Revguard 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 rapier a +5 dagger (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 a +5 demon trident (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 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 2, D) a +0 robe (8, 2, D) a +2 dagger (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 +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 +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, 36, D) a piece from Xom's chessboard (15/15) (59, 37, D) a lightning rod (4/4) (60, 36, D) a +3 leather armour of cold resistance (unseen) (60, 37, D) the +5 lochaber axe {reach-cleave, poleaxe} It can be evoked to extend its reach, and strikes at all foes within reach, dealing less damage to those not targeted. It uses either Axes or Polearms skill, whichever is higher. (unseen) (61, 8, D) the +1 leather armour of Orevime {rElec rCorr} rElec: It insulates you from electricity. rCorr: It protects you from acid and corrosion. (61, 17, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity (61, 26, D) a +1 helmet of intelligence (61, 36, D) +0 pearl dragon scales (61, 37, D) the +0 chain mail "Wuxyome" {rPois Int+7} Int: It affects your intelligence (+7). rPois: It protects you from poison. (unseen) (62, 0, D) a +0 trident of flaming (62, 9, D) a +0 trident (62, 10, D) a +0 trident (62, 26, D) a +0 antimagic hand axe (62, 27, D) a +6 morningstar of venom (unseen) (62, 28, D) a +0 spear (62, 36, D) a scroll of brand weapon (62, 37, D) a staff of poison (unseen) (63, 8, D) a +0 trident 3 boomerangs a staff of air (63, 17, D) the +0 scale mail "Xuabis" {Harm} Harm: It increases damage dealt and taken. (63, 26, D) the +5 ring mail of Nasmez {rPois rF+ rC- Str+4} Str: It affects your strength (+4). rF: It protects you from fire. rC: It makes you vulnerable to cold. rPois: It protects you from poison. (63, 27, D) the +4 great mace "Qateirr" {freeze, rN+} It freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. rN: It protects you from negative energy. (63, 36, D) the +3 hat of Pondering {ponderous, Will+ MP+10 Int+5} Int: It affects your intelligence (+5). MP: It affects your magic capacity (+10). Will: It increases your willpower. (unseen) (63, 37, D) an Inescapable Atlas (64, 9, D) a +0 trident (64, 17, D) a +0 glaive of protection (unseen) (64, 26, D) a +3 glaive of freezing (64, 27, D) a +0 shortbow of flaming (unseen) (64, 28, D) a +0 mace a +0 robe (65, 26, D) a +0 halberd of freezing (65, 29, D) a +0 flail (69, 0, D) a +2 chain mail of poison resistance (70, 8, D) a staff of earth (unseen) (70, 36, D) a +0 mace a +4 dagger of venom (71, 8, D) a +1 scale mail of willpower (71, 16, D) a +4 spear of venom (71, 17, D) a +3 vorpal mace (unseen) (71, 20, D) a +0 giant club a +0 giant spiked club (71, 27, D) a staff of conjuration (unseen) (71, 37, D) the +1 ring mail "Jahunt" {Harm Will+ Slay-6} Slay: It affects your accuracy & damage with ranged weapons and melee (-6). Harm: It increases damage dealt and taken. Will: It increases your willpower. (72, 9, D) a +2 great sword of flaming (unseen) (72, 16, D) a +1 war axe of electrocution (72, 17, D) a phantom mirror (72, 18, D) a +0 giant club (72, 20, D) a +0 giant club a +0 giant club (72, 27, D) the +4 war axe of Cocytus {vorpal, Dex+7} It inflicts extra damage upon your enemies. Dex: It affects your dexterity (+7). (73, 1, D) a +0 club (still there?) the Grimoire of Incandescence and Ozone (still there?) Spells Type Level a - Shock Conjuration/Air 1 b - Inner Flame Hexes/Fire 3 c - Airstrike Air 4 d - Chain Lightning Conjuration/Air 9 (73, 16, D) a tin of tremorstones (2/2) (73, 17, D) a piece from Xom's chessboard (15/15) (73, 20, D) a +0 giant spiked club a +0 giant club (73, 27, D) a box of beasts (inert) (73, 36, D) a +3 vorpal sling (unseen) (73, 37, D) the +6 shortbow of the Devouring Priest {freeze, Int+2 Stlth+} Any ammunition fired from it freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. Int: It affects your intelligence (+2). Stlth: It makes you more stealthy. (unseen) (74, 2, D) a +0 mace