angelmind 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 a +5 hunting sling a +5 longbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand crossbow (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 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 buckler (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 ice dragon scales a +5 plate armour (7, 7, D) a +0 scale mail a +0 kite shield a +0 flail a +3 kite shield (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} It occasionally 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 +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, 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 +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} 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 +7 Singing Sword {vorpal, sonic wave} It inflicts extra damage upon your enemies. 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 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, 37, D) a piece from Xom's chessboard (15/15) (60, 37, D) a +0 arbalest of freezing (61, 0, D) a +2 morningstar of protection (61, 8, D) a +2 vampiric dagger (61, 37, D) a +0 vorpal quarterstaff (62, 0, D) a +1 mace of holy wrath (62, 1, D) a +2 halberd of distortion (62, 16, D) a staff of fire (62, 17, D) a staff of earth (62, 18, D) (unseen) (62, 27, D) a phantom mirror (62, 37, D) a +1 vorpal hand axe (63, 8, D) a +0 vampiric dagger (63, 10, D) a lightning rod (4/4) (63, 17, D) a +0 troll leather armour (63, 26, D) a lightning rod (4/4) (63, 30, D) a water moccasin corpse (63, 37, D) a lightning rod (4/4) (64, 5, D) a +0 trident (64, 17, D) a ring of willpower a ring of flight (64, 26, D) a +1 scythe of protection (64, 27, D) a +2 mace of venom (64, 29, D) a basilisk corpse (65, 26, D) a box of beasts (68, 0, D) the +2 ring mail "Reizxam" {MP+9 Int+4} Int: It affects your intelligence (+4). MP: It affects your magic capacity (+9). (70, 8, D) a +1 halberd of flaming (70, 9, D) a +0 flail a staff of death (70, 10, D) a +0 mace an orc corpse (skeletalised by now) (70, 13, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (70, 28, D) a +0 long sword (70, 30, D) a +0 long sword a +0 chain mail of fire resistance (70, 36, D) a staff of conjuration (71, 11, D) a +0 hand axe a +0 ring mail (71, 16, D) a staff of fire (71, 17, D) a +4 hand axe of freezing (71, 37, D) a condenser vane (72, 11, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (72, 17, D) the +5 chain mail of Space {rN+} rN: It protects you from negative energy. (72, 26, D) a +1 vampiric whip (72, 27, D) a staff of conjuration (72, 32, D) a +0 mace of venom (72, 37, D) a staff of conjuration (73, 1, D) a staff of poison (73, 17, D) a +5 whip of venom (73, 27, D) +0 ice dragon scales (73, 29, D) a +0 short sword a +0 ring mail an elf corpse (skeletalised by now) (75, 3, D) a +0 dagger (75, 4, D) a +0 falchion