Caterwaul the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (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 +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a +0 robe a +0 falchion a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (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 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} 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 Shining One 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 +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. The Shining One disapproves of the use of such an item. (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 Shining One disapproves of the use of such an item. 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 Shining One disapproves of the use of such an item. 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 Shining One disapproves of the use of such an item. 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 +3 leather armour of poison resistance (61, 8, D) the +0 leather armour of the Zebra {-Tele rC+++ Int+5} Int: It affects your intelligence (+5). rC: It renders you almost immune to cold. -Tele: It prevents most forms of teleportation. (unseen) (61, 11, D) a +6 morningstar of freezing (still there?) a +0 robe (still there?) (62, 0, D) a +2 robe of fire resistance (62, 1, D) a box of beasts (62, 3, D) a hell hound corpse (62, 8, D) a condenser vane (62, 9, D) a staff of earth (63, 0, D) a lightning rod (4/4) (63, 8, D) a tin of tremorstones (2/2) (63, 11, D) a necrophage corpse (67, 0, D) the +7 Spriggan's Knife {stab, EV+4 Stlth+} It is more effective when stabbing unaware enemies, sometimes treating them as though they were completely helpless. EV: It affects your evasion (+4). Stlth: It makes you more stealthy. (67, 2, D) a +0 halberd (68, 0, D) a staff of cold (68, 2, D) a +0 trident (69, 0, D) a condenser vane (69, 4, D) a +0 hand axe (70, 8, D) a phial of floods (70, 9, D) a +1 plate armour of fire resistance (unseen) (71, 8, D) the +7 chain mail "Ohoxoc" {rC- Will+ Str+9 Dex+4} Str: It affects your strength (+9). Dex: It affects your dexterity (+4). rC: It makes you vulnerable to cold. Will: It increases your willpower. (unseen) (72, 8, D) a +3 plate armour of poison resistance (unseen) (72, 9, D) a book of Scorching (73, 1, D) a +3 spear of venom (73, 3, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (74, 3, D) a +0 hand axe a +0 ring mail an orc corpse (skeletalised by now) (75, 1, D) a staff of poison