choicnc 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 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (9, 0, D) a ring of flight (10, 0, D) 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. (49, 36, D) the ring of Dackaywk {rF+ rN+} [ring of positive energy] rF+: It protects you from fire. rN+: It protects you from negative energy. (unseen) (49, 37, D) a parchment of Swiftness (50, 36, D) a staff of conjuration (unseen) (50, 37, D) a +1 shortbow of freezing (unseen) (51, 36, D) a condenser vane (inert) (51, 37, D) a parchment of Rimeblight (52, 36, D) a +3 leather armour of cold resistance (52, 37, D) a staff of conjuration (unseen) (53, 36, D) an amulet of regeneration (53, 37, D) the +7 hand cannon "Mule" {flame, backblast, rF+} rF+: It protects you from fire. It cannot be enchanted further. (unseen) (54, 36, D) a maw talisman (60, 1, D) a river rat corpse (skeletalised by now) (60, 43, D) a broodmother corpse (61, 22, D) a +0 trident a merfolk corpse (skeletalised by now) (61, 27, D) a +0 orcbow (61, 37, D) a parchment of Bombard (62, 1, D) a river rat corpse (skeletalised by now) (62, 2, D) a wolf corpse (skeletalised by now) (62, 3, D) an iguana corpse (skeletalised by now) (62, 8, D) a +2 leather armour of cold resistance (62, 20, D) a +0 orcbow a centaur corpse (skeletalised by now) (62, 26, D) a +3 leather armour of fire resistance (62, 27, D) a ring of flight (62, 30, D) 4 large rocks (62, 32, D) a +0 arbalest a yaktaur corpse (62, 39, D) a torpor snail corpse (63, 17, D) a manual of Armour (63, 28, D) a +0 arbalest 4 large rocks a yaktaur corpse a cyclops corpse (63, 29, D) 5 large rocks (63, 31, D) 4 large rocks (63, 36, D) a staff of earth (63, 37, D) a +2 falchion of electrocution (unseen) (63, 42, D) a spark wasp corpse (64, 16, D) a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity a +6 ring of strength a +6 ring of dexterity (64, 17, D) a +3 plate armour of willpower (64, 20, D) a +0 trident 6 large rocks a cyclops corpse (skeletalised by now) (64, 22, D) a +0 trident 2 boomerangs (64, 26, D) a +4 sling of draining (64, 27, D) a +1 heavy mace (64, 39, D) an orb spider corpse (64, 41, D) a boulder beetle corpse (65, 19, D) 3 large rocks (65, 22, D) a +0 trident (66, 29, D) 2 large rocks (68, 3, D) a +0 dagger a +0 robe (69, 3, D) a +0 dagger a +0 robe a human corpse (skeletalised by now) (69, 17, D) a +2 orcbow of flaming a centaur corpse (skeletalised by now) (69, 30, D) a wind drake corpse (skeletalised by now) (69, 38, D) a +0 hand axe (70, 28, D) a +0 orcbow a centaur corpse (skeletalised by now) (70, 37, D) a +3 flail of venom (71, 16, D) a +4 scale mail of fire resistance (71, 17, D) a +2 trident of pain a wind drake corpse (skeletalised by now) (71, 26, D) a +0 pair of boots of earth (71, 27, D) a +1 flail of draining (71, 37, D) a staff of earth (71, 38, D) a +0 war axe a +0 robe (71, 39, D) a +5 battleaxe a +0 robe (72, 16, D) the +0 plate armour of Peek-a-Boo {rCorr} rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (72, 17, D) a +0 shortbow (72, 19, D) a +0 trident (72, 22, D) a +0 trident (72, 27, D) a +2 whip of venom (72, 30, D) a +0 trident (72, 36, D) a +3 leather armour of fire resistance (72, 37, D) a +2 sling (72, 38, D) a +0 halberd (73, 1, D) a +0 morningstar (73, 16, D) a staff of air (73, 17, D) 5 large rocks (73, 26, D) a +1 leather armour of cold resistance (73, 29, D) 4 large rocks (73, 32, D) a wind drake corpse (skeletalised by now) (73, 36, D) the +3 leather armour "Cistu" {Rampage Regen+ rCorr Str-5} Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. Regen+: It increases your rate of health regeneration. rCorr: It protects you from acid and corrosion. Str-5: It affects your strength (-5). It cannot be enchanted further. (73, 37, D) a +1 halberd of venom (74, 2, D) a +0 dagger a +0 robe (75, 1, D) a +1 pair of boots of earth