Paler the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (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 a +5 hand cannon (4, 2, D) a +5 quick blade 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) a +5 crystal plate armour +5 golden dragon scales +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 +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} 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} 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 the wellspring talisman of Indestructible Music {+Inv Int+3 Stlth+} [wellspring talisman] +Inv: It lets you turn invisible. Int+3: It affects your intelligence (+3). Stlth+: It makes you more stealthy. a spider talisman a serpent talisman a blade talisman a lupine talisman an inkwell talisman a quill talisman (10, 5, D) a protean talisman a ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence (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). It cannot be enchanted further. 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. (44, 48, D) a +0 heavy shortbow (44, 49, D) a +1 flail of protection (44, 50, D) a tin of tremorstones (2/2) (44, 51, D) a +0 leather armour of cold resistance (45, 48, D) a staff of alchemy (45, 49, D) a +6 heavy partisan (45, 50, D) a +2 glaive of distortion (45, 51, D) a parchment of Summon Horrible Things (46, 48, D) a +2 arbalest of flaming (46, 49, D) a parchment of Forge Phalanx Beetle (46, 50, D) a parchment of Sticky Flame (46, 51, D) a +8 longbow (47, 48, D) a phantom mirror (47, 49, D) a sack of spiders (47, 50, D) a staff of alchemy (47, 51, D) a staff of fire (48, 48, D) a +1 plate armour of willpower (48, 49, D) a staff of cold (48, 50, D) the +5 Force Lance {heavy, knockback} It cannot be enchanted further. (48, 51, D) a +2 robe (49, 48, D) a staff of alchemy (49, 49, D) a +1 leather armour of cold resistance (49, 50, D) a parchment of Yara's Violent Unravelling (50, 48, D) a staff of necromancy (50, 49, D) a +4 heavy partisan (50, 50, D) the +2 helmet of the Fiddle {Light, rPois rC- Str+3} rPois: It protects you from poison. rC-: It makes you vulnerable to cold. Str+3: It affects your strength (+3). It cannot be enchanted further. (51, 48, D) a staff of necromancy (51, 49, D) a +2 robe of cold resistance (51, 50, D) a sack of spiders (52, 48, D) a +2 spear of freezing (52, 49, D) a parchment of Forge Phalanx Beetle (52, 50, D) the Charlatan's Orb {orb Charlatan} It massively reduces your stealth. It interferes with translocations, delaying teleports. Charlatan: It boosts your other skills by 20% of your base Evocations skill. It cannot be enchanted further. (53, 48, D) an amulet of the acrobat (53, 49, D) a +0 morningstar of protection (53, 50, D) a staff of fire (54, 48, D) a +2 dire flail of concussion (54, 49, D) a serpent talisman (54, 50, D) the +1 morningstar "Miheimp" {freeze, ^Contam Str+3 Dex+4 SInv} ^Contam: It causes magical contamination when unequipped. Str+3: It affects your strength (+3). Dex+4: It affects your dexterity (+4). SInv: It lets you see invisible. It cannot be enchanted further. (59, 37, D) a staff of fire (60, 37, D) a +2 rapier of draining (61, 0, D) a +2 mace of protection (61, 8, D) a +3 war axe of distortion (61, 26, D) the +4 whip of the Extremes {freeze, Fly rElec Dex-2 Stlth+} Fly: It grants you flight. rElec: It insulates you from electricity. Dex-2: It affects your dexterity (-2). Stlth+: It makes you more stealthy. It cannot be enchanted further. (61, 37, D) a ring of see invisible (61, 44, D) the felid corpse of Paler (62, 0, D) the +6 morningstar "Ovieg" {freeze, Fly rF+ rN+} Fly: It grants you flight. rF+: It protects you from fire. rN+: It protects you from negative energy. It cannot be enchanted further. (62, 1, D) a quill talisman (62, 2, D) a jackal corpse (skeletalised by now) (62, 16, D) a staff of cold (62, 17, D) a storm talisman (62, 21, D) a yak corpse (skeletalised by now) (62, 22, D) a jackal corpse (skeletalised by now) (62, 27, D) a +0 halberd of venom (62, 30, D) a bullfrog corpse (62, 37, D) the +1 leather armour of the Hills {Dex+3} Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (63, 8, D) a +6 ring of strength (63, 17, D) a staff of fire (63, 21, D) an iguana corpse (skeletalised by now) a bullfrog corpse (skeletalised by now) (63, 27, D) a +2 robe of positive energy (63, 30, D) a water moccasin corpse (63, 31, D) the felid corpse of Paler (63, 37, D) a +1 longbow of flaming (64, 16, D) a +4 ring of slaying (64, 17, D) a ring of resist corrosion (64, 22, D) a cane toad corpse (skeletalised by now) (64, 26, D) the +10 glaive of Ashet {freeze, rF+ rC++ Int-5 Dex+2} rF+: It protects you from fire. rC++: It greatly protects you from cold. Int-5: It affects your intelligence (-5). Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (64, 27, D) a +0 falchion of protection (64, 29, D) a basilisk corpse (64, 31, D) a jackal corpse (65, 26, D) a +2 plate armour of willpower (67, 4, D) a +0 club a +0 robe the human corpse of Jessica (skeletalised by now) (68, 2, D) a +0 scythe a +0 robe the human corpse of Sigmund (skeletalised by now) (68, 4, D) a +0 war axe a +1 robe of willpower the orc corpse of Blorkula the orcula (skeletalised by now) (69, 18, D) a +0 falchion (69, 19, D) a +0 hand axe an orc corpse (skeletalised by now) (69, 36, D) a +1 rapier of speed (70, 8, D) a +6 ring of strength (70, 9, D) a +6 ring of strength (70, 17, D) a +0 dagger an orc corpse (skeletalised by now) (70, 18, D) a +0 flail a +0 chain mail an orc corpse (skeletalised by now) (70, 19, D) a +0 club a +0 war axe an orc corpse (skeletalised by now) an orc corpse (skeletalised by now) (70, 36, D) a parchment of Summon Mana Viper (70, 37, D) the +6 glaive of Causality {speed, rElec Str+3} rElec: It insulates you from electricity. Str+3: It affects your strength (+3). It cannot be enchanted further. (71, 8, D) a staff of fire (71, 12, D) a +0 mace (71, 16, D) an orb of glass (71, 17, D) a +1 scale mail of archery (71, 26, D) the +7 halberd of the Countless Knives {heavy, ^Contam rElec rF+ Int+2} ^Contam: It causes magical contamination when unequipped. rElec: It insulates you from electricity. rF+: It protects you from fire. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (71, 27, D) a scroll of brand weapon (71, 36, D) a +3 leather armour of fire resistance (71, 37, D) an amulet of the acrobat (72, 8, D) a staff of cold (72, 9, D) a staff of fire (72, 16, D) a staff of air (72, 17, D) a staff of cold (72, 26, D) a staff of alchemy (72, 27, D) a +1 rapier of venom (72, 31, D) the felid corpse of Paler (skeletalised by now) (72, 32, D) a +3 scimitar of flaming (72, 36, D) a staff of cold (72, 37, D) a +2 buckler of protection (73, 1, D) a ring of resist corrosion (73, 16, D) a +6 vampiric dagger (73, 17, D) a +1 scale mail of cold resistance (73, 26, D) a staff of conjuration (73, 27, D) a +4 mace of draining (73, 36, D) a +2 crystal plate armour (73, 37, D) an amulet of magic regeneration (74, 2, D) a +0 trident (75, 1, D) a +0 dagger a +0 robe