Sickboy the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (3, 4, D) 1000 sling bullets a +5 fustibalus a +5 hunting sling a +5 longbow 1000 arrows a +5 shortbow a +5 triple crossbow a +5 arbalest 1000 bolts a +5 hand crossbow (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (4, 3, D) 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 a +3 kite shield a +3 buckler (4, 8, D) a +0 robe 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 inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). the +9 heavy crossbow "Sniper" {vorpal, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} It insulates you from electricity. It affects your willpower, your defense against some magical effects. It prevents spellcasting. It prevents most forms of teleportation. It provides partial protection from all sources of acid and corrosion. the +18 shield of the Gong {rElec rN+ Will+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your willpower, your defense against some magical effects. the +14 obsidian axe {vorpal, *Drain +Fly SInv} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It causes draining when unequipped. (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to burn those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It greatly protects you from fire. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +9 sword of Zonguldrok {reap} If a monster killed with it leaves a corpse in good enough shape, the corpse is reanimated as a zombie friendly to the killer. the +13 scythe of Curses {drain, *Drain} A truly terrible weapon, it drains the life of those it strikes. It causes draining when unequipped. the +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {vorpal, sonic wave} It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 3, D) a +0 flail a +0 leather armour an orc corpse (61, 8, D) a +6 ring of intelligence a +6 ring of intelligence a +3 dagger of venom (61, 10, D) 3 large rocks (62, 0, D) a +1 scale mail of poison resistance (62, 4, D) a +0 dagger a +0 robe an orc corpse (62, 9, D) the +11 great sword "Newtslayer" {freeze, Str+5 Dex+2} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your strength (+5). It affects your dexterity (+2). (62, 12, D) a +0 giant club a troll corpse an ogre corpse (63, 0, D) a +0 flail a staff of fire an orc corpse (63, 2, D) a +0 war axe an orc corpse (63, 12, D) a +0 troll leather armour a troll corpse (67, 1, D) a +0 leather armour (68, 2, D) a +0 dagger a +0 robe (69, 0, D) a +0 dagger (69, 2, D) a +2 trident of protection a +2 robe of fire resistance (70, 9, D) the +3 sling "Punk" {acid, rCorr} It provides partial protection from all sources of acid and corrosion. (71, 21, D) a +0 shortbow a +6 quick blade 18 arrows (71, 22, D) 4 large rocks a cyclops corpse (71, 26, D) a book of Clouds (71, 27, D) the +11 arbalest of the Water Diviner {elec, rN+} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. It protects you from negative energy. (72, 8, D) a phantom mirror (72, 21, D) a +0 trident (72, 22, D) 4 large rocks (72, 26, D) the +2 leather armour of the Orcish Mines {Harm Int-3 Dex+3 SInv} It affects your intelligence (-3). It affects your dexterity (+3). It lets you see invisible. It increases damage dealt and taken. (72, 27, D) a staff of cold (73, 1, D) a +0 trident (73, 21, D) a +0 trident (73, 22, D) a +0 shortbow 13 arrows (73, 26, D) the Guide on the Volcanoes and Damage Dealing Spells Type Level Known a - Hailstorm Conjuration/Ice 4 no b - Iskenderun's Mystic Blast Conjuration/Translocation 4 no c - Lightning Bolt Conjuration/Air 5 no d - Fireball Conjuration/Fire 5 no (73, 27, D) a ring of ice (74, 3, D) a +1 vampiric scimitar 7 boomerangs the +5 rapier "Muellic" {flame, Will+} It has been specially enchanted to burn those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It affects your willpower, your defense against some magical effects. a merfolk corpse a merfolk corpse (75, 1, D) a +0 trident