weresquid 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 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 (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 (7, 6, D) a scroll of holy word (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 +10 dark maul {vorpal} It inflicts extra damage upon your enemies. 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 +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 +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, 36, D) the +3 hat of Pondering {ponderous, Will+ MP+10 Int+5} Int: It affects your intelligence (+5). MP: It affects your magic capacity (+10). Will: It increases your willpower. (59, 37, D) a +3 leather armour of poison resistance (60, 36, D) Ozocubu's Autobiography (60, 37, D) a phial of floods (61, 0, D) a tin of tremorstones (2/2) (61, 16, D) a +1 scimitar of protection (61, 36, D) a +0 spectral giant club (61, 37, D) a lightning rod (4/4) (62, 1, D) the +5 halberd of Domination {freeze, Str+5} It freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. Str: It affects your strength (+5). (62, 3, D) a necrophage corpse (skeletalised by now) (62, 16, D) a staff of air (62, 17, D) a staff of conjuration (62, 26, D) a +5 dagger a +0 robe (62, 27, D) a +1 leather armour of fire resistance (62, 36, D) a manual of Bows (62, 37, D) a staff of fire (63, 8, D) a +2 scale mail of cold resistance (63, 16, D) a +1 scale mail of fire resistance an adder corpse (63, 17, D) a +2 whip of flaming an adder corpse (63, 19, D) a +0 flail a naga corpse (63, 20, D) a +0 mace a naga corpse a water moccasin corpse (63, 21, D) a black mamba corpse (63, 26, D) a staff of death (63, 27, D) a piece from Xom's chessboard (15/15) (63, 28, D) a +0 great sword a +0 robe (63, 36, D) the Tome of Torrid Sinister Arts Spells Type Level Known a - Conjure Flame Conjuration/Fire 3 yes b - Inner Flame Hexes/Fire 3 yes c - Starburst Conjuration/Fire 6 no d - Simulacrum Ice/Necromancy 6 yes (63, 37, D) a staff of poison (64, 16, D) a +6 hunting sling of freezing (64, 17, D) a staff of air (64, 27, D) a +2 falchion of holy wrath (65, 26, D) a +1 long sword of holy wrath (69, 0, D) the +0 plate armour of Sufficient Mirth {rCorr Stlth+} rCorr: It protects you from acid and corrosion. Stlth: It makes you more stealthy. (70, 9, D) the +6 morningstar "Ybryl" {vorpal, rPois rF- rN+ Int+3} It inflicts extra damage upon your enemies. Int: It affects your intelligence (+3). rF: It makes you vulnerable to fire. rPois: It protects you from poison. rN: It protects you from negative energy. (70, 37, D) a +1 plate armour of fire resistance (70, 41, D) a komodo dragon corpse (71, 16, D) a +1 short sword of speed (71, 17, D) a staff of air (71, 19, D) a jackal corpse (skeletalised by now) (71, 26, D) a +2 ring mail of fire resistance (71, 36, D) a +2 hand axe of electrocution (71, 37, D) a +0 hand crossbow of freezing (still there?) a yak corpse (still there?) (72, 8, D) a staff of air (72, 16, D) a +2 dagger of freezing (72, 17, D) a +1 ring mail of poison resistance (72, 18, D) an iguana corpse (skeletalised by now) (72, 19, D) a bullfrog corpse (skeletalised by now) (72, 30, D) a hell hound corpse (72, 37, D) a +1 vorpal battleaxe (72, 40, D) a basilisk corpse (73, 1, D) a +4 falchion of flaming (73, 16, D) a +2 robe of cold resistance (73, 17, D) the +4 battleaxe of the Goat {flame, rF+ rC- rN+} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. rF: It protects you from fire. rC: It makes you vulnerable to cold. rN: It protects you from negative energy. (73, 19, D) a bullfrog corpse (skeletalised by now) (73, 26, D) a staff of death (73, 27, D) a +1 robe of willpower (73, 37, D) a +1 falchion of holy wrath