ThatDude 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?) (3, 5, D) a +0 war axe (3, 8, D) a +0 scale mail a +0 kite shield (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 (still there?) a +5 demon trident (still there?) (4, 5, D) a +5 executioner's axe a +5 battleaxe (4, 7, D) a +3 tower shield (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales a +5 plate armour (7, 6, D) a scroll of holy word (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} (still there?) 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" {vorpal, Acc+∞ SInv} (still there?) Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {vorpal} (still there?) It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} (still there?) 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 +18 shield of the Gong {rElec rN+ Will+ EV-5} (still there?) It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your willpower, your defense against some magical effects. the cursed +14 obsidian axe {vorpal, +Fly SInv *Curse} (still there?) It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (10, 4, D) a lightning rod (4/4) (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} (still there?) 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} (still there?) the +11 plutonium sword {*Contam Stlth-} (still there?) It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} (still there?) 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} (still there?) 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 cursed +13 scythe of Curses {drain, *Curse} (still there?) 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 +5 sword of Power {vorpal} (still there?) It inflicts extra damage upon your enemies. the +7 mace of Variability {chain chaos} (still there?) Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {vorpal, sonic wave} (still there?) It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} (still there?) 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) an uncursed staff of poison (61, 3, D) a jackal corpse (skeletalised by now) (61, 9, D) a ring of the Octopus King {rC+ AC+1 EV+1 Str+1 Int+1 Dex+1} [ring of protection from cold] It affects your AC (+1). It affects your evasion (+1). It affects your strength (+1). It affects your intelligence (+1). It affects your dexterity (+1). It protects you from cold. (61, 16, D) a +2 robe of fire resistance (62, 0, D) the +8 scimitar of the Middle {vorpal, Fragile Int+6 Dex+2 SInv} It inflicts extra damage upon your enemies. It affects your intelligence (+6). It affects your dexterity (+2). It lets you see invisible. It will be destroyed if unequipped. (62, 1, D) a box of beasts (62, 3, D) a jackal corpse (skeletalised by now) (62, 9, D) a tin of tremorstones (2/2) (62, 11, D) a wolf corpse (skeletalised by now) (62, 16, D) a condenser vane (still there?) a box of beasts (still there?) a +0 vorpal hand axe (still there?) (62, 17, D) an uncursed staff of death (63, 0, D) a phantom mirror (63, 8, D) a cursed staff of fire (64, 17, D) a book of Power (still there?) an uncursed staff of cold (still there?) (67, 0, D) a +2 whip of electrocution (67, 2, D) a +7 dagger of pain (still there?) a +0 leather armour (still there?) an orc corpse (skeletalised by now) (still there?) (68, 0, D) a +6 ring of intelligence (68, 2, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (69, 2, D) a cursed +0 dagger (still there?) a +0 leather armour (still there?) (70, 8, D) a +0 longbow of flaming (70, 9, D) a +2 falchion of protection (71, 8, D) a +2 trident of protection (71, 11, D) an uncursed staff of poison a +0 robe a spriggan corpse (71, 16, D) a phantom mirror (71, 17, D) a +6 ring of strength (71, 26, D) a +0 trident (71, 27, D) the ring of Vusi {Dex+5 Stlth-} [ring of attention] It affects your dexterity (+5). It makes you less stealthy. (71, 30, D) 4 large rocks (still there?) a +0 trident (still there?) (71, 31, D) the +3 mace "Toudy" {antimagic, rF++} 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 greatly protects you from fire. a merfolk corpse (72, 8, D) a +0 glaive of venom (72, 9, D) a +0 dagger (72, 16, D) a phantom mirror (72, 17, D) a +4 plate armour of cold resistance (72, 20, D) a +0 battleaxe (still there?) a +0 plate armour (still there?) an orc corpse (still there?) (72, 21, D) a +0 dagger (still there?) a +0 leather armour of fire resistance (still there?) a +0 flail (still there?) a +0 plate armour (still there?) an orc corpse (still there?) (72, 27, D) an uncursed staff of earth (72, 30, D) the +6 mace "Yxeubb" {vamp, rPois rN+ Dex+4} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your dexterity (+4). It protects you from poison. It protects you from negative energy. (72, 33, D) a large rock a throwing net (73, 1, D) a +6 ring of dexterity (73, 17, D) a +0 dagger of flaming (73, 20, D) a +0 dagger a +0 robe an orc corpse (73, 22, D) a +0 scimitar (still there?) a +0 chain mail (still there?) an orc corpse (still there?) (73, 26, D) a phial of floods (73, 27, D) a +0 trident (still there?) a +0 trident (still there?) a merfolk corpse (still there?) (74, 1, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of dexterity an uncursed ring of flight (74, 20, D) a cursed +0 dagger (still there?) a +0 robe (still there?) (74, 27, D) a +0 shortbow (still there?) 15 arrows (still there?) a centaur corpse (still there?) (75, 1, D) a +3 vampiric hand axe