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 (8, 1, D) a +6 ring of strength a +6 ring of strength a ring of flight a +0 robe a +1 sling (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 the quill talisman of Hairiness {Dex+7} [quill talisman] Dex+7: It affects your dexterity (+7). (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. (60, 23, D) 63 gold pieces (61, 0, D) a +6 ring of dexterity (61, 4, D) a +0 giant club (61, 8, D) a +6 ring of dexterity (61, 12, D) a +2 heavy hand axe (61, 16, D) a +2 mace of protection (unseen) (61, 22, D) 54 gold pieces a +0 battleaxe (62, 0, D) a staff of air (62, 1, D) a +2 morningstar of protection (62, 4, D) 4 large rocks a +0 giant club a +0 giant spiked club (62, 9, D) a +6 dagger of flaming (62, 12, D) a +0 mace a +0 hand axe a +0 mace (62, 16, D) the ring "Ludu" {rCorr Int+4 SInv} [ring of see invisible] rCorr: It protects you from acid and corrosion. Int+4: It affects your intelligence (+4). SInv: It lets you see invisible. (unseen) (62, 17, D) a staff of conjuration (unseen) (62, 20, D) 27 gold pieces a +0 trident (63, 0, D) a +2 leather armour of willpower (unseen) (63, 4, D) a +0 giant club (63, 8, D) a +3 short sword of speed (unseen) (63, 16, D) a parchment of Haunt (63, 17, D) a +1 dagger of draining (unseen) (64, 16, D) a +0 demon whip of electrocution (unseen) (64, 17, D) 4 potions of haste (67, 4, D) a +0 short sword a +0 robe (69, 0, D) a +2 robe of positive energy (unseen) (69, 4, D) a +1 short sword of freezing a +0 robe (70, 8, D) a +5 ring of evasion (70, 9, D) a ring of flight (71, 8, D) a +2 arbalest of draining (71, 16, D) a staff of conjuration (unseen) (71, 27, D) a staff of fire (71, 32, D) a +0 rapier a +0 robe (71, 33, D) a +0 dagger a +0 robe a +0 buckler (72, 16, D) a ring of wizardry (72, 17, D) a +2 robe of positive energy (72, 26, D) the +0 leather armour "Misol" {*Silence rCorr Str+4 Int+3} *Silence: It may silence you when you take damage. rCorr: It protects you from acid and corrosion. Str+4: It affects your strength (+4). Int+3: It affects your intelligence (+3). It cannot be enchanted further. (72, 31, D) a +0 spear (73, 16, D) a +1 dire flail of protection (unseen) (73, 17, D) a staff of cold (unseen) (73, 26, D) the necromancy staff of Xom, Gazing {rC+ rN+ Necro} [staff of necromancy] rC+: It protects you from cold. rN+: It protects you from negative energy. Necro: It increases the power of your Necromancy spells. (unseen) (73, 27, D) a staff of cold (unseen) (75, 1, D) a +4 morningstar of holy wrath (unseen)