Poper 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 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 +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 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 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 +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. (61, 8, D) a staff of earth (unseen) (61, 11, D) an adder corpse (skeletalised by now) (61, 16, D) a +3 war axe of venom (unseen) (61, 26, D) a +2 plate armour of fire resistance (unseen) (62, 0, D) the +5 war axe "Gorism" {elec, Dex+3} Dex+3: It affects your dexterity (+3). It can be maximally enchanted to +9. (62, 1, D) a +2 short sword of speed (62, 11, D) a +0 scimitar a water moccasin corpse (skeletalised by now) (62, 18, D) a +0 trident a merfolk corpse (skeletalised by now) (62, 20, D) a +0 trident a merfolk corpse (skeletalised by now) (62, 27, D) a staff of cold (63, 16, D) the +8 long sword "Bovves" {heavy, *Rage rC++ rN+ Int+3} *Rage: It berserks you when you make melee attacks (+20% chance). rC++: It greatly protects you from cold. rN+: It protects you from negative energy. Int+3: It affects your intelligence (+3). It can be maximally enchanted to +9. (63, 18, D) a +0 trident (63, 19, D) a wind drake corpse (skeletalised by now) (63, 21, D) a wind drake corpse (skeletalised by now) (63, 26, D) a staff of necromancy (63, 27, D) the fire staff of Genow {*Slow rF+ Dex+5 SInv Fire Earth} [staff of fire] *Slow: It may slow you when you take damage. rF+: It protects you from fire. Dex+5: It affects your dexterity (+5). SInv: It lets you see invisible. Fire: It increases the power of your Fire spells. Earth: It increases the power of your Earth spells. (63, 30, D) a rime drake corpse (64, 16, D) a +4 orcbow of flaming (64, 18, D) a +0 trident a merfolk corpse (skeletalised by now) (64, 21, D) a +3 orcbow (64, 26, D) the +8 plate armour of the Wilderness {Command, Int+4 SInv} Int+4: It affects your intelligence (+4). SInv: It lets you see invisible. It can be maximally enchanted to +10. (64, 27, D) a +1 robe (65, 26, D) a staff of conjuration (67, 0, D) a +4 scale mail of fire resistance (69, 0, D) a +1 halberd of protection (69, 31, D) a +0 trident a throwing net a merfolk corpse (skeletalised by now) (69, 36, D) the +6 great mace of Discord {pain, rF+ Dex+4} rF+: It protects you from fire. Dex+4: It affects your dexterity (+4). It can be maximally enchanted to +9. (unseen) (70, 8, D) a +0 partisan of freezing (70, 31, D) a +0 shortbow a +0 trident a merfolk corpse (skeletalised by now) (70, 36, D) a ring of poison resistance (70, 37, D) a +3 heavy dire flail (unseen) (71, 12, D) a human corpse (skeletalised by now) (71, 17, D) a +2 leather armour of cold resistance (71, 20, D) a +0 hand axe a +0 ring mail (71, 21, D) a +0 club an orc corpse (skeletalised by now) (71, 26, D) a +5 orcbow of freezing (71, 27, D) +1 steam dragon scales (71, 31, D) a wind drake corpse (skeletalised by now) (71, 36, D) a book of Scorching (71, 37, D) the amulet of Hepliaklqana's Regard {Dissipate rN+ Str+5 Int-3} [amulet of dissipation] Dissipate: It reduces the duration of hostile enchantments and decays magical contamination more quickly. rN+: It protects you from negative energy. Str+5: It affects your strength (+5). Int-3: It affects your intelligence (-3). (unseen) (71, 42, D) a +0 war axe (72, 8, D) a staff of cold (72, 11, D) a human corpse (skeletalised by now) (72, 16, D) the +0 leather armour of Noutiske {rN+ Int+2} rN+: It protects you from negative energy. Int+2: It affects your intelligence (+2). It can be maximally enchanted to +3. (72, 20, D) a +0 long sword a +0 plate armour an orc corpse (skeletalised by now) (72, 27, D) the +3 dagger of the Gnashing Gods {elec, +Blink Str+5} +Blink: It lets you blink. Str+5: It affects your strength (+5). It can be maximally enchanted to +9. (72, 31, D) a +0 trident 2 boomerangs a merfolk corpse (skeletalised by now) (72, 36, D) the cold staff of Sogg {rC+ Str+2 Int+3 Ice} [staff of cold] rC+: It protects you from cold. Str+2: It affects your strength (+2). Int+3: It affects your intelligence (+3). Ice: It increases the power of your Ice spells. (unseen) (72, 37, D) a +2 scale mail of cold resistance (unseen) (72, 42, D) a +0 short sword of speed (unseen) (73, 20, D) a +0 flail an orc corpse (skeletalised by now) (73, 21, D) a +0 mace a +0 club an orc corpse (skeletalised by now) an orc corpse (skeletalised by now) (73, 26, D) a +1 hand axe of holy wrath (73, 27, D) a +1 whip of freezing (73, 32, D) a wind drake corpse (skeletalised by now) (73, 36, D) a staff of cold (unseen) (73, 37, D) the +0 plate armour of Qyblon {Stlth+} Stlth+: It makes you more stealthy. It can be maximally enchanted to +10. (unseen) (75, 1, D) a +1 plate armour of cold resistance (75, 2, D) a +0 trident a +0 robe