demenasai the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 demon blade (3, 3, D) a +5 lajatang (3, 4, D) a +5 fustibalus a +5 hunting sling a +5 longbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand crossbow (4, 2, D) a +5 tanto a +5 rapier a +5 dagger (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 scutum a +3 heater shield a +3 buckler (4, 8, D) a +5 crystal plate +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (8, 3, D) an uncursed ring of intelligence an uncursed ring of intelligence an uncursed ring of dexterity an uncursed ring of dexterity a +0 heater shield a +0 scale mail a +0 long sword (9, 11, D) an empty bottle (10, 0, D) the +6 Majin-Bo {vampiric, corrupt archmagi; MP+6 Int+6} [staff of ] Base accuracy: +5 Base damage: 5 (bludgeon) Base attack delay: 1.2 This weapon's minimum attack delay (0.6) is reached at skill level 12. This weapon deals bludgeoning damage. The minimum and maximum damage of damaging spells cast with this staff are significantly increased. It falls into the 'Staves' category. It is one handed. Its enchantment grants additive spellpower to the spells it enhances. the +9 ballista "Sniper" {velocity, Acc+∞ +Vis} Any bolt fired from it inflicts extra damage. It improves your vision. the +10 dark maul {crush} It inflicts extra damage upon your enemies. the +18 shield of the Gong {rElec rN+ MR+ EV-5} Base shield rating: 8 Skill to remove penalty: 15.0 It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. the +14 obsidian axe {chop, +Fly +Vis Soulbond} It inflicts extra damage upon your enemies. It improves your vision. It lets you fly. When equipped, it binds to the wielder's soul until they gain enough experience to unwield again. (10, 4, D) a lightning rod (4/4) (10, 6, D) a crystal ball of energy (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} Its malleable surface is completely molten, allowing it to meld around and partially ignore armour. Causes less base damage than a standard weapon; but partially ignores enemy's defense and burns causing additional damage to those that don't resist heat. It greatly protects you from fire. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} This legendary weapon is deadly to all dragonkind. It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +9 sword of Zonguldrok {reap} If a monster killed with it leaves a corpse in good enough shape, the corpse is reanimated as a zombie friendly to the killer. the +13 scythe of Curses {drain, Soulbond} A truly terrible weapon, it drains the life of those it strikes. When equipped, it binds to the wielder's soul until they gain enough experience to unwield again. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; upon a hit, such missiles discharge and cause terrible harm. Ammo fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range.