feta the Dungeon (3, 2, D) a +5 great sword a +5 triple sword a +5 double sword a +5 demon blade (3, 4, D) a +5 fustibalus a +5 hunting sling a +5 longbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand crossbow (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 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 (10, 1, D) the +6 Majin-Bo {vamp, Archmagi MP+6 Int+6} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). 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 inflicts extra damage upon your enemies. 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 cursed +14 obsidian axe {chop, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (11, 1, D) the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to burn those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. 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 +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (63, 0, D) the cursed +1 mace "Wampolar" {pain, *Noise rN+ Dex+4} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your dexterity (+4). It protects you from negative energy. It may make noises in combat. It has a curse placed upon it. (63, 1, D) +0 steam dragon scales (63, 8, D) a +2 robe of magic resistance (71, 8, D) the cursed +2 dagger of Supply {pierce, -Tele rPois Int+4} It inflicts extra damage upon your enemies. It affects your intelligence (+4). It protects you from poison. It prevents most forms of teleportation. It has a curse placed upon it. the +5 rapier of Dung {pierce, rElec Int+2} It inflicts extra damage upon your enemies. It affects your intelligence (+2). It insulates you from electricity. the +7 Singing Sword {slice, sonic wave} It inflicts extra damage upon your enemies. (71, 16, D) a +0 chain mail of fire resistance (71, 17, D) an uncursed staff of summoning (72, 16, D) the +10 glaive "Gothrise" {flame, rC- MR+ Dex+3} It has been specially enchanted to burn those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. Big, fiery blades are also staple armaments of hydra-hunters. It affects your dexterity (+3). It makes you vulnerable to cold. It affects your resistance to hostile enchantments. (72, 17, D) a cursed -5 ring of intelligence (72, 21, D) a +0 short sword (unseen) (73, 16, D) a book of Summonings (73, 17, D) the ring "Sufi" {rC+ AC+2} [ring of protection] It affects your AC (+2). It protects you from cold. (75, 1, D) the cursed +0 spear of Irritation {drain, rPois MR++ Int+4} A truly terrible weapon, it drains the life of those it strikes. It affects your intelligence (+4). It protects you from poison. It affects your resistance to hostile enchantments. It has a curse placed upon it.