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 (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 (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} 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 +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 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 +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a +2 ring mail of poison resistance (62, 3, D) a +0 hand axe (62, 9, D) a +0 war axe of electrocution (63, 0, D) a +2 sling of freezing (63, 2, D) a +3 spear a +0 robe (63, 8, D) the hive talisman of the Serpent {rF+ rC+ Dex+3} [hive talisman] rF+: It protects you from fire. rC+: It protects you from cold. Dex+3: It affects your dexterity (+3). (70, 8, D) a +2 hand axe of venom (71, 8, D) a +6 ring of strength (71, 10, D) a brain worm corpse (71, 21, D) a +2 mace a +0 robe (71, 26, D) a parchment of Stone Arrow (71, 27, D) the alchemy staff of the Howling Traitor {rPois rCorr Summ Fire Alch} [staff of alchemy] rPois: It protects you from poison. rCorr: It protects you from acid and corrosion. Summ: It increases the power of your Summonings spells. Fire: It increases the power of your Fire spells. Alch: It increases the power of your Alchemy spells. (unseen) (72, 9, D) a staff of fire (unseen) (72, 11, D) a brain worm corpse (72, 17, D) the +1 battleaxe of Vice {vamp, rElec SInv} rElec: It insulates you from electricity. SInv: It lets you see invisible. It can be maximally enchanted to +9. (72, 21, D) a +0 battleaxe (72, 26, D) a staff of air (unseen) (72, 27, D) a parchment of Enfeeble (72, 31, D) a +0 great sword a +0 plate armour a human corpse (73, 1, D) a staff of earth (unseen) (73, 16, D) the +2 hand axe "Yjaaf" {heavy, Int+2} Int+2: It affects your intelligence (+2). It can be maximally enchanted to +9. (73, 20, D) a +0 halberd (73, 26, D) a manual of Stealth (73, 27, D) a +2 whip of venom (unseen) (74, 30, D) a +0 arbalest (75, 1, D) the +5 ring mail of the Invisible Beds {rC+ Str+2} rC+: It protects you from cold. Str+2: It affects your strength (+2). It cannot be enchanted further.