xvga 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 +0 war axe a +5 battleaxe (4, 7, D) a +0 shield a +0 scale mail a +3 large shield (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales a +5 plate armour (7, 6, D) a scroll of holy word (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. (10, 5, D) an uncursed ring of flight (10, 6, D) 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 +12 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). (61, 0, D) a +4 scale mail of fire resistance (61, 8, D) a +2 morningstar of protection (61, 11, D) a hell hound corpse (61, 26, D) a +1 halberd of flaming (62, 8, D) the +8 glaive of the Guard {elec, +Rage AC+5 SInv} Occasionally, upon striking a foe, it will discharge some electrical energy and cause terrible harm. It affects your AC (+5). It lets you see invisible. It lets you go berserk. (62, 9, D) a +1 scale mail of poison resistance (62, 11, D) a hell hound corpse (62, 16, D) a fan of gales (62, 17, D) a +2 trident of freezing (62, 26, D) an uncursed ring of protection from fire (62, 27, D) a +3 halberd of chopping (63, 3, D) the +6 scimitar of Flaming Death {sticky flame, rPois rF++ rC- MR+} 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 greatly protects you from fire. It makes you vulnerable to cold. It protects you from poison. It affects your resistance to hostile enchantments. (63, 16, D) the +12 glaive of Prune {chop} It inflicts extra damage upon your enemies. (63, 26, D) an uncursed staff of poison (63, 27, D) the +8 fire dragon scales of the Morning {rF++ rC- rN++} It greatly protects you from fire. It makes you vulnerable to cold. It greatly protects you from negative energy. (64, 16, D) a +1 short sword of draining (64, 26, D) the +7 glaive "Juserysm" {chop, +Inv rC+ Int+4 Dex+4} It inflicts extra damage upon your enemies. It affects your intelligence (+4). It affects your dexterity (+4). It protects you from cold. It lets you turn invisible. (64, 27, D) a +2 rod of inaccuracy (14/14) (65, 26, D) a box of beasts (68, 0, D) an uncursed staff of energy (69, 0, D) a +0 shortbow of flaming (70, 9, D) the +7 short sword of Cataclysm {antimagic, Str+3 Int+4} 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 strength (+3). It affects your intelligence (+4). (71, 8, D) a disc of storms (71, 16, D) a +3 quarterstaff of protection (71, 17, D) a cursed staff of energy (71, 20, D) a +1 glaive a +0 chain mail (71, 21, D) a +0 dagger (unseen) (71, 26, D) 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. a book of the Warp (71, 27, D) a +2 plate armour of positive energy (72, 8, D) the +8 flail "Hewaapsyrr" {venom, Str+5} It poisons the flesh of those it strikes. It affects your strength (+5). (72, 9, D) a +5 mace of draining (72, 16, D) the +1 shield of Negligence {*Contam rCorr Dex+4} It affects your dexterity (+4). It causes magical contamination when unequipped. It protects you from acid and corrosion. (72, 21, D) a +0 war axe a +0 chain mail (72, 22, D) a +0 battleaxe a +0 chain mail (72, 26, D) a +5 longbow of freezing (72, 27, D) a +1 leather armour of cold resistance (73, 16, D) an uncursed staff of energy (73, 26, D) a cursed ring of loudness