haunter 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 great mace a +5 giant spiked club a +0 flail a +5 giant club 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 tower shield a +3 kite shield a +3 buckler (4, 8, D) a +0 robe a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (10, 0, D) a +0 kite shield 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 +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 +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 (still there?) a wellspring talisman (still there?) a spider talisman (still there?) a serpent talisman (still there?) an eel talisman (still there?) the lupine talisman of Repulsion {Rampage rF+ Str+3 Dex+3} (still there?) [lupine talisman] Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. rF+: It protects you from fire. Str+3: It affects your strength (+3). Dex+3: It affects your dexterity (+3). an inkwell talisman (still there?) a quill talisman (still there?) (10, 5, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight (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 +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. (49, 37, D) the ring "Uschufoisu" {rF+ Will+ AC+4} [ring of protection] rF+: It protects you from fire. Will+: It increases your willpower. AC+4: It affects your AC (+4). (unseen) (50, 37, D) a scroll of brand weapon (51, 37, D) an amulet of reflection (52, 37, D) a lightning rod (3/4) (53, 37, D) +2 fire dragon scales (unseen) (57, 41, D) a +0 heavy sling (still there?) a +0 shortbow (still there?) (57, 42, D) a +0 arbalest (still there?) a +0 spear of venom (still there?) (57, 43, D) a +0 longbow a +0 leather armour (57, 44, D) a +0 arbalest (59, 37, D) a staff of air (unseen) (59, 44, D) 4 large rocks (60, 40, D) a +0 orcbow (61, 8, D) the +1 quarterstaff of Dasato {holy, rElec Will+++ Str-3 SInv} rElec: It insulates you from electricity. Will+++: It greatly increases your willpower. Str-3: It affects your strength (-3). SInv: It lets you see invisible. It cannot be enchanted further. (unseen) (61, 11, D) a +0 trident (61, 28, D) 3 large rocks a cyclops corpse (skeletalised by now) (61, 41, D) 3 large rocks (61, 43, D) a +0 arbalest (still there?) a +1 falchion of electrocution (still there?) (61, 44, D) a +0 arbalest (still there?) a staff of conjuration (still there?) (62, 8, D) the +7 arbalest "Rimp" {drain, Bane Dex+3 SInv} Bane: It inflicts you with a random bane when you equip it. Dex+3: It affects your dexterity (+3). SInv: It lets you see invisible. It cannot be enchanted further. (62, 9, D) a staff of air (62, 17, D) a +3 plate armour of death (62, 19, D) a +0 short sword a +0 robe (62, 27, D) a staff of cold (62, 28, D) a +0 orcbow (62, 29, D) a +0 trident 2 boomerangs (62, 37, D) a +2 robe of willpower (63, 0, D) a +0 morningstar of flaming (unseen) (63, 8, D) the +0 robe of Optimism {Harm} Harm: It increases damage dealt and taken. It cannot be enchanted further. (63, 17, D) a staff of alchemy (unseen) (63, 18, D) a +0 scimitar a +0 robe a +0 buckler a +0 dagger a +0 robe an elf corpse (skeletalised by now) an elf corpse (skeletalised by now) (63, 19, D) a +0 short sword of venom (unseen) (63, 29, D) 3 large rocks (63, 30, D) a +0 trident 2 boomerangs (63, 40, D) 2 large rocks (64, 17, D) a +1 chain mail of willpower (64, 19, D) a +2 glaive of venom (unseen) (64, 26, D) the +3 scimitar of Poverty {freeze, ^Fragile rElec rCorr Int+4} ^Fragile: It will be destroyed if unequipped. rElec: It insulates you from electricity. rCorr: It protects you from acid and corrosion. Int+4: It affects your intelligence (+4). It cannot be enchanted further. (64, 29, D) a wind drake corpse (skeletalised by now) (64, 30, D) a wind drake corpse (skeletalised by now) (65, 26, D) a +6 ring of intelligence (67, 0, D) a +0 morningstar of protection (unseen) (68, 0, D) the +1 battleaxe "Sikh" {pain, rF+ SInv Stlth+} rF+: It protects you from fire. SInv: It lets you see invisible. Stlth+: It makes you more stealthy. It cannot be enchanted further. (68, 38, D) a +0 war axe a +0 leather armour an orc corpse (69, 0, D) a +2 scale mail of willpower (69, 36, D) a staff of earth (unseen) (70, 9, D) the +8 war axe "Jelly's Funeral" {drain, +Blink rF+ Dex+2} +Blink: It lets you blink. rF+: It protects you from fire. Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (70, 11, D) a +0 halberd a naga corpse (skeletalised by now) (70, 36, D) a +0 ring mail of fire resistance (70, 37, D) a +1 hand axe of freezing (unseen) (70, 39, D) a +0 dagger a +0 robe an orc corpse (71, 8, D) a +2 mace of protection (71, 26, D) a +3 scimitar of freezing (unseen) (71, 27, D) a +1 leather armour of willpower (71, 36, D) a ring of poison resistance (71, 37, D) the +2 leather armour of the Iron City of Dis {Dex+3 SInv Stlth+} Dex+3: It affects your dexterity (+3). SInv: It lets you see invisible. Stlth+: It makes you more stealthy. It cannot be enchanted further. (71, 38, D) a +0 short sword a +0 dagger a +0 robe (71, 39, D) a +0 dagger a +0 robe an orc corpse (71, 40, D) a +0 dire flail of protection (still there?) a +0 chain mail (still there?) a +0 hand axe (still there?) a +0 chain mail (still there?) an orc corpse (still there?) an orc corpse (still there?) (72, 8, D) a ring of poison resistance (72, 12, D) a +0 battleaxe a +0 robe (72, 13, D) a water moccasin corpse (skeletalised by now) (72, 16, D) a +2 whip of electrocution (72, 17, D) the ring of Autotheism {rN+ Will+ rCorr Dex+3} [ring of positive energy] rN+: It protects you from negative energy. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. Dex+3: It affects your dexterity (+3). the ring of Nydusa {+Blink Fly rF++ Int+2 Dex-4} [ring of flight] +Blink: It lets you blink. Fly: It grants you flight. rF++: It greatly protects you from fire. Int+2: It affects your intelligence (+2). Dex-4: It affects your dexterity (-4). (72, 26, D) a ring of poison resistance (72, 27, D) the +4 sling of Accord {freeze, rF- rN+ rCorr Int+3} rF-: It makes you vulnerable to fire. rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (72, 37, D) the +9 rapier of Gravity {heavy, Will+ Stlth+} Will+: It increases your willpower. Stlth+: It makes you more stealthy. It cannot be enchanted further. (73, 1, D) a +2 heavy shortbow (unseen) (73, 16, D) a +2 leather armour of poison resistance (73, 27, D) a staff of air (unseen) (73, 39, D) a +0 club a +0 leather armour a +0 flail a +0 leather armour an orc corpse an orc corpse (75, 1, D) a +0 falchion of pain (unseen)