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 (still there?) a +5 battleaxe (still there?) a +5 broad axe (still there?) (4, 7, D) a +3 tower shield a +3 kite shield a +3 buckler (4, 8, D) a +5 crystal plate armour +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 +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 +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 +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, 8, D) a staff of conjuration (62, 0, D) a +0 dire flail of holy wrath (62, 1, D) a staff of earth (62, 2, D) a hell hound corpse (skeletalised by now) (62, 8, D) the +7 great mace "Exiofaesh" {protect, Str+3 Int+6} It grants its wielder temporary protection when it strikes (+7 to AC). Str: It affects your strength (+3). Int: It affects your intelligence (+6). (63, 0, D) the +9 long sword "Ixodoes" {venom, rF++ Str+2} It poisons the flesh of those it strikes. Str: It affects your strength (+2). rF: It greatly protects you from fire. (68, 0, D) a +0 leather armour of fire resistance (70, 8, D) the +4 plate armour "Kuon" {Drain rF+ rC++} rF: It protects you from fire. rC: It greatly protects you from cold. Drain: It drains your maximum health when unequipped. (71, 8, D) a +5 mace of holy wrath (71, 16, D) a +2 chain mail of willpower (71, 17, D) a book of the Spheres (72, 16, D) a box of beasts (72, 17, D) the +2 pair of gloves of Gosa {rC+ rN++ Dex-2 Stlth+} Dex: It affects your dexterity (-2). rC: It protects you from cold. rN: It greatly protects you from negative energy. Stlth: It makes you more stealthy. (73, 16, D) a staff of earth (73, 17, D) the ring of Wisdom {Fire rElec rN+ Will++} [ring of fire] It enhances your fire magic. rF: It protects you from fire. rC: It makes you vulnerable to cold. rElec: It insulates you from electricity. rN: It protects you from negative energy. Will: It greatly increases your willpower. (75, 1, D) the +1 leather armour "Cyamov" {rElec Int+2} Int: It affects your intelligence (+2). rElec: It insulates you from electricity.