Riph 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 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. (11, 0, D) the +7 great mace "Firestarter" {flame, immolate, rFlCloud rF++} (still there?) 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} (still there?) It cannot be enchanted further. the +11 plutonium sword {mutate, ^Contam Stlth-} (still there?) ^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} (still there?) 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} (still there?) 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} (still there?) ^Drain: It drains your maximum health when unequipped. It cannot be enchanted further. the +9 sword of Power {lifebolt} (still there?) It cannot be enchanted further. the +7 mace of Variability {chaos, chaos arc} (still there?) It cannot be enchanted further. the +11 Singing Sword {sonic wave} (still there?) It cannot be enchanted further. the +8 storm bow {elec, penet} (still there?) It cannot be enchanted further. (49, 0, D) the +11 hand axe "Acezuana" {drain, rPois rN+ rCorr} rPois: It protects you from poison. rN+: It protects you from negative energy. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (unseen) (49, 1, D) a +0 dagger of holy wrath (unseen) (50, 0, D) a staff of necromancy (unseen) (50, 1, D) a +0 partisan of venom (unseen) (50, 25, D) the +6 dagger "Widowermaker" {drain, rPois rN+ Dex+3} rPois: It protects you from poison. rN+: It protects you from negative energy. Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (50, 36, D) a +3 leather armour of fire resistance (51, 0, D) a scroll of brand weapon (51, 1, D) a ring of flight (51, 12, D) a staff of conjuration (51, 15, D) a +0 long sword a +0 shortbow a +0 robe (51, 25, D) a +3 quarterstaff of draining (51, 37, D) a +0 hand axe of electrocution (52, 0, D) a +5 dire flail of protection (unseen) (52, 1, D) a +5 short sword of speed (unseen) (52, 12, D) a +0 heavy partisan (52, 13, D) a +2 rapier of draining (52, 14, D) a +0 long sword a +0 leather armour (52, 15, D) a +0 shortbow a +0 dagger a +0 leather armour (52, 16, D) a +0 rapier a +0 rapier a +0 leather armour (52, 24, D) a +0 plate armour of cold resistance (52, 25, D) a staff of alchemy (53, 0, D) a phantom mirror (53, 1, D) a potion of might (53, 13, D) a +3 scale mail of fire resistance (53, 15, D) a +0 short sword a +0 short sword a +0 leather armour an elf corpse (53, 16, D) a +0 rapier a +0 rapier a +0 leather armour (53, 25, D) the +8 great mace of Circularity {pain, rPois rF+ Str+3 Int-4} rPois: It protects you from poison. rF+: It protects you from fire. Str+3: It affects your strength (+3). Int-4: It affects your intelligence (-4). It cannot be enchanted further. (53, 37, D) a +3 leather armour of positive energy (54, 0, D) a +6 heavy war axe (unseen) (54, 1, D) a +2 shortbow of freezing (unseen) (54, 13, D) a +3 mace of protection (54, 14, D) a +0 short sword a +0 shortbow a +0 leather armour (54, 15, D) a +0 dagger of speed a +0 robe a +0 long sword a +0 ring mail an elf corpse an elf corpse (54, 17, D) a +0 rapier a +0 robe an elf corpse (54, 24, D) a +2 long sword of freezing (54, 25, D) a staff of fire (54, 27, D) a +0 battleaxe (55, 0, D) the +5 glaive "Eseipuf" {venom, rElec Int-2 Dex+5} rElec: It insulates you from electricity. Int-2: It affects your intelligence (-2). Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (unseen) (55, 1, D) a +2 dire flail of protection (unseen) (55, 12, D) a +2 heavy sling (55, 13, D) a +2 morningstar of protection (55, 24, D) a staff of fire (59, 36, D) a +3 plate armour of cold resistance (59, 37, D) a +2 robe of willpower (60, 36, D) a +0 robe of positive energy (60, 37, D) a +0 trident of protection (60, 40, D) a +0 battleaxe a purple draconian corpse (skeletalised by now) (61, 3, D) a +0 long sword a +0 robe (61, 4, D) a +0 rapier a +0 ring mail (61, 26, D) a staff of fire (61, 27, D) a +0 short sword a +0 shortbow a +0 leather armour an elf corpse (skeletalised by now) (61, 37, D) the conjuration staff of the Fray {rC- Int+3 Conj Air} [staff of conjuration] rC-: It makes you vulnerable to cold. Int+3: It affects your intelligence (+3). Conj: It increases the power of your Conjurations spells. Air: It increases the power of your Air spells. (62, 0, D) a +6 long sword of holy wrath (62, 1, D) the earth staff of Sharkskin {rElec Dex+4 Earth} [staff of earth] rElec: It insulates you from electricity. Dex+4: It affects your dexterity (+4). Earth: It increases the power of your Earth spells. (62, 3, D) a +0 short sword a +0 robe (62, 8, D) a +1 short sword of venom (62, 26, D) a +3 spectral giant club (62, 36, D) a staff of necromancy (62, 38, D) a +0 battleaxe (62, 39, D) a +0 flail a +0 dire flail a purple draconian corpse (skeletalised by now) a purple draconian corpse (skeletalised by now) (62, 40, D) a +0 mace (63, 8, D) a +2 falchion of protection (63, 17, D) a +1 vampiric glaive (unseen) (63, 26, D) a +0 short sword a +0 leather armour of fire resistance the +9 mace "Beastbane" {venom, Int+4 Dex+3} Int+4: It affects your intelligence (+4). Dex+3: It affects your dexterity (+3). It cannot be enchanted further. an elf corpse (skeletalised by now) (63, 27, D) a +0 dagger a +0 longbow a +0 leather armour a +2 scale mail of resonance an elf corpse (skeletalised by now) (63, 37, D) a +1 chain mail of fire resistance (63, 39, D) a +0 glaive a purple draconian corpse (skeletalised by now) (64, 16, D) a +3 chain mail of willpower (64, 17, D) a +3 short sword of freezing (unseen) (64, 27, D) a +0 falchion of holy wrath (64, 29, D) a +0 dagger a +0 robe an elf corpse (skeletalised by now) (65, 26, D) the +10 mace "Duporr" {flame, rPois Str+2} rPois: It protects you from poison. Str+2: It affects your strength (+2). It cannot be enchanted further. (70, 8, D) a +0 shortbow of freezing (70, 9, D) a staff of air (unseen) (70, 36, D) a staff of necromancy (70, 37, D) a +0 flail of protection (71, 8, D) a staff of air (71, 17, D) the +4 pair of boots of the Old World {Int+4 Stlth+} Int+4: It affects your intelligence (+4). Stlth+: It makes you more stealthy. It cannot be enchanted further. (71, 20, D) a river rat skeleton (71, 21, D) a wolf skeleton (71, 26, D) a ring of flight (71, 27, D) the alchemy staff of the Fray {rElec rPois rC++ Int-5 Summ Alch} [staff of alchemy] rElec: It insulates you from electricity. rPois: It protects you from poison. rC++: It greatly protects you from cold. Int-5: It affects your intelligence (-5). Summ: It increases the power of your Summonings spells. Alch: It increases the power of your Alchemy spells. (71, 29, D) a +0 battleaxe (71, 37, D) a +4 rapier of speed (72, 9, D) a +4 long sword of electrocution (unseen) (72, 16, D) a staff of air (72, 26, D) a +1 troll leather armour (72, 29, D) a +0 morningstar a +0 robe (72, 36, D) the necromancy staff of the Absolute Madman {rN+ Int+5 Dex+3 Hexes Necro} [staff of necromancy] rN+: It protects you from negative energy. Int+5: It affects your intelligence (+5). Dex+3: It affects your dexterity (+3). Hexes: It increases the power of your Hexes spells. Necro: It increases the power of your Necromancy spells. (73, 1, D) a +1 battleaxe of flaming (unseen) (73, 16, D) a +4 morningstar of pain (73, 17, D) a +2 robe of resistance (73, 26, D) the cold staff of the Painted God {rPois rC+ Str+4 Stlth- Ice} [staff of cold] rPois: It protects you from poison. rC+: It protects you from cold. Str+4: It affects your strength (+4). Stlth-: It makes you less stealthy. Ice: It increases the power of your Ice spells. (73, 27, D) a +0 robe (73, 29, D) a +0 trident (74, 0, D) a +0 trident 2 boomerangs (75, 1, D) a +0 trident a +2 shortbow of electrocution a merfolk skeleton