Argyros 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 a +5 athame 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 tower shield a +3 kite shield a +3 buckler (4, 8, D) +5 shadow dragon scales a +0 robe a +5 crystal plate armour +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. a +0 kite shield 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) the eel talisman "Udghamargh" {Rampage MP+5 Dex-5} [eel talisman] Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. MP+5: It affects your magic capacity (+5). Dex-5: It affects your dexterity (-5). a fortress talisman a wellspring talisman a spider talisman a serpent 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, 8, D) the +0 chain mail of Daisies {Dex+2} Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (61, 12, D) a +0 dagger a +0 robe (61, 16, D) a +1 whip of venom (61, 26, D) a +5 shortbow of freezing (unseen) (62, 0, D) a +0 mace of holy wrath (62, 11, D) a +0 dagger a +0 robe a +0 club an orc corpse (62, 16, D) a +1 flail of holy wrath (62, 26, D) a staff of necromancy (unseen) (62, 27, D) a parchment of Splinterfrost Shell (63, 0, D) a staff of earth (63, 8, D) a staff of fire (63, 11, D) a +0 club a +0 scale mail an orc corpse (63, 16, D) a +1 ring mail of cold resistance (63, 26, D) a condenser vane (63, 27, D) a +2 robe (unseen) (64, 16, D) a staff of necromancy (64, 17, D) a maw talisman (64, 26, D) a +1 glaive of protection (unseen) (64, 27, D) a +2 hat of stealth (unseen) (65, 26, D) a parchment of Leda's Liquefaction (67, 0, D) the +5 trident "Gaeshes" {heavy, rCorr Int+3} rCorr: It protects you from acid and corrosion. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (69, 0, D) a +2 ring mail of willpower (69, 3, D) a +0 long sword a +0 robe a naga corpse an adder corpse (skeletalised by now) (69, 4, D) a water moccasin corpse (skeletalised by now) (70, 8, D) the storm talisman "Negozxipp" {Will+ Str-2 Dex+3 Slay+2} [storm talisman] Will+: It increases your willpower. Str-2: It affects your strength (-2). Dex+3: It affects your dexterity (+3). Slay+2: It affects your accuracy & damage with ranged weapons and melee (+2). (70, 9, D) a +0 trident of venom (70, 11, D) a scorpion corpse (70, 20, D) a +0 halberd (71, 16, D) the +1 robe of Recklessness {rF+ rC+} rF+: It protects you from fire. rC+: It protects you from cold. It cannot be enchanted further. (71, 17, D) a +3 falchion of valour (71, 27, D) a +2 antimagic rapier (72, 8, D) the +2 war axe of Light {chaos, rN+} rN+: It protects you from negative energy. It cannot be enchanted further. (72, 11, D) a scorpion corpse (72, 12, D) a scorpion corpse (72, 16, D) the +7 trident "Fokotue" {freeze, rN+ Dex+6} rN+: It protects you from negative energy. Dex+6: It affects your dexterity (+6). It cannot be enchanted further. (72, 17, D) a staff of necromancy (72, 27, D) the +3 plate armour "Wonkeroo" {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. (72, 31, D) a +0 whip a water moccasin corpse (73, 1, D) a +2 orcbow of draining (73, 16, D) the +9 dagger of Hepliaklqana, Howling {freeze, rElec rC++ Int-3} rElec: It insulates you from electricity. rC++: It greatly protects you from cold. Int-3: It affects your intelligence (-3). It cannot be enchanted further. (73, 26, D) a staff of alchemy (73, 31, D) a black mamba corpse (75, 1, D) a +2 spear of freezing