tuca1 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 (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 a +5 battleaxe a +5 broad axe (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 (still there?) +5 gold dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (6, 3, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight a +0 mace (7, 6, D) 4 scrolls of amnesia (7, 7, D) 2 potions of brilliance (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). Trog disapproves of the use of such an item. 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, 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) (11, 0, D) 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 +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 staff of death (61, 16, D) the +4 scimitar of Putwumo {pain, +Rage Str+3 Int+4} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. Str: It affects your strength (+3). Int: It affects your intelligence (+4). +Rage: It lets you go berserk. Trog disapproves of the use of such an item. (62, 1, D) a staff of cold (62, 8, D) an amulet of reflection (62, 16, D) a staff of cold (62, 17, D) a book of Transfigurations (63, 0, D) a staff of cold (63, 8, D) a lightning rod (4/4) (63, 16, D) a ring of wizardry (63, 17, D) a +2 war axe of draining (63, 22, D) a tarantella corpse (64, 16, D) a staff of conjuration (64, 17, D) a +0 mace of distortion (64, 22, D) a scorpion corpse (64, 23, D) a +0 club (67, 0, D) a +2 vorpal halberd (68, 0, D) a ring of resist corrosion (69, 0, D) a +3 scale mail of cold resistance (71, 8, D) a book of the Spheres (71, 16, D) a +2 broad axe of flaming (71, 17, D) a book of the Dryads (71, 20, D) a +0 trident (still there?) a merfolk corpse (still there?) (71, 21, D) a +0 trident (71, 22, D) 3 large rocks (71, 23, D) the +3 short sword "Woritin" {vorpal, rC+ Will+ MP-9 Str+2} It inflicts extra damage upon your enemies. Str: It affects your strength (+2). rC: It protects you from cold. MP: It affects your magic capacity (-9). Will: It increases your willpower. (71, 26, D) a ring of resist corrosion (71, 27, D) a +6 ring of intelligence (72, 9, D) the ring "Dilonaa" {rElec rC+++ MP-9 Str-5 Dex+6} [ring of dexterity] Str: It affects your strength (-5). Dex: It affects your dexterity (+6). rC: It renders you almost immune to cold. rElec: It insulates you from electricity. MP: It affects your magic capacity (-9). (72, 16, D) the +6 morningstar of Nasaozud {pain, Drain Fragile rPois Dex+6} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. Dex: It affects your dexterity (+6). rPois: It protects you from poison. Drain: It drains your maximum health when unequipped. Fragile: It will be destroyed if unequipped. Trog disapproves of the use of such an item. (72, 17, D) a phial of floods (72, 20, D) a +0 trident a merfolk corpse (72, 21, D) a +0 trident (72, 26, D) the ring "Acujud" {Fire Str+2 Dex+2 Stlth-} [ring of fire] It enhances your fire magic. Str: It affects your strength (+2). Dex: It affects your dexterity (+2). rF: It protects you from fire. rC: It makes you vulnerable to cold. Stlth: It makes you less stealthy. (72, 27, D) a staff of cold (73, 1, D) a staff of cold (73, 16, D) a staff of poison (73, 17, D) a +2 ring mail of cold resistance (73, 19, D) a +0 shortbow (still there?) 20 arrows (still there?) a centaur corpse (still there?) (73, 26, D) a +6 ring of strength (73, 27, D) a staff of earth