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 a +5 plate armour (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. (10, 5, D) an uncursed ring of flight (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. (59, 37, D) a fan of gales (2/2) (60, 37, D) a lightning rod (4/4) (61, 0, D) a +2 falchion of slicing (61, 37, D) a +3 leather armour of poison resistance (61, 41, D) a +5 quick blade (61, 43, D) a cursed -2 glaive (62, 0, D) a +4 spear of venom (62, 16, D) a +0 dagger of electrocution (62, 17, D) +0 gold dragon scales (62, 26, D) a lightning rod (4/4) (62, 37, D) an uncursed staff of earth (63, 8, D) an uncursed staff of power (63, 16, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity an uncursed ring of positive energy (63, 17, D) an uncursed ring of protection from magic (63, 22, D) an uncursed staff of fire (63, 27, D) a +0 rapier a +0 robe a +0 buckler of reflection (63, 29, D) a +0 short sword a +0 robe a black bear corpse a spriggan corpse (63, 30, D) a black bear skeleton (63, 32, D) a +0 short sword a +0 robe (63, 37, D) a +2 chain mail of cold resistance (64, 17, D) a +5 ring of dexterity (64, 26, D) an uncursed ring of ice (64, 27, D) a fan of gales (2/2) (64, 29, D) a +0 dagger of venom a +0 robe a +0 buckler (68, 0, D) a +0 dagger (68, 2, D) a +0 hand axe (68, 3, D) a +0 dagger a +1 plate armour of cold resistance (69, 2, D) a +0 robe the +11 dagger of the Wary Souls {elec, rC+ Str+3 Stlth+} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your strength (+3). It protects you from cold. It makes you more stealthy. (69, 36, D) a +1 leather armour of poison resistance (70, 9, D) a +2 robe of magic resistance (70, 20, D) a +0 arbalest 148 bolts (70, 36, D) an uncursed staff of power (70, 37, D) a +4 rapier of holy wrath (70, 41, D) a hell hog corpse a hell hound corpse (71, 8, D) the +7 halberd "Piemod" {distort, rElec} It warps and distorts space around it. Unwielding it can cause banishment or high damage. It insulates you from electricity. (71, 16, D) a +3 ring of evasion (71, 17, D) a +0 great mace a +0 ring mail (71, 20, D) a +0 great sword a +0 plate armour (71, 26, D) a +0 medium shield of protection (71, 27, D) a +3 trident (71, 29, D) 30 large rocks (71, 36, D) a +0 battleaxe of freezing (71, 41, D) a hell hound corpse (71, 42, D) a +4 scimitar of flaming (72, 8, D) a +1 halberd of flaming (72, 16, D) a +7 ring of dexterity (72, 17, D) an uncursed ring of stealth (72, 18, D) a +0 arbalest 147 bolts (72, 22, D) a cursed +0 battleaxe a +0 chain mail (72, 27, D) a +0 trident (72, 28, D) 148 poisoned tomahawks (72, 29, D) a +0 shortbow of velocity 116 arrows (72, 32, D) the ring of Suspicion {*Slow rElec rN++ Dex+2 Stlth+} [ring of insulation] It affects your dexterity (+2). It insulates you from electricity. It greatly protects you from negative energy. It may slow you when you take damage. It makes you more stealthy. (72, 36, D) a +7 rapier of venom (72, 42, D) a hell hound corpse (73, 16, D) a +0 dire flail (73, 17, D) a +2 scale mail of magic resistance (73, 22, D) a +3 rapier of venom a +0 plate armour (73, 26, D) a +2 dagger of electrocution (73, 27, D) a +0 trident (73, 36, D) an uncursed staff of power (73, 37, D) a +6 blowgun (73, 41, D) a +0 scimitar of flaming