Ashen 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) a +5 sling a +5 longbow a +5 shortbow a +5 triple crossbow a +5 arbalest 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) a +5 crystal plate armour +5 gold dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (10, 0, D) 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. 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. the +18 shield of the Gong {rElec rN+ Will+ EV-5} It is deafeningly noisy when blocking attacks. EV: It affects your evasion (-5). rElec: It insulates you from electricity. rN: It protects you from negative energy. Will: It increases your willpower. the +14 obsidian axe {vorpal, Mesm Drain Fly SInv} It inflicts extra damage upon your enemies. It occasionally summons demons to assist the wielder when it strikes in combat. Its wielder is mesmerised by any visible foes. It cannot be unequipped while any foes are visible. SInv: It lets you see invisible. Fly: It grants you flight. Drain: It drains your maximum health when unequipped. (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 +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. 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 +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 +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 +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. 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 +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. (61, 10, D) a +0 dagger a +0 robe a +2 buckler (62, 0, D) a staff of air (62, 8, D) a +2 rapier of flaming (62, 10, D) a +0 short sword a +0 robe a +0 buckler a spriggan corpse (skeletalised by now) (67, 0, D) a +1 mace of protection (70, 9, D) the +10 dagger "Jellyslayer" {vamp, *Slow rElec rF+ Str+4} It occasionally heals its wielder for a portion of the damage dealt when it wounds a living foe. Str: It affects your strength (+4). rF: It protects you from fire. rElec: It insulates you from electricity. *Slow: It may slow you when you take damage. (70, 10, D) an iguana corpse (skeletalised by now) (71, 16, D) a +1 great sword of electrocution (71, 17, D) the +6 long sword "Yblathrul" {flame, rF+ Will+ Dex+3} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. Dex: It affects your dexterity (+3). rF: It protects you from fire. Will: It increases your willpower. (71, 26, D) a +6 vorpal halberd (unseen) (71, 27, D) a +2 morningstar of flaming (unseen) (72, 9, D) a +0 vorpal sling (72, 10, D) a jackal corpse (skeletalised by now) (72, 16, D) a staff of conjuration (72, 17, D) a +2 robe of positive energy (72, 19, D) a +0 trident (72, 26, D) a +6 vorpal long sword (unseen) (72, 27, D) an amulet of guardian spirit (73, 1, D) a staff of death (unseen) (73, 2, D) a +0 trident (73, 16, D) a staff of death (73, 26, D) Tiewof's Book of the Wayfarer Spells Type Level a - Iskenderun's Mystic Blast Conjuration/Translocation 4 b - Summon Forest Summoning/Translocation 5 c - Manifold Assault Translocation 5 d - Dispersal Translocation 6 (unseen) (73, 27, D) a +5 flail of protection (unseen) (75, 1, D) a +0 trident a +6 demon blade of draining