gergalisaous 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 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 (7, 6, D) 4 scrolls of amnesia (7, 7, D) 9 potions of heal wounds (10, 6, D) an uncursed staff of power (61, 19, D) a +0 trident a throwing net (61, 20, D) the +5 mace "Wilom" {crush, MP+9 Str-5 Dex+2} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your strength (-5). It affects your dexterity (+2). It affects your magic capacity (+9). a +0 shortbow 128 arrows (61, 26, D) the +11 hand axe of the Past {chop, MR+ Stlth+} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your resistance to hostile enchantments. It makes you more stealthy. (62, 1, D) a +4 whip of flaming (62, 2, D) a +0 glaive (62, 8, D) a sack of spiders (62, 11, D) a porcupine corpse (62, 17, D) a book of the Warp (62, 20, D) a cursed -3 shortbow 197 arrows (62, 26, D) a lamp of fire (62, 27, D) a +3 ring of intelligence (63, 16, D) a book of Death (63, 17, D) a sack of spiders (63, 19, D) a +0 shortbow 97 arrows a centaur corpse (63, 20, D) a +0 trident a merfolk corpse (63, 21, D) a +0 battleaxe of flaming (63, 26, D) a +6 ring of dexterity (63, 27, D) a +3 antimagic hand axe (64, 16, D) an uncursed ring of wizardry (64, 17, D) a book of Lightning (64, 20, D) a +0 shortbow 234 arrows (64, 21, D) a hippogriff corpse (64, 26, D) a +3 spear of freezing (64, 27, D) a phantom mirror (65, 26, D) an uncursed ring of see invisible (65, 29, D) a +0 arbalest 141 bolts a yaktaur corpse (67, 0, D) a +0 shortbow of freezing (69, 0, D) a +1 morningstar of holy wrath (71, 16, D) a book of Flames (71, 17, D) a +2 quarterstaff of draining (71, 26, D) an uncursed staff of death (71, 27, D) an uncursed staff of death (72, 9, D) an uncursed staff of summoning (72, 16, D) an uncursed ring of wizardry (72, 17, D) a +1 robe of magic resistance (72, 26, D) a book of Changes (72, 27, D) a box of beasts (73, 2, D) a +0 trident (73, 17, D) a +4 war axe of venom (73, 20, D) an adder corpse (73, 26, D) an uncursed staff of wizardry (73, 27, D) an uncursed ring of resist corrosion (74, -1, D) 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 +8 plutonium sword {irradiate, +Channel *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. the +0 shillelagh "Devastator" {shatter, Stlth+} It makes you more stealthy. 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 +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. 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. (74, 2, D) a +0 trident a merfolk corpse (skeletalised by now) (74, 8, 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 +6 Hendrick's axe {distort, *noise, +Frenzy Dex+6} It warps and distorts space around it. Unwielding it can cause banishment or high damage. It affects your dexterity (+6). a +6 antimagic quarterstaff the cursed +2 scimitar of the Solstice {pain, rF+ rN+ MR++ Int-2} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your intelligence (-2). It protects you from fire. It protects you from negative energy. It affects your resistance to hostile enchantments. It has a curse placed upon it. the +8 dagger of the Coin {drain, +Inv rC- Str+3} A truly terrible weapon, it drains the life of those it strikes. It affects your strength (+3). It makes you vulnerable to cold. It lets you turn invisible. a +0 hand axe