +15 crossbow "Sniper" {velocity, SInv} Any bolt fired from it inflicts extra damage. It enhances your eyesight. the +3 Elemental Staff {rElec rF++ rC++ MR++ AC+5} It affects your AC (+5). It greatly protects you from fire. It greatly protects you from cold. It insulates you from electricity. It affects your resistance to hostile enchantments. the +8 mithril axe "Arga" {speed, MR+ Str+2} Attacks with this weapon are significantly faster. It affects your strength (+2). It affects your resistance to hostile enchantments. the +7 trident of the Octopus King {venom, rElec rPois MR+} It poisons the flesh of those it strikes. It insulates you from electricity. It protects you from poison. It affects your resistance to hostile enchantments. the +6 spear of the Botono {reap, rPois rN+ HP-6} 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 protects you from poison. It protects you from negative energy. It affects your health (-6). the +11 morningstar "Eos" {elec, -Tele rElec SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It insulates you from electricity. It enhances your eyesight. It prevents most forms of teleportation. the +13 sword of the Doom Knight {pain, -Cast MR+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your resistance to hostile enchantments. It prevents spellcasting. the +6 crossbow "Hellfire" {hellfire, rF++ rC- MR+} It greatly protects you from fire. It makes you vulnerable to cold. It affects your resistance to hostile enchantments. the +10 sword of Jihad {holy, *Rage rN+ EV+3 Stlth-} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your evasion (+3). It protects you from negative energy. It may make you go berserk in combat. It makes you less stealthy. the +7 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It enhances your eyesight. It lets you go berserk. the +3 giant club "Skullcrusher" {speed, Str+5} Attacks with this weapon are significantly faster. It affects your strength (+5). the +8 bow of Krishna "Sharnga" {speed, Dex+3 SInv} Attacks with this weapon are significantly faster. It affects your dexterity (+3). It enhances your eyesight. the +11 sling "Punk" {freeze, rC+} It turns projectiles fired from it into bolts of frost. It protects you from cold. the +5 scythe "Finisher" {speed, Str+3} Attacks with this weapon are significantly faster. It affects your strength (+3). the +3 dagger "Morg" {pain, MR+ Int+5} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your intelligence (+5). It affects your resistance to hostile enchantments. the +9 dagger of Chilly Death {freeze, rPois rF- rC++ MR+} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to double damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It makes you vulnerable to fire. It greatly protects you from cold. It protects you from poison. It affects your resistance to hostile enchantments. the +8 demon blade "Leech" {vamp, rN+ EV-2 Str-2 Dex-2 Int-2} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. It affects your evasion (-2). It affects your strength (-2). It affects your intelligence (-2). It affects your dexterity (-2). It protects you from negative energy. the +5 mace of Brilliance {holy, rN+ AC+5 Int+5 SInv Stlth-} It has been blessed by the Shining One to cause great damage to the undead and demons. It affects your AC (+5). It affects your intelligence (+5). It protects you from negative energy. It enhances your eyesight. It makes you less stealthy. the +6 scimitar of Flaming Death {flame, rPois rF++ rC- MR+} It emits flame when wielded, causing extra injury to most foes and up to double damage against particularly susceptible opponents. Big, fiery blades are also staple armaments of hydra-hunters. It greatly protects you from fire. It makes you vulnerable to cold. It protects you from poison. It affects your resistance to hostile enchantments. the +8 demon blade "Bloodbane" {slice, *Rage +Rage Stlth-} It inflicts extra damage upon your enemies. It lets you go berserk. It may make you go berserk in combat. It makes you less stealthy. the +3 faerie dragon armour {rC+} It protects you from cold. the +7 Sceptre of Asmodeus the +4 Staff of Dispater the +6 Sword of Cerebov {flame} It emits flame when wielded, causing extra injury to most foes and up to double damage against particularly susceptible opponents. Big, fiery blades are also staple armaments of hydra-hunters. 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 recurse itself when equipped. It has a curse placed upon it. the +7 Sceptre of Torment the cursed +13 Scythe of Curses {drain, Curse} A truly terrible weapon, it drains the life of those it strikes. It may recurse itself when equipped. It has a curse placed upon it. the +4 Vampire's Tooth {vamp} It inflicts no extra harm, but heals its wielder somewhat when it strikes a living foe. the +9 Staff of Wucad Mu the +0 Staff of Olgreb {rPois} It protects you from poison. the +0 Sword of Power the +9 Glaive of Prune {chop} It inflicts extra damage upon your enemies. the +10 Mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. the +8 Wrath of Trog {antimagic, *Rage} It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder). It may make you go berserk in combat. the +7 Singing Sword (-4, 27, D:3) a +0 club a hobgoblin corpse (skeletalised by now) (-32, 29, D:3) a +0 robe a +3 whip of holy wrath (-14, 33, D:3) a +0 club (3, 34, D:3) a giant newt corpse (skeletalised by now) (11, 40, D:3) a +0 club a hobgoblin corpse (skeletalised by now) Level 14 of a ziggurat (0, 0, Zig:14) a +2 scale mail of fire resistance (6, 0, Zig:14) a fire drake corpse (0, 1, Zig:14) a cursed staff of wizardry (7, 1, Zig:14) a fire drake corpse