Hungry0364 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 (still there?) an orb of guile (still there?) a +3 tower shield (still there?) a +3 kite shield (still there?) a +3 buckler (still there?) (4, 8, D) a +5 crystal plate armour (still there?) +5 golden dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (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 +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 +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 an eel talisman the inkwell talisman "Harob" {rC- Will++ Dex+4} [inkwell talisman] rC-: It makes you vulnerable to cold. Will++: It greatly increases your willpower. Dex+4: It affects your dexterity (+4). (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 +8 storm bow {elec, penet} It cannot be enchanted further. (59, 37, D) a sack of spiders (60, 37, D) a ring of see invisible (61, 0, D) a +5 mace of protection (61, 4, D) a jackal corpse (skeletalised by now) (61, 8, D) a staff of air (61, 37, D) the +4 battleaxe of the Well-Known Cities {drain, rF+ rN+} rF+: It protects you from fire. rN+: It protects you from negative energy. It cannot be enchanted further. (unseen) (62, 0, D) a +2 scimitar of flaming (62, 8, D) a +2 robe of resistance (62, 9, D) a +5 sling of flaming (62, 11, D) a hell hound corpse (skeletalised by now) (62, 16, D) a staff of air (62, 17, D) a +6 spectral quarterstaff (62, 20, D) a wind drake corpse (skeletalised by now) (62, 26, D) a +2 robe (62, 32, D) a black bear skeleton (62, 37, D) a +0 flail of protection (unseen) (63, 3, D) a jackal corpse (skeletalised by now) (63, 4, D) a jackal corpse (skeletalised by now) (63, 8, D) the +4 dire flail "Gizekkeghe" {flame, SInv} SInv: It lets you see invisible. It cannot be enchanted further. (63, 16, D) a +3 spectral quarterstaff (63, 19, D) a +0 trident 3 boomerangs a merfolk corpse (skeletalised by now) (63, 20, D) 3 large rocks (63, 31, D) a +0 short sword a +0 robe a +0 rapier a +0 robe a spriggan corpse (skeletalised by now) a spriggan skeleton (63, 33, D) a +0 short sword a +0 robe a spriggan corpse (skeletalised by now) (63, 37, D) a +2 spectral quarterstaff (unseen) (64, 16, D) a wind drake corpse (skeletalised by now) (64, 17, D) the +0 halberd of Conscience {spect, ^Contam rPois Str+3} ^Contam: It causes magical contamination when unequipped. rPois: It protects you from poison. Str+3: It affects your strength (+3). It cannot be enchanted further. (64, 19, D) a +0 orcbow (64, 26, D) a +2 sling of draining (64, 27, D) a +3 lajatang of electrocution (64, 31, D) a black bear skeleton (65, 19, D) a +0 trident a boomerang (65, 26, D) the +1 orcbow of Umoboehu {freeze, ^Contam +Blink rN+ Int+3} ^Contam: It causes magical contamination when unequipped. +Blink: It lets you blink. rN+: It protects you from negative energy. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (67, 4, D) a hell hound corpse (skeletalised by now) (67, 41, D) a +0 dire flail a +0 animal skin an ogre skeleton (68, 0, D) a staff of necromancy (68, 37, D) a +0 battleaxe a +0 plate armour (69, 0, D) a +7 plate armour of ponderousness (69, 36, D) the +7 trident "Liggatal" {drain, rF+++ Will+ Dex-4 Stlth+} rF+++: It renders you almost immune to fire. Will+: It increases your willpower. Dex-4: It affects your dexterity (-4). Stlth+: It makes you more stealthy. It cannot be enchanted further. (70, 9, D) the +1 long sword "Ovvudduett" {freeze, rPois rN+ rCorr Int-2} rPois: It protects you from poison. rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. Int-2: It affects your intelligence (-2). It cannot be enchanted further. (71, 8, D) a +2 orcbow of flaming (71, 16, D) a +2 battleaxe of sundering (71, 17, D) a staff of earth (71, 18, D) an iguana skeleton (71, 26, D) a +0 orcbow (still there?) the amulet "Baladom" {Spirit rC+ Str+5} (still there?) [amulet of guardian spirit] Spirit: It causes incoming damage to be divided between your reserves of health and magic. rC+: It protects you from cold. Str+5: It affects your strength (+5). (71, 27, D) a +1 vampiric hand axe (unseen) (71, 36, D) a +0 great mace a +0 plate armour the +10 short sword "Beetleslayer" {heavy, Int+4 Stlth+} Int+4: It affects your intelligence (+4). Stlth+: It makes you more stealthy. It cannot be enchanted further. a human skeleton (71, 37, D) a +0 arbalest (71, 41, D) a yaktaur skeleton (71, 43, D) a human skeleton (72, 8, D) a staff of fire (72, 9, D) a staff of necromancy (72, 17, D) a +1 arbalest of draining (72, 18, D) a yak skeleton (72, 26, D) a +0 shortbow (72, 27, D) a +0 trident a boomerang the +6 leather armour "Jamaof" {rC+++ Regen+ Dex-2 Stlth+} rC+++: It renders you almost immune to cold. Regen+: It increases your rate of health regeneration. Dex-2: It affects your dexterity (-2). Stlth+: It makes you more stealthy. It cannot be enchanted further. a merfolk corpse (skeletalised by now) (72, 30, D) a +0 trident a merfolk corpse (skeletalised by now) (72, 36, D) an amulet of the acrobat (72, 37, D) a +5 glaive of freezing a +0 chain mail (73, 16, D) a staff of conjuration (73, 17, D) a staff of conjuration (73, 26, D) a +0 shortbow of flaming (73, 27, D) a +0 orcbow a staff of air (73, 36, D) a staff of necromancy (73, 37, D) a +1 leather armour of poison resistance (73, 38, D) a +0 flail a +0 ring mail (74, 2, D) a +0 orcbow (74, 27, D) a +0 orcbow (75, 1, D) a +0 orcbow