faxtax 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 a +5 fustibalus a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand crossbow (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 a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche (still there?) a +5 demon trident (still there?) (4, 5, D) 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 +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight 5 scrolls of identify 4 scrolls of amnesia 2 potions of brilliance a +0 robe +5 gold dragon scales +5 shadow dragon scales +5 storm 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 +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. (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, 0, D) a +3 vorpal trident (61, 4, D) a +0 giant club (61, 8, D) a staff of death (61, 26, D) a +2 plate armour of poison resistance (62, 4, D) a +0 giant club (still there?) a +0 giant spiked club (still there?) (62, 8, D) a staff of conjuration (62, 16, D) a staff of death (62, 17, D) a +2 hunting sling of freezing (62, 22, D) a +0 club (still there?) a +0 scale mail (still there?) (62, 23, D) a +0 flail (62, 27, D) a +2 leather armour of fire resistance (63, 0, D) a +0 robe of cold resistance (63, 4, D) a +0 giant club (unseen) (63, 8, D) the +3 falchion "Nomm" {flame, Will+ Dex+4} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. Dex: It affects your dexterity (+4). Will: It increases your willpower. (63, 16, D) a +2 scale mail of poison resistance (63, 19, D) a +0 trident a +0 leather armour (63, 21, D) a +0 flail a +0 leather armour (63, 22, D) a +0 falchion (63, 26, D) a staff of air (64, 16, D) a book of the Hunter (64, 17, D) a +3 vorpal mace (64, 22, D) a +0 mace (unseen) (64, 26, D) the +5 scythe "Finisher" {speed, eviscerate} Attacks with this weapon are significantly faster. It may eviscerate those it strikes, slaying them instantly, with a decreasing chance against stronger foes. (65, 26, D) a staff of poison (67, 0, D) a staff of earth (69, 0, D) a staff of cold (69, 36, D) a +1 plate armour of willpower (70, 8, D) a condenser vane (70, 9, D) a +4 ring mail of fire resistance (70, 36, D) a +5 hand crossbow of freezing (70, 37, D) a phial of floods (71, 8, D) the +5 dagger of Immorality {vorpal, rElec Int+2} It inflicts extra damage upon your enemies. Int: It affects your intelligence (+2). rElec: It insulates you from electricity. (71, 16, D) a +2 plate armour of fire resistance (71, 17, D) a +2 plate armour of cold resistance (71, 18, D) a +0 flail (unseen) (71, 26, D) an amulet of guardian spirit (71, 27, D) a condenser vane (71, 36, D) the +1 scale mail of the Well-Known Tales {Will- rCorr SInv} SInv: It lets you see invisible. rCorr: It protects you from acid and corrosion. Will: It decreases your willpower. (71, 37, D) a +3 leather armour of willpower (71, 38, D) a bolt (72, 8, D) a +2 buckler of poison resistance (72, 17, D) a +5 short sword of venom (72, 26, D) a +2 robe of the Archmagi (72, 27, D) a tin of tremorstones (2/2) (72, 36, D) a +2 scale mail of cold resistance (72, 37, D) a staff of fire (73, 1, D) a +3 vampiric trident (73, 16, D) a staff of earth (73, 17, D) a +0 whip (still there?) a +1 vorpal arbalest (still there?) (73, 25, D) a +3 spear of venom (73, 27, D) a +0 short sword (still there?) a +0 robe (still there?) a +1 antimagic war axe (still there?) (73, 36, D) a ring of flight (73, 37, D) a +4 falchion of holy wrath (74, 16, D) a +0 short sword (74, 17, D) a +0 dagger (unseen) (75, 1, D) a +3 halberd of freezing