Burgietje 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 (unseen) (3, 4, D) a +5 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 a +5 rapier a +5 dagger (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 a +3 buckler (4, 8, D) +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 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 +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 +6 ring of dexterity a +6 ring of dexterity a ring of flight a wand of acid (7) a wand of mindburst (7) +5 gold dragon scales a +0 robe a +0 spear 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 +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, 0, D) a +4 ring mail of fire resistance (unseen) (61, 2, D) a +0 trident a +0 trident (61, 8, D) a +2 great sword of draining (unseen) (61, 16, D) a +0 shortbow (still there?) a +2 scimitar of protection (still there?) a centaur corpse (still there?) (61, 26, D) a box of beasts (61, 28, D) a +0 dagger (62, 1, D) +1 ice dragon scales (62, 2, D) a +0 trident 2 boomerangs (62, 9, D) a staff of air (62, 18, D) a +0 trident (62, 28, D) a +0 mace a draconian corpse (62, 29, D) a +0 dagger a draconian corpse (63, 8, D) a +6 antimagic triple crossbow (unseen) (63, 16, D) a +0 trident a +1 hand axe of flaming a +5 giant club a merfolk corpse (63, 18, D) the +6 scimitar of Dismemberment {pain, Int+8 Dex-4} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. Int: It affects your intelligence (+8). Dex: It affects your dexterity (-4). a +2 plate armour of poison resistance (63, 20, D) a +0 trident a merfolk corpse (63, 27, D) a piece from Xom's chessboard (15/15) (63, 28, D) a +0 hand axe (63, 29, D) a +0 flail a +0 dagger a draconian corpse (64, 2, D) a +0 trident (64, 17, D) the +1 chain mail "Qighoth" {Int+2} Int: It affects your intelligence (+2). a wind drake corpse (64, 18, D) a +0 trident a merfolk corpse (64, 20, D) a +0 trident 2 throwing nets a merfolk corpse (64, 26, D) a staff of poison (64, 28, D) a +0 hand axe a draconian corpse (64, 29, D) a +0 long sword (65, 17, D) the +5 mace of Dithmenos's Supremacy {spect, Str+5 Dex-5} When its wielder attacks, the weapon's spirit leaps out and strikes again. The spirit shares a part of any damage it takes with its wielder. Str: It affects your strength (+5). Dex: It affects your dexterity (-5). (65, 26, D) a staff of fire (67, 0, D) the Anthology of Conduction Spells Type Level a - Static Discharge Conjuration/Air 2 b - Poisonous Vapours Poison/Air 2 c - Summon Lightning Spire Summoning/Air 4 (unseen) (68, 0, D) Diaweill's Quarto of Impurities and Dislocation Spells Type Level a - Sting Transmutation/Poison 1 b - Lesser Beckoning Translocation 3 c - Olgreb's Toxic Radiance Poison 4 d - Manifold Assault Translocation 4 (68, 40, D) a +0 long sword (69, 0, D) a book of Blood (69, 36, D) a +1 battleaxe of electrocution (unseen) (70, 9, D) a +4 sling (70, 11, D) an adder corpse (skeletalised by now) (70, 12, D) a +0 mace a +0 robe (70, 36, D) the +7 flail of Feifustro {flame, rC+} It burns those it strikes, dealing additional fire damage. rC: It protects you from cold. (unseen) (70, 37, D) a +0 scale mail (still there?) a +0 vorpal battleaxe (still there?) (71, 8, D) the +11 trident of Insufficient Pleasure {vorpal, rCorr} It inflicts extra damage upon your enemies. rCorr: It protects you from acid and corrosion. (71, 16, D) a piece from Xom's chessboard (15/15) (71, 17, D) a staff of poison (71, 20, D) a +0 dagger a +0 robe (71, 22, D) a +0 dagger (71, 26, D) a +3 vorpal sling (71, 27, D) the +10 hand axe of Iconoclasm {flame, rF+++ rC- Str+6 Dex-2} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. Str: It affects your strength (+6). Dex: It affects your dexterity (-2). rF: It renders you almost immune to fire. rC: It makes you vulnerable to cold. (71, 30, D) a +0 trident (71, 36, D) a staff of poison (unseen) (71, 37, D) a +0 short sword a lightning rod (4/4) (72, 9, D) a staff of death (unseen) (72, 17, D) the +6 flail of the Lonely Ziggurats {venom, Will+ Int+2} It poisons the flesh of those it strikes. Int: It affects your intelligence (+2). Will: It increases your willpower. (72, 20, D) a +0 war axe a +0 plate armour a +0 dagger a +0 robe an orc corpse (skeletalised by now) an orc corpse (skeletalised by now) (72, 21, D) a +0 falchion a +0 leather armour an orc corpse (skeletalised by now) (72, 26, D) a box of beasts (72, 27, D) a +0 shortbow (still there?) the ring of Equivalence {Fly rElec Will+} (still there?) [ring of flight] rElec: It insulates you from electricity. Fly: It grants you flight. Will: It increases your willpower. (72, 36, D) a +1 pair of boots of stealth (unseen) (72, 37, D) the ring of Jaovunup {*Corrode Str+5 Int+6} [ring of intelligence] Str: It affects your strength (+5). Int: It affects your intelligence (+6). *Corrode: It may corrode you when you take damage. (unseen) (72, 38, D) a +0 shortbow (still there?) a +2 long sword of protection (still there?) a glowing shapeshifter corpse (still there?) (72, 41, D) a +0 long sword a +0 chain mail a +3 glaive of venom an elf corpse (73, 16, D) a +1 dagger of electrocution (unseen) (73, 17, D) a +3 chain mail of cold resistance (73, 21, D) a +0 dagger a +0 robe (73, 26, D) a +6 mace of draining (unseen) (73, 27, D) a box of beasts (73, 29, D) a +0 trident (73, 32, D) a wind drake corpse (skeletalised by now) (73, 36, D) a phantom mirror (73, 37, D) a +0 leather armour (still there?) a +1 morningstar of pain (still there?) an elf corpse (still there?) (74, 31, D) a merfolk corpse (skeletalised by now)