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 (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) 3 scrolls of blinking (7, 7, D) 5 potions of haste 2 potions of berserk rage (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 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 +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. (11, 1, 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 a +0 leather armour a +0 shortbow (61, 0, D) a +0 great sword of holy wrath (unseen) (61, 8, D) a +6 morningstar of holy wrath (unseen) (61, 12, D) a +3 short sword of freezing (still there?) a +0 robe (still there?) (62, 1, D) a staff of necromancy (62, 2, D) a jackal corpse (62, 4, D) a bullfrog corpse (62, 8, D) the +0 trident "Qulety" {freeze, Int+4} Int+4: It affects your intelligence (+4). It cannot be enchanted further. (62, 9, D) a +4 war axe of draining (62, 11, D) a +0 flail a +0 robe (62, 12, D) a +5 morningstar a +0 robe (63, 0, D) a +4 ring of slaying (63, 8, D) a staff of alchemy (unseen) (67, 0, D) a staff of conjuration (unseen) (67, 3, D) a +0 trident (67, 4, D) a +0 dagger a +0 robe an orc corpse (68, 0, D) a +3 chain mail of fire resistance (68, 4, D) a +0 dagger a +0 robe an orc corpse (69, 0, D) a staff of air (unseen) (70, 8, D) an amulet of wildshape (70, 9, D) a ring of positive energy (71, 8, D) a staff of air (71, 16, D) the +4 rapier "Pendulum" {vamp, ^Drain rC+++ rN+ Dex+2} ^Drain: It drains your maximum health when unequipped. rC+++: It renders you almost immune to cold. rN+: It protects you from negative energy. Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (unseen) (71, 17, D) the +3 arbalest of Wyrd {drain, rF+ Will+} rF+: It protects you from fire. Will+: It increases your willpower. It cannot be enchanted further. (unseen) (71, 22, D) a +0 long sword (71, 26, D) a +0 pair of boots of earth (unseen) (71, 27, D) a parchment of Brom's Barrelling Boulder (71, 32, D) a +0 mace (72, 8, D) a +3 rapier of electrocution (unseen) (72, 9, D) the +3 short sword of Diet Blood {flame, Dex+3} Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (unseen) (72, 16, D) a +6 ring of dexterity (72, 26, D) a scroll of brand weapon (72, 27, D) a parchment of Plasma Beam (73, 1, D) a +2 chain mail of cold resistance (unseen) (73, 13, D) a scorpion corpse (73, 16, D) a +5 spectral quarterstaff (unseen) (73, 17, D) a staff of cold (unseen) (73, 26, D) a +2 cloak of corrosion resistance (unseen) (73, 27, D) a +4 heavy trident (unseen) (75, 1, D) a +3 ring mail of cold resistance (unseen) (75, 3, D) a +0 long sword (75, 12, D) a scorpion corpse