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 (still there?) a +5 rapier (still there?) a +5 dagger (still there?) (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 (5, 10, D) a +6 ring of strength a +6 ring of strength a +6 ring of intelligence a +6 ring of intelligence a ring of flight (10, 0, D) a +0 leather armour 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 (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 +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. (11, 1, D) a +0 long sword (61, 0, D) a +1 scale mail of cold resistance (unseen) (61, 2, D) a +0 rapier a +0 robe a spriggan corpse (skeletalised by now) (61, 8, D) a staff of earth (unseen) (61, 16, D) a ring of resist corrosion (61, 18, D) a +0 dire flail (61, 26, D) an amulet of dissipation (62, 16, D) a +2 vampiric rapier (unseen) (62, 17, D) a parchment of Sphinx Sisters (62, 21, D) a +0 short sword (62, 26, D) the +5 whip of the Eight Lives {heavy, Will+} Will+: It increases your willpower. It cannot be enchanted further. (unseen) (62, 27, D) a +0 mace (still there?) the +9 mace of Virarph {holy, rElec rF+} (still there?) rElec: It insulates you from electricity. rF+: It protects you from fire. It cannot be enchanted further. Yredelemnul disapproves of the use of such an item. (63, 0, D) the +7 sceptre of Torment {pain, torment} It cannot be enchanted further. (unseen) (63, 8, D) the amulet "Rattot" {RegenMP+ Int+4} [amulet of magic regeneration] RegenMP+: It increases your rate of magic regeneration. Int+4: It affects your intelligence (+4). a +6 ring of dexterity the ring "Junungip" {Will+ Dex+2 Slay+4 SInv} [ring of see invisible] Will+: It increases your willpower. Dex+2: It affects your dexterity (+2). Slay+4: It affects your accuracy & damage with ranged weapons and melee (+4). SInv: It lets you see invisible. (63, 15, D) an amulet of faith (63, 17, D) a +1 halberd of protection (63, 26, D) a ring of protection from fire (63, 28, D) a +0 trident (64, 4, D) a +0 dagger a +0 robe (64, 16, D) a +4 falchion of holy wrath (unseen) (64, 17, D) a parchment of Conjure Ball Lightning (64, 26, D) a +2 heavy hand axe (65, 26, D) a staff of fire (unseen) (67, 0, D) a parchment of Vhi's Electric Charge (68, 0, D) a +0 glaive of protection (68, 35, D) a +0 short sword a +0 robe (69, 0, D) the +7 glaive of Wyrd {freeze, rElec rF+ Str+3 Int-5} rElec: It insulates you from electricity. rF+: It protects you from fire. Str+3: It affects your strength (+3). Int-5: It affects your intelligence (-5). It cannot be enchanted further. (unseen) (69, 36, D) a ring of protection from fire (70, 8, D) a staff of necromancy (unseen) (70, 9, D) an amulet of chemistry (70, 36, D) the +1 pair of boots "Bulegon" {Str-5 Dex+4 SInv Stlth+} Str-5: It affects your strength (-5). Dex+4: It affects your dexterity (+4). SInv: It lets you see invisible. Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (70, 37, D) a staff of cold (unseen) (71, 8, D) a +3 plate armour of cold resistance (unseen) (71, 16, D) a ring of wizardry (71, 17, D) a ring of wizardry (71, 27, D) a +2 helmet of ice (71, 36, D) a manual of Air Magic (71, 37, D) a +6 dagger of pain (unseen) (71, 42, D) a +0 dagger a +0 robe (72, 8, D) the ring of the Burning Soursop {+Blink Fly MP+8 Int+2} [ring of flight] +Blink: It lets you blink. Fly: It grants you flight. MP+8: It affects your magic capacity (+8). Int+2: It affects your intelligence (+2). (72, 16, D) the +5 scythe "Finisher" {speed, execute} It cannot be enchanted further. (72, 17, D) a +2 morningstar of protection (unseen) (72, 26, D) a +3 plate armour of fire resistance (72, 27, D) a staff of cold (72, 36, D) the +0 cloak of the Shrike {rElec rF+} rElec: It insulates you from electricity. rF+: It protects you from fire. It cannot be enchanted further. (unseen) (72, 37, D) a +1 leather armour of poison resistance (unseen) (73, 1, D) a +3 morningstar of protection (unseen) (73, 16, D) a staff of alchemy (unseen) (73, 26, D) a staff of earth (unseen) (73, 36, D) the +3 salamander hide armour {Flames, rFlCloud rF++ rC-- Fire} Flames: It surrounds you with flame clouds. rFlCloud: It grants immunity to flame clouds. rF++: It greatly protects you from fire. rC--: It makes you very vulnerable to cold. Fire: It increases the power of your Fire spells. It cannot be enchanted further. (unseen) (73, 37, D) a +4 morningstar of flaming (unseen) (75, 1, D) a +0 glaive of venom (unseen) (75, 3, D) a +0 giant club a +0 giant club