SeventhVestige 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 (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 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 a +5 battleaxe a +5 broad axe (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 (still there?) +5 gold dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (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 +27 heavy crossbow "Sniper" {heavy, Acc+∞ SInv} Any ammunition fired from it deals dramatically more damage, but attacks with it are much slower. Any ammunition fired from it never misses its target. SInv: It lets you see invisible. the +10 dark maul {heavy} It deals dramatically more damage, but attacks with it are much slower. the +16 obsidian axe {drain, Mesm Drain Fly SInv} A truly terrible weapon, it drains the life of any living foe it strikes. 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 creatures 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 +9 sword of Power 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 +4 heavy falchion (61, 16, D) the +1 leather armour "Yngenuq" {Drain Str+5 Dex+3} Str: It affects your strength (+5). Dex: It affects your dexterity (+3). Drain: It drains your maximum health when unequipped. (unseen) (61, 26, D) a +1 robe of willpower (unseen) (62, 0, D) a staff of conjuration (62, 1, D) a staff of air (62, 4, D) a +2 long sword of holy wrath (62, 11, D) a +0 dagger a +0 long sword a +0 buckler (62, 12, D) a +0 long sword a +0 short sword (62, 16, D) a +1 trident of venom (62, 17, D) a staff of earth (62, 26, D) a +0 pair of gloves of infusion (unseen) (62, 27, D) a staff of cold (unseen) (63, 0, D) a staff of poison (63, 4, D) a +0 long sword (63, 5, D) a +0 short sword (63, 8, D) a lightning rod (4/4) (63, 16, D) a +0 mace of protection (63, 17, D) a +2 chain mail of willpower (63, 26, D) a scroll of brand weapon (63, 27, D) a book of Armaments (64, 16, D) a staff of poison (unseen) (64, 17, D) a staff of poison (unseen) (64, 26, D) a condenser vane (64, 27, D) the Encyclopedia of the Fair Folk and Conduction Spells Type Level a - Slow Hexes 1 b - Arcjolt Conjuration/Air 5 c - Summon Mana Viper Hexes/Summoning 5 d - Maxwell's Capacitive Coupling Air 8 (unseen) (65, 26, D) a +3 spectral quarterstaff (unseen) (67, 0, D) the +9 whip of Distraction {vamp, rC+ Str+3 Int+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). Int: It affects your intelligence (+3). rC: It protects you from cold. (69, 0, D) the +8 spear of Tuguanue {flame, rF+ rC- Str+7} It burns those it strikes, dealing additional fire damage. Str: It affects your strength (+7). rF: It protects you from fire. rC: It makes you vulnerable to cold. (70, 8, D) a +1 vampiric trident (unseen) (70, 9, D) a staff of death (unseen) (70, 11, D) a +1 heavy flail (still there?) a +0 ring mail (still there?) (71, 17, D) the +4 morningstar of the Distant Future {venom, Int+5 Dex+4} It poisons the flesh of those it strikes. Int: It affects your intelligence (+5). Dex: It affects your dexterity (+4). (71, 21, D) a +0 mace (71, 22, D) a +2 dire flail of pain (unseen) (71, 26, D) a box of beasts (71, 27, D) a box of beasts (71, 30, D) a shapeshifter skeleton (72, 8, D) a staff of cold (unseen) (72, 11, D) a +0 longbow (72, 16, D) the +4 glaive "Bedd" {pain, *Noise *Slow rN+++ rCorr} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. rN: It renders you almost immune to negative energy. *Noise: It may make noises in combat. rCorr: It protects you from acid and corrosion. *Slow: It may slow you when you take damage. (72, 20, D) a +0 short sword (72, 26, D) a staff of fire (72, 27, D) the +3 Elemental Staff {rElec rF++ rC++ AC+5} If the wielder is skilled in Evocations, they can discharge powerful blasts of elemental energy when striking with it. It enhances your fire, ice, earth and air magic. AC: It affects your AC (+5). rF: It greatly protects you from fire. rC: It greatly protects you from cold. rElec: It insulates you from electricity. (72, 30, D) a +0 rapier a +0 flail of protection an elf skeleton (73, 1, D) a +3 quarterstaff of draining (unseen) (73, 16, D) the +5 falchion of the Unliving {heavy, Str+5 Int+5} It deals dramatically more damage, but attacks with it are much slower. Str: It affects your strength (+5). Int: It affects your intelligence (+5). (73, 17, D) a phial of floods (inert) (73, 21, D) a +0 dagger (73, 22, D) a +0 flail (73, 26, D) a +3 war axe of freezing (73, 27, D) a +1 scimitar of protection (73, 30, D) a +1 halberd of freezing