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 an orb of guile a +3 tower shield a +3 kite shield a +3 buckler (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 +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 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 +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, 16, D) a parchment of Fulminant Prism (62, 1, D) a +3 broad axe of sundering (62, 8, D) a +2 short sword of venom (62, 12, D) a wolf corpse (skeletalised by now) (62, 16, D) a parchment of Maxwell's Capacitive Coupling (62, 17, D) a +2 robe (unseen) (63, 0, D) the hive talisman "Yjept" {Int+3 Dex+3 Slay-3 SInv} [hive talisman] Int+3: It affects your intelligence (+3). Dex+3: It affects your dexterity (+3). Slay-3: It affects your accuracy & damage with ranged weapons and melee (-3). SInv: It lets you see invisible. (63, 1, D) a +0 trident (63, 8, D) a +2 great mace of draining (63, 10, D) a +0 short sword a +0 robe a +0 buckler a spriggan corpse (skeletalised by now) (63, 16, D) a manual of Necromancy (63, 17, D) a +1 robe of positive energy (unseen) (64, 16, D) a talisman of death (64, 17, D) a parchment of Bombard (67, 0, D) a +1 long sword of freezing (68, 1, D) a +0 dagger (still there?) a +1 robe of willpower (still there?) (70, 8, D) a +0 heavy hand axe (70, 9, D) a +2 heavy shortbow (70, 10, D) a water moccasin corpse (70, 18, D) a +0 trident (71, 8, D) a +2 antimagic broad axe (71, 17, D) a +1 ring mail of poison resistance (71, 26, D) a +4 dire flail of holy wrath (72, 9, D) a storm talisman a water moccasin corpse an adder corpse (72, 16, D) a +2 short sword of venom (72, 17, D) a +1 war axe of distortion (72, 20, D) a +0 scimitar a +0 robe a +0 trident (72, 26, D) a scarab talisman (73, 1, D) a +0 scimitar (still there?) the cold staff of the Doomed Warrior {rC+ SInv Ice} (still there?) [staff of cold] rC+: It protects you from cold. SInv: It lets you see invisible. Ice: It increases the power of your Ice spells. (73, 26, D) the +7 scimitar "Vausora" {venom, *Rage ^Drain rCorr Int+6} *Rage: It berserks you when you make melee attacks (+20% chance). ^Drain: It drains your maximum health when unequipped. rCorr: It protects you from acid and corrosion. Int+6: It affects your intelligence (+6). It cannot be enchanted further. (73, 27, D) a +1 dagger of electrocution (75, 1, D) a +0 mace a phantom mirror