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 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate 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 +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 an eel talisman a lupine talisman an inkwell talisman a quill talisman (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, 0, D) the ring of Entrepreneurial Spirit {rElec rCorr SInv} [ring of see invisible] rElec: It insulates you from electricity. rCorr: It protects you from acid and corrosion. SInv: It lets you see invisible. a +6 ring of intelligence a +6 ring of intelligence a ring of flight a +0 kite shield a +0 robe (61, 23, D) a wind drake corpse (61, 26, D) a parchment of Lehudib's Crystal Spear (62, 0, D) a +2 hand axe of electrocution (62, 1, D) a +0 halberd (still there?) a +2 falchion of electrocution (still there?) (62, 2, D) a +0 flail of protection a +0 robe (62, 8, D) the +4 glaive of the Brain {vamp, rPois rC+++ Int+4 Dex-5} rPois: It protects you from poison. rC+++: It renders you almost immune to cold. Int+4: It affects your intelligence (+4). Dex-5: It affects your dexterity (-5). It cannot be enchanted further. (62, 16, D) a staff of fire (62, 20, D) a wind drake corpse (62, 26, D) a ring of willpower (62, 27, D) a +0 hand axe (still there?) a +5 dagger of protection (still there?) an orc corpse (still there?) (62, 28, D) a +0 dagger (62, 29, D) a +0 dagger a +0 ring mail (63, 8, D) the +8 war axe of Haunam {antimagic, Bane rF++ rCorr} Bane: It inflicts you with a random bane when you equip it. rF++: It greatly protects you from fire. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (unseen) (63, 16, D) the conjuration staff of Indomitability {+Blink rC++ Conj} [staff of conjuration] +Blink: It lets you blink. rC++: It greatly protects you from cold. Conj: It increases the power of your Conjurations spells. (63, 17, D) a +2 chain mail of command (63, 27, D) a +1 battleaxe of freezing (63, 28, D) a +0 short sword a +0 ring mail a +0 club a boomerang an orc corpse an orc corpse (63, 29, D) a +0 dagger a +0 robe an orc corpse (64, 16, D) a staff of alchemy (unseen) (64, 17, D) a ring of willpower (64, 26, D) a +2 leather armour of poison resistance (64, 27, D) a +1 leather armour of cold resistance (64, 28, D) a +2 dagger of venom (still there?) a +0 robe (still there?) (64, 29, D) a +0 flail a +0 leather armour an orc corpse (65, 26, D) an amulet of dissipation (67, 2, D) a +0 long sword a +0 ring mail an elf corpse (skeletalised by now) (69, 0, D) a staff of cold (unseen) (69, 20, D) a +0 dagger a +0 robe (70, 8, D) a ring of magical power (70, 9, D) a staff of conjuration (unseen) (70, 19, D) a basilisk corpse (skeletalised by now) (70, 37, D) a parchment of Summon Hydra (71, 8, D) the +0 robe "Cymecise" {rN+ Stlth+} rN+: It protects you from negative energy. Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (71, 21, D) a +0 dire flail (71, 26, D) a +4 lajatang of electrocution (unseen) (71, 28, D) a +1 scimitar (unseen) (71, 36, D) a staff of cold (unseen) (71, 42, D) a +2 great mace (still there?) a +1 chain mail of command (still there?) (72, 9, D) a +4 bardiche of protection (72, 17, D) a +3 shortbow of electrocution (unseen) (72, 26, D) a medusa talisman (72, 27, D) a +2 war axe a +0 robe the +0 sling of Zoxtuum {chaos, rElec rC- Str+3} rElec: It insulates you from electricity. rC-: It makes you vulnerable to cold. Str+3: It affects your strength (+3). It cannot be enchanted further. (72, 29, D) a +0 hand axe (73, 1, D) a +0 robe (73, 2, D) a wolf corpse (skeletalised by now) (73, 16, D) a staff of conjuration (unseen) (73, 17, D) a staff of alchemy (unseen) (73, 26, D) the +6 dagger "Henn" {flame, rF+ Int+3 Dex+2} rF+: It protects you from fire. Int+3: It affects your intelligence (+3). Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (unseen) (73, 30, D) a +0 battleaxe (73, 36, D) a +0 chain mail (73, 37, D) a parchment of Nazja's Percussive Tempering (75, 1, D) a staff of alchemy (unseen)