Olga 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) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (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 a +5 battleaxe a +5 broad axe (4, 7, D) a +3 tower shield a +3 kite shield a +3 buckler (4, 8, D) +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 8, D) a +0 scale mail a +0 buckler a +0 long sword (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 +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 +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 +2 halberd of venom (62, 1, D) the +5 dagger of Ecwyw {vorpal, Int+5} It inflicts extra damage upon your enemies. Int: It affects your intelligence (+5). (62, 9, D) a +2 vorpal hunting sling (67, 0, D) +0 ice dragon scales (68, 0, D) a staff of air (68, 2, D) an iguana corpse (69, 0, D) a +3 flail of holy wrath (69, 2, D) a river rat corpse (70, 8, D) a +0 arbalest (still there?) a +6 ring of strength (still there?) a yaktaur corpse (still there?) (70, 9, D) a +0 arbalest 4 potions of haste (70, 10, D) a +0 shortbow (71, 8, D) a +5 mace of protection (71, 11, D) a +0 shortbow a centaur corpse (71, 16, D) a +1 scimitar of holy wrath (71, 17, D) the +3 robe "Xupnai" {+Blink rC++ Dex+6 Stlth-} Dex: It affects your dexterity (+6). rC: It greatly protects you from cold. +Blink: It lets you blink. Stlth: It makes you less stealthy. (71, 26, D) the +5 dagger of Demand {elec, *Rage rPois Str+7} It occasionally discharges a powerful burst of electricity upon striking a foe. Str: It affects your strength (+7). rPois: It protects you from poison. *Rage: It berserks you when you make melee attacks (+20% chance). (71, 27, D) a +0 ring mail of fire resistance (72, 8, D) a +5 hunting sling of freezing (72, 9, D) a +2 robe of fire resistance (72, 26, D) the ring of Divine Compulsion {rF- Int+6 Slay+4} [ring of slaying] Int: It affects your intelligence (+6). Slay: It affects your accuracy & damage with ranged weapons and melee (+4). rF: It makes you vulnerable to fire. (72, 27, D) a staff of death (73, 1, D) a staff of poison (73, 8, D) a +0 arbalest (still there?) a yaktaur corpse (still there?) (73, 16, D) the +8 short sword of Supply {chaos, rElec rC+ Str+4} Each time it hits an enemy it has a different, random effect. Str: It affects your strength (+4). rC: It protects you from cold. rElec: It insulates you from electricity. (73, 26, D) the ring "Wous" {Fire rN+ rCorr Stlth-} [ring of fire] It enhances your fire magic. rF: It protects you from fire. rC: It makes you vulnerable to cold. rN: It protects you from negative energy. rCorr: It protects you from acid and corrosion. Stlth: It makes you less stealthy. (73, 27, D) a staff of poison (74, 2, D) a +0 scythe a +0 robe (74, 3, D) a +0 dagger a +0 robe a potion of curing (75, 1, D) the +3 pair of boots of the Other Side {Harm rC- Int+5} Int: It affects your intelligence (+5). rC: It makes you vulnerable to cold. Harm: It increases damage dealt and taken.