stripedtigrrr 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) a +5 fustibalus a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest (4, 2, D) a +2 dagger a +5 rapier (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 (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) a +3 medium shield (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 (10, 0, D) 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. 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 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. (10, 6, D) an uncursed staff of power {!a} (11, 0, D) the +11 plutonium sword {*Contam Stlth-} 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). (61, 0, D) the +4 halberd "Orou" {chop, rElec rF+ MR- Int+3} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your intelligence (+3). It protects you from fire. It insulates you from electricity. It affects your resistance to hostile enchantments. (61, 8, D) the cursed ring of the Present {Fire Int+4} [ring of fire] It enhances your fire magic. It affects your intelligence (+4). It protects you from fire. It makes you vulnerable to cold. It has a curse placed upon it. (61, 9, D) a cursed -3 trident (61, 16, D) a phantom mirror (62, 0, D) a +2 hand axe of freezing (62, 1, D) the ring of Yvoefikk {Wiz rF+ rN+ Dex+4} [ring of wizardry] It improves your spell success rate. It affects your dexterity (+4). It protects you from fire. It protects you from negative energy. (62, 8, D) the cursed ring "Nolarae" {Str+2 Int+2 Stlth--} [ring of attention] It affects your strength (+2). It affects your intelligence (+2). It makes you much less stealthy. It has a curse placed upon it. (62, 9, D) a +0 trident a +0 trident a merfolk skeleton (62, 16, D) a book of Death (62, 17, D) the Guide on Unstable Beguiling Spells Type Level a - Slow Hexes 1 b - Passwall Transmutation/Earth 2 c - Confuse Hexes 3 d - Infestation Hexes/Transmutation/Poison 6 e - Discord Hexes 8 (62, 19, D) a +0 shortbow 93 arrows a centaur corpse (63, 0, D) an uncursed staff of power (63, 8, D) a lightning rod (4/4) {!a} (63, 9, D) a +0 trident (63, 17, D) the cursed +0 robe "Rudoem" {rPois MR+ Str+5} It affects your strength (+5). It protects you from poison. It affects your resistance to hostile enchantments. It has a curse placed upon it. (64, 16, D) a ration (67, 0, D) a +2 double sword of holy wrath (68, 0, D) the +8 short sword "Becaurr" {pierce, Int+5} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your intelligence (+5). (69, 0, D) a sack of spiders (70, 9, D) 80 poisoned needles a +0 blowgun a +0 flail (71, 16, D) a +4 scythe of venom (71, 17, D) a lamp of fire (71, 27, D) a +3 dagger of venom (71, 28, D) a +0 battleaxe a naga corpse (71, 29, D) a water moccasin corpse (72, 8, D) a +2 halberd of chopping an uncursed staff of poison (72, 9, D) a cursed staff of wizardry {!a} (72, 16, D) an uncursed staff of cold (72, 27, D) the +4 dagger of Tomorrow {pierce, *Corrode rPois Int+2 Dex+5} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It affects your intelligence (+2). It affects your dexterity (+5). It protects you from poison. It may corrode you when you take damage. (72, 28, D) an adder skeleton (73, 1, D) a +1 battleaxe of distortion {!w} (73, 26, D) a +3 spear of venom (73, 27, D) a +0 great sword of protection (73, 29, D) an adder skeleton (75, 1, D) an uncursed staff of earth