haunter the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (3, 4, D) a +5 sling a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand cannon (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 +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight a +0 buckler a +0 scale mail a +0 trident a +5 bardiche 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?) (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 +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 the eel talisman of the Gravedigger {Str-5 Int+4 Stlth+} [eel talisman] Str-5: It affects your strength (-5). Int+4: It affects your intelligence (+4). Stlth+: It makes you more stealthy. a lupine talisman the inkwell talisman "Luorasuexe" {Harm} [inkwell talisman] Harm: It increases damage dealt and taken. 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 +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. (62, 0, D) a +1 war axe of electrocution (62, 1, D) a +1 falchion of holy wrath (62, 9, D) a ring of wizardry (63, 0, D) a +2 shortbow of freezing (unseen) (63, 8, D) a +3 dagger of venom (unseen) (67, 0, D) a +2 robe of positive energy (unseen) (68, 0, D) the +8 plate armour of Kazommes {Regen+ SInv} Regen+: It increases your rate of health regeneration. SInv: It lets you see invisible. It cannot be enchanted further. (69, 0, D) the +11 crystal plate armour of Greed {Int+3 Dex+4 Slay-2} Int+3: It affects your intelligence (+3). Dex+4: It affects your dexterity (+4). Slay-2: It affects your accuracy & damage with ranged weapons and melee (-2). It cannot be enchanted further. (unseen) (70, 8, D) a +1 spear of venom (unseen) (70, 9, D) the alchemy staff of the Empty Page {rElec rPois Int+3 Stlth- Alch} [staff of alchemy] rElec: It insulates you from electricity. rPois: It protects you from poison. Int+3: It affects your intelligence (+3). Stlth-: It makes you less stealthy. Alch: It increases the power of your Alchemy spells. (unseen) (71, 16, D) a +4 ring mail of poison resistance (unseen) (71, 17, D) a +2 heavy long sword (unseen) (71, 26, D) a staff of cold (unseen) (71, 27, D) a +2 ring mail of willpower (unseen) (72, 8, D) a staff of conjuration (unseen) (72, 9, D) a +2 scimitar of protection (unseen) (72, 16, D) the +7 rapier "Civyog" {heavy, *Corrode rElec Int+5 Stlth+} *Corrode: It may corrode you when you take damage. rElec: It insulates you from electricity. Int+5: It affects your intelligence (+5). Stlth+: It makes you more stealthy. It cannot be enchanted further. (72, 26, D) a +2 long sword of valour (unseen) (72, 27, D) a +4 ring of protection (73, 1, D) a +2 devious short sword (unseen) (73, 16, D) a +2 robe of positive energy (unseen) (73, 17, D) a +0 trident of protection (unseen) (73, 26, D) a +0 great sword of flaming (unseen) (73, 27, D) a staff of air (unseen)