haldagan 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 (still there?) a +5 hunting 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 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 a +3 kite shield a +3 buckler (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 +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 +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. (10, 4, D) a lightning rod (4/4) (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 +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. (61, 8, D) a +0 dagger a +0 robe a +0 short sword (61, 10, D) a +0 dagger a +0 robe (61, 16, D) a +2 helmet of see invisible (62, 0, D) a +6 scythe of flaming (62, 9, D) a ring of fire (62, 16, D) a phial of floods (62, 17, D) the amulet of the Wary Visionaries {Spirit rF+++ rC- Will+ Str+2} [amulet of guardian spirit] It causes incoming damage to be divided between your reserves of health and magic. Str: It affects your strength (+2). rF: It renders you almost immune to fire. rC: It makes you vulnerable to cold. Will: It increases your willpower. (62, 18, D) 63 gold pieces (still there?) a +2 long sword of freezing (still there?) (62, 19, D) 63 gold pieces (still there?) a +0 dagger (still there?) a +0 leather armour (still there?) (63, 9, D) a +0 dagger a +0 robe (63, 16, D) a +0 robe of willpower (63, 17, D) the +2 fire dragon scales "Itaasade" {rF++ rC- rN+ Will++ Str-3 Int+4} Str: It affects your strength (-3). Int: It affects your intelligence (+4). rF: It greatly protects you from fire. rC: It makes you vulnerable to cold. rN: It protects you from negative energy. Will: It greatly increases your willpower. (64, 16, D) a +2 chain mail of cold resistance (64, 17, D) a +3 rapier of speed (64, 19, D) 54 gold pieces (still there?) a +0 long sword (still there?) a +0 chain mail (still there?) (68, -1, D) a +0 long sword (68, 0, D) the +8 mace of Analysis {vamp, rF- rCorr Dex+6} It occasionally heals its wielder for a portion of the damage dealt when it wounds a living foe. Dex: It affects your dexterity (+6). rF: It makes you vulnerable to fire. rCorr: It protects you from acid and corrosion. (69, 0, D) the +3 chain mail of a Gauntlet {+Blink Int+4 Slay-5 Stlth+} Int: It affects your intelligence (+4). Slay: It affects your accuracy & damage with ranged weapons and melee (-5). +Blink: It lets you blink. Stlth: It makes you more stealthy. (70, 8, D) a +3 trident of venom (70, 9, D) a +3 dagger of holy wrath (71, 8, D) a staff of fire (71, 11, D) a +0 mace (71, 17, D) the +3 halberd of the Snake Pit {drain, MP+9} A truly terrible weapon, it drains the life of any living foe it strikes. MP: It affects your magic capacity (+9). (71, 26, D) a staff of earth (71, 27, D) a staff of cold (72, 10, D) a +0 club (72, 16, D) a +2 pair of gloves of strength (72, 17, D) a +0 morningstar a condenser vane (72, 18, D) a +0 scimitar (72, 19, D) a +0 short sword (72, 26, D) a +2 plate armour of fire resistance (73, 10, D) a +0 club (73, 16, D) a staff of poison (73, 17, D) a +0 battleaxe a +2 mace of protection (73, 27, D) a +2 vorpal arbalest