Booknewt2 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 an orb of guile a +3 tower shield 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 (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) the fortress talisman of the Present {+Inv rC- rN+ Int+3} [fortress talisman] +Inv: It lets you turn invisible. rC-: It makes you vulnerable to cold. rN+: It protects you from negative energy. Int+3: It affects your intelligence (+3). 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. (34, 17, D) a +0 spear a +0 leather armour a merfolk skeleton (35, 14, D) a +0 heavy trident (35, 15, D) a +0 cloak of air (35, 17, D) a +0 trident a +0 spear of flaming a +0 leather armour a merfolk skeleton (35, 18, D) a +0 rapier a +0 robe (36, 0, D) a +2 ring mail of cold resistance (36, 14, D) a parchment of Alistair's Walking Alembic (36, 16, D) a manticore skeleton (36, 17, D) a +0 spear a +0 leather armour a merfolk skeleton (36, 18, D) a snapping turtle skeleton (36, 29, D) a staff of alchemy (unseen) (37, 1, D) a +3 plate armour of resonance (37, 14, D) a +4 orcbow of flaming (37, 15, D) a +1 glaive of venom (37, 17, D) a +0 partisan of venom a +0 robe a +0 spear of venom a +0 leather armour a merfolk skeleton (37, 18, D) a manticore skeleton (38, 0, D) the +7 shortbow "Huos" {heavy, rF++} rF++: It greatly protects you from fire. It cannot be enchanted further. (38, 1, D) a +1 flail of protection (38, 14, D) a staff of alchemy (38, 15, D) the +5 flail of the Grim God {antimagic, *Rage rPois Str+5} *Rage: It berserks you when you make melee attacks (+20% chance). rPois: It protects you from poison. Str+5: It affects your strength (+5). It cannot be enchanted further. (38, 17, D) a +4 spear a +0 leather armour a merfolk skeleton (38, 18, D) an alligator snapping turtle skeleton (38, 19, D) a +0 spear 2 silver javelins a +0 leather armour a sea snake skeleton (38, 20, D) an alligator snapping turtle skeleton (38, 29, D) a +2 halberd of flaming (unseen) (39, 1, D) a +1 dire flail of draining (39, 14, D) the rimehorn talisman "Dodifal" {rN+ Str-5 Dex+3 Slay+3} [rimehorn talisman] rN+: It protects you from negative energy. Str-5: It affects your strength (-5). Dex+3: It affects your dexterity (+3). Slay+3: It affects your accuracy & damage with ranged weapons and melee (+3). (39, 15, D) a phantom mirror (39, 18, D) a sea snake skeleton (39, 29, D) a +2 morningstar of protection (unseen) (40, 0, D) the +2 leather armour of Demons {rC+ rCorr Slay+2} rC+: It protects you from cold. rCorr: It protects you from acid and corrosion. Slay+2: It affects your accuracy & damage with ranged weapons and melee (+2). It cannot be enchanted further. (40, 15, D) a parchment of Summon Forest (40, 17, D) a +6 dagger of electrocution a +0 robe a merfolk skeleton (40, 29, D) a staff of air (unseen) (40, 36, D) a +0 partisan (41, 0, D) a +2 falchion of freezing (41, 1, D) a parchment of Summon Cactus Giant (41, 15, D) the +6 trident "Raorot" {freeze, rC+ SInv} rC+: It protects you from cold. SInv: It lets you see invisible. It cannot be enchanted further. (41, 29, D) the +11 trident of Analysis {heavy, Str+2} Str+2: It affects your strength (+2). It cannot be enchanted further. (unseen) (41, 36, D) 2 boomerangs (42, 1, D) the +1 leather armour of Going Fast {*Corrode rC+ Str+3 SInv} *Corrode: It may corrode you when you take damage. rC+: It protects you from cold. Str+3: It affects your strength (+3). SInv: It lets you see invisible. It cannot be enchanted further. (42, 14, D) a +3 vampiric rapier (42, 15, D) a +2 pair of gloves of dexterity (42, 29, D) a parchment of Airstrike (43, 15, D) a staff of fire (43, 29, D) the +5 Force Lance {heavy, knockback} It cannot be enchanted further. (unseen) (47, 44, D) a +1 dagger of distortion the kobold skeleton of Sonja (48, 2, D) 3 large rocks