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 +0 sling {Aida} a +2 sling {Suni} a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest (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 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 (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 (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?) (8, 5, 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++} 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 +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a +3 heavy trident (unseen) (61, 3, D) a +0 glaive (61, 8, D) a +3 ring mail of poison resistance (unseen) (61, 10, D) a river rat corpse (skeletalised by now) (61, 16, D) a +0 halberd of pain (unseen) (61, 26, D) the +3 whip of Boituwn {vamp, rElec} rElec: It insulates you from electricity. It cannot be enchanted further. (unseen) (62, 0, D) a +1 flail of draining (62, 1, D) a staff of necromancy (62, 3, D) a +0 mace (62, 16, D) a ring of willpower (62, 17, D) a +2 great sword of venom (unseen) (62, 26, D) a +4 broad axe of venom (unseen) (62, 27, D) a +0 troll leather armour (63, 0, D) the +0 chain mail of True Grit {Int+3 Dex+3} Int+3: It affects your intelligence (+3). Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (unseen) (63, 8, D) a +3 great sword of electrocution (unseen) (63, 17, D) an amulet of the acrobat (63, 26, D) the +7 rapier "Esooh" {devious, rN+} rN+: It protects you from negative energy. It cannot be enchanted further. (unseen) (63, 27, D) a parchment of Splinterfrost Shell (64, 16, D) a staff of necromancy (unseen) (64, 17, D) a +3 chain mail of poison resistance (unseen) (64, 26, D) a ring of willpower (64, 27, D) a sack of spiders (65, 26, D) a +2 antimagic broad axe (unseen) (69, 0, D) the +1 mace "Hilapaddemaf" {drain, rPois rF+ Int-2} rPois: It protects you from poison. rF+: It protects you from fire. Int-2: It affects your intelligence (-2). It cannot be enchanted further. (unseen) (70, 8, D) a staff of alchemy (70, 9, D) an inkwell talisman (71, 8, D) a +1 war axe of pain (71, 16, D) a +2 antimagic war axe (unseen) (71, 17, D) a +0 heavy spear (unseen) (71, 20, D) a +3 hand axe a +2 robe of fire resistance (71, 26, D) a +4 orcbow of flaming (unseen) (71, 27, D) the alchemy staff of Tergiversation {rPois rF+ Stlth+ Alch} [staff of alchemy] rPois: It protects you from poison. rF+: It protects you from fire. Stlth+: It makes you more stealthy. Alch: It increases the power of your Alchemy spells. (unseen) (72, 8, D) a +1 great sword of electrocution (72, 9, D) the +6 arbalest of the Enfolding Queen {elec, Fly rPois} Fly: It grants you flight. rPois: It protects you from poison. It cannot be enchanted further. (unseen) (72, 21, D) a +0 morningstar a +0 robe (72, 26, D) a +4 ring of protection (73, 1, D) a staff of conjuration (unseen) (73, 2, D) a +0 orcbow (73, 16, D) a +4 ring of protection (73, 17, D) a +3 dagger of venom (unseen) (74, 2, D) a +0 orcbow (75, 1, D) a staff of cold (unseen)