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} (still there?) 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} (still there?) Acc+∞: It never misses its target. SInv: It lets you see invisible. It cannot be enchanted further. the +10 dark maul {heavy} (still there?) It cannot be enchanted further. the +15 Maxwell's patent armour {-Tele *Silence rElec Will+ rCorr} (still there?) -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} (still there?) 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} (still there?) 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. (61, 8, D) a +4 heavy hand axe (unseen) (62, 8, D) a staff of fire (63, 0, D) a +1 war axe of flaming (unseen) (63, 8, D) a staff of air (unseen) (67, 0, D) a +1 ring mail of willpower (68, 0, D) a +2 ring mail of willpower (69, 10, D) an adder corpse (71, 10, D) an adder corpse a ball python corpse (71, 12, D) a water moccasin corpse (71, 16, D) a +2 leather armour of cold resistance (71, 17, D) the +2 shortbow "Uhoiqouts" {drain, rC+ rN+ Int+2} rC+: It protects you from cold. rN+: It protects you from negative energy. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (unseen) (71, 18, D) a culicivora corpse (71, 26, D) a +2 ring mail of cold resistance (71, 27, D) a staff of air (unseen) (72, 8, D) a +1 spear of venom (unseen) (72, 17, D) the +8 mace "Aloeg" {vamp, *Rage Int+4 Dex+4 Stlth+} *Rage: It berserks you when you make melee attacks (+20% chance). Int+4: It affects your intelligence (+4). Dex+4: It affects your dexterity (+4). Stlth+: It makes you more stealthy. It cannot be enchanted further. (72, 18, D) a jumping spider corpse (72, 19, D) a culicivora corpse (72, 26, D) a phial of floods (72, 27, D) the macabre finger necklace {Ring+ rN+ HP+7} [amulet of nothing] Ring+: It enables you to equip an extra ring. rN+: It protects you from negative energy. HP+7: It affects your health (+7). (unseen) (73, 18, D) a culicivora corpse (73, 20, D) a jumping spider corpse (73, 26, D) a staff of cold (unseen) (73, 27, D) the amulet "Budymag" {Dissipate rElec} [amulet of dissipation] Dissipate: It reduces the duration of hostile enchantments and decays magical contamination more quickly. rElec: It insulates you from electricity. (unseen) (74, 2, D) a ball python corpse (skeletalised by now) (75, 1, D) a +2 leather armour of poison resistance (75, 2, D) a water moccasin corpse (skeletalised by now)