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 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++} 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, 16, D) a +1 flail of concussion (unseen) (61, 26, D) a +4 trident of flaming (unseen) (61, 29, D) a +0 trident 2 boomerangs (61, 30, D) a +0 trident (62, 1, D) a ring of magical power (62, 2, D) a +0 dagger a +0 robe a +0 dagger a +0 robe an orc corpse (skeletalised by now) (62, 3, D) a +0 short sword a +0 chain mail a +0 mace a +0 leather armour an orc corpse (skeletalised by now) (62, 8, D) a +2 flail of holy wrath (unseen) (62, 11, D) a +0 short sword a +0 ring mail an elf corpse (62, 12, D) a +0 short sword a +0 robe an elf corpse (skeletalised by now) (62, 17, D) the +5 spear of the Thirsty Coins {spect, rCorr Str+2 Int+4} rCorr: It protects you from acid and corrosion. Str+2: It affects your strength (+2). Int+4: It affects your intelligence (+4). It cannot be enchanted further. (unseen) (62, 20, D) a death scarab corpse (62, 29, D) a +0 trident a throwing net (62, 30, D) a +0 shortbow a centaur corpse (63, 8, D) a +4 dagger of venom (unseen) (63, 16, D) a staff of earth (unseen) (63, 18, D) a +0 hand axe (63, 26, D) a +3 short sword of electrocution (63, 27, D) the +8 morningstar "Saimaize" {flame, *Rage Fly Int+3 Dex+5} *Rage: It berserks you when you make melee attacks (+20% chance). Fly: It grants you flight. Int+3: It affects your intelligence (+3). Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (unseen) (63, 29, D) a +0 trident a merfolk corpse (63, 30, D) a +0 trident a merfolk corpse (64, 16, D) a staff of air (unseen) (64, 17, D) a staff of conjuration (unseen) (64, 26, D) a ring of protection from cold (64, 27, D) a +0 orcbow (still there?) the +2 Maxwell's thermic engine {flame, freeze, rev} (still there?) It cannot be enchanted further. a centaur corpse (still there?) (64, 29, D) a +0 trident (65, 26, D) a ring of see invisible (67, 0, D) a staff of cold (unseen) (68, 0, D) the wellspring talisman of the Skies Above {rF+ Dex+7} [wellspring talisman] rF+: It protects you from fire. Dex+7: It affects your dexterity (+7). (69, 0, D) a staff of earth (unseen) (69, 36, D) a staff of air (unseen) (69, 39, D) a +0 trident a boomerang (69, 40, D) a +1 vampiric trident (still there?) a throwing net (still there?) (70, 8, D) a +0 halberd of protection (unseen) (70, 9, D) a +1 broad axe of freezing (unseen) (70, 11, D) a +0 short sword (70, 12, D) a +0 dagger (70, 36, D) the +5 falchion of the Loving Gods {freeze, rF- rN++ Will+ Str-3} rF-: It makes you vulnerable to fire. rN++: It greatly protects you from negative energy. Will+: It increases your willpower. Str-3: It affects your strength (-3). It cannot be enchanted further. (unseen) (70, 38, D) a +0 trident (70, 39, D) a wind drake corpse (71, 8, D) a +0 robe of cold resistance (71, 11, D) a +0 falchion (71, 16, D) a +3 shortbow of draining (unseen) (71, 19, D) a +0 war axe (71, 20, D) a +0 war axe (71, 27, D) a +1 whip of holy wrath (unseen) (71, 30, D) a +0 halberd (71, 37, D) the +12 short sword of the Muttering Gods {flame, Bane rPois rN+ Str+3} Bane: It inflicts you with a random bane when you equip it. rPois: It protects you from poison. rN+: It protects you from negative energy. Str+3: It affects your strength (+3). It cannot be enchanted further. (71, 39, D) a wind drake corpse (72, 8, D) a +3 war axe of distortion (unseen) (72, 9, D) the +4 scale mail of the Forgotten Invaders {Str+6} Str+6: It affects your strength (+6). It cannot be enchanted further. (unseen) (72, 11, D) a +0 hand axe (72, 12, D) a +1 vampiric hand axe (still there?) a draconian corpse (still there?) (72, 16, D) a +1 shortbow of flaming (72, 17, D) a staff of alchemy (unseen) (72, 20, D) a +0 war axe a +5 battleaxe of freezing a +0 robe a +4 long sword a +0 robe (72, 26, D) a parchment of Vhi's Electric Charge (72, 30, D) a hell hound corpse (72, 36, D) a +0 trident (still there?) a +0 demon whip of electrocution (still there?) (72, 37, D) a +1 heavy shortbow (still there?) a +1 great mace of protection (still there?) (72, 38, D) a +0 trident a merfolk corpse (72, 39, D) a +0 trident a merfolk corpse (73, 16, D) the orb of Trial and Error {Attunement, Regen+ Int+4} Regen+: It increases your rate of health regeneration. Int+4: It affects your intelligence (+4). (unseen) (73, 17, D) a staff of cold (unseen) (73, 26, D) the +9 morningstar of Red Wine {freeze, rElec} rElec: It insulates you from electricity. It cannot be enchanted further. (unseen) (73, 36, D) a +1 mace of protection (unseen) (73, 37, D) a +3 war axe of draining (unseen) (75, 1, D) a +5 heavy spear (unseen)