a stone giant skeleton (49, 1, D) a staff of necromancy (49, 3, D) 5 large rocks a stone giant skeleton (49, 4, D) a +0 longbow a +0 leather armour (49, 12, D) a box of beasts (49, 24, D) a phantom mirror (49, 36, D) a +3 ring mail of poison resistance (49, 41, D) a +0 dagger a +0 leather armour (50, 0, D) the earth staff of the Fray {rF+ Earth} [staff of earth] rF+: It protects you from fire. Earth: It increases the power of your Earth spells. (50, 2, D) 4 large rocks (50, 3, D) a +0 arbalest a yaktaur skeleton (50, 4, D) a +0 shortbow a centaur skeleton (50, 5, D) 5 large rocks (50, 12, D) a staff of alchemy (50, 24, D) the +9 orcbow of Eternal Vigilance {drain, rC+ Will++ Int+4 Dex-4} rC+: It protects you from cold. Will++: It greatly increases your willpower. Int+4: It affects your intelligence (+4). Dex-4: It affects your dexterity (-4). It cannot be enchanted further. (50, 25, D) a staff of earth (50, 36, D) a +0 club (50, 37, D) the fire staff of the Shimmering Gods {rF++ rN++ Fire} [staff of fire] rF++: It greatly protects you from fire. rN++: It greatly protects you from negative energy. Fire: It increases the power of your Fire spells. (50, 41, D) a +1 rapier of electrocution a +0 cloak a +0 pair of gloves (50, 42, D) a +0 troll leather armour {Pargi} the troll skeleton of Pargi (51, 0, D) the +9 glaive of Karioriv {holy, Fly rCorr Int+2} Fly: It grants you flight. rCorr: It protects you from acid and corrosion. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (51, 6, D) a +0 arbalest a yaktaur skeleton (51, 12, D) the +4 war axe "Bung" {heavy, Fly} Fly: It grants you flight. It cannot be enchanted further. (51, 16, D) a +0 demon trident a +0 chain mail (51, 24, D) a ring of protection from fire (51, 36, D) a +6 heavy mace (51, 37, D) a +0 plate armour of willpower (51, 39, D) a +2 great mace of protection a +0 robe the human skeleton of Jessica (51, 41, D) a +0 giant spiked club a +0 robe (51, 42, D) 12 large rocks the cyclops skeleton of Polyphemus (51, 43, D) a +0 short sword a +0 leather armour the elf skeleton of Duvessa (52, 1, D) a +6 quick blade of venom (52, 5, D) 10 large rocks (52, 12, D) a parchment of Summon Cactus Giant (52, 13, D) a +0 heavy battleaxe (52, 18, D) a +3 demon blade a +0 plate armour (52, 19, D) a +4 battleaxe a +0 plate armour (52, 24, D) the +9 war axe "Waomobid" {heavy, *Rage rPois Int+2} *Rage: It berserks you when you make melee attacks (+20% chance). rPois: It protects you from poison. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (52, 25, D) a +3 partisan of flaming (52, 36, D) a granite talisman a +2 morningstar of protection (52, 37, D) the alchemy staff of Ruination {rPois Dex+4 Alch} [staff of alchemy] rPois: It protects you from poison. Dex+4: It affects your dexterity (+4). Alch: It increases the power of your Alchemy spells. (53, 1, D) a +3 heavy broad axe (53, 5, D) a +0 longbow a +0 leather armour 4 large rocks an elf skeleton (53, 12, D) a +2 quarterstaff of draining (53, 18, D) a +1 great sword a +0 chain mail a +0 demon trident of flaming a +0 chain mail a human corpse (skeletalised by now) a human corpse (skeletalised by now) (53, 25, D) the +0 robe of the Pink Corner {rElec rF- rC+++ Will- Str+3} rElec: It insulates you from electricity. rF-: It makes you vulnerable to fire. rC+++: It renders you almost immune to cold. Will-: It decreases your willpower. Str+3: It affects your strength (+3). It cannot be enchanted further. (53, 36, D) a staff of fire (54, 1, D) a +1 robe of willpower (54, 12, D) a +0 quarterstaff of speed (54, 36, D) a +5 quick blade of venom (55, 4, D) a +0 arbalest a yaktaur skeleton (55, 12, D) a staff of alchemy (55, 13, D) a +2 trident of freezing (56, 4, D) a +0 orcbow (59, 36, D) +1 shadow dragon scales (59, 37, D) the +5 sling "Deshrast" {drain, rF+ Str+5} rF+: It protects you from fire. Str+5: It affects your strength (+5). It cannot be enchanted further. (60, 36, D) the -2 helmet of Panentheism {Light, Dex+2 Slay+3} Dex+2: It affects your dexterity (+2). Slay+3: It affects your accuracy & damage with ranged weapons and melee (+3). It cannot be enchanted further. (60, 37, D) the +7 dagger of the Grave {protect, rC- rN++ Dex+4} rC-: It makes you vulnerable to cold. rN++: It greatly protects you from negative energy. Dex+4: It affects your dexterity (+4). It cannot be enchanted further. (60, 39, D) a +4 mace of freezing a +0 robe (61, 0, D) a +0 heavy glaive (61, 2, D) a +0 dire flail (61, 8, D) a +2 leather armour of willpower (61, 16, D) a staff of cold (61, 26, D) a +6 arbalest (61, 36, D) a staff of conjuration (61, 37, D) a +2 heavy flail (61, 39, D) a +0 dagger a +0 robe (62, 0, D) a parchment of Forge Monarch Bomb (62, 8, D) a staff of earth (62, 16, D) a parchment of Dragon's Call (62, 17, D) the +5 scale mail of the Destroying Gods {rN+} rN+: It protects you from negative energy. It cannot be enchanted further. (62, 21, D) a bullfrog corpse (skeletalised by now) (62, 27, D) a staff of conjuration (62, 37, D) a +0 scimitar of freezing (62, 42, D) a +0 flail a +0 robe (63, 0, D) a +3 dagger of venom (63, 8, D) the +4 hand axe "Kimn" {speed, *Noise rElec rPois Int+4} *Noise: It may make a loud noise when swung. rElec: It insulates you from electricity. rPois: It protects you from poison. Int+4: It affects your intelligence (+4). It cannot be enchanted further. (63, 11, D) a yak corpse (skeletalised by now) (63, 17, D) a staff of air (63, 20, D) a komodo dragon corpse (skeletalised by now) a bullfrog corpse (skeletalised by now) (63, 28, D) a +2 vampiric halberd (63, 29, D) a +0 flail (63, 36, D) the +5 halberd of Annoyance {flame, Int+4} Int+4: It affects your intelligence (+4). It cannot be enchanted further. (63, 40, D) a +0 dagger a +0 robe (63, 42, D) a +0 robe (64, 16, D) a +3 arbalest of freezing (64, 17, D) a +2 morningstar of holy wrath (64, 20, D) a cane toad corpse (skeletalised by now) (64, 21, D) a cane toad corpse (skeletalised by now) (64, 27, D) a staff of earth (64, 28, D) a +0 glaive (64, 29, D) a +3 great sword a +0 robe (64, 31, D) a +4 morningstar a +0 robe (65, 26, D) a +4 short sword of holy wrath (68, 0, D) a +0 devious dagger (68, 3, D) a +0 long sword a +0 robe an elf corpse (skeletalised by now) (69, 0, D) a +1 glaive of pain (69, 36, D) the +7 whip "Olosac" {flame, Will++ rCorr Str+3 Dex+2} Will++: It greatly increases your willpower. rCorr: It protects you from acid and corrosion. Str+3: It affects your strength (+3). Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (70, 8, D) a +1 leather armour of fire resistance (70, 9, D) a +2 dagger of speed (71, 8, D) a staff of alchemy (71, 11, D) a +0 halberd (71, 16, D) a staff of earth (71, 27, D) a staff of necromancy (71, 36, D) a staff of alchemy (71, 37, D) a +6 ring of dexterity (71, 41, D) a +0 flail (still there?) a +0 short sword (still there?) a +0 robe (still there?) a +3 dire flail (still there?) a +0 robe (still there?) (72, 9, D) a +5 mace of holy wrath (72, 17, D) a phantom mirror (72, 19, D) a +2 short sword of venom a +0 leather armour (72, 20, D) a +0 long sword a +0 leather armour (72, 26, D) a staff of necromancy (72, 36, D) a +3 leather armour of cold resistance (73, 1, D) a +4 dagger of venom (73, 16, D) the +0 robe of Zihefes {rF++ Dex+4 Slay-6} rF++: It greatly protects you from fire. Dex+4: It affects your dexterity (+4). Slay-6: It affects your accuracy & damage with ranged weapons and melee (-6). It cannot be enchanted further. (73, 20, D) a +0 short sword a +0 ring mail (73, 27, D) a +3 chain mail of willpower (73, 31, D) a +0 war axe (74, 20, D) a +0 short sword a +0 robe (74, 21, D) a +0 short sword a +0 robe