petercordia3 the Dungeon (0, 2, D) (unseen) (0, 4, D) (unseen) (0, 6, D) (unseen) (0, 8, D) (unseen) (0, 10, D) (unseen) (1, 11, D) (unseen) (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 (unseen) (3, 4, D) 1000 sling bullets a +5 fustibalus a +5 hunting sling a +5 longbow a +5 shortbow a +5 hand crossbow (3, 11, D) (unseen) (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 (still there?) a +5 giant club (still there?) a +5 great mace (still there?) a +5 demon whip (still there?) (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 {pickup} a +3 buckler {pickup} (4, 8, D) +5 storm dragon scales {pickup} (5, 11, D) (unseen) (7, 11, D) (unseen) (8, 5, D) a +0 dagger (9, 11, D) (unseen) (10, 0, D) 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. (11, 0, 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. 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 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 +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). (11, 11, D) (unseen) (59, 37, D) a +0 trident (60, 37, D) a +0 spear (61, 8, D) 1349 arrows 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 +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 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. (61, 26, D) an uncursed staff of conjuration (61, 37, D) a +4 spear of venom (61, 44, D) a throwing net {=f} (62, 1, D) a +0 arbalest (62, 2, D) a +0 shortbow (62, 4, D) the cursed +0 quarterstaff "Ogegopem" {distort, MR+, pickup} It warps and distorts space around it. Unwielding it can cause banishment or high damage. It affects your resistance to hostile enchantments. It has a curse placed upon it. a +0 arbalest (62, 8, D) a lightning rod (4/4) (62, 9, D) the +11 war axe "Lymuufig" {chop, rN+ Dex+3, 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 (+3). It protects you from negative energy. (62, 16, D) a +0 glaive (62, 17, D) an uncursed staff of conjuration (62, 22, D) a cursed -1 hand axe a +0 robe (62, 26, D) a +1 morningstar of protection (62, 27, D) a +1 hand axe of chopping (62, 32, D) a porcupine skeleton (62, 37, D) an uncursed ring of poison resistance (63, 0, D) the +10 large shield of Ignorance {rN+ Int-4} It affects your intelligence (-4). It protects you from negative energy. (63, 2, D) a +0 shortbow a +0 falchion of holy wrath (63, 8, D) the cursed +0 great mace "Beastslayer" {antimagic, *Rage Int+9 Dex+3} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It affects your intelligence (+9). It affects your dexterity (+3). It may make you go berserk in combat. It has a curse placed upon it. (63, 16, D) a cursed staff of cold (63, 22, D) an adder skeleton a water moccasin corpse (63, 26, D) an uncursed staff of summoning (63, 27, D) a +1 antimagic short sword (63, 37, D) a cursed staff of wizardry (64, 16, D) a +1 chain mail of cold resistance (64, 17, D) a cursed staff of cold (64, 21, D) a +2 vampiric glaive (64, 22, D) +5 ice dragon scales +5 fire dragon scales a +0 battleaxe a naga corpse a water moccasin corpse (64, 26, D) the cursed +1 ring mail of the Flute {rC+ SInv, pickup} It protects you from cold. It lets you see invisible. It has a curse placed upon it. (64, 27, D) a +2 rapier of electrocution (65, 26, D) a +2 robe of the Archmagi 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. (67, 0, D) an uncursed staff of poison (67, 3, D) a +2 great sword of holy wrath (68, 3, D) the +0 shillelagh "Devastator" {shatter, Stlth+} It makes you more stealthy. a +0 robe (68, 4, D) a +0 long sword a +0 buckler (69, 0, D) a +0 short sword (69, 36, D) a +0 club (70, 4, D) a +0 long sword a +0 leather armour (70, 12, D) a +2 battleaxe a +0 robe (70, 36, D) a +0 hand axe (70, 41, D) a +3 scimitar of electrocution a +0 robe an orc skeleton (70, 42, D) a +1 long sword of electrocution a +0 leather armour an orc skeleton (71, 16, D) an uncursed ring of flight (71, 17, D) a +6 ring of dexterity (71, 28, D) a +6 ring of intelligence (71, 33, D) a polar bear skeleton (71, 36, D) the ring of Yponizam {rElec Stlth--} [ring of attention] It insulates you from electricity. It makes you much less stealthy. (71, 41, D) a +1 trident of protection a +0 plate armour (71, 42, D) a +0 flail a +0 plate armour a +0 dagger a +0 chain mail a +0 war axe a +0 chain mail an orc skeleton an orc skeleton (72, 8, D) a +2 fustibalus of freezing (72, 9, D) a +2 long sword of electrocution (72, 11, D) a +2 trident (72, 16, D) a cursed -3 ring of strength (72, 17, D) a +4 morningstar of holy wrath (72, 18, D) a +0 scimitar of flaming (72, 22, D) a +4 scimitar of flaming (72, 26, D) an uncursed staff of conjuration (72, 27, D) a +0 hand crossbow (72, 36, D) a +0 dagger (72, 38, D) a +0 ring mail an orc corpse (72, 41, D) an uncursed staff of conjuration (73, 16, D) the +6 dagger "Hergh" {freeze, Dex+4 Stlth+, pickup} 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 affects your dexterity (+4). It makes you more stealthy. (73, 22, D) a hell hound corpse (skeletalised by now) (73, 26, D) an uncursed staff of poison (73, 27, D) a fan of gales (2/2) (73, 36, D) a +2 shortbow of flaming (73, 37, D) a +1 hunting sling of freezing (73, 38, D) a +0 hand axe (74, 1, D) 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.