supermoro the Dungeon (3, 2, D) a +5 triple sword (unseen) (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 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 (unseen) (4, 5, D) a +5 executioner's axe (unseen) (4, 7, D) a +3 large shield (unseen) (4, 8, D) a +5 crystal plate armour (unseen) (7, 5, D) 42 fruits (still there?) 42 fruits (still there?) 4 bread rations (still there?) 4 meat rations (still there?) (7, 6, D) a scroll of holy word (8, 8, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of dexterity a +1 dagger (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. the cursed +14 obsidian axe {chop, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It may re-curse itself when equipped. It has a curse placed upon it. (10, 4, D) a disc of storms (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (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 +6 shillelagh "Devastator" {shatter} 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 +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 may re-curse itself when equipped. It has a curse placed upon it. the +0 sword of Power the +0 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). (59, 12, D) the +2 war axe "Filuip" {chop, rPois rC+} It inflicts extra damage upon your enemies. It protects you from cold. It protects you from poison. (62, 0, D) a crystal ball of energy (62, 1, D) the Incunabulum of Ghastly Summoning Spells Type Level a - Regeneration Charms/Necromancy 3 b - Summon Ice Beast Ice/Summoning 4 c - Death Channel Necromancy 6 d - Spellforged Servitor Conjuration/Summoning 7 (62, 8, D) a +0 mace (62, 9, D) a book of Annihilations (63, 0, D) a sack of spiders (63, 8, D) an uncursed ring of fire (67, 0, D) a +2 long sword of venom a +0 leather armour a fan of gales (68, 0, D) a +0 halberd of venom an uncursed staff of power (69, 0, D) a +0 short sword a +0 leather armour a book of Transfigurations (69, 13, D) a river rat corpse (70, 8, D) a +0 broad axe of chopping (70, 9, D) the +8 hunting sling of Inference {flame, rElec} 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 insulates you from electricity. (71, 9, D) a +1 robe (71, 16, D) the +2 leather armour of Plasticity {rElec Dex+2} It affects your dexterity (+2). It insulates you from electricity. (71, 17, D) a +1 ring mail of poison resistance (72, 9, D) a book of Air (72, 16, D) the cursed +3 mace of Truncation {crush, rN+ Int+2} It inflicts extra damage upon your enemies. It affects your intelligence (+2). It protects you from negative energy. It has a curse placed upon it. (72, 17, D) a +2 morningstar of protection (73, 1, D) a +2 hunting sling of velocity (73, 16, D) an uncursed ring of ice (73, 17, D) a +1 hunting sling of freezing (75, 1, D) the +12 glaive of Prune {chop} It inflicts extra damage upon your enemies.