diana 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 fustibalus a +5 hunting sling a +5 longbow a +5 shortbow a +5 arbalest (4, 2, D) 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 scutum a +3 heater shield a +3 buckler (4, 8, D) +5 ice dragon scales +5 fire dragon scales a +5 plate armour (8, 4, D) a +0 short sword a +1 hand crossbow (10, 0, D) the +6 Majin-Bo {vampiric, corrupt archmagi; MP+6 Int+6} [staff of ] Base accuracy: +5 Base damage: 5 Base attack delay: 1.2 This weapon's minimum attack delay (0.6) is reached at skill level 12. The minimum and maximum damage of damaging spells cast with this staff are significantly increased. It falls into the 'Staves' category. It is two handed. Its enchantment grants additive spellpower to the spells it enhances. the +10 dark maul {crush} It inflicts extra damage upon your enemies. the +18 shield of the Gong {rElec rN+ MR+ EV-5} Base shield rating: 8 Skill to remove penalty: 21.0 It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. the +14 obsidian axe {chop, +Fly +Vis Soulbond} It inflicts extra damage upon your enemies. It improves your vision. It lets you fly. When equipped, it binds to the wielder's soul until they gain enough experience to unwield again. (10, 6, D) a crystal ball of energy (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} Its malleable surface is completely molten, allowing it to meld around and partially ignore armour. Causes less base damage than a standard weapon; but partially ignores enemy's defense and burns causing additional damage to those that don't resist heat. It greatly protects you from fire. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} This legendary weapon is deadly to all dragonkind. 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} If a monster killed with it leaves a corpse in good enough shape, the corpse will be animated as a zombie friendly to the killer. the +13 scythe of Curses {drain, Soulbond} A truly terrible weapon, it drains the life of those it strikes. When equipped, it binds to the wielder's soul until they gain enough experience to unwield again. the +0 sword of Power the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {slice, sonic wave} It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 0, D) the cursed -3 cleaver of Purpose {acid, Int+4 Stlth-, (Curse: Dex-2)} It is coated in a slimy acidic goo that may deal extra damage to those that don't resist corrosion. Additionally may debuff the target's defensive and weapon capabilities by coating them in acid. Big, acidic blades are also staple armaments of hydra-hunters. It affects your intelligence (+4). It makes you less stealthy. It has a curse placed upon it. { (Curse: Dex-2)} (unseen) (62, -1, D) (unseen) (62, 0, D) a phial of floods (unseen) (62, 1, D) a lantern of shadows (unseen) (62, 2, D) a merfolk corpse (unseen) (62, 3, D) a +0 trident (still there?) a merfolk corpse (still there?) (63, 0, D) a lamp of fire (unseen) (67, 0, D) a +0 dagger (unseen) (68, 2, D) a +2 dagger of venom a +0 scale mail an orc corpse (69, 0, D) the +7 scimitar of Destruction {protect, rPois MP+9 Dex-2} (still there?) It protects the one who uses it against injury (+AC). It affects your dexterity (-2). It protects you from poison. It affects your magic capacity (+9). a +0 hatchet (still there?) an orc corpse (still there?) (69, 1, D) a +0 short sword (still there?) a potion of lignification (still there?) an orc corpse (still there?) (73, 1, D) a +5 glaive of venom (unseen) (74, 3, D) a +0 energetic staff of fire