supermoro the Dungeon (3, 2, D) a +5 triple sword (unseen) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (unseen) (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 (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 +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (8, 1, D) the +7 Singing Sword (8, 8, D) a +0 robe a +0 shield a +0 flail (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, Acc+∞ 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 curses itself when equipped. It has a curse placed upon it. (10, 5, D) an uncursed ring of flight (10, 6, D) an uncursed staff of energy a crystal ball of energy (10, 8, D) a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity (11, 1, D) the +6 shillelagh "Devastator" {shatter} the +11 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 curses itself when equipped. It has a curse placed upon it. the +0 sword of Power the -3 mace of Variability {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 maximum range. It affects your evasion (-2). (61, 8, D) a +5 hand crossbow of freezing (62, 1, D) a book of Cantrips (62, 8, D) the Reference Book on Attacks and the Frostbite Spells Type Level a - Flame Tongue Conjuration/Fire 1 b - Ensorcelled Hibernation Hexes/Ice 2 c - Conjure Flame Conjuration/Fire 3 d - Fulminant Prism Conjuration/Hexes 4 e - Bolt of Draining Conjuration/Necromancy 5 f - Fireball Conjuration/Fire 5 (62, 9, D) a +4 dagger of flaming (63, 0, D) a +1 flail of protection (63, 8, D) the Disquisition on Cold Spells Type Level a - Throw Frost Conjuration/Ice 2 b - Summon Ice Beast Ice/Summoning 4 c - Freezing Cloud Conjuration/Ice/Air 6 d - Bolt of Cold Conjuration/Ice 6 (67, 0, D) a +0 rapier of electrocution (68, 0, D) a +2 whip of venom (69, 0, D) the cursed +1 broad axe of Repp {flame, rPois rF++ MR+ Dex-2} 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. Big, fiery blades are also staple armaments of hydra-hunters. It affects your dexterity (-2). It greatly protects you from fire. It protects you from poison. It affects your resistance to hostile enchantments. It has a curse placed upon it. (70, 8, D) a +3 hand axe of draining (70, 9, D) a +1 ring mail of positive energy (71, 8, D) a fan of gales (71, 16, D) the cursed +1 robe of Qeeff {+Inv MR- Str-5 Int+6} It affects your strength (-5). It affects your intelligence (+6). It affects your resistance to hostile enchantments. It lets you turn invisible. It has a curse placed upon it. (71, 17, D) a +0 club (72, 8, D) an uncursed staff of death (72, 16, D) a fan of gales (72, 17, D) the +3 trident "Ifis Hae" {vamp, +Inv Str+3} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (+3). It lets you turn invisible. (73, 1, D) the +5 demon whip "Spellbinder" {antimagic, MR+} 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 resistance to hostile enchantments. (74, 7, D) a manual of Crossbows (75, 1, D) a sack of spiders