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 (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 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 +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 never misses its target. SInv: It lets you see invisible. the +10 dark maul {heavy} 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 +16 obsidian axe {drain, Mesm Drain Fly SInv} 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, 4, D) a lightning rod (4/4) (11, 0, D) the +7 great mace "Firestarter" {flame, inner flame, rF++} 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 +9 sword of Zonguldrok {reap} the +13 scythe of Curses {drain, Drain} 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 {chaos, chain chaos} It occasionally unleashes arcs of chaos on nearby creatures upon striking a foe. the +11 Singing Sword {sonic wave} 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 by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (60, 3, D) a +0 trident a boomerang (61, 0, D) the +4 robe of Leaves {Drain Fly rF+ rC+} rF: It protects you from fire. rC: It protects you from cold. Fly: It grants you flight. Drain: It drains your maximum health when unequipped. (61, 1, D) a +0 trident (61, 8, D) a +3 chain mail of poison resistance (62, 0, D) a +0 dagger of venom (62, 1, D) a +0 trident (still there?) a +1 halberd of protection (still there?) (62, 11, D) a jackal corpse (skeletalised by now) (63, 1, D) a +0 trident 3 boomerangs (67, 0, D) a staff of cold (unseen) (69, 0, D) a staff of poison (unseen) (70, 8, D) a +2 kite shield of protection (70, 11, D) a +0 short sword (70, 12, D) a +0 flail a +0 flail an orc corpse (skeletalised by now) (71, 8, D) a phial of floods (71, 9, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (71, 17, D) the +8 war axe "Huejusm" {freeze, rF+ rCorr Int+2} Int: It affects your intelligence (+2). rF: It protects you from fire. rCorr: It protects you from acid and corrosion. (71, 21, D) a wind drake skeleton (71, 26, D) a +2 leather armour of fire resistance (71, 27, D) the +7 great sword "Orb Guardian's Doom" {flame, *Rage Fly rElec Will++} rElec: It insulates you from electricity. Fly: It grants you flight. *Rage: It berserks you when you make melee attacks (+20% chance). Will: It greatly increases your willpower. (72, 9, D) a +2 shortbow of draining (72, 12, D) a +0 flail a +0 leather armour an orc corpse (skeletalised by now) (72, 16, D) a +0 trident a +1 morningstar of protection (72, 17, D) the +5 long sword "Omewide" {flame, rF- rN++ Str+3 Int+9} Str: It affects your strength (+3). Int: It affects your intelligence (+9). rF: It makes you vulnerable to fire. rN: It greatly protects you from negative energy. (72, 18, D) a +0 trident (72, 26, D) the +0 scale mail of the Gastropod {rElec} rElec: It insulates you from electricity. (72, 27, D) a +2 shortbow of freezing (73, 1, D) the +1 plate armour of Gehenna {*Slow rN++ rCorr SInv} rN: It greatly protects you from negative energy. SInv: It lets you see invisible. rCorr: It protects you from acid and corrosion. *Slow: It may slow you when you take damage. (73, 3, D) a +0 dagger (73, 21, D) a +0 trident a merfolk skeleton (73, 22, D) a throwing net (73, 26, D) a +1 helmet of see invisible (73, 27, D) a lightning rod (4/4) (74, 3, D) a +0 club (74, 18, D) a +0 trident (75, 1, D) a +2 robe of willpower