dhn 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 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 battleaxe (4, 7, D) a +3 buckler (4, 8, D) +5 gold dragon scales +5 shadow dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (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 +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. (10, 5, D) a +0 scale mail a +0 buckler a +0 war axe (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} (still there?) 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} (still there?) 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-} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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. (49, 24, D) a piece from Xom's chessboard (15/15) (49, 36, D) a +2 leather armour of poison resistance (49, 37, D) a +5 spectral giant club (50, 24, D) the +1 troll leather armour of the Morning Star {Will+ Regen+ Dex-5 Stlth+} Dex: It affects your dexterity (-5). Regen: It increases your rate of health regeneration. Will: It increases your willpower. Stlth: It makes you more stealthy. (50, 25, D) a +2 quarterstaff of speed (50, 36, D) a lightning rod (4/4) (50, 37, D) a lightning rod (4/4) (51, 24, D) a box of beasts (51, 25, D) 63 gold pieces (still there?) a +0 dagger (still there?) a +0 spear of distortion (still there?) (52, 24, D) an amulet of faith (52, 25, D) a +6 dagger of electrocution (53, 24, D) a book of Conjurations (53, 25, D) 54 gold pieces (still there?) a +0 long sword (still there?) a +0 leather armour (still there?) a +4 ring mail of positive energy (still there?) (53, 36, D) the +4 flail of Ignis {vorpal, rF+ Int-5 Dex+6 Stlth-} It inflicts extra damage upon your enemies. Int: It affects your intelligence (-5). Dex: It affects your dexterity (+6). rF: It protects you from fire. Stlth: It makes you less stealthy. (54, 24, D) a +0 short sword (54, 25, D) a +4 falchion of protection (54, 36, D) a staff of earth (59, 36, D) a book of Frost (59, 37, D) a +2 ring mail of willpower (60, 36, D) a +1 robe of cold resistance (60, 37, D) a +1 dagger of protection (61, 0, D) the +10 scimitar of Riloik {speed, MP+9} Attacks with this weapon are significantly faster. MP: It affects your magic capacity (+9). (61, 8, D) an amulet of faith (61, 11, D) 2 boomerangs (61, 26, D) +2 storm dragon scales (61, 36, D) a condenser vane (61, 37, D) a staff of poison (62, 8, D) a +2 robe of resistance (62, 9, D) an amulet of faith (62, 11, D) a +0 trident a boomerang a +0 trident (62, 13, D) a throwing net (62, 26, D) a staff of cold (62, 27, D) a +2 war axe of freezing (62, 36, D) a +3 leather armour of fire resistance (62, 37, D) a +1 vorpal war axe (63, 0, D) a +2 hand axe of electrocution (63, 11, D) a +0 trident a boomerang (63, 16, D) a +0 war axe of flaming (63, 36, D) a staff of earth (63, 37, D) a +3 hunting sling of freezing (64, 17, D) a +2 mace of protection (64, 26, D) the +1 robe of the Valley of Death {Str+3 Stlth+} Str: It affects your strength (+3). Stlth: It makes you more stealthy. (64, 27, D) a condenser vane (67, 0, D) a +2 flail of holy wrath (68, 0, D) a staff of poison (69, 0, D) the +2 leather armour of Ceyck {Regen+ rCorr} Regen: It increases your rate of health regeneration. rCorr: It protects you from acid and corrosion. (69, 36, D) a +0 hand axe of venom (70, 36, D) a +5 arbalest of freezing (71, 8, D) a +0 kite shield of protection (71, 20, D) a +0 long sword (71, 36, D) a staff of cold (72, 8, D) a +1 spectral quarterstaff (72, 9, D) a +4 arbalest of flaming (72, 16, D) a +1 hand crossbow of flaming (72, 17, D) a +1 hand crossbow of freezing (72, 20, D) a +0 flail (72, 26, D) a +3 plate armour of poison resistance (72, 27, D) a staff of air (72, 36, D) a phial of floods (72, 37, D) a lightning rod (4/4) (73, 16, D) a +2 dagger of freezing (73, 20, D) a +0 long sword a +0 robe (73, 27, D) a staff of cold (73, 37, D) a +0 shortbow 15 arrows a staff of earth (73, 42, D) a +0 trident 3 silver boomerangs (74, 41, D) a +0 trident of venom (75, 1, D) the +3 dagger of Oczu {spect, SInv} 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. SInv: It lets you see invisible.