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 (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 (10, 0, D) 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 +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 +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. (11, 0, D) 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. (61, 3, D) the +10 dagger of Joharel {holy, -Tele +Inv rF++} It has been blessed by the Shining One to cause great damage to the undead and demons. It greatly protects you from fire. It lets you turn invisible. It prevents most forms of teleportation. 88 poisoned tomahawks (61, 12, D) a black bear corpse (62, 1, D) a +0 trident a +0 trident a merfolk corpse (skeletalised by now) (62, 3, D) a +0 trident a merfolk corpse (skeletalised by now) (62, 9, D) a +2 halberd of venom (62, 12, D) a cursed -3 rapier a +0 robe a +0 buckler of reflection (63, 2, D) the +4 ring mail of Indecent Exposure {MR+ rCorr Dex-4} It affects your dexterity (-4). It affects your resistance to hostile enchantments. It provides partial protection from all sources of acid and corrosion. a cursed -2 trident (63, 12, D) a wolf corpse (67, 0, D) a lightning rod (2/4) (68, 0, D) the +4 chain mail "Ychufu" {rElec rF+ rC-} It protects you from fire. It makes you vulnerable to cold. It insulates you from electricity. (69, 0, D) an uncursed ring of positive energy (70, 8, D) a +3 blowgun (71, 8, D) a +4 ring of strength (71, 10, D) a ball python corpse (71, 16, D) an uncursed amulet of faith a black mamba corpse (71, 17, D) a +2 leather armour of cold resistance (71, 18, D) a naga corpse (71, 21, D) an adder corpse (71, 22, D) a black mamba corpse (71, 26, D) the amulet of Huammiku {Gourm Dex+2} [amulet of the gourmand] It allows you to eat raw meat even when not hungry. It affects your dexterity (+2). (71, 27, D) a +0 pair of gloves of dexterity (72, 9, D) a +2 trident of venom (72, 17, D) a +3 chain mail of positive energy (72, 26, D) the amulet of Poiqed {Inacc rPois Str+4 Int-5 Dex+5} [amulet of inaccuracy] It reduces the accuracy of all your attacks. It affects your strength (+4). It affects your intelligence (-5). It affects your dexterity (+5). It protects you from poison. (72, 27, D) the ring "Epatosunn" {rElec rPois MP+9 Slay-2} [ring of magical power] It affects your accuracy and damage with ranged weapons and melee attacks (-2). It insulates you from electricity. It protects you from poison. It affects your magic capacity (+9). (72, 30, D) a cursed -1 dagger (73, 1, D) an uncursed ring of stealth (73, 16, D) an uncursed amulet of faith a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity the ring "March" {+Fly rElec rPois Str-2} [ring of flight] It affects your strength (-2). It insulates you from electricity. It protects you from poison. It lets you fly. (73, 20, D) an adder corpse (73, 26, D) a +0 long sword (74, 3, D) a water moccasin corpse (skeletalised by now)