Winsalot the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (unseen) (4, 2, D) a +5 quick blade (unseen) (4, 3, D) a +5 giant spiked club (unseen) (4, 4, D) a +5 bardiche (unseen) (4, 5, D) a +5 broad axe (4, 7, D) a +3 buckler (4, 8, D) a +5 crystal plate armour +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 +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 +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. (62, 3, D) an uncursed staff of conjuration (62, 9, D) an uncursed staff of cold (67, 3, D) a porcupine corpse (68, 3, D) a porcupine corpse (69, 0, D) an uncursed staff of summoning (70, 8, D) a cursed staff of poison (70, 9, D) a +1 chain mail of fire resistance (70, 12, D) a bullfrog corpse (71, 8, D) a +2 troll leather armour (71, 12, D) a jackal corpse (71, 17, D) a fan of gales (71, 20, D) a +0 mace (unseen) (71, 21, D) a +0 flail (unseen) (71, 22, D) a draconian corpse (72, 9, D) an uncursed staff of wizardry (72, 12, D) a porcupine corpse (72, 16, D) the amulet "Kionay" {rC+ Regen+} [amulet of regeneration] It protects you from cold. It increases your rate of regeneration. (73, 1, D) the cursed +0 plate armour of the Tundras {rElec rF+ MP-9 Dex+4} It affects your dexterity (+4). It protects you from fire. It insulates you from electricity. It affects your magic capacity (-9). It has a curse placed upon it. (73, 16, D) a Necronomicon (73, 17, D) a +1 hand crossbow of freezing (73, 21, D) a +5 hunting sling (unseen) (75, 1, D) a +2 mace of draining