stonage 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 (unseen) (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 (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, nevermiss, 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 protects you from 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. (10, 5, D) an uncursed ring of flight (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 +14 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 cursed +13 scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It may re-curse itself when equipped. It has a curse placed upon it. the +4 mace of Variability {chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword 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 maximum range. It affects your evasion (-2). (61, 0, D) a +2 great mace of protection (61, 8, D) the +2 trident of Saltpetre {freeze, *Contam Int+6} 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 intelligence (+6). It causes magical contamination when unequipped. (62, 0, D) the +8 bow of Krishna "Sharnga" {speed, Dex+3 SInv} Attacks with this weapon are significantly faster. It affects your dexterity (+3). It lets you see invisible. (62, 1, D) the +8 storm bow {elec} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. (62, 8, D) the +11 triple crossbow "Ileeh" {penet, *Contam Int+7 SInv} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. It affects your intelligence (+7). It lets you see invisible. It causes magical contamination when unequipped. (62, 9, D) the +5 trident of Dismemberment {freeze, rElec Dex+3} 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 (+3). It insulates you from electricity. (63, 0, D) a +6 morningstar of draining (63, 2, D) a scorpion corpse (63, 8, D) a +2 hand axe of freezing (67, 0, D) the +3 dagger of Vishyfez {flame, Str+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. It affects your strength (+3). (68, 0, D) a +2 glaive of venom (68, 1, D) a rime drake corpse (skeletalised by now) (69, 1, D) a rime drake corpse (skeletalised by now) (70, 9, D) a +0 trident of piercing (still there?) a potion of might (still there?) (70, 10, D) a +0 long sword (unseen) (71, 8, D) a +6 vampiric bardiche (71, 9, D) a +0 long sword a +0 leather armour (71, 17, D) a +0 club a +0 robe a +2 quarterstaff of chaos a +0 cloak a +7 arbalest of flaming the human corpse of Jessica the gnoll corpse of Crazy Yiuf (71, 26, D) an uncursed amulet of harm (71, 27, D) the cursed +1 scale mail of Unreason {rElec MR+ Str+5} It affects your strength (+5). It insulates you from electricity. It affects your resistance to hostile enchantments. It has a curse placed upon it. (72, 8, D) an uncursed amulet of rage (72, 16, D) a +0 scythe a +2 robe of magic resistance a +1 hand axe of pain the human corpse of Sigmund (72, 17, D) a +5 mace of crushing a +0 robe (72, 26, D) a +2 quarterstaff of protection (72, 27, D) a +2 morningstar of draining (73, 1, D) a phial of floods (73, 17, D) a +0 short sword a +0 hunting sling of freezing the elf corpse of Duvessa (73, 18, D) a +2 dagger of flaming a +0 robe the elf corpse of Dowan (73, 26, D) a book of Power (73, 27, D) an uncursed ring of protection from fire