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 +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 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 +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a +0 quarterstaff of rebuke (61, 8, D) a +0 broad axe of venom (62, 1, D) a +1 trident of flaming (62, 3, D) a +0 dagger a +0 robe a human corpse (skeletalised by now) (62, 10, D) a +0 glaive (63, 0, D) the inkwell talisman of Vooph {Str+5 Int+3 SInv} [inkwell talisman] Str+5: It affects your strength (+5). Int+3: It affects your intelligence (+3). SInv: It lets you see invisible. (63, 3, D) a +0 dagger a +0 robe (63, 8, D) a serpent talisman (67, 0, D) the +10 battleaxe "Xalak" {drain, rN+ rCorr} rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (67, 2, D) an iguana corpse (skeletalised by now) (68, 2, D) an iguana corpse (skeletalised by now) (69, 0, D) a +2 vampiric rapier (unseen) (69, 20, D) a +0 short sword a +0 robe (70, 8, D) the +0 leather armour "Ykoota" {-Tele rElec rF+ Regen+} -Tele: It prevents most forms of teleportation. rElec: It insulates you from electricity. rF+: It protects you from fire. Regen+: It increases your rate of health regeneration. It cannot be enchanted further. (70, 9, D) a +2 arbalest of freezing (71, 8, D) a +7 war axe of freezing (71, 11, D) a +0 short sword (71, 17, D) a +4 falchion of freezing (71, 22, D) a +0 short sword a +0 robe a +0 buckler (71, 26, D) the amulet of the Four Winds {rN+ Will+++ Clar} [amulet of nothing] rN+: It protects you from negative energy. Will+++: It greatly increases your willpower. Clar: It protects you from confusion, rage, mesmerisation and fear. (unseen) (71, 27, D) a +0 halberd of protection (unseen) (72, 8, D) the +6 rapier of Foolhardiness {flame, ^Contam rElec rF++ SInv} ^Contam: It causes magical contamination when unequipped. rElec: It insulates you from electricity. rF++: It greatly protects you from fire. SInv: It lets you see invisible. It cannot be enchanted further. (72, 9, D) a +3 war axe of electrocution (72, 17, D) the +1 battleaxe "Liczu" {drain, Will+} Will+: It increases your willpower. It cannot be enchanted further. (72, 26, D) a +2 robe of cold resistance (unseen) (72, 27, D) a +0 scale mail of command (unseen) (72, 30, D) a +0 flail (73, 17, D) a +1 bardiche of venom (73, 26, D) the +4 short sword of Karma {freeze, rCorr Int+3} rCorr: It protects you from acid and corrosion. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (unseen) (73, 27, D) a ring of poison resistance (74, 3, D) a +0 war axe