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 a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand cannon (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 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) 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. (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) a staff of conjuration (61, 8, D) a staff of earth (unseen) (61, 10, D) an acid dragon corpse (skeletalised by now) (61, 16, D) a +2 arbalest of freezing (unseen) (62, 0, D) the +0 plate armour of the Turtledove {rN+ Will+ Dex+2} rN+: It protects you from negative energy. Will+: It increases your willpower. Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (62, 9, D) a +2 dagger of speed (62, 10, D) +0 acid dragon scales an acid dragon corpse (skeletalised by now) a swamp drake corpse (skeletalised by now) (62, 16, D) a +5 sling (unseen) (62, 17, D) the +6 spear of Day {vamp, Str+3 Int-5 Dex+4} Str+3: It affects your strength (+3). Int-5: It affects your intelligence (-5). Dex+4: It affects your dexterity (+4). It cannot be enchanted further. (unseen) (63, 8, D) a +3 leather armour of cold resistance (unseen) (63, 16, D) a +3 leather armour of poison resistance (unseen) (63, 17, D) the +8 longbow "Zephyr" {speed, Dex+3 SInv} Dex+3: It affects your dexterity (+3). SInv: It lets you see invisible. It cannot be enchanted further. (unseen) (64, 16, D) a staff of air (unseen) (64, 17, D) a staff of conjuration (unseen) (67, 0, D) a +3 morningstar of protection (unseen) (68, 0, D) a +2 morningstar of draining (68, 11, D) +0 steam dragon scales a steam dragon corpse (69, 17, D) a +0 trident a +0 robe (70, 8, D) a staff of conjuration (70, 9, D) a staff of air (71, 10, D) a steam dragon corpse a swamp drake corpse (71, 18, D) a +0 scythe a +0 robe a wand of flame (8) the human corpse of Sigmund (71, 19, D) a +0 club (still there?) a +2 robe of resistance (still there?) (71, 26, D) a +5 dagger of freezing (unseen) (71, 27, D) a +2 plate armour of cold resistance (unseen) (72, 8, D) a staff of air (unseen) (72, 9, D) the +3 trident of Gira {chaos, ^Drain Fly rElec Int+6} ^Drain: It drains your maximum health when unequipped. Fly: It grants you flight. rElec: It insulates you from electricity. Int+6: It affects your intelligence (+6). It cannot be enchanted further. (unseen) (72, 17, D) a +1 war axe of flaming (72, 19, D) a +0 dagger of draining (still there?) a +1 robe of willpower (still there?) a +0 short sword of electrocution (still there?) a +0 chain mail (still there?) a wand of polymorph (2) (still there?) a +4 quarterstaff of chaos (still there?) a +1 cloak of willpower (still there?) the elf corpse of Duvessa (still there?) the gnoll corpse of Crazy Yiuf (still there?) (72, 26, D) a +2 heavy mace (73, 16, D) a +6 shortbow (73, 26, D) the alchemy staff of Fabb {rPois rN+++ Int-4 Dex-3 SInv Alch} [staff of alchemy] rPois: It protects you from poison. rN+++: It renders you almost immune to negative energy. Int-4: It affects your intelligence (-4). Dex-3: It affects your dexterity (-3). SInv: It lets you see invisible. Alch: It increases the power of your Alchemy spells. (unseen) (73, 27, D) a +2 ring mail of poison resistance (unseen) (74, 3, D) a shapeshifter corpse (skeletalised by now) a shapeshifter corpse (skeletalised by now) (75, 1, D) a +0 scimitar of holy wrath (unseen)