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 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 large shield a +3 medium shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 5, D) 6 rations (7, 7, D) 2 potions of brilliance 2 potions of invisibility 5 potions of haste 4 potions of resistance a potion of experience 5 potions of magic 5 potions of agility 5 potions of might 2 potions of berserk rage 9 potions of heal wounds 9 potions of curing (59, 36, D) the +7 battleaxe "Zugg" {venom, rElec Str+2 Dex-4} It poisons the flesh of those it strikes. It affects your strength (+2). It affects your dexterity (-4). It insulates you from electricity. (unseen) (59, 37, D) a +1 short sword of protection (unseen) (60, 36, D) an uncursed staff of cold (unseen) (60, 37, D) an uncursed amulet of regeneration (unseen) (61, 0, D) a +0 hand axe a +0 robe a +2 chain mail of poison resistance (61, 16, D) a +3 morningstar of crushing (unseen) (61, 26, D) an uncursed staff of wizardry (unseen) (61, 35, D) (unseen) (61, 36, D) a +1 glaive of venom (unseen) (61, 37, D) an uncursed ring of insulation (unseen) (62, -1, D) 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. (62, 0, D) a +4 hunting sling of velocity (62, 9, D) an adder corpse (skeletalised by now) (62, 11, D) a water moccasin corpse (skeletalised by now) (62, 16, D) the +6 flail "Fazesk" {venom, MP+9} It poisons the flesh of those it strikes. It affects your magic capacity (+9). (62, 17, D) a lightning rod (4/4) (unseen) (62, 26, D) an uncursed staff of air (unseen) (62, 27, D) a +4 rapier of speed (unseen) (62, 36, D) a +1 scale mail of cold resistance (unseen) (62, 37, D) a sack of spiders (unseen) (63, 0, D) an uncursed staff of air (unseen) (63, 8, D) a +4 blowgun (unseen) (63, 9, D) a ball python corpse (skeletalised by now) (unseen) (63, 16, D) a book of Death a swamp drake corpse (63, 17, D) a book of Changes (63, 19, D) a steam dragon corpse (63, 26, D) the +3 hand crossbow "Jaogepn" {elec, rPois Str+5} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It affects your strength (+5). It protects you from poison. (63, 27, D) a +4 arbalest (63, 30, D) a +0 morningstar (63, 36, D) a +0 war axe of electrocution (unseen) (63, 37, D) an uncursed staff of poison (unseen) (64, 16, D) +0 steam dragon scales a +1 vampiric battleaxe a steam dragon corpse (64, 17, D) 4 potions of heal wounds (unseen) (64, 19, D) a swamp drake corpse (64, 26, D) a +1 rapier of speed (unseen) (68, 0, D) a +0 medium shield of reflection (69, 36, D) a +2 halberd of chopping (unseen) (70, 37, D) 4 potions of haste (71, 17, D) a +1 dagger of venom (71, 20, D) a water moccasin corpse (skeletalised by now) (unseen) (71, 26, D) an uncursed ring of flight (71, 27, D) a lamp of fire (inert) (still there?) a jackal corpse (skeletalised by now) (still there?) (71, 36, D) the +5 morningstar of Yeast {antimagic, rElec rPois rF+} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It protects you from fire. It insulates you from electricity. It protects you from poison. (71, 37, D) 4 potions of heal wounds (72, 16, D) an uncursed staff of poison (72, 19, D) an adder corpse (skeletalised by now) (unseen) (72, 20, D) a +0 spear a naga corpse (skeletalised by now) (72, 21, D) a ball python corpse (skeletalised by now) (unseen) (72, 22, D) a water moccasin corpse (skeletalised by now) (unseen) (72, 26, D) a +2 spear of pain a river rat corpse (skeletalised by now) (72, 27, D) a wolf corpse (skeletalised by now) (72, 36, D) an uncursed ring of positive energy (72, 37, D) a phial of floods (inert) (73, 1, D) the cursed +1 mace of Owotaum {venom, Dex+4 SInv} It poisons the flesh of those it strikes. It affects your dexterity (+4). It lets you see invisible. It has a curse placed upon it. (73, 26, D) the +0 leather armour of the Eight Boll Weevils {rElec Dex+3} It affects your dexterity (+3). It insulates you from electricity. the +8 trident of Gozag's Vengeance {elec, +Inv rPois SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It protects you from poison. It lets you see invisible. It lets you turn invisible. the +4 great sword of Living Fortitude {slice, rC+ Str+3} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your strength (+3). It protects you from cold. the cursed +14 obsidian axe {chop, +Fly SInv *Curse} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. 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 +10 dark maul {crush} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. 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 its maximum range. It affects your evasion (-2). the +7 Singing Sword {slice} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +0 sword of Power 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 +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 +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 +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to surge with flame as it hits, increasing damage dealt by approximately one third against foes not resistant or susceptible to fire. It greatly protects you from fire. a +0 robe (73, 27, D) the +7 dagger "Puolaf" {holy, Fragile rElec rC+} It has been blessed by the Shining One to cause great damage to the undead and demons. It protects you from cold. It insulates you from electricity. It will be destroyed if unequipped. (73, 36, D) a cursed -6 ring of intelligence (73, 43, D) a +0 mace (75, 1, D) an uncursed staff of summoning