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 (still there?) a +3 kite shield (still there?) a +3 buckler (still there?) (4, 8, D) a +5 crystal plate armour +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 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. (10, 8, D) a +0 scale mail a +0 buckler a +0 long sword (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. (59, 27, D) a +0 trident (still there?) 3 boomerangs (still there?) a merfolk corpse (still there?) (59, 30, D) a wind drake corpse (59, 31, D) a +0 trident (still there?) 3 boomerangs (still there?) (59, 36, D) a staff of fire (59, 37, D) the +3 pair of seven-league boots {Rampage+∞} Its wearer moves as far as possible in that direction when moving towards enemies. (60, 30, D) 6 large rocks (60, 31, D) the +9 scimitar of Wyrd {spect, rElec rF- Str+2} 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. Str: It affects your strength (+2). rF: It makes you vulnerable to fire. rElec: It insulates you from electricity. (60, 36, D) a +1 rapier of freezing (60, 37, D) the ring of the Kangaroo {rC+ MP+9 SInv} [ring of magical power] rC: It protects you from cold. MP: It affects your magic capacity (+9). SInv: It lets you see invisible. (60, 44, D) a +0 great sword of draining (still there?) a +0 chain mail (still there?) (61, 0, D) a phantom mirror (61, 16, D) a staff of death (61, 28, D) a +0 shortbow (61, 32, D) a throwing net (still there?) a wind drake corpse (still there?) (61, 36, D) a +0 trident of venom (61, 37, D) a staff of air (61, 43, D) an iron dragon corpse (still there?) a caustic shrike corpse (still there?) (61, 44, D) the +7 swamp dragon scales of Zucwol {Rampage rPois rN+ Int-3 Dex+6} Int: It affects your intelligence (-3). Dex: It affects your dexterity (+6). rPois: It protects you from poison. rN: It protects you from negative energy. Rampage: It bestows one free step when moving towards enemies. (62, 9, D) a +0 vampiric war axe (62, 16, D) +1 ice dragon scales (62, 17, D) the +8 chain mail "Earthly Heaven" {Regen+ Slay+2} Slay: It affects your accuracy & damage with ranged weapons and melee (+2). Regen: It increases your rate of health regeneration. (62, 27, D) a box of beasts (62, 30, D) a +0 trident a merfolk corpse (62, 32, D) a +0 trident (62, 36, D) a +1 mace of holy wrath (62, 37, D) the +4 robe of Folly {Brilliance Will-∞ Int+8} It increases the power of your magical spells. It halves the magic cost of your spells (rounding up). It reduces your willpower to zero. Int: It affects your intelligence (+8). (62, 42, D) a +1 battleaxe of draining (still there?) a +0 plate armour (still there?) (62, 43, D) a +1 morningstar of venom (still there?) a +0 great mace (still there?) (62, 44, D) a +0 great sword of freezing (still there?) a +0 chain mail (still there?) (63, 0, D) a Grand Grimoire (63, 8, D) a box of beasts (63, 16, D) the +3 rapier of Adats {pain, *Slow rF+ rC+ rCorr} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. rF: It protects you from fire. rC: It protects you from cold. rCorr: It protects you from acid and corrosion. *Slow: It may slow you when you take damage. (63, 17, D) a staff of death (63, 22, D) an ugly thing corpse (skeletalised by now) (63, 26, D) a +0 plate armour of cold resistance (63, 27, D) a +5 giant club (63, 32, D) 4 silver javelins (63, 36, D) the ring of Starshine {*Corrode Fly rF+ Will+ AC+4} [ring of protection] AC: It affects your AC (+4). rF: It protects you from fire. Fly: It grants you flight. *Corrode: It may corrode you when you take damage. Will: It increases your willpower. (63, 37, D) a +3 leather armour of cold resistance (64, 16, D) a +1 spear of venom (64, 17, D) a +4 halberd of freezing (64, 26, D) a book of the Wilderness (64, 27, D) a +0 great sword of holy wrath (65, 26, D) a staff of poison (69, 0, D) the +4 dagger "Jouz" {vorpal, rElec Int+3} It inflicts extra damage upon your enemies. Int: It affects your intelligence (+3). rElec: It insulates you from electricity. (69, 36, D) a +2 hand axe of flaming (70, 9, D) a staff of earth (70, 37, D) a +2 shortbow of flaming (70, 42, D) a +0 flail (still there?) a +0 robe (still there?) (71, 8, D) the +2 robe of Claustrophobia {rC+} rC: It protects you from cold. (71, 17, D) a +2 bardiche of flaming (71, 26, D) a staff of fire (71, 27, D) the +7 rapier of Perversion {vorpal, rElec rN++} It inflicts extra damage upon your enemies. rElec: It insulates you from electricity. rN: It greatly protects you from negative energy. (71, 36, D) an amulet of regeneration (72, 8, D) a lightning rod (4/4) (72, 9, D) a +1 whip of electrocution (72, 17, D) a +2 flail of protection (72, 21, D) a +0 flail (72, 27, D) a +2 mace of protection (72, 37, D) a +2 vorpal fustibalus (72, 42, D) a +0 hand axe (still there?) a +0 robe (still there?) (73, 1, D) an orb of mayhem (73, 16, D) a +1 shortbow of freezing (73, 36, D) a +3 shortbow of flaming (75, 1, D) a phantom mirror