MikeHunt 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?) (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 (still there?) a +5 battleaxe (still there?) a +5 broad axe (still there?) (7, 6, D) 4 scrolls of amnesia (still there?) 7 scrolls of fog (still there?) a scroll of holy word (still there?) 5 scrolls of identify (still there?) 2 scrolls of fear (still there?) 3 scrolls of blinking (still there?) (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 +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 +10 dark maul {vorpal} It inflicts extra damage upon your enemies. 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 +14 obsidian axe {vorpal, 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 +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 +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 +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. (60, 10, D) a +0 dagger (still there?) a +0 robe (still there?) an orc corpse (still there?) (61, 0, D) a staff of poison (61, 8, D) a lightning rod (4/4) (62, 0, D) a staff of air (62, 8, D) a ring of magical power (62, 9, D) a +3 mace of holy wrath (62, 11, D) a +0 mace a +0 hand axe an orc corpse an orc corpse (63, 0, D) a +3 scale mail of willpower (63, 2, D) a river rat corpse (63, 8, D) a +1 leather armour of poison resistance (63, 10, D) a +0 dagger (still there?) a +0 ring mail (still there?) (67, 1, D) a jackal corpse (68, 3, D) a wolf corpse (69, 0, D) a staff of fire (70, 8, D) the +10 falchion of Due Proportion {vorpal, rElec Int+4} It inflicts extra damage upon your enemies. Int: It affects your intelligence (+4). rElec: It insulates you from electricity. (70, 9, D) the +0 leather armour of Essapnav {Harm Regen+ Str-2 Dex+3} Str: It affects your strength (-2). Dex: It affects your dexterity (+3). Regen: It increases your rate of health regeneration. Harm: It increases damage dealt and taken. (71, 11, D) an iguana corpse (71, 16, D) a staff of air (71, 21, D) a +0 long sword (still there?) a +0 leather armour (still there?) (71, 26, D) a +4 spectral giant club (71, 27, D) a +2 morningstar of protection (72, 8, D) the +8 long sword of Attainder {drain, Contam rCorr SInv} A truly terrible weapon, it drains the life of any living foe it strikes. SInv: It lets you see invisible. Contam: It causes magical contamination when unequipped. rCorr: It protects you from acid and corrosion. (72, 9, D) the +6 great sword of Peril {vorpal, rElec rF+ rC++ Stlth-} It inflicts extra damage upon your enemies. rF: It protects you from fire. rC: It greatly protects you from cold. rElec: It insulates you from electricity. Stlth: It makes you less stealthy. (72, 11, D) an iguana corpse (72, 13, D) an iguana corpse (72, 21, D) a +0 long sword a +2 ring mail of poison resistance a +0 buckler (72, 22, D) a +1 vorpal mace (72, 26, D) a phantom mirror (72, 27, D) a +4 dagger of holy wrath (73, 16, D) the +10 executioner's axe of Hubris {spect, rF++} When its wielder attacks, the weapon's spirit leaps out and strikes again. The spirit shares a part of any damage it takes with its wielder. rF: It greatly protects you from fire. (73, 17, D) a +3 plate armour of willpower (73, 20, D) a +0 dagger (still there?) an elf corpse (still there?) (73, 26, D) the ring of Igikenkocw {rElec rF++ Str-5 Int+6 Stlth+} [ring of intelligence] Str: It affects your strength (-5). Int: It affects your intelligence (+6). rF: It greatly protects you from fire. rElec: It insulates you from electricity. Stlth: It makes you more stealthy. (73, 27, D) a book of Dangerous Friends (74, 20, D) a +0 rapier (still there?) an elf corpse (still there?) (75, 1, D) the +7 hunting sling of the Glowing Dragonfly {venom, Int+6} Any ammunition fired from it poisons the flesh of those it strikes. Int: It affects your intelligence (+6).