schets 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 athame (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 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. 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 (still there?) a wellspring talisman (still there?) a spider talisman (still there?) a serpent talisman (still there?) an eel talisman (still there?) a lupine talisman (still there?) the inkwell talisman of Qanoj {rCorr MP+7} (still there?) [inkwell talisman] rCorr: It protects you from acid and corrosion. MP+7: It affects your magic capacity (+7). a quill talisman (still there?) (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 +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a +0 falchion of draining (unseen) (61, 8, D) a +6 ring of dexterity (62, 0, D) the +0 plate armour of Gugyph {rF+ Int+3 Stlth+} rF+: It protects you from fire. Int+3: It affects your intelligence (+3). Stlth+: It makes you more stealthy. It cannot be enchanted further. (62, 8, D) a staff of fire (62, 9, D) a +2 bardiche of distortion (63, 0, D) a scroll of brand weapon (63, 8, D) a staff of necromancy (unseen) (67, 0, D) a staff of cold (unseen) (67, 2, D) a scorpion corpse (68, 3, D) a tarantella corpse (69, 0, D) the alchemy staff of Dusk {rPois SInv Necro Alch} [staff of alchemy] rPois: It protects you from poison. SInv: It lets you see invisible. Necro: It increases the power of your Necromancy spells. Alch: It increases the power of your Alchemy spells. (unseen) (70, 8, D) the +7 hand axe "Cank" {freeze, Fly} Fly: It grants you flight. It cannot be enchanted further. (70, 9, D) a +1 buckler of reflection (unseen) (71, 8, D) a ring of magical power (71, 16, D) a +4 scale mail of positive energy (unseen) (71, 17, D) a scroll of brand weapon (71, 31, D) a +0 flail (71, 32, D) a +0 war axe (72, 8, D) a +1 lajatang of electrocution (unseen) (72, 9, D) a +6 heavy executioner's axe (unseen) (72, 12, D) a tarantella corpse (72, 17, D) a staff of air (unseen) (72, 26, D) an amulet of reflection (72, 27, D) a sack of spiders (72, 30, D) a hell hound corpse (73, 1, D) a ring of magical power (73, 26, D) a staff of earth (unseen) (73, 27, D) a sack of spiders