petercordia 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 (4, 7, D) a +3 large shield a +3 medium 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 (9, 1, D) the +7 Singing Sword {slice} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +0 sword of Power 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 +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 +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 +8 plutonium sword {irradiate, *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. the +0 shillelagh "Devastator" {shatter, Stlth+} It makes you more stealthy. the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to surge with flame as it hits, increasing damage dealt by approximately one third against foes not resistant or susceptible to fire. It greatly protects you from fire. the +10 dark maul {crush} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +6 Majin-Bo {vamp, *Drain Str+12 Int+24} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your strength (+12). It affects your intelligence (+24). It causes draining when unequipped. a +0 blowgun a +0 whip (10, 6, D) an uncursed staff of power (11, 0, D) the +7 longbow "Piercer" {penet, EV-2, pickup} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches its maximum range. It affects your evasion (-2).