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 +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 +2 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) the +4 short sword "Ykhuunnecuy" {freeze, *Rage +Inv rPois Int+3} 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 protects you from poison. It lets you turn invisible. It may make you go berserk in combat. (61, 3, D) a scorpion corpse (61, 4, D) a jumping spider corpse (61, 8, D) the +6 rapier "Jellybane" {pierce, +Rage rPois rN+} It inflicts extra damage upon your enemies. It protects you from poison. It protects you from negative energy. It lets you go berserk. (62, 0, D) an uncursed staff of summoning (62, 1, D) a +0 mace of holy wrath (62, 3, D) a scorpion corpse (62, 8, D) 2 potions of heal wounds (62, 9, D) a +1 ring of protection (63, 0, D) a +4 flail of holy wrath (63, 8, D) the +2 robe of the Peculiar Deaths {rPois Str-2 Int+2} It affects your strength (-2). It affects your intelligence (+2). It protects you from poison. (63, 12, D) a scorpion corpse (67, 0, D) an uncursed ring of resist corrosion (68, 0, D) the +6 rapier "Arcanum" {drain, rF- Dex+6} A truly terrible weapon, it drains the life of those it strikes. It affects your dexterity (+6). It makes you vulnerable to fire. (73, 1, D) a book of Beasts