Aiman2014 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 (unseen) (3, 4, D) a +5 sling (still there?) a +5 longbow (still there?) a +5 orcbow (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) a +5 hand cannon (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 partisan (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) an orb of mayhem 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 {spellvamp, MP+6 Int+6} MP+6: It affects your magic capacity (+6). Int+6: It affects your intelligence (+6). It cannot be enchanted further. The Shining One disapproves of the use of such an item. the +27 heavy crossbow "Sniper" {heavy, Acc+∞ SInv} Acc+∞: It never misses its target. SInv: It lets you see invisible. It cannot be enchanted further. the +10 dark maul {heavy} It cannot be enchanted further. the +15 Maxwell's patent armour {-Tele *Silence rElec Will+ rCorr} -Tele: It prevents most forms of teleportation. *Silence: It may silence you when you take damage. rElec: It insulates you from electricity. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. the +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} Loud: It is deafeningly noisy when blocking attacks. rN+: It protects you from negative energy. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. EV-5: It affects your evasion (-5). It cannot be enchanted further. the +16 obsidian axe {drain, demonic, Mesm ^Drain Fly SInv} Mesm: Its wielder is mesmerised by any visible foes, and it cannot be unequipped while any foes are visible. ^Drain: It drains your maximum health when unequipped. Fly: It grants you flight. SInv: It lets you see invisible. It cannot be enchanted further. The Shining One disapproves of the use of such an item. (10, 4, D) a fortress talisman a wellspring talisman a spider talisman a serpent talisman an eel talisman a lupine talisman an inkwell talisman a quill talisman (11, 0, D) the +7 great mace "Firestarter" {flame, immolate, rFlCloud rF++} rFlCloud: It grants immunity to clouds of flame. rF++: It greatly protects you from fire. It cannot be enchanted further. the +6 shillelagh "Devastator" {shatter} It cannot be enchanted further. the +11 plutonium sword {mutate, ^Contam Stlth-} ^Contam: It causes magical contamination when unequipped. Stlth-: It makes you less stealthy. It cannot be enchanted further. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} rPois: It protects you from poison. rF+: It protects you from fire. rC+: It protects you from cold. AC+3: It affects your AC (+3). It cannot be enchanted further. the skull of Zonguldrok {Reaping Hat+ rN+ Int+4} Reaping: When you kill an enemy with your weapon, its spirit may be forced to fight for you. Hat+: You can equip an additional hat (on the skull). rN+: It protects you from negative energy. Int+4: It affects your intelligence (+4). The Shining One disapproves of the use of such an item. the +13 scythe of Curses {drain, curses, ^Drain} ^Drain: It drains your maximum health when unequipped. It cannot be enchanted further. The Shining One disapproves of the use of such an item. the +9 sword of Power {valour} It cannot be enchanted further. the +7 mace of Variability {chaos, chaos arc} It cannot be enchanted further. The Shining One disapproves of the use of such an item. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 2, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (61, 16, D) +2 swamp dragon scales (unseen) (62, 0, D) the +8 falchion of Symmetry {spect, *Slow rF++ rN+ rCorr} *Slow: It may slow you when you take damage. rF++: It greatly protects you from fire. rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (62, 1, D) a +2 falchion of protection (still there?) a parchment of Lee's Rapid Deconstruction (still there?) (62, 7, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a ring of flight (62, 8, D) a +3 plate armour of willpower (62, 9, D) a staff of earth (unseen) (62, 16, D) the ring of Hun Oduw {MP+9 Dex+3} [ring of magical power] MP+9: It affects your magic capacity (+9). Dex+3: It affects your dexterity (+3). (unseen) (62, 17, D) a staff of fire (unseen) (63, 2, D) a +0 dagger a +0 robe (63, 3, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (63, 16, D) the ring "Jocris" {rC++ rN++ AC+4 Stlth-} [ring of protection] rC++: It greatly protects you from cold. rN++: It greatly protects you from negative energy. AC+4: It affects your AC (+4). Stlth-: It makes you less stealthy. (unseen) (63, 17, D) a +1 ring mail of cold resistance (unseen) (64, 16, D) a staff of earth (unseen) (64, 17, D) the +2 spear of Saileaz {elec, rF+ rN+} rF+: It protects you from fire. rN+: It protects you from negative energy. It cannot be enchanted further. (unseen) (67, 0, D) a +2 sling of electrocution (unseen) (67, 3, D) an adder corpse (skeletalised by now) (68, 0, D) a +1 robe (69, 0, D) a +1 long sword of draining (unseen) (70, 8, D) a staff of earth (unseen) (70, 9, D) a +0 spear of freezing (unseen) (70, 12, D) a river rat corpse (71, 11, D) a yak corpse (71, 20, D) a +0 dagger a +0 robe (71, 26, D) the earth staff "Hellelab" {rF+ rC+ Dex-4 Earth} [staff of earth] rF+: It protects you from fire. rC+: It protects you from cold. Dex-4: It affects your dexterity (-4). Earth: It increases the power of your Earth spells. (unseen) (71, 27, D) a +2 robe of fire resistance (unseen) (72, 8, D) the +10 battleaxe of Fycreiroe {speed, rCorr Dex+4} rCorr: It protects you from acid and corrosion. Dex+4: It affects your dexterity (+4). It cannot be enchanted further. (unseen) (72, 9, D) the +9 arbalest of Luluip {penet, +Blink rPois} +Blink: It lets you blink. rPois: It protects you from poison. It cannot be enchanted further. (72, 17, D) the quill talisman of the Little Devil {Dex+3} [quill talisman] Dex+3: It affects your dexterity (+3). (unseen) (72, 19, D) a +0 halberd a +0 chain mail (72, 20, D) a +0 flail a +0 plate armour a +0 dagger a +0 robe an orc corpse (72, 26, D) the +9 dagger of Zin {flame, Int+3 Dex+3} Int+3: It affects your intelligence (+3). Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (72, 27, D) a staff of cold (73, 1, D) the orb of Uskayaw's Esteem {Glass, Bane rPois Earth Alch} Bane: It inflicts you with a random bane when you equip it. rPois: It protects you from poison. Earth: It increases the power of your Earth spells. Alch: It increases the power of your Alchemy spells. (73, 16, D) the quill talisman "Cuzxocwemu" {Rampage rF+ rN+} [quill talisman] Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. rF+: It protects you from fire. rN+: It protects you from negative energy. (unseen) (73, 17, D) the +5 flail "Bihis" {concuss, rC++ Stlth+} rC++: It greatly protects you from cold. Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (73, 19, D) a +0 short sword a +0 scale mail (73, 26, D) a +2 longbow of flaming (unseen) (73, 27, D) a staff of air (unseen) (74, 19, D) a +0 falchion a +0 ring mail an orc corpse (75, 1, D) a +4 heavy long sword (unseen) (75, 2, D) a +0 dire flail