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 +0 dagger {Lars} a +0 flail {Iseul} a +5 giant spiked club a +5 giant club a +5 great mace (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 +5 fire dragon scales a +5 plate armour (10, 0, D) a +0 leather armour 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 +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. 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 (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) an amulet of faith (61, 8, D) a ring of flight (61, 16, D) a +5 falchion of holy wrath (unseen) (61, 26, D) 4 potions of heal wounds (62, 0, D) a +2 broad axe of freezing (62, 16, D) a +0 helmet (62, 17, D) a staff of alchemy (unseen) (62, 26, D) a staff of earth (unseen) (62, 27, D) a +0 spectral giant club (63, 0, D) a ring of resist corrosion (63, 8, D) a hive talisman (63, 16, D) a +3 short sword of draining (63, 22, D) 2 boomerangs (63, 26, D) a +0 war axe of freezing (unseen) (63, 27, D) a parchment of Diamond Sawblades (64, 16, D) the conjuration staff "Ygoriv" {rN+ rCorr Stlth+ Conj Alch} [staff of conjuration] rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. Stlth+: It makes you more stealthy. Conj: It increases the power of your Conjurations spells. Alch: It increases the power of your Alchemy spells. (unseen) (64, 26, D) a +2 war axe of flaming (unseen) (64, 27, D) the +1 trident of Wyrd {holy, *Rage rCorr Int+3 Stlth+} *Rage: It berserks you when you make melee attacks (+20% chance). rCorr: It protects you from acid and corrosion. Int+3: It affects your intelligence (+3). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (65, 26, D) the brooch of Shielding {Spirit SH+8} [amulet of guardian spirit] Spirit: It causes incoming damage to be divided between your reserves of health and magic. SH+8: It affects your SH (+8). (65, 31, D) a +0 long sword a +0 robe an elf corpse (67, 2, D) a +0 club an orc corpse (skeletalised by now) (68, 0, D) a +2 long sword of holy wrath (68, 2, D) a +0 dagger (69, 0, D) a +2 buckler of poison resistance (unseen) (69, 2, D) a +0 dagger an orc corpse (skeletalised by now) (70, 33, D) a +0 long sword a +0 robe an elf corpse (71, 8, D) a staff of conjuration (71, 16, D) an orb of glass (unseen) (71, 17, D) the +11 great sword of Ywykk {flame, rElec Int+5} rElec: It insulates you from electricity. Int+5: It affects your intelligence (+5). It cannot be enchanted further. (unseen) (71, 26, D) the +4 sling of haunter's Slow Death {elec, Str-3 SInv Stlth+} Str-3: It affects your strength (-3). SInv: It lets you see invisible. Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (71, 27, D) a staff of cold (unseen) (71, 32, D) a +0 short sword a +0 leather armour a +0 short sword a +3 shortbow a +0 robe (72, 16, D) a staff of conjuration (72, 17, D) the cold staff of Gallantry {rC+ Hexes Ice} [staff of cold] rC+: It protects you from cold. Hexes: It increases the power of your Hexes spells. Ice: It increases the power of your Ice spells. (72, 32, D) a +1 devious short sword a +0 robe a +0 buckler an elf corpse (73, 1, D) a staff of conjuration (unseen) (73, 3, D) an iguana corpse (skeletalised by now) (73, 16, D) an amulet of chemistry (73, 17, D) a +2 great mace of distortion (unseen) (73, 22, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (73, 26, D) the +4 whip "Bawothai" {flame, Dex+3} Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (73, 27, D) a +3 great mace of protection (unseen) (74, 21, D) a +1 trident of venom (still there?) a +0 plate armour (still there?) (74, 23, D) a +0 mace a +0 ring mail a +0 battleaxe a +0 plate armour an orc corpse (skeletalised by now) (75, 1, D) a staff of necromancy (unseen) (75, 21, D) a +0 hand axe a +0 leather armour of poison resistance an orc corpse (skeletalised by now) (75, 22, D) a +0 war axe a +0 chain mail an orc corpse (skeletalised by now)