tstststs 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 (unseen) (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 (unseen) (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 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) a crystal ball of energy (11, 1, D) 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 +10 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). (60, 5, D) a jackal corpse (skeletalised by now) (61, 0, D) the +10 quarterstaff "Quba" {chaos, MR++ Str+3} Each time it hits an enemy it has a different, random effect. It affects your strength (+3). It affects your resistance to hostile enchantments. (62, 4, D) a jackal corpse (skeletalised by now) (62, 9, D) a cursed staff of earth (63, 0, D) an uncursed staff of air (63, 8, D) +2 ice dragon scales (67, 0, D) a +3 hand crossbow of freezing (69, 0, D) a +3 flail of protection (70, 9, D) a +2 war axe of chopping (71, 8, D) a +6 mace of draining (71, 12, D) a water moccasin corpse (71, 16, D) a +3 ring of dexterity (71, 17, D) the Handbook of the Voyage and Ice Spells Type Level a - Apportation Translocation 1 b - Gell's Gravitas Hexes/Translocation 3 c - Force Lance Conjuration/Translocation 4 d - Simulacrum Ice/Necromancy 6 e - Dispersal Translocation 6 (71, 22, D) an arrow (72, 17, D) a +0 shortbow (still there?) a +2 flail of crushing (still there?) (72, 22, D) a tomahawk 2 arrows (73, 1, D) a +2 leather armour of cold resistance (74, 2, D) a +0 dagger a +0 robe (75, 1, D) a +1 ring mail of poison resistance (75, 2, D) a +1 mace of holy wrath a +0 ring mail