DrPimo 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 (3, 4, D) a +5 sling a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand cannon (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche a +5 partisan a +5 demon trident (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) an orb of mayhem an orb of guile a +3 buckler (4, 8, D) a +5 plate armour (10, 0, D) 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. (10, 4, D) a fortress talisman a wellspring talisman a spider talisman a serpent talisman an eel talisman a lupine talisman the inkwell talisman "Cehudd" {Will- Str-5 Dex+5} [inkwell talisman] Will-: It decreases your willpower. Str-5: It affects your strength (-5). Dex+5: It affects your dexterity (+5). 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 +13 scythe of Curses {drain, curses, ^Drain} ^Drain: It drains your maximum health when unequipped. It cannot be enchanted further. 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 +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 2, D) a black bear corpse (61, 12, D) a +0 rapier a +0 robe a spriggan corpse (62, 1, D) a +4 falchion of electrocution (62, 9, D) the +2 tower shield of Abbigiqu {*Silence Int+4} *Silence: It may silence you when you take damage. Int+4: It affects your intelligence (+4). It can be maximally enchanted to +8. (62, 12, D) a wolf corpse (63, 0, D) a staff of conjuration (63, 8, D) a +3 flail of protection (unseen) (68, 4, D) a hell hound corpse (skeletalised by now) (69, 0, D) a +2 devious rapier (70, 9, D) the +0 orcbow "Tityeq" {drain, rElec rPois rF- Int+3} rElec: It insulates you from electricity. rPois: It protects you from poison. rF-: It makes you vulnerable to fire. Int+3: It affects your intelligence (+3). It can be maximally enchanted to +9. (unseen) (71, 12, D) a bullfrog corpse (71, 16, D) a hive talisman (71, 17, D) 4 potions of haste (71, 20, D) a +0 arbalest a +0 orcbow a yaktaur corpse (72, 8, D) a +2 scimitar of flaming (unseen) (72, 9, D) the +7 war axe "Zilass" {flame, Dex+4 Stlth+} Dex+4: It affects your dexterity (+4). Stlth+: It makes you more stealthy. It can be maximally enchanted to +9. (72, 12, D) a jackal corpse a river rat corpse (72, 16, D) a sack of spiders (72, 17, D) a staff of earth (unseen) (72, 21, D) 5 large rocks a cyclops corpse (72, 22, D) a +0 arbalest (72, 23, D) Sif Muna's Incunabulum of Fumes and Mortification Spells Type Level a - Soul Splinter Necromancy 1 b - Static Discharge Conjuration/Air 2 c - Anguish Hexes/Necromancy 4 d - Conjure Ball Lightning Conjuration/Air 6 e - Plasma Beam Fire/Air 6 (73, 16, D) a staff of conjuration (unseen) (73, 17, D) the +0 robe of the Pure Hells {rF- Will+ Dex+5} rF-: It makes you vulnerable to fire. Will+: It increases your willpower. Dex+5: It affects your dexterity (+5). It can be maximally enchanted to +2. (unseen) (73, 20, D) 4 large rocks a cyclops corpse (74, 3, D) a +0 short sword of draining (unseen)