voshxx 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 a +5 giant club a +5 great mace a +5 demon whip (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 large shield a +3 shield 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, 0, D) 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 provides partial protection from all sources of 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, 4, D) a lightning rod (4/4) (10, 6, D) a crystal ball of energy (11, 0, 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 +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 +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {slice, sonic wave} It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 0, D) a lightning rod (4/4) (61, 16, D) an uncursed staff of summoning (61, 23, D) a hell hound corpse (skeletalised by now) (61, 26, D) a +2 morningstar of protection (62, 1, D) the +7 pair of quick blades "Gyre" and "Gimble" {protect} It grants its wielder temporary protection when it strikes (+7 to AC). (62, 8, D) a +1 buckler of cold resistance (62, 17, D) an uncursed staff of energy (62, 26, D) a book of Spatial Translocations (63, 16, D) a cursed ring of attention (63, 17, D) an uncursed staff of fire (63, 26, D) a book of the Dragon (63, 27, D) a +1 chain mail of positive energy (63, 30, D) a yak corpse (63, 31, D) a bullfrog corpse (63, 33, D) a crocodile corpse (64, 27, D) a +2 antimagic whip (64, 30, D) a porcupine corpse (65, 26, D) the +6 glaive of Blind Justice {elec, rElec rF- rC+ MR+ Dex-4} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your dexterity (-4). It makes you vulnerable to fire. It protects you from cold. It insulates you from electricity. It affects your resistance to hostile enchantments. (65, 32, D) a porcupine skeleton (67, 0, D) a cursed -3 ring of dexterity (67, 16, D) a +0 vampiric demon blade (unseen) (68, 0, D) a book of Death (68, 2, D) a +0 long sword a +0 leather armour (68, 3, D) a +0 short sword (unseen) (69, 36, D) a book of Conjurations (70, 36, D) an uncursed staff of wizardry (70, 37, D) an uncursed staff of conjuration (71, 8, D) an uncursed ring of see invisible (71, 16, D) a book of Air (71, 26, D) the +5 morningstar of the Whale {freeze, rF- Int+3 Dex+9} 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 (+3). It affects your dexterity (+9). It makes you vulnerable to fire. (71, 27, D) an uncursed staff of cold (71, 36, D) the ring "Quhyid" {rC+ Int+4} [ring of protection from cold] It affects your intelligence (+4). It protects you from cold. (71, 37, D) a manual of Polearms (71, 41, D) a scorpion corpse (72, 8, D) an uncursed ring of see invisible (72, 27, D) an uncursed staff of earth (72, 33, D) a book of Air (72, 36, D) the +2 robe of Recklessness {+Inv rN++ Dex+3} It affects your dexterity (+3). It greatly protects you from negative energy. It lets you turn invisible. (72, 37, D) Sif Muna's Incunabulum of Ashen Translocation Spells Type Level a - Apportation Translocation 1 b - Borgnjor's Vile Clutch Necromancy/Earth 5 c - Statue Form Transmutation/Earth 6 d - Disjunction Translocation 8 (73, 16, D) a +3 short sword of draining (73, 26, D) a +7 shortbow (73, 27, D) +1 swamp dragon scales (73, 36, D) a book of Alchemy (73, 37, D) an uncursed amulet of magic regeneration