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 (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 (10, 0, D) the +6 Majin-Bo {vamp, *Drain Str+12 Int+24} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (+12). It affects your intelligence (+24). It causes draining when unequipped. 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 will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. 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 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. (10, 5, D) an uncursed ring of flight (11, 0, D) 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. 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} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. 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). (14, 6, D) (unseen) (14, 8, D) (unseen) (49, 37, D) an uncursed staff of wizardry (50, 37, D) a box of beasts (51, 37, D) the ring of Zaavosm {rPois rF- rCorr Dex+2} [ring of resist corrosion] It affects your dexterity (+2). It makes you vulnerable to fire. It protects you from poison. It provides partial protection from all sources of acid and corrosion. (52, 37, D) a +1 dagger of holy wrath (53, 37, D) an uncursed staff of fire (59, 12, D) a hell hound corpse (skeletalised by now) (unseen) (59, 37, D) a +7 vampiric lajatang (59, 42, D) a +0 halberd the cursed +1 leather armour of Beauty {rC+ Regen+ Str+6} It affects your strength (+6). It protects you from cold. It increases your rate of regeneration. It has a curse placed upon it. (60, 36, D) a +0 mace (60, 37, D) a +0 dagger (60, 41, D) a +2 mace of crushing a +1 robe of cold resistance (60, 43, D) a +0 halberd (61, 26, D) a +2 dagger of draining (61, 27, D) a porcupine skeleton (61, 41, D) a +5 war axe of distortion a +0 robe a +1 war axe of chopping (61, 44, D) a +0 mace a +0 robe (62, 16, D) a +2 dagger of draining a +0 robe an orc corpse (62, 17, D) a +0 battleaxe a +0 plate armour a +0 flail of protection (62, 18, D) a +0 mace a cursed +0 leather armour (62, 26, D) a phial of floods (inert) (62, 27, D) a +2 plate armour of fire resistance a wolf corpse (62, 36, D) a +0 dagger (62, 37, D) a lamp of fire the +4 hunting sling of Valuable Assets {speed, rElec rC+ MR+} Attacks with this weapon are significantly faster. It protects you from cold. It insulates you from electricity. It affects your resistance to hostile enchantments. (62, 44, D) a +1 halberd of freezing a +0 robe (63, 0, D) a +3 short sword of electrocution (63, 12, D) a hell hound corpse (skeletalised by now) (63, 16, D) a +0 scale mail a phial of floods (inert) an orc corpse (63, 17, D) an uncursed staff of power a +0 robe a +0 dagger (63, 29, D) a wolf skeleton (63, 30, D) a crocodile skeleton (63, 37, D) the ring "Paim" {-Tele rCorr Int+3 Stlth+} [ring of resist corrosion] It affects your intelligence (+3). It prevents most forms of teleportation. It provides partial protection from all sources of acid and corrosion. It makes you more stealthy. (64, 16, D) a +2 hand axe of freezing a +0 robe a +0 dagger an orc corpse (64, 17, D) a +0 robe of magic recovery (64, 18, D) a +0 dagger a +0 leather armour (65, 26, D) a +2 ring mail of positive energy (67, 0, D) an uncursed ring of protection from magic (68, 0, D) a +2 short sword (69, 0, D) an uncursed staff of poison (69, 36, D) a sack of spiders (70, 8, D) a +1 leather armour of magic resistance (70, 9, D) an uncursed staff of poison (70, 36, D) a +1 war axe of electrocution (71, 8, D) the cursed +0 robe "Alirghea" {rElec} It insulates you from electricity. It has a curse placed upon it. (71, 16, D) an uncursed staff of wizardry (71, 17, D) a cursed -5 ring of strength (71, 26, D) a sack of spiders (71, 27, D) a +1 falchion of electrocution (72, 8, D) the ring "Fiffu Xuc" {+Fly rF+} [ring of flight] It protects you from fire. It lets you fly. (72, 9, D) an uncursed staff of fire (72, 17, D) a +0 shortbow 137 arrows a centaur corpse (skeletalised by now) (72, 19, D) a +0 trident a +2 hand crossbow of velocity a +0 trident a merfolk corpse (skeletalised by now) (72, 20, D) a +0 trident (72, 27, D) a +3 plate armour of cold resistance (72, 28, D) a cursed -1 dagger a +0 robe (72, 37, D) a +3 shortbow of velocity (73, 1, D) a +6 ring of dexterity (73, 16, D) a +1 scale mail of poison resistance (73, 17, D) a phial of floods (inert) (73, 19, D) a +0 trident (73, 26, D) a +2 hand axe of chopping (73, 29, D) a necrophage corpse (skeletalised by now) (73, 36, D) a +2 short sword of draining (75, 1, D) a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity a +2 chain mail of magic resistance