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 a +5 demon whip (4, 4, D) a +5 bardiche a +5 partisan a +5 demon trident (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (4, 7, D) an orb of mayhem an orb of guile a +3 tower shield a +3 kite shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 golden dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice 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 +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. (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 (10, 5, D) a ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence a +6 ring of strength a +6 ring of strength (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 +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. (61, 0, D) a +0 whip of venom (unseen) (61, 3, D) a scorpion corpse a scorpion corpse (61, 8, D) a +0 crystal plate armour (61, 16, D) a +3 trident of entangling (unseen) (62, 1, D) an amulet of dissipation (62, 3, D) a scorpion corpse (62, 8, D) a staff of conjuration (62, 9, D) the +5 arbalest of the Tooth {elec, rElec Int+4 SInv} rElec: It insulates you from electricity. Int+4: It affects your intelligence (+4). SInv: It lets you see invisible. It cannot be enchanted further. (62, 16, D) a +2 chain mail of willpower (unseen) (62, 17, D) a staff of air (unseen) (63, 0, D) an orb of mayhem (unseen) (63, 8, D) a +6 whip of venom (unseen) (63, 16, D) a parchment of Disjunction (63, 17, D) a +1 robe of positive energy (unseen) (63, 21, D) a +0 trident a merfolk corpse (64, 16, D) a +2 spectral giant spiked club (64, 17, D) a scroll of brand weapon (67, 0, D) a staff of alchemy (unseen) (68, 0, D) a staff of air (70, 8, D) a +4 broad axe of venom (unseen) (70, 9, D) a staff of air (unseen) (70, 10, D) a jackal corpse (70, 20, D) a scorpion corpse a scorpion corpse (71, 16, D) the +6 orcbow "Nywuuf" {antimagic, Fly rElec} Fly: It grants you flight. rElec: It insulates you from electricity. It cannot be enchanted further. (unseen) (71, 17, D) a +0 falchion of electrocution (unseen) (71, 26, D) a ring of wizardry (71, 27, D) a +4 spear of venom (unseen) (72, 8, D) the +1 mace of the Bespelling Saviour {antimagic, rF+ Int+4 Stlth+} rF+: It protects you from fire. Int+4: It affects your intelligence (+4). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (72, 9, D) an amulet of guardian spirit (72, 10, D) a river rat corpse (72, 16, D) a ring of positive energy (72, 17, D) the +4 morningstar "Usmea" {freeze, ^Contam rC+ rN+ Dex+6} ^Contam: It causes magical contamination when unequipped. rC+: It protects you from cold. rN+: It protects you from negative energy. Dex+6: It affects your dexterity (+6). It cannot be enchanted further. (72, 19, D) a jumping spider corpse (72, 26, D) a ring of poison resistance (72, 27, D) a staff of alchemy (unseen) (72, 29, D) a culicivora corpse (73, 1, D) a +0 dagger {Deepnoor} a +0 leather armour a +0 war axe {Bo} (73, 16, D) a staff of air (unseen) (73, 17, D) an amulet of reflection (73, 19, D) a culicivora corpse (73, 29, D) a scorpion corpse (75, 1, D) a ring of magical power