Skilfsilihog the Dungeon (1, 3, D) a +5 crystal plate armour the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} rElec: It insulates you from electricity. -Cast: It prevents spellcasting. -Tele: It prevents most forms of teleportation. rCorr: It protects you from acid and corrosion. Will: It increases your willpower. (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 tower shield a +3 kite shield a +3 buckler (4, 8, D) +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 2, D) a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence 2 potions of invisibility (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} It occasionally heals its wielder for a portion of the damage dealt when they wound a living foe with it or with a spell. Its wielder's spells cost health as well as magical power. Int: It affects your intelligence (+6). MP: It affects your magic capacity (+6). The Shining One disapproves of the use of such an item. the +9 heavy crossbow "Sniper" {vorpal, Acc+∞ SInv} Any ammunition fired from it inflicts extra damage upon your enemies. Any ammunition fired from it never misses its target. SInv: It lets you see invisible. (10, 1, D) a +0 buckler (10, 4, D) a lightning rod (4/4) (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} It burns those it strikes, dealing additional fire damage. It fills those it strikes with an explosive inner flame. It grants immunity to clouds of flame. rF: It greatly protects you from fire. the +9 sword of Zonguldrok {reap} Any living foe damaged by it may be reanimated upon death as a zombie friendly to the wielder, with an increasing chance as more damage is dealt. The Shining One disapproves of the use of such an item. the +13 scythe of Curses {drain, Drain} A truly terrible weapon, it drains the life of any living foe it strikes. It inflicts powerful necromantic curses on any living foe it strikes. Drain: It drains your maximum health when unequipped. The Shining One disapproves of the use of such an item. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. It occasionally unleashes arcs of chaos on nearby creatures upon striking a foe. The Shining One disapproves of the use of such an item. the +7 Singing Sword {vorpal, sonic wave} It inflicts extra damage upon your enemies. It radiates damaging sonic waves as it strikes, especially in combat involving dangerous or numerous foes. the +8 storm bow {elec, penet} Any ammunition fired from it occasionally discharges a powerful burst of electricity upon striking a foe. Any ammunition fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (11, 1, D) a +0 scale mail the +11 plutonium sword {Contam Stlth-} It occasionally inflicts wild transmutation effects on those it strikes, inflicting malmutation or extra damage, or polymorphing them into a new form. Contam: It causes magical contamination when unequipped. Stlth: It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It inflicts extra damage against dragons and draconians. AC: It affects your AC (+3). rF: It protects you from fire. rC: It protects you from cold. rPois: It protects you from poison. the +6 shillelagh "Devastator" {shatter} It releases a powerful concussive burst when it strikes, dealing extra damage to the target and all other foes adjacent to them. a +0 long sword the +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. It occasionally discharges a powerful but inaccurate bolt of energy upon striking a foe, with increased chance the greater the wielder's current health. (61, 0, D) the +7 shortbow "Fyeboj" {venom, Fly rPois} Any ammunition fired from it poisons the flesh of those it strikes. rPois: It protects you from poison. Fly: It grants you flight. (61, 8, D) a +3 demon blade of venom (62, 1, D) a tin of tremorstones (2/2) (62, 8, D) a staff of poison (62, 9, D) a box of beasts (63, 0, D) a +3 vampiric spear (67, 0, D) the +9 whip "Jithrikili" {freeze, Int+3} It freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. Int: It affects your intelligence (+3). (67, 3, D) an adder corpse (skeletalised by now) (68, 3, D) a water moccasin corpse (skeletalised by now) (69, 0, D) a +2 robe of willpower (70, 8, D) a tin of tremorstones (2/2) (70, 9, D) a +0 flail of protection (71, 16, D) the +7 sceptre of Torment {pain, torment} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It occasionally torments all nearby living foes when it strikes in combat. The Shining One disapproves of the use of such an item. (71, 17, D) the +7 hand axe of the Real Monster {vorpal, rN+ rCorr} It inflicts extra damage upon your enemies. rN: It protects you from negative energy. rCorr: It protects you from acid and corrosion. (72, 16, D) the ring of Hocir {Ice rPois Int+4 Dex-2} [ring of ice] It enhances your ice magic. Int: It affects your intelligence (+4). Dex: It affects your dexterity (-2). rF: It makes you vulnerable to fire. rC: It protects you from cold. rPois: It protects you from poison. (72, 17, D) a +2 ring mail of positive energy (73, 1, D) a +4 chain mail of fire resistance (73, 16, D) a box of beasts (73, 17, D) a +1 ring mail of fire resistance