Dcsspro123 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 a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest (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 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 (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 (still there?) +5 golden dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (10, 0, D) the +6 Majin-Bo {spellvamp, MP+6 Int+6} (still there?) 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} (still there?) Acc+∞: It never misses its target. SInv: It lets you see invisible. It cannot be enchanted further. the +10 dark maul {heavy} (still there?) It cannot be enchanted further. the +15 Maxwell's patent armour {-Tele *Silence rElec Will+ rCorr} (still there?) -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 +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} (still there?) Loud: It is deafeningly noisy when blocking attacks. rN+: It protects you from negative energy. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. EV-5: It affects your evasion (-5). It cannot be enchanted further. the +16 obsidian axe {drain, demonic, Mesm ^Drain Fly SInv} (still there?) 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++} (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, 0, D) a +4 vampiric dagger (61, 16, D) a +4 dire flail of protection (unseen) (62, 0, D) a +0 long sword a +0 leather armour (62, 1, D) a staff of air (62, 2, D) a +0 rapier a +0 ring mail (62, 9, D) a +2 orcbow of freezing (62, 16, D) the +8 mace "Ysmagai" {holy, rElec rN+ Int+6} rElec: It insulates you from electricity. rN+: It protects you from negative energy. Int+6: It affects your intelligence (+6). It cannot be enchanted further. (unseen) (62, 17, D) a +1 short sword of venom (unseen) (63, 0, D) a +1 short sword of draining (63, 3, D) a +0 long sword a +0 robe an elf skeleton (63, 8, D) a staff of fire (63, 16, D) a +4 triple crossbow (unseen) (63, 17, D) the +0 leather armour of Hougynge {Dex+5} Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (unseen) (63, 21, D) a +0 spear (63, 22, D) a +0 rapier a +0 robe a spriggan corpse (64, 4, D) a +0 long sword a +0 robe an elf skeleton (64, 16, D) a staff of air (unseen) (64, 17, D) 4 potions of heal wounds (68, 0, D) a +5 falchion of draining (68, 4, D) a +0 dagger a +0 robe a human corpse (skeletalised by now) (68, 8, D) a polar bear corpse (skeletalised by now) (69, 0, D) a +4 dagger of electrocution (unseen) (69, 8, D) a polar bear corpse (skeletalised by now) (70, 8, D) a +3 broad axe of freezing (71, 16, D) a +2 helmet of intelligence (71, 17, D) the +2 hand axe "Sixkad" {antimagic, Dex+5 Stlth+} Dex+5: It affects your dexterity (+5). Stlth+: It makes you more stealthy. It cannot be enchanted further. (71, 26, D) the inkwell talisman "Ezao" {Rampage +Inv Fly Stlth-} [inkwell talisman] Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. +Inv: It lets you turn invisible. Fly: It grants you flight. Stlth-: It makes you less stealthy. (71, 27, D) a +1 helmet of intelligence (72, 9, D) a +3 scale mail of resonance (72, 31, D) an iguana corpse (73, 16, D) the air staff of Tender Mercy {^Contam rElec Int+3 Air} [staff of air] ^Contam: It causes magical contamination when unequipped. rElec: It insulates you from electricity. Int+3: It affects your intelligence (+3). Air: It increases the power of your Air spells. (73, 17, D) a +2 sling of electrocution (73, 26, D) a +1 ring mail of positive energy (73, 27, D) the +4 war axe of Necu {freeze, Int+5} Int+5: It affects your intelligence (+5). It cannot be enchanted further. (73, 32, D) a jackal corpse (74, 2, D) a river rat corpse (skeletalised by now) (74, 3, D) a jackal corpse (skeletalised by now) (75, 1, D) a +5 spear of venom (unseen)