eailffil

the Dungeon
(3, 2, D)
  a +5 triple sword (still there?)
  a +5 great sword (still there?)
  a +5 double sword (still there?)
  a +5 demon blade (still there?)
(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 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 tower shield
  a +3 kite shield
  a +3 buckler
(4, 8, D)
  a +5 crystal plate armour (still there?)
  +5 gold dragon scales (still there?)
  +5 shadow dragon scales (still there?)
  +5 storm dragon scales (still there?)
  +5 ice dragon scales (still there?)
  +5 fire dragon scales (still there?)
  a +5 plate armour (still there?)
(6, 2, D)
  a +1 dagger
(10, 0, D)
  the +6 Majin-Bo {vamp, MP+6 Int+6}
    It occasionally heals its wielder for a portion of the damage dealt when
    they wound a living foe with it or with a spell.
    
    Its wielder's spells cost health as well as magical power.
    
    Int:       It affects your intelligence (+6).
    MP:        It affects your magic capacity (+6).
  the +9 heavy crossbow "Sniper" {vorpal, Acc+∞ SInv}
    Any ammunition fired from it inflicts extra damage upon your enemies.
    
    Any ammunition fired from it never misses its target.
    
    SInv:      It lets you see invisible.
  the +10 dark maul {vorpal}
    It inflicts extra damage upon your enemies.
  the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr}
    rElec:     It insulates you from electricity.
    -Cast:     It prevents spellcasting.
    -Tele:     It prevents most forms of teleportation.
    rCorr:     It protects you from acid and corrosion.
    Will:      It increases your willpower.
  the +18 shield of the Gong {rElec rN+ Will+ EV-5}
    It is deafeningly noisy when blocking attacks.
    
    EV:        It affects your evasion (-5).
    rElec:     It insulates you from electricity.
    rN:        It protects you from negative energy.
    Will:      It increases your willpower.
  the +14 obsidian axe {vorpal, Mesm Drain Fly SInv}
    It inflicts extra damage upon your enemies.
    
    It occasionally summons demons to assist the wielder when it strikes in
    combat.
    
    Its wielder is mesmerised by any visible foes.
    It cannot be unequipped while any foes are visible.
    
    SInv:      It lets you see invisible.
    Fly:       It grants you flight.
    Drain:     It drains your maximum health when unequipped.
(11, 0, D)
  the +7 great mace "Firestarter" {inner flame, rF++} (still there?)
    It burns those it strikes, dealing additional fire damage.
    
    It fills those it strikes with an explosive inner flame.
    
    It grants immunity to clouds of flame.
    
    rF:        It greatly protects you from fire.
  the +6 shillelagh "Devastator" {shatter} (still there?)
    It releases a powerful concussive burst when it strikes, dealing extra
    damage to the target and all other foes adjacent to them.
  the +11 plutonium sword {Contam Stlth-} (still there?)
    It occasionally inflicts wild transmutation effects on those it strikes,
    inflicting malmutation or extra damage, or polymorphing them into a new
    form.
    
    Contam:    It causes magical contamination when unequipped.
    Stlth:     It makes you less stealthy.
  the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} (still there?)
    It inflicts extra damage against dragons and draconians.
    
    AC:        It affects your AC (+3).
    rF:        It protects you from fire.
    rC:        It protects you from cold.
    rPois:     It protects you from poison.
  the +9 sword of Zonguldrok {reap} (still there?)
    Any living foe damaged by it may be reanimated upon death as a zombie
    friendly to the wielder, with an increasing chance as more damage is dealt.
  the +13 scythe of Curses {drain, Drain} (still there?)
    A truly terrible weapon, it drains the life of any living foe it strikes.
    
    It inflicts powerful necromantic curses on any living foe it strikes.
    
    Drain:     It drains your maximum health when unequipped.
  the +5 sword of Power {vorpal} (still there?)
    It inflicts extra damage upon your enemies.
    
    It occasionally discharges a powerful but inaccurate bolt of energy upon
    striking a foe, with increased chance the greater the wielder's current
    health.
  the +7 mace of Variability {chain chaos} (still there?)
    Each time it hits an enemy it has a different, random effect.
    
    It occasionally unleashes arcs of chaos on nearby creatures upon striking a
    foe.
  the +7 Singing Sword {vorpal, sonic wave} (still there?)
    It inflicts extra damage upon your enemies.
    
    It radiates damaging sonic waves as it strikes, especially in combat
    involving dangerous or numerous foes.
  the +8 storm bow {elec, penet} (still there?)
    Any ammunition fired from it occasionally discharges a powerful burst of
    electricity upon striking a foe.
    
    Any ammunition fired by it passes through the targets it hits, potentially
    hitting all targets in its path until it reaches maximum range.
(73, 1, D)
  a +3 leather armour of willpower
(75, 1, D)
  the +0 buckler of Immorality {*Slow rF+ rC+ Regen+}
    rF:        It protects you from fire.
    rC:        It protects you from cold.
    Regen:     It increases your rate of health regeneration.
    *Slow:     It may slow you when you take damage.