Descartes 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) 1000 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (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 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 +5 gold dragon scales +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} (still there?) 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} (still there?) 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} (still there?) It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} (still there?) 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} (still there?) 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} (still there?) 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++} (still there?) 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} (still there?) 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-} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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} (still there?) 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. (49, 24, D) a +1 leather armour of cold resistance (50, 24, D) a staff of air (50, 25, D) a book of the Sky (51, 24, D) a phantom mirror (51, 25, D) the ring of Disaster {Wiz Str+5} [ring of wizardry] It improves your spell success rate. Str: It affects your strength (+5). (52, 24, D) a Trismegistus Codex (52, 25, D) a staff of conjuration (53, 24, D) a potion of might (53, 25, D) the Collected Works on Congealing Stones Spells Type Level Known a - Ensorcelled Hibernation Hexes/Ice 2 yes b - Iron Shot Conjuration/Earth 6 no c - Statue Form Transmutation/Earth 6 no (54, 24, D) the +4 hand axe of Wonk {drain, Dex+3 Stlth+} A truly terrible weapon, it drains the life of any living foe it strikes. Dex: It affects your dexterity (+3). Stlth: It makes you more stealthy. (54, 25, D) the +8 short sword "Concordance" {vorpal, rElec rC++} It inflicts extra damage upon your enemies. rC: It greatly protects you from cold. rElec: It insulates you from electricity. (55, 24, D) the +6 dagger of the Orcish Mines {protect, rF+ Stlth+} It grants its wielder temporary protection when it strikes (+7 to AC). rF: It protects you from fire. Stlth: It makes you more stealthy. (59, 18, D) a +0 long sword (59, 37, D) a +1 chain mail of cold resistance (60, 33, D) the felid corpse of Descartes (60, 37, D) a phantom mirror (61, 2, D) a +0 trident a +0 trident a throwing net a merfolk corpse (skeletalised by now) (61, 5, D) a throwing net (61, 9, D) a jackal corpse (61, 10, D) a yak corpse (skeletalised by now) (61, 19, D) a +0 short sword (61, 37, D) 4 potions of heal wounds (62, 0, D) a +5 short sword of venom (62, 1, D) a merfolk corpse (skeletalised by now) (62, 8, D) a +2 ring mail of poison resistance (62, 9, D) the +3 spear of Xoawum {antimagic, rF- rC+ Int+2 Dex+3} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those it strikes. Natural abilities and divine invocations are not affected. Int: It affects your intelligence (+2). Dex: It affects your dexterity (+3). rF: It makes you vulnerable to fire. rC: It protects you from cold. (62, 16, D) a staff of earth (62, 17, D) a +3 leather armour of cold resistance (62, 19, D) a +0 short sword (still there?) a +0 leather armour (still there?) an elf corpse (still there?) (62, 37, D) the +1 scale mail of Compression {Will+ Str+2 Dex+2} Str: It affects your strength (+2). Dex: It affects your dexterity (+2). Will: It increases your willpower. (63, 0, D) a +0 trident 6 silver boomerangs a +2 robe of fire resistance a merfolk corpse (skeletalised by now) (63, 8, D) the +7 chain mail "Ylealat" {+Inv rElec Str+3 Int+4} Str: It affects your strength (+3). Int: It affects your intelligence (+4). rElec: It insulates you from electricity. +Inv: It lets you turn invisible. (63, 11, D) a jackal corpse (skeletalised by now) (63, 16, D) a +2 leather armour of cold resistance (63, 17, D) a staff of fire (63, 22, D) a +0 scimitar a +0 leather armour (63, 26, D) the +4 scythe of Infinite Pain {vorpal, *Rage rN+ Str+3 Int+4} It inflicts extra damage upon your enemies. Str: It affects your strength (+3). Int: It affects your intelligence (+4). rN: It protects you from negative energy. *Rage: It may make you go berserk in combat. (63, 27, D) the +1 hand axe of Dawn {flame, rF++ Dex-2} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. Dex: It affects your dexterity (-2). rF: It greatly protects you from fire. (63, 37, D) the +4 battleaxe "Jotyebb" {venom, rPois Will+} It poisons the flesh of those it strikes. rPois: It protects you from poison. Will: It increases your willpower. (64, 16, D) a staff of air (64, 26, D) a staff of cold (65, 20, D) a +1 dagger of speed (still there?) a +0 leather armour (still there?) (68, 0, D) a +1 ring mail of willpower (69, 0, D) a staff of death (69, 36, D) a +2 robe of positive energy (70, 8, D) the +5 rapier "Hauth" {vorpal, Fly rPois Stlth-} It inflicts extra damage upon your enemies. rPois: It protects you from poison. Fly: It grants you flight. Stlth: It makes you less stealthy. (70, 9, D) a scorpion corpse (70, 36, D) a +2 robe (70, 37, D) a +0 hand axe of venom (71, 8, D) a staff of cold (71, 9, D) a scorpion corpse (71, 17, D) a +2 pair of boots of stealth (71, 18, D) a +0 falchion (still there?) an orc corpse (still there?) (71, 27, D) a +5 scimitar of venom (71, 37, D) the +9 hand crossbow "Pettej" {venom, rF++ MP+9} Any ammunition fired from it poisons the flesh of those it strikes. rF: It greatly protects you from fire. MP: It affects your magic capacity (+9). (72, 8, D) a staff of poison (72, 9, D) a scorpion corpse (72, 16, D) a staff of fire (72, 18, D) a +0 dagger a +2 robe of resistance (72, 20, D) a +0 club a +0 leather armour a +0 dagger an orc corpse (72, 21, D) a +0 halberd a +0 plate armour (72, 26, D) a +0 dagger of flaming (72, 27, D) a +4 plate armour of fire resistance (72, 36, D) a staff of death (72, 37, D) a +4 vorpal war axe (73, 1, D) a +0 spectral lajatang (73, 16, D) a +6 hand crossbow of flaming (73, 17, D) the +5 robe of Misfortune {Contam Harm *Corrode Drain *Slow EV+5} EV: It affects your evasion (+5). Contam: It causes magical contamination when unequipped. *Corrode: It may corrode you when you take damage. Drain: It drains your maximum health when unequipped. *Slow: It may slow you when you take damage. Harm: It increases damage dealt and taken. (73, 19, D) a +0 dagger (still there?) a +0 robe (still there?) (73, 27, D) a +1 ring mail of willpower (73, 36, D) a staff of cold