Jano the Dungeon (3, 2, D) a +5 triple sword (still there?) a +5 great sword (still there?) a +5 double sword (still there?) a +5 demon blade (still there?) (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (still there?) (4, 2, D) a +5 quick blade (still there?) a +5 rapier (still there?) a +5 dagger (still there?) (4, 3, D) a +5 giant spiked club (still there?) a +5 giant club (still there?) a +5 great mace (still there?) a +5 demon whip (still there?) (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 tower shield (still there?) a +3 kite shield (still there?) a +3 buckler (still there?) (4, 8, D) a +5 crystal plate armour (still there?) +5 gold dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (10, 0, D) the +9 heavy crossbow "Sniper" {vorpal, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {vorpal} It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} It insulates you from electricity. It affects your willpower, your defense against some magical effects. It prevents spellcasting. It prevents most forms of teleportation. It provides partial protection from all sources of acid and corrosion. the +14 obsidian axe {vorpal, *Drain +Fly SInv} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It causes draining when unequipped. (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 +9 sword of Zonguldrok {reap} If a monster killed with it leaves a corpse in good enough shape, the corpse is reanimated as a zombie friendly to the killer. the +13 scythe of Curses {drain, *Drain} A truly terrible weapon, it drains the life of those it strikes. It causes draining when unequipped. the +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. Cheibriados disapproves of the use of such an item. the +7 Singing Sword {vorpal, 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 passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 0, D) the +2 scimitar "Dragon's Tongue" {drain, rF++ rC+} A truly terrible weapon, it drains the life of those it strikes. It greatly protects you from fire. It protects you from cold. (62, 0, D) an amulet of regeneration (62, 1, D) the amulet "Simmosh" {+Blink +Fly Regen+ Dex+6 Slay-6} [amulet of regeneration] It affects your dexterity (+6). It affects your accuracy and damage with ranged weapons and melee attacks (-6). It lets you fly. It lets you blink. It increases your rate of regeneration. (63, 0, D) a staff of air (68, 0, D) a +4 scale mail of willpower (68, 4, D) a tarantella corpse (69, 2, D) a scorpion corpse (73, 3, D) a +0 short sword a +1 hand crossbow of flaming an orc corpse (skeletalised by now) (74, 3, D) a +0 club