ImASeal 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 (unseen) (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 (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 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 kite shield a +3 buckler (4, 8, D) a +5 crystal plate armour a +5 plate armour (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} It 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, 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 +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 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, 3, D) a +0 dagger a +0 robe (61, 8, D) a staff of death (62, 0, D) a +0 vorpal quarterstaff (62, 3, D) a wolf corpse (62, 8, D) a +2 scimitar of holy wrath (62, 9, D) a +4 glaive of venom (63, 0, D) a +2 robe of willpower (63, 8, D) the +7 lajatang of the Tundras {vamp, Str+3} It occasionally heals its wielder for a portion of the damage dealt when it wounds a living foe. Str: It affects your strength (+3). (68, 0, D) a staff of conjuration (69, 0, D) a lightning rod (4/4) (70, 8, D) the +2 hand axe of Immorality {spect, rCorr Stlth+} 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. rCorr: It protects you from acid and corrosion. Stlth: It makes you more stealthy. (71, 8, D) the +8 arbalest of Psychosis {elec, Str+5} Any ammunition fired from it occasionally discharges a powerful burst of electricity upon striking a foe. Str: It affects your strength (+5). (71, 16, D) a +1 vorpal flail (71, 26, D) a +1 cloak of poison resistance (unseen) (71, 27, D) the +9 plate armour of the Albatross {rElec rC- Dex+5} Dex: It affects your dexterity (+5). rC: It makes you vulnerable to cold. rElec: It insulates you from electricity. (unseen) (72, 8, D) a +0 pair of gloves of hurling (72, 9, D) a +2 hand axe of freezing (72, 11, D) a river rat corpse (72, 16, D) the +5 rapier "Demonslayer" {antimagic, Fragile Int+4 SInv Stlth+} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those it strikes. Natural abilities and divine invocations are not affected. Int: It affects your intelligence (+4). SInv: It lets you see invisible. Fragile: It will be destroyed if unequipped. Stlth: It makes you more stealthy. (72, 17, D) a +1 plate armour of poison resistance (72, 26, D) the +0 robe "Rostryk" {rN+ Str+2 Slay+6} Str: It affects your strength (+2). Slay: It affects your accuracy & damage with ranged weapons and melee (+6). rN: It protects you from negative energy. (unseen) (72, 27, D) a book of Sloth (73, 17, D) a +1 falchion of draining (73, 26, D) a +3 chain mail of willpower (unseen) (73, 27, D) a staff of earth (unseen) (75, 1, D) a +3 giant spiked club (unseen)