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 +0 dagger {Liang} a javelin a +0 rapier {Lisbeth} 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 a +5 broad axe (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 (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?) (7, 6, D) a +0 leather 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) the +7 great mace "Firestarter" {flame, immolate, rFlCloud rF++} (still there?) 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} (still there?) It cannot be enchanted further. the +11 plutonium sword {mutate, ^Contam Stlth-} (still there?) ^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} (still there?) 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} (still there?) 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} (still there?) ^Drain: It drains your maximum health when unequipped. It cannot be enchanted further. the +9 sword of Power {valour} (still there?) It cannot be enchanted further. the +7 mace of Variability {chaos, chaos arc} (still there?) It cannot be enchanted further. the +11 Singing Sword {sonic wave} (still there?) It cannot be enchanted further. the +8 storm bow {elec, penet} (still there?) It cannot be enchanted further. (61, 0, D) a +2 leather armour of poison resistance (unseen) (61, 8, D) a +1 trident of venom (unseen) (61, 9, D) a +0 dagger a +0 robe (61, 16, D) a tin of tremorstones (2/2) (62, 0, D) a staff of necromancy (62, 9, D) a +0 dagger a +0 robe (62, 10, D) a +0 dagger a +0 robe (62, 16, D) a +1 rapier of venom (unseen) (62, 17, D) the +7 morningstar "Demonslayer" {concuss, rPois Str+4 Dex-2} rPois: It protects you from poison. Str+4: It affects your strength (+4). Dex-2: It affects your dexterity (-2). It cannot be enchanted further. (unseen) (63, 0, D) the +9 spear "Exkiteb" {vamp, Str+2} Str+2: It affects your strength (+2). It cannot be enchanted further. (unseen) (63, 8, D) a +1 whip of flaming (unseen) (63, 10, D) a +0 dagger a +0 robe (63, 16, D) a parchment of Enfeeble (63, 17, D) a +3 chain mail of fire resistance (unseen) (64, 16, D) a scroll of brand weapon (64, 17, D) a parchment of Gell's Gavotte (67, 0, D) a +4 ring of slaying (68, 0, D) a ring of poison resistance (69, 0, D) a staff of earth (unseen) (70, 8, D) the cold staff of the Summoning Gods {*Slow rC+ Str+7 Int-3 Tloc Ice} [staff of cold] *Slow: It may slow you when you take damage. rC+: It protects you from cold. Str+7: It affects your strength (+7). Int-3: It affects your intelligence (-3). Tloc: It increases the power of your Translocations spells. Ice: It increases the power of your Ice spells. (unseen) (70, 9, D) a ring of magical power (71, 8, D) the +4 falchion "Gealutukk" {freeze, rElec rC+ Dex+4 SInv} rElec: It insulates you from electricity. rC+: It protects you from cold. Dex+4: It affects your dexterity (+4). SInv: It lets you see invisible. It cannot be enchanted further. (71, 9, D) a +0 dagger a +0 robe (71, 16, D) a +1 ring mail of willpower (unseen) (71, 20, D) 2 large rocks (71, 26, D) the ring of Sif Muna, Flying {rElec rPois Will+} [ring of poison resistance] rElec: It insulates you from electricity. rPois: It protects you from poison. Will+: It increases your willpower. (71, 27, D) a +0 helmet (71, 29, D) a +0 dagger a +0 robe (71, 30, D) a +0 club (still there?) a +0 scale mail of fire resistance (still there?) (72, 8, D) a +1 leather armour of positive energy (unseen) (72, 9, D) a +0 dagger (still there?) a +0 robe (still there?) the cold staff "Gailigo" {*Corrode ^Fragile rC+ Ice Air Alch} (still there?) [staff of cold] *Corrode: It may corrode you when you take damage. ^Fragile: It will be destroyed if unequipped. rC+: It protects you from cold. Ice: It increases the power of your Ice spells. Air: It increases the power of your Air spells. Alch: It increases the power of your Alchemy spells. (72, 16, D) a staff of necromancy (unseen) (72, 17, D) a staff of air (72, 20, D) a +0 dire flail a +0 giant club (72, 26, D) a +3 heavy halberd (72, 27, D) a staff of alchemy (unseen) (72, 29, D) a +0 dagger a +0 robe (73, 1, D) a +4 broad axe of flaming (unseen) (73, 17, D) a staff of cold (73, 20, D) a +0 giant spiked club (73, 21, D) a +0 giant club a +0 giant club (73, 26, D) a staff of conjuration (unseen) (73, 27, D) a ring of see invisible (73, 29, D) a +0 morningstar a +0 ring mail a +0 dagger a +0 robe (73, 30, D) a +0 trident 3 boomerangs a +0 plate armour (75, 1, D) the +0 plate armour of Repulsion {Harm Int+5 SInv} Harm: It increases damage dealt and taken. Int+5: It affects your intelligence (+5). SInv: It lets you see invisible. It cannot be enchanted further. (unseen)