haldagan 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 (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (still there?) (4, 2, D) a +5 quick blade (still there?) a +5 rapier (still there?) a +5 dagger (still there?) (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 buckler a +3 tower shield a +3 kite shield (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 0, D) a +0 robe (10, 0, D) the +6 Majin-Bo {vamp, 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" {vorpal, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. 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 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 {vorpal, +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, 0, 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. (59, 37, D) a +1 lajatang of speed (59, 42, D) a +2 great sword (still there?) a +0 robe (still there?) (60, 36, D) a lightning rod (4/4) (60, 37, D) an uncursed ring of magical power (60, 38, D) a +0 trident (61, 8, D) a +4 falchion of electrocution (61, 16, D) the +9 triple sword "Xezekit" {flame, rF+ rN+ MP+9 Int+4} 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 intelligence (+4). It protects you from fire. It protects you from negative energy. It affects your magic capacity (+9). (61, 36, D) the cursed +1 arbalest "Orb Guardian's Doom" {flame, *Drain MR++ Int+5} It causes projectiles fired from it to burn those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It affects your intelligence (+5). It affects your resistance to hostile enchantments. It causes draining when unequipped. It has a curse placed upon it. (61, 37, D) a phantom mirror (61, 40, D) a +0 scimitar a +0 robe a scroll of brand weapon (62, 29, D) an arrow (62, 36, D) the +0 chain mail of the Undertaker {rPois rC+ Int+3 SInv} It affects your intelligence (+3). It protects you from cold. It protects you from poison. It lets you see invisible. (62, 37, D) the ring "Ole Muuj" {rF+ EV+4} [ring of evasion] It affects your evasion (+4). It protects you from fire. (63, 2, D) a +3 great sword of freezing a +0 robe (63, 8, D) an uncursed staff of poison (63, 18, D) a cursed +2 short sword (still there?) a +0 robe (still there?) (63, 26, D) a phial of floods (63, 27, D) a +0 dagger (63, 33, D) an arrow (63, 36, D) the cursed +1 dagger of Qurghegh {protect, MR+ Dex+8} It grants its wielder temporary protection when it strikes (+7 to AC). It affects your dexterity (+8). It affects your resistance to hostile enchantments. It has a curse placed upon it. (63, 37, D) the +5 mace of Cooqoemuwa {freeze, +Blink Dex+4 SInv Stlth+} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your dexterity (+4). It lets you see invisible. It lets you blink. It makes you more stealthy. (64, 16, D) the +4 hand crossbow "Eshrivisun" {freeze, rC- rN+++ Int+4 Dex+2} It causes projectiles fired from it to freeze those they strike, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. They can also slow down cold-blooded creatures. It affects your intelligence (+4). It affects your dexterity (+2). It makes you vulnerable to cold. It renders you almost immune to negative energy. (64, 26, D) an uncursed staff of air (64, 29, D) a +0 short sword (still there?) a +0 shortbow (still there?) 24 arrows (still there?) a cursed +0 leather armour (still there?) an elf corpse (still there?) (64, 31, D) a +5 flail of protection (64, 32, D) a +0 short sword (still there?) a +0 shortbow (still there?) 17 arrows (still there?) a +0 leather armour (still there?) an elf corpse (still there?) (64, 33, D) a +0 rapier (still there?) a +0 ring mail (still there?) an elf corpse (still there?) (65, 29, D) a +1 longbow of flaming an uncursed staff of conjuration 9 arrows a +0 leather armour (65, 31, D) a +2 vampiric trident an arrow (67, 0, D) an uncursed staff of cold (67, 1, D) a water moccasin corpse (skeletalised by now) (67, 29, D) a +0 shortbow (still there?) a +0 short sword (still there?) 15 arrows (still there?) a +0 leather armour (still there?) an elf corpse (still there?) (68, 0, D) a +3 trident of distortion (69, 0, D) the +8 battleaxe of Extinguishment {flame, rElec} 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 insulates you from electricity. (69, 1, D) a ball python corpse (skeletalised by now) (69, 20, D) a throwing net (70, 8, D) the +7 chain mail of Articulation {rElec rC+} It protects you from cold. It insulates you from electricity. (70, 10, D) a +0 arbalest 9 bolts (70, 19, D) a +0 trident a merfolk corpse (70, 20, D) a +0 trident a throwing net a merfolk corpse (70, 36, D) an uncursed staff of cold (70, 37, D) a +1 pair of boots of running (71, 9, D) a +0 arbalest 16 bolts a +0 shortbow 12 arrows a yaktaur corpse (skeletalised by now) (71, 13, D) an arrow (71, 16, D) +2 fire dragon scales (71, 17, D) a +1 pair of gloves of dexterity (71, 19, D) a +0 trident a hippogriff corpse a merfolk corpse (71, 20, D) a cursed -1 trident (still there?) 5 boomerangs (still there?) a merfolk corpse (still there?) (71, 26, D) a +2 glaive of flaming (71, 27, D) a +2 hand crossbow of freezing (71, 36, D) an uncursed staff of fire (71, 39, D) a necrophage corpse (71, 40, D) a +0 long sword (still there?) a +0 robe (still there?) (72, 9, D) a +0 shortbow (still there?) 10 arrows (still there?) a +6 ring of dexterity (still there?) a centaur corpse (skeletalised by now) (still there?) (72, 11, D) a +7 spear of venom a +0 arbalest 19 bolts (72, 12, D) an arrow (72, 13, D) an arrow (72, 17, D) a +6 giant club (72, 26, D) a +6 antimagic great sword (72, 30, D) a swamp drake corpse (72, 36, D) an uncursed amulet of faith (72, 37, D) a +3 vorpal spear (73, 1, D) an uncursed staff of death (73, 11, D) an arrow a bolt (73, 17, D) a +1 ring mail of cold resistance (73, 26, D) an uncursed staff of cold (73, 36, D) a +2 short sword of protection (73, 37, D) a +1 vorpal shortbow (73, 40, D) a cursed +0 great sword (still there?) a +0 robe (still there?) (74, 2, D) a ball python corpse (skeletalised by now) (74, 29, D) a wyvern corpse (75, 1, D) a +3 arbalest of freezing (still there?) an adder corpse (skeletalised by now) (still there?) (75, 12, D) a bolt