Skilfsilihog 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 crystal plate armour +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 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. (10, 1, D) a +0 robe a +0 kite shield 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 war axe (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 +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, 8, D) the +8 mace "Goblinslayer" {freeze, rC+ Will+ rCorr Dex-2} It freezes those it strikes, dealing additional cold damage. It can also slow down cold-blooded creatures. Dex: It affects your dexterity (-2). rC: It protects you from cold. rCorr: It protects you from acid and corrosion. Will: It increases your willpower. (61, 16, D) a phantom mirror (62, 0, D) a staff of fire (62, 1, D) a piece from Xom's chessboard (15/15) (62, 3, D) a +3 great sword a +0 robe (62, 16, D) the +8 scythe of Rowed {protect, Fly Int+4 Stlth+} It grants its wielder temporary protection when it strikes (+7 to AC). Int: It affects your intelligence (+4). Fly: It grants you flight. Stlth: It makes you more stealthy. (62, 17, D) a book of Iron (63, 0, D) a staff of poison (63, 8, D) a +2 ring mail of fire resistance (63, 16, D) a +0 dire flail of pain (63, 17, D) a staff of conjuration (64, 16, D) an amulet of guardian spirit (64, 17, D) Cuhyecit's Guide on Fiery Shape Shifting Spells Type Level Known a - Ignite Poison Fire/Transmutation/Poison 3 no b - Yara's Violent Unravelling Hexes/Transmutation 5 no (67, 0, D) a +1 helmet of intelligence (68, 0, D) a staff of fire (69, 0, D) a staff of death (69, 20, D) a +0 trident (70, 8, D) a staff of conjuration (70, 9, D) a +2 rapier of venom (70, 10, D) a +0 dagger (still there?) a +0 robe (still there?) (70, 11, D) a +0 mace (still there?) a +0 leather armour (still there?) (71, 8, D) a +1 pair of boots of flying (71, 11, D) a +0 dagger a +0 robe a +0 dagger a +0 robe (71, 17, D) a +4 chain mail of cold resistance (71, 20, D) a +0 trident a boomerang (71, 22, D) a +0 shortbow 9 arrows (71, 26, D) a staff of conjuration (71, 27, D) the +9 mace of the Two Names {spect, rC+ Dex+5} When its wielder attacks, the weapon's spirit leaps out and strikes again. The spirit shares a part of any damage it takes with its wielder. Dex: It affects your dexterity (+5). rC: It protects you from cold. (71, 31, D) a yak corpse (72, 8, D) a +0 pair of boots of rampaging (72, 9, D) a +2 hand axe of venom (72, 10, D) a +0 trident (unseen) (72, 16, D) a +0 trident of venom (72, 17, D) a phantom mirror (72, 20, D) a +0 trident (unseen) (72, 26, D) a +4 short sword of freezing (72, 27, D) a +1 falchion of holy wrath (72, 30, D) a polar bear corpse a wolf corpse (73, 1, D) a phial of floods (73, 2, D) +0 steam dragon scales (unseen) (73, 16, D) a +3 dagger of draining (73, 26, D) a +3 great mace of draining (73, 27, D) the +6 quarterstaff of the Unseen Realm {drain, rElec} A truly terrible weapon, it drains the life of any living foe it strikes. rElec: It insulates you from electricity. (73, 30, D) a wolf corpse (75, 1, D) a phial of floods