JuniperTheExplorer 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 (still there?) a +5 battleaxe (still there?) a +5 broad axe (still there?) (4, 7, D) a +3 tower shield a +3 kite shield a +3 buckler (4, 8, D) a +5 plate armour +5 shadow dragon scales +5 storm dragon scales a +5 crystal plate armour +5 gold dragon scales +5 fire dragon scales (6, 8, D) a +0 dagger a +0 robe a +0 hat (7, 6, D) 4 scrolls of amnesia (7, 7, D) 5 potions of magic (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 +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, 5, D) a ring of flight a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence a +6 ring of strength (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. (59, 8, D) a +0 dagger (59, 36, D) a box of beasts (59, 37, D) a +1 vorpal flail (60, 11, D) a +0 hand axe (60, 36, D) an amulet of the acrobat (60, 37, D) the ring of Xom's Sleight of Hands {Will+ MP+9 Int+2} [ring of willpower] Int: It affects your intelligence (+2). MP: It affects your magic capacity (+9). Will: It increases your willpower. (61, 0, D) a staff of fire (61, 9, D) a +0 hand axe (61, 10, D) the +5 broad axe of Caete {venom, Fragile +Rage Will+} It poisons the flesh of those it strikes. +Rage: It lets you go berserk. Fragile: It will be destroyed if unequipped. Will: It increases your willpower. (61, 16, D) a +0 short sword of holy wrath (61, 22, D) an ugly thing corpse (skeletalised by now) (61, 26, D) a +2 robe of fire resistance (61, 32, D) a +0 arbalest 10 bolts (61, 36, D) a +2 hunting sling of freezing (61, 37, D) the ring "Zego" {Int+6 SInv} [ring of see invisible] Int: It affects your intelligence (+6). SInv: It lets you see invisible. (62, 0, D) the +2 war axe of the Stoat {drain, SInv} A truly terrible weapon, it drains the life of any living foe it strikes. SInv: It lets you see invisible. (62, 8, D) a +2 robe of willpower (62, 9, D) a staff of conjuration (62, 16, D) a +1 pair of boots of rampaging (62, 17, D) a manual of Conjurations (62, 23, D) an ugly thing corpse (skeletalised by now) (62, 26, D) the +6 arbalest "Gepted" {venom, Fly rF++ Will-} Any ammunition fired from it poisons the flesh of those it strikes. rF: It greatly protects you from fire. Fly: It grants you flight. Will: It decreases your willpower. (62, 27, D) the +0 leather armour of Entitlement {rC+} rC: It protects you from cold. (62, 30, D) a +0 longbow 25 arrows a centaur corpse (skeletalised by now) (62, 36, D) the +3 mace "Neath" {flame, rN+} It burns those it strikes, dealing additional fire damage. rN: It protects you from negative energy. (62, 37, D) a staff of earth (63, 8, D) a +0 flail (63, 16, D) a +5 giant spiked club (63, 17, D) a +1 dagger of draining (63, 27, D) a staff of cold (63, 36, D) a Necronomicon (63, 37, D) the +7 dire flail of Propriety {pain, *Slow rPois Will+} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. rPois: It protects you from poison. *Slow: It may slow you when you take damage. Will: It increases your willpower. (64, 16, D) a +1 broad axe of venom (64, 17, D) a +2 troll leather armour (64, 26, D) a ring of protection from fire (64, 27, D) a staff of death (65, 26, D) the +7 great mace "Undeadhunter" {disrupt, rN+} It inflicts significantly more damage against the undead. rN: It protects you from negative energy. (65, 28, D) a +0 arbalest 13 bolts a yaktaur corpse (skeletalised by now) (65, 30, D) a +0 arbalest 19 bolts (65, 32, D) 5 large rocks (66, 28, D) 4 large rocks a cyclops corpse (skeletalised by now) (66, 30, D) 6 large rocks a cyclops corpse (skeletalised by now) (66, 31, D) 4 large rocks a cyclops corpse (skeletalised by now) (67, 0, D) the +2 halberd of Disorder {vorpal, +Rage Str+10 Dex-4 Stlth+} It inflicts extra damage upon your enemies. Str: It affects your strength (+10). Dex: It affects your dexterity (-4). +Rage: It lets you go berserk. Stlth: It makes you more stealthy. (68, 0, D) the +3 dagger of Recklessness {elec, rElec Int+2} It occasionally discharges a powerful burst of electricity upon striking a foe. Int: It affects your intelligence (+2). rElec: It insulates you from electricity. (69, 0, D) Great Wizards, Vol. VII (69, 31, D) a +0 rapier a +0 robe a +0 buckler (70, 9, D) a staff of air (70, 26, D) a ring of protection from fire (70, 33, D) a +0 dagger a +0 robe (70, 36, D) the +5 chain mail of Tartarus {rPois rCorr Int-2 Dex+2} Int: It affects your intelligence (-2). Dex: It affects your dexterity (+2). rPois: It protects you from poison. rCorr: It protects you from acid and corrosion. (70, 37, D) a There-And-Back Book (71, 8, D) a +0 hunting sling of freezing (71, 16, D) a +4 battleaxe of freezing (71, 17, D) a +0 mace of protection (71, 19, D) a +0 spear (71, 20, D) a +0 spear (still there?) 4 curare-tipped darts (still there?) (71, 27, D) a +2 scale mail of fire resistance (71, 31, D) a +0 rapier a +0 robe a +0 buckler (71, 36, D) a lightning rod (3/4) (72, 8, D) +5 ice dragon scales (72, 9, D) the +3 scimitar of the Girdle {freeze, Fly rC- rN+++ Str-3} It freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. Str: It affects your strength (-3). rC: It makes you vulnerable to cold. rN: It renders you almost immune to negative energy. Fly: It grants you flight. (72, 15, D) a +0 antimagic spear (72, 16, D) a condenser vane (inert) (72, 17, D) a book of Maledictions (72, 26, D) the +4 ring mail of the Candlemaker {Will- Str+2 Slay+3} Str: It affects your strength (+2). Slay: It affects your accuracy & damage with ranged weapons and melee (+3). Will: It decreases your willpower. (72, 27, D) a staff of air (72, 31, D) a +0 short sword a +0 robe a +0 buckler (72, 33, D) a +0 rapier a +0 robe (72, 36, D) an Inescapable Atlas (73, 17, D) a lightning rod (3/4) (73, 19, D) a +0 spear (73, 26, D) a book of the Earth (73, 27, D) an amulet of guardian spirit (73, 36, D) a staff of earth (73, 37, D) a +1 bardiche of flaming (75, 1, D) a phantom mirror (75, 2, D) a +0 battleaxe