Winsalot the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (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 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 battleaxe a +5 broad axe (4, 6, D) a +0 shield a +0 war axe (4, 7, D) a +3 large shield a +3 shield a +3 buckler (4, 8, D) +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 +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, 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 +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. 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 +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 {slice, 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) the +3 robe of Folly {Archmagi, MR-- Int+5} It affects your intelligence (+5). It affects your resistance to hostile enchantments. (61, 8, D) the cursed +0 scale mail of Xom's Favour {MR++ rCorr Int-2} It affects your intelligence (-2). It affects your resistance to hostile enchantments. It provides partial protection from all sources of acid and corrosion. It has a curse placed upon it. (61, 16, D) an uncursed staff of conjuration (62, 1, D) a +3 ring mail of positive energy (62, 8, D) a +1 vampiric lajatang (62, 9, D) the cursed +0 robe of Fuomi {rC+ Str+4 Stlth+} It affects your strength (+4). It protects you from cold. It makes you more stealthy. It has a curse placed upon it. (62, 16, D) a +0 scale mail of cold resistance (62, 20, D) a +0 scimitar a +0 buckler an elf corpse (skeletalised by now) (62, 21, D) a +0 long sword a +0 chain mail (62, 23, D) an arrow (62, 27, D) an uncursed staff of conjuration (63, 0, D) an uncursed staff of earth (63, 8, D) a +2 great sword of freezing (63, 16, D) the +5 dagger "Imasseu" {elec, rF- rC++ MR++} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It makes you vulnerable to fire. It greatly protects you from cold. It affects your resistance to hostile enchantments. (63, 17, D) an uncursed staff of summoning (63, 20, D) an arrow (still there?) a +6 vampiric trident (still there?) (63, 21, D) 3 arrows (63, 26, D) a +8 antimagic mace (64, 16, D) the +1 leather armour of the Hills {MR+ Str+2 Int+4 SInv} It affects your strength (+2). It affects your intelligence (+4). It affects your resistance to hostile enchantments. It lets you see invisible. (64, 17, D) an arrow a +3 great mace of holy wrath (64, 20, D) an arrow (64, 21, D) a +0 long sword a +0 ring mail (64, 22, D) a +0 rapier a cursed +0 ring mail (64, 23, D) an arrow (64, 26, D) a +2 fustibalus of freezing (64, 27, D) a +3 leather armour of poison resistance (64, 32, D) a bullfrog corpse (65, 16, D) a +0 dagger a +0 longbow 13 arrows a +0 leather armour (65, 32, D) a basilisk corpse (67, 0, D) an uncursed staff of earth (68, 0, D) a +5 lajatang of speed (69, 36, D) an uncursed ring of see invisible (70, 9, D) the +2 robe of Tartarus {rCorr Int+3} It affects your intelligence (+3). It provides partial protection from all sources of acid and corrosion. (70, 37, D) an uncursed staff of power (71, 8, D) an uncursed staff of fire a +0 club (71, 9, D) a cursed +0 dagger a +0 robe (71, 11, D) a +0 dagger a +0 robe (71, 16, D) a +0 dagger (71, 17, D) a +0 dagger (71, 20, D) the +5 scythe of Eternal Vigilance {flame, +Rage rElec Int+2 SInv} 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 (+2). It insulates you from electricity. It lets you see invisible. It lets you go berserk. a +0 robe (71, 22, D) a +0 dagger a +0 robe (71, 27, D) a +1 scimitar of holy wrath (71, 36, D) a cursed -3 ring of protection (71, 37, D) a +2 ring of intelligence (72, 9, D) a +0 falchion (72, 11, D) a +1 morningstar of crushing a +0 club a +0 chain mail (72, 17, D) a +0 robe of magic resistance (72, 20, D) a +2 bardiche of venom a +0 robe (72, 26, D) the cursed +0 leather armour "Meihuqiz" {Str+4} It affects your strength (+4). It has a curse placed upon it. (72, 30, D) an uncursed staff of wizardry (72, 36, D) a +2 hand axe of freezing (72, 37, D) a scroll of acquirement (73, 1, D) an uncursed staff of wizardry (73, 17, D) a +0 dagger a +0 robe the +1 helmet of Wotuhuargh {Regen+} It increases your rate of regeneration. (73, 18, D) a +2 flail of holy wrath a +0 ring mail (73, 36, D) the ring "Zosch" {rElec MR+ AC+5 Int+2} [ring of protection] It affects your AC (+5). It affects your intelligence (+2). It insulates you from electricity. It affects your resistance to hostile enchantments. (73, 37, D) the cursed +0 dagger of Ulam Log {pain, rElec} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It insulates you from electricity. It has a curse placed upon it.