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 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 tower shield (still there?) a +3 kite shield (still there?) a +3 buckler (still there?) (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 6, D) 4 scrolls of amnesia (still there?) 7 scrolls of fog (still there?) 5 scrolls of identify (still there?) 2 scrolls of fear (still there?) 3 scrolls of blinking (still there?) (7, 7, D) 5 potions of magic (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 +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 +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) (10, 5, D) a ring of flight (11, 0, D) 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, 0, D) a tin of tremorstones (2/2) (61, 2, D) a +0 war axe (still there?) a +0 robe (still there?) (61, 8, D) a book of Flames (61, 10, D) a +0 trident (still there?) 2 boomerangs (still there?) a merfolk corpse (still there?) (61, 11, D) a +0 trident (still there?) 2 boomerangs (still there?) a merfolk corpse (still there?) (61, 16, D) a +1 vorpal war axe (61, 26, D) a +0 lajatang of speed (62, 0, D) a +5 vorpal falchion (62, 1, D) a +2 trident of protection (62, 9, D) a +0 trident a piece from Xom's chessboard (15/15) a merfolk corpse (62, 16, D) a staff of earth (62, 17, D) a +0 short sword of speed (62, 26, D) a piece from Xom's chessboard (15/15) (62, 27, D) a book of Alchemy (63, 0, D) a +3 plate armour of cold resistance (63, 8, D) the +0 morningstar of Light {vorpal, rF+ Will+ Str-4 Dex+2} It inflicts extra damage upon your enemies. Str: It affects your strength (-4). Dex: It affects your dexterity (+2). rF: It protects you from fire. Will: It increases your willpower. (63, 10, D) a +0 trident (63, 16, D) a book of Dangerous Friends (63, 17, D) a book of Weapons (63, 22, D) a ball python corpse (63, 26, D) a Young Poisoner's Handbook (63, 27, D) a +1 short sword of holy wrath (64, 17, D) a staff of poison (64, 20, D) a ball python corpse (64, 21, D) a +0 scimitar a naga corpse (64, 26, D) a book of Cantrips (64, 27, D) a scroll of brand weapon (65, 21, D) a water moccasin corpse (65, 26, D) a condenser vane (67, 0, D) a staff of air (67, 2, D) (unseen) (68, 0, D) a +2 plate armour of cold resistance (69, 0, D) the Guide on the Fiery Escort Spells Type Level a - Summon Small Mammal Summoning 1 b - Conjure Flame Conjuration/Fire 3 c - Summon Guardian Golem Hexes/Summoning 3 (70, 9, D) a +7 vorpal war axe (71, 16, D) the Collected Works on Weightlessness and Combat Magic Spells Type Level a - Shock Conjuration/Air 1 b - Conjure Flame Conjuration/Fire 3 c - Mephitic Cloud Conjuration/Poison/Air 3 d - Summon Lightning Spire Summoning/Air 4 e - Storm Form Transmutation/Air 7 (71, 17, D) a lightning rod (4/4) (71, 26, D) a staff of death (71, 27, D) the +9 war axe of the Ghostly God {flame, Int+5} It burns those it strikes, dealing additional fire damage. Big, fiery blades are also staple armaments of hydra-hunters. Int: It affects your intelligence (+5). (72, 9, D) a staff of earth (72, 16, D) the +5 quarterstaff of Discord {speed, Str+2 Dex+3} Attacks with this weapon are significantly faster. Str: It affects your strength (+2). Dex: It affects your dexterity (+3). (72, 17, D) a condenser vane (72, 21, D) a +0 short sword (still there?) a naga corpse (still there?) (72, 26, D) the +6 spear "Qungug" {vorpal, rC+ MP+9 Stlth+} It inflicts extra damage upon your enemies. rC: It protects you from cold. MP: It affects your magic capacity (+9). Stlth: It makes you more stealthy. (72, 27, D) a +3 flail of holy wrath (73, 1, D) a staff of poison (73, 16, D) a phial of floods (73, 17, D) a +1 scimitar of electrocution (73, 20, D) an adder corpse (73, 26, D) a phial of floods (73, 27, D) a staff of conjuration (74, 20, D) a +0 halberd (74, 21, D) a +0 battleaxe a naga corpse an adder corpse (75, 1, D) a +1 hand axe of distortion (75, 2, D) a +0 rapier of draining a +0 robe a +0 buckler