OniMage 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 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 (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 +0 robe a +5 crystal plate armour +5 golden dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 7, D) 2 potions of brilliance 2 potions of invisibility 5 potions of haste 4 potions of resistance a potion of experience 5 potions of magic 5 potions of might 2 potions of berserk rage 9 potions of heal wounds 9 potions of curing (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). 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. 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. (10, 4, D) a fortress talisman (still there?) a wellspring talisman (still there?) a spider talisman (still there?) a serpent talisman (still there?) a blade talisman (still there?) a lupine talisman (still there?) the inkwell talisman of Existentialism {rC++ Dex+3} (still there?) [inkwell talisman] rC++: It greatly protects you from cold. Dex+3: It affects your dexterity (+3). a quill talisman (still there?) (10, 5, D) a ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence a +6 ring of strength a +6 ring of strength (10, 7, D) a wand of mindburst (7) a wand of quicksilver (7) (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. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {^Contam Stlth-} ^Contam: It causes magical contamination when unequipped. Stlth-: It makes you less stealthy. 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. the +7 mace of Variability {chaos, chaos arc} the +11 Singing Sword {sonic wave} (61, 0, D) a staff of air (unseen) (61, 2, D) a +0 dagger (still there?) a +2 robe of resistance (still there?) the human corpse of Jessica (still there?) (62, 0, D) a +2 heavy mace (unseen) (62, 1, D) a +0 flail of protection (unseen) (63, 0, D) Doisymump's Spellbook of the Nimbus and the Tropics Spells Type Level a - Scorch Fire 2 b - Swiftness Air 3 c - Conjure Ball Lightning Conjuration/Air 6 (unseen) (67, 0, D) a +0 great sword of flaming (68, 0, D) a +4 antimagic scimitar (69, 2, D) a scorpion corpse