petercordia 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 (3, 8, D) a +6 ring of dexterity (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 medium shield {pickup} a +3 buckler {pickup} (4, 8, D) +5 storm dragon scales a +5 plate armour (6, 6, D) a +1 robe (6, 7, D) 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 plutonium sword {irradiate, *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. 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. (10, 1, D) a +0 whip (11, 0, D) the +7 longbow "Piercer" {penet, EV-2, pickup} 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). (59, 36, D) a +0 dagger of holy wrath (59, 37, D) a phantom mirror (60, 36, D) a phantom mirror (60, 37, D) a manual of Invocations (61, 1, D) a scroll of brand weapon (61, 8, D) a +3 scale mail of poison resistance (61, 16, D) a +1 scale mail of fire resistance (61, 26, D) +2 gold dragon scales (61, 36, D) an uncursed staff of cold (61, 37, D) an uncursed staff of summoning (61, 40, D) a +1 scimitar of flaming (61, 41, D) a +2 great sword of flaming a fire giant corpse (61, 42, D) a +2 scimitar of flaming (61, 43, D) a hell hound corpse (62, 1, D) an uncursed staff of power (62, 9, D) 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 +1 shillelagh "Devastator" {shatter, Stlth+} It makes you more stealthy. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. (62, 16, D) the +4 arbalest of the Secret Places {freeze, rF++} It causes projectiles fired from it to freeze those they strike, increasing damage dealt by approximately one third against foes not resistant or susceptible to cold, and potentially slowing cold-blooded foes. It greatly protects you from fire. (62, 17, D) 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. (62, 26, D) the ring of Vampiric Thralls {Int+3 Stlth--, pickup} [ring of attention] It affects your intelligence (+3). It makes you much less stealthy. (62, 36, D) a book of Misfortune (62, 37, D) the +7 battleaxe of Dawn {venom, Str+6} It poisons the flesh of those it strikes. It affects your strength (+6). (62, 41, D) a +2 scimitar of flaming (63, 0, D) a +2 longbow of freezing (63, 16, D) an uncursed staff of cold (63, 17, D) a +2 halberd of venom (63, 27, D) a +4 trident of piercing (63, 28, D) the +0 sword of Power the +8 autumn katana {slice, Clar} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It protects you against confusion. 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 +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. 5 scrolls of identify (63, 31, D) a wolf skeleton (63, 36, D) a box of beasts (63, 37, D) a book of the Sky (64, 17, D) a +2 leather armour of poison resistance (64, 27, D) a +4 spear of venom (64, 32, D) a river rat corpse (67, 0, D) a +3 short sword of speed (68, 1, D) a +6 ring of strength a +6 ring of intelligence (70, 12, D) a hell hound corpse (skeletalised by now) (70, 18, D) a +0 short sword (70, 36, D) the cursed ring of the Final Decision {Fire rElec} [ring of fire] It enhances your fire magic. It protects you from fire. It makes you vulnerable to cold. It insulates you from electricity. It has a curse placed upon it. a +6 ring of dexterity the ring "Vyavow" {+Fly rElec} [ring of flight] It insulates you from electricity. It lets you fly. (70, 40, D) a +0 dagger a +0 robe (70, 42, D) a +0 dagger a +0 robe (71, 9, D) a +0 spear of distortion a +1 ring mail of fire resistance (71, 17, D) a +1 hat of magic resistance (71, 18, D) a +0 short sword a +2 shortbow of flaming 115 arrows a +0 leather armour (71, 26, D) +1 fire dragon scales (71, 27, D) the +7 rapier "Xijirye" {pierce, rF+ Dex+4, pickup} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your dexterity (+4). It protects you from fire. (71, 37, D) the +6 falchion of Pyromania {elec, +Rage +Fly rC+} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It protects you from cold. It lets you fly. It lets you go berserk. (71, 40, D) a wolf skeleton (71, 42, D) a wolf skeleton (72, 9, D) a cursed staff of death (72, 16, D) a +5 crystal plate armour (72, 17, D) a +0 halberd of venom a +1 war axe of venom (72, 18, D) a +0 short sword (72, 19, D) a +0 war axe of electrocution (72, 20, D) a +0 rapier (72, 26, D) an uncursed staff of death (72, 37, D) an uncursed ring of insulation (72, 41, D) a wolf skeleton (73, 1, D) a +1 hat (73, 16, D) a +2 great sword of holy wrath (73, 17, D) a cursed +1 giant club (73, 26, D) the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. +5 gold dragon scales (73, 27, D) a +3 flail of holy wrath (73, 29, D) an ugly thing corpse (skeletalised by now) (73, 36, D) the +9 hand axe of Understanding {freeze, rPois rC+ SInv} It has been specially enchanted to freeze those struck by it, increasing damage dealt by approximately one third against foes not resistant or susceptible to cold, and potentially slowing cold-blooded foes. It protects you from cold. It protects you from poison. It lets you see invisible. (73, 37, D) a lightning rod (4/4)