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 a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace (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 (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?) (5, 3, D) a +0 hammer (7, 6, D) 4 scrolls of amnesia 7 scrolls of fog 5 scrolls of identify 2 scrolls of fear 3 scrolls of blinking (7, 7, D) 5 potions of magic (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 +15 Maxwell's patent armour {-Tele *Silence rElec Will+ rCorr} -Tele: It prevents most forms of teleportation. *Silence: It may silence you when you take damage. rElec: It insulates you from electricity. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. 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 Exclusion {rF+ MP+4} [eel talisman] rF+: It protects you from fire. MP+4: It affects your magic capacity (+4). a lupine talisman an inkwell talisman a quill talisman (10, 5, D) a ring of flight (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, 1, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (61, 8, D) a +5 halberd of venom (unseen) (62, 0, D) a +5 shortbow of draining (62, 1, D) a ring of protection from cold (62, 4, D) a +0 hand axe a +0 mace a +0 leather armour a +1 dagger of protection a +0 robe an orc corpse (skeletalised by now) an orc corpse (skeletalised by now) (62, 8, D) a +10 plate armour of ponderousness (62, 9, D) a +1 arbalest of electrocution (unseen) (63, 0, D) a parchment of Alistair's Intoxication (63, 12, D) a hell hound corpse (67, 0, D) a parchment of Nazja's Percussive Tempering (68, 0, D) an amulet of guardian spirit (68, 3, D) an acid dragon corpse (skeletalised by now) (68, 4, D) a +0 robe an acid dragon corpse (skeletalised by now) (69, 0, D) a parchment of Shatter (70, 8, D) the air staff of the Ship {rElec Stlth+ Air} [staff of air] rElec: It insulates you from electricity. Stlth+: It makes you more stealthy. Air: It increases the power of your Air spells. (71, 8, D) a ring of protection from fire a +4 ring of slaying (71, 12, D) an ugly thing corpse (71, 16, D) a +0 heavy broad axe (unseen) (71, 17, D) a +0 scale mail of command (unseen) (71, 26, D) a +6 ring of dexterity (71, 27, D) 4 potions of heal wounds (72, 8, D) a +3 leather armour of fire resistance (72, 9, D) a shapeshifter corpse (72, 16, D) a +2 leather armour of cold resistance (72, 26, D) a +4 partisan of pain (unseen) (72, 27, D) a staff of air (unseen) (73, 17, D) a +0 scale mail of fire resistance (unseen) (73, 26, D) a +0 heavy broad axe (unseen) (73, 27, D) a parchment of Splinterfrost Shell (75, 1, D) a staff of necromancy (unseen)