Paler 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 (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 +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 8, D) an orb of light a +0 robe (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 a wellspring talisman a spider talisman a serpent talisman a blade talisman a lupine talisman an inkwell talisman a quill talisman (10, 5, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight (11, 0, D) 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. (11, 1, D) a +0 mace (59, 36, D) an amulet of dissipation (59, 37, D) a ring of wizardry (60, 36, D) a parchment of Hailstorm (60, 37, D) a parchment of Detonation Catalyst (61, 3, D) a +0 short sword a +0 robe (61, 4, D) a +0 dagger a +0 robe a spriggan corpse (skeletalised by now) (61, 11, D) a +0 battleaxe (61, 26, D) a staff of earth (unseen) (61, 36, D) a +2 demon blade (unseen) (61, 37, D) a +2 chain mail of poison resistance (unseen) (62, 0, D) the +5 glaive of the Guard {elec, spectral} It cannot be enchanted further. (62, 1, D) a +2 robe of willpower (unseen) (62, 3, D) a black bear corpse (skeletalised by now) (62, 8, D) a +0 great sword of electrocution (unseen) (62, 11, D) a +0 war axe (62, 16, D) a +1 war axe of distortion (62, 17, D) the +1 robe of the Blind Marksman {Int+2 Dex-5 Slay+5} Int+2: It affects your intelligence (+2). Dex-5: It affects your dexterity (-5). Slay+5: It affects your accuracy & damage with ranged weapons and melee (+5). It cannot be enchanted further. (62, 22, D) a +1 dire flail of protection (still there?) a +0 chain mail (still there?) a human corpse (skeletalised by now) (still there?) (62, 27, D) the +3 flail of the Evening {pain, *Slow rC+ Int+9} *Slow: It may slow you when you take damage. rC+: It protects you from cold. Int+9: It affects your intelligence (+9). It cannot be enchanted further. (62, 37, D) a lightning rod (4/4) (63, 0, D) a +6 ring of strength (63, 5, D) a +0 dagger a +0 robe a spriggan corpse (skeletalised by now) (63, 8, D) a staff of conjuration (unseen) (63, 16, D) a talisman of death (63, 17, D) a +6 ring of strength (63, 22, D) a +3 battleaxe (still there?) a +0 plate armour (still there?) a +0 long sword (still there?) a +0 plate armour (still there?) a +3 great sword of freezing (still there?) a +0 plate armour (still there?) (63, 27, D) the +7 staff of the Meek {protect, meekguard} It cannot be enchanted further. (unseen) (63, 36, D) a +3 great mace of distortion (unseen) (63, 37, D) a +4 great sword of venom (unseen) (64, 17, D) a +2 mace of holy wrath (unseen) (64, 21, D) a +0 war axe a +0 scale mail a +0 arbalest a human corpse (skeletalised by now) a yaktaur corpse (skeletalised by now) (64, 22, D) a +0 morningstar a +0 leather armour (64, 27, D) the +8 dagger of Ismuxut {devious, ^Drain ^Fragile rF++ rN+++} ^Drain: It drains your maximum health when unequipped. ^Fragile: It will be destroyed if unequipped. rF++: It greatly protects you from fire. rN+++: It renders you almost immune to negative energy. It cannot be enchanted further. (unseen) (64, 31, D) a +0 war axe (67, 3, D) a +0 trident (68, 1, D) a +0 trident 2 boomerangs (68, 3, D) a +0 trident (70, 8, D) a staff of alchemy (70, 9, D) a staff of cold (unseen) (70, 10, D) a jackal corpse (skeletalised by now) (70, 41, D) a +0 dire flail a +0 long sword (71, 10, D) a yak corpse (skeletalised by now) (71, 11, D) a river rat corpse (skeletalised by now) (71, 16, D) the cold staff "Hydra's Doom" {rC++ Int+3 Ice Earth} [staff of cold] rC++: It greatly protects you from cold. Int+3: It affects your intelligence (+3). Ice: It increases the power of your Ice spells. Earth: It increases the power of your Earth spells. (unseen) (71, 17, D) a +7 chain mail of ponderousness (unseen) (71, 26, D) the +7 hand cannon "Mule" {flame, backblast, rF+} rF+: It protects you from fire. It cannot be enchanted further. (71, 27, D) a +2 robe of fire resistance (unseen) (71, 36, D) a staff of air (71, 37, D) a staff of earth (71, 39, D) a +0 war axe (72, 8, D) a +2 flail of concussion (unseen) (72, 9, D) a staff of alchemy (unseen) (72, 10, D) a jackal corpse (skeletalised by now) (72, 11, D) a wolf corpse (skeletalised by now) (72, 16, D) a ring of resist corrosion (72, 26, D) a ring of resist corrosion (72, 27, D) the +1 hand axe "Sodulu" {flame, rElec rN+ Dex+3} rElec: It insulates you from electricity. rN+: It protects you from negative energy. Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (72, 36, D) a staff of necromancy (unseen) (72, 37, D) a staff of necromancy (72, 40, D) a +0 scimitar (72, 41, D) a +0 scimitar (73, 1, D) the necromancy staff of Bugiq {rN+ Int+4 Hexes Necro} [staff of necromancy] rN+: It protects you from negative energy. Int+4: It affects your intelligence (+4). Hexes: It increases the power of your Hexes spells. Necro: It increases the power of your Necromancy spells. (unseen) (73, 27, D) a +1 quarterstaff of draining (unseen) (73, 36, D) a +1 shortbow of freezing (unseen) (75, 1, D) a +1 antimagic hand axe