petercordia 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 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 kite shield (7, 6, D) 4 scrolls of amnesia (7, 7, D) 5 potions of magic (10, 5, D) a ring of flight (61, 0, D) a staff of cold (62, 0, D) a staff of earth (62, 1, D) a +2 buckler of cold resistance (62, 2, D) a +0 trident (62, 3, D) a +2 vorpal trident (still there?) a merfolk corpse (still there?) (63, 0, D) a +1 pair of gloves of dexterity (63, 3, D) a +0 trident (still there?) a merfolk corpse (still there?) (68, 1, D) 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. 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 +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 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 +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. a +0 leather armour (68, 2, D) an iguana corpse (68, 3, D) a wolf corpse (69, 0, D) the +1 robe of Intercession {Contam Dex+8 Archmagi} Dex: It affects your dexterity (+8). Contam: It causes magical contamination when unequipped. Archmagi: It increases the power of your magical spells. (69, 2, D) a jackal corpse (74, 1, D) a +0 falchion (74, 3, D) a +0 dagger a +0 robe an orc corpse (75, 1, D) the Catalogue of the Miller Spells Type Level a - Animate Skeleton Necromancy 1 b - Agony Necromancy 5 c - Statue Form Transmutation/Earth 6 (75, 3, D) a +0 mace