haunter the Dungeon (3, 2, D) a +0 dagger {Iseul} a +5 triple sword a +5 great sword a +5 double sword (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 (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 +5 golden dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (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 +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 (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 (11, 0, D) a +0 leather armour a +0 long sword {Centenhua} 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. (61, 0, D) a staff of fire (unseen) (61, 8, D) a +1 leather armour of cold resistance (unseen) (62, 0, D) a ring of resist corrosion (62, 1, D) a +3 leather armour of fire resistance (62, 8, D) the fire staff of Caohu {rF++ Stlth+ Fire} [staff of fire] rF++: It greatly protects you from fire. Stlth+: It makes you more stealthy. Fire: It increases the power of your Fire spells. (62, 9, D) a +7 trident of protection (62, 10, D) a +0 dagger a +0 robe (63, 8, D) the amulet "Dunarako" {Wildshape Harm Int+2} [amulet of wildshape] Wildshape: It improves your skill with shapeshifting (+5). Harm: It increases damage dealt and taken. Int+2: It affects your intelligence (+2). (63, 10, D) a +0 whip (64, 10, D) a +0 dagger a +0 robe (64, 12, D) a +0 flail a +0 chain mail (67, 0, D) a +3 hand axe of pain (unseen) (68, 0, D) a staff of earth (69, 0, D) a staff of necromancy (unseen) (70, 8, D) a ring of protection from fire (70, 9, D) a +2 spectral quarterstaff (unseen) (71, 8, D) a +1 spear of venom (71, 16, D) a staff of necromancy (unseen) (71, 17, D) a +2 dagger of draining (unseen) (71, 26, D) a parchment of Mercury Arrow (71, 27, D) a +6 ring of dexterity (72, 8, D) the +8 Wrath of Trog {antimagic, *Rage Rampage} It causes slowness and exhaustion when equipped. It extends the wielder's berserk rage when killing foes. *Rage: It berserks you when you make melee attacks (+50% chance). Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. It cannot be enchanted further. (unseen) (72, 9, D) the +4 spear "Huijiff" {freeze, rElec Str-2 Stlth+} rElec: It insulates you from electricity. Str-2: It affects your strength (-2). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (72, 16, D) a staff of conjuration (72, 17, D) the ring "Agreips" {rPois Dex+4 Stlth+} [ring of poison resistance] rPois: It protects you from poison. Dex+4: It affects your dexterity (+4). Stlth+: It makes you more stealthy. (72, 26, D) a lightning rod (4/4) (72, 27, D) an amulet of magic regeneration (73, 1, D) a staff of cold (unseen) (73, 16, D) a +2 short sword of holy wrath (unseen) (73, 17, D) a +1 chain mail of willpower (unseen) (73, 26, D) a parchment of Plasma Beam (73, 27, D) a phantom mirror (75, 1, D) an amulet of guardian spirit