Snazzyish the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (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 a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche a +5 partisan a +5 demon trident (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 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. (10, 4, D) a fortress talisman a wellspring talisman a spider talisman a serpent talisman the blade talisman of Pantheism {rF+ rCorr Str+3 Dex-2} [blade talisman] rF+: It protects you from fire. rCorr: It protects you from acid and corrosion. Str+3: It affects your strength (+3). Dex-2: It affects your dexterity (-2). a lupine talisman the inkwell talisman of Sloth {Harm rN+} [inkwell talisman] Harm: It increases damage dealt and taken. rN+: It protects you from negative energy. 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). It cannot be enchanted further. 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 {lifebolt} 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. (60, 16, D) a +0 short sword a +0 shortbow a +0 leather armour an elf corpse (61, 3, D) a +0 long sword a +0 scale mail an elf corpse (skeletalised by now) (61, 20, D) a +0 short sword a +0 robe an elf corpse (61, 26, D) an amulet of faith (62, 0, D) a +6 ring of intelligence (62, 1, D) a +3 short sword of electrocution (62, 2, D) a +0 long sword a +0 ring mail (62, 8, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight a ring of poison resistance (62, 9, D) the +8 long sword of the Spider Nest {freeze, rF+ rN+ Will+ Stlth+} rF+: It protects you from fire. rN+: It protects you from negative energy. Will+: It increases your willpower. Stlth+: It makes you more stealthy. It can be maximally enchanted to +9. (62, 10, D) a hell hound corpse (skeletalised by now) (62, 17, D) a +0 shortbow of freezing (62, 26, D) a +1 rapier of flaming (62, 27, D) a +0 rapier (62, 30, D) a staff of cold a +0 robe a +0 buckler (63, 0, D) +2 pearl dragon scales (63, 8, D) the +10 plate armour of a ziggurat {Ponderous, rPois Int+3} rPois: It protects you from poison. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (63, 16, D) a +4 vampiric great sword (63, 19, D) a +0 short sword a +0 robe a +0 buckler an elf corpse (63, 20, D) a +0 long sword a +0 robe a +0 buckler an elf corpse (63, 26, D) the +2 leather armour of the Swan {Harm rCorr SInv} Harm: It increases damage dealt and taken. rCorr: It protects you from acid and corrosion. SInv: It lets you see invisible. It can be maximally enchanted to +3. (63, 28, D) a +0 spear a +4 ring of slaying a spriggan corpse (63, 31, D) a +1 long sword of holy wrath a +0 robe a +0 buckler (64, 16, D) a +2 battleaxe of venom (64, 27, D) a +0 dagger (64, 29, D) a +0 short sword a +0 robe a +0 buckler (64, 30, D) a +0 dagger a +0 robe a +0 buckler a spriggan corpse (67, 0, D) a +0 buckler a +0 scale mail (67, 2, D) a +1 dagger of venom (68, 0, D) a +0 club (68, 2, D) a +0 dagger (69, 0, D) a +0 club (69, 2, D) a +2 dagger of freezing a draconian skeleton (69, 36, D) a box of beasts (70, 8, D) a +5 falchion of protection (70, 10, D) