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 +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 +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 +8 storm bow {elec, penet} It cannot be enchanted further. (57, 41, D) a wind drake corpse (59, 36, D) the ring of Fezovao {rC- EV+5 Dex+5 Slay+2} [ring of evasion] rC-: It makes you vulnerable to cold. EV+5: It affects your evasion (+5). Dex+5: It affects your dexterity (+5). Slay+2: It affects your accuracy & damage with ranged weapons and melee (+2). (unseen) (59, 37, D) a talisman of death (60, 36, D) a +2 ring mail of fire resistance (unseen) (60, 37, D) a +3 trident of freezing (unseen) (61, 0, D) the cold staff of Regicide {rC+ Str-2 Dex+2 Tloc Ice} [staff of cold] rC+: It protects you from cold. Str-2: It affects your strength (-2). Dex+2: It affects your dexterity (+2). Tloc: It increases the power of your Translocations spells. Ice: It increases the power of your Ice spells. (unseen) (61, 2, D) a +0 giant club (61, 16, D) a +4 scimitar of draining (61, 18, D) a +0 giant spiked club a +0 giant spiked club (61, 26, D) a +6 ring of intelligence (61, 36, D) a +5 dagger of venom (unseen) (61, 37, D) a +0 spear of entangling (unseen) (61, 41, D) a +0 robe (62, 0, D) a +6 ring of strength (62, 1, D) a +2 broad axe of flaming (62, 8, D) a +2 ring mail of poison resistance (62, 16, D) the +1 short sword of Tudokh {vamp, Str+4 SInv} Str+4: It affects your strength (+4). SInv: It lets you see invisible. It cannot be enchanted further. (62, 26, D) the +8 orcbow of Cowardice {heavy, rC+ rN+ rCorr Str-3} rC+: It protects you from cold. rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. Str-3: It affects your strength (-3). It cannot be enchanted further. (62, 36, D) 4 scrolls of enchant armour (62, 37, D) 4 scrolls of enchant armour (62, 40, D) a +0 robe (63, 8, D) a +1 morningstar of holy wrath (63, 20, D) a +0 giant spiked club (63, 21, D) a +0 giant club a +0 giant club a two-headed ogre corpse (63, 26, D) a +2 trident of flaming (63, 27, D) +2 swamp dragon scales (63, 36, D) a +1 plate armour of fire resistance (unseen) (63, 37, D) a +1 demon blade of electrocution (unseen) (64, 17, D) a +4 falchion of protection (64, 19, D) a +0 giant spiked club an ogre corpse (64, 20, D) 2 large rocks a cyclops corpse (64, 21, D) a +0 giant spiked club an ogre corpse (65, 21, D) a +0 giant spiked club an ogre corpse (65, 26, D) a +3 ring mail of cold resistance (unseen) (68, 0, D) the +9 falchion "Jauphoh" {flame, rF- rN+ Will+++ Stlth-} rF-: It makes you vulnerable to fire. rN+: It protects you from negative energy. Will+++: It greatly increases your willpower. Stlth-: It makes you less stealthy. It cannot be enchanted further. (69, 0, D) a +2 long sword of protection (unseen) (69, 11, D) a +0 trident (69, 39, D) a jackal corpse (69, 40, D) a river rat corpse (70, 9, D) a +0 falchion of flaming (unseen) (70, 11, D) a +0 trident a merfolk corpse (skeletalised by now) (70, 19, D) a +0 dire flail a +0 plate armour (70, 36, D) a +1 spectral quarterstaff (70, 40, D) a komodo dragon corpse (71, 10, D) a +0 trident (71, 11, D) a +0 trident (71, 26, D) a +0 leather armour of fire resistance (71, 37, D) a +3 falchion of valour (72, 11, D) a +0 trident 3 throwing nets (72, 21, D) a +0 arbalest a +0 long sword a +0 ring mail a human corpse (skeletalised by now) (72, 22, D) a +0 long sword a +0 chain mail a +0 kite shield a human corpse (skeletalised by now) (72, 29, D) a +0 whip (72, 31, D) an adder corpse (skeletalised by now) (72, 32, D) a water moccasin corpse (skeletalised by now) (72, 36, D) +0 pearl dragon scales (72, 37, D) the +7 dire flail of Honesty {concuss, rCorr Int+5} rCorr: It protects you from acid and corrosion. Int+5: It affects your intelligence (+5). It cannot be enchanted further. (72, 40, D) a cane toad corpse (72, 41, D) a cane toad corpse (72, 42, D) a basilisk corpse (73, 1, D) a staff of air (unseen) (73, 17, D) the +4 orcbow "Concordance" {drain, Fly rElec} Fly: It grants you flight. rElec: It insulates you from electricity. It cannot be enchanted further. (73, 20, D) a +0 scale mail a human corpse (skeletalised by now) (73, 26, D) the +0 pair of gloves "Ysiaph" {Will+} Will+: It increases your willpower. It cannot be enchanted further. (73, 27, D) a +10 plate armour of ponderousness (73, 31, D) a ball python corpse (skeletalised by now) (73, 37, D) a +2 plate armour of archery (73, 41, D) a yak corpse (74, 2, D) a river rat corpse (skeletalised by now) (74, 21, D) a +0 arbalest a yaktaur corpse (skeletalised by now) (75, 1, D) a +1 trident of freezing (unseen)