yongdog1 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 (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 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (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 kite shield a +3 buckler (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 (7, 7, D) 9 potions of heal wounds (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 +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a staff of air (unseen) (61, 8, D) a +2 leather armour of fire resistance (61, 10, D) a +1 glaive of protection (62, 8, D) a +3 heavy flail (62, 9, D) a +4 shortbow of draining (62, 11, D) a +0 falchion a +0 robe (63, 0, D) the +3 double sword of Duty {flame, Int+5} Int+5: It affects your intelligence (+5). It cannot be enchanted further. (63, 8, D) an orb of guile (unseen) (63, 10, D) a +0 trident (67, 0, D) a +1 ring mail of cold resistance (70, 10, D) a +0 glaive (70, 11, D) a +0 war axe (71, 8, D) the earth staff "Owou" {rPois rC+ rN+ Dex+3 Earth} [staff of earth] rPois: It protects you from poison. rC+: It protects you from cold. rN+: It protects you from negative energy. Dex+3: It affects your dexterity (+3). Earth: It increases the power of your Earth spells. (71, 16, D) a +2 heavy flail (unseen) (71, 17, D) the alchemy staff "Rupeuv" {rPois rN+ Int-3 Dex+3 SInv Alch} [staff of alchemy] rPois: It protects you from poison. rN+: It protects you from negative energy. Int-3: It affects your intelligence (-3). Dex+3: It affects your dexterity (+3). SInv: It lets you see invisible. Alch: It increases the power of your Alchemy spells. (71, 20, D) a +0 long sword (71, 26, D) a +1 ring mail of cold resistance (unseen) (71, 27, D) a +2 ring mail of cold resistance (unseen) (72, 8, D) a +2 flail of draining (72, 16, D) a staff of cold (72, 26, D) a +5 rapier of speed (unseen) (72, 27, D) a +2 vampiric dagger (unseen) (73, 16, D) a +3 plate armour of cold resistance (73, 19, D) a +0 glaive (73, 20, D) a +0 short sword (73, 26, D) a sack of spiders (73, 27, D) a +0 helmet of intelligence (unseen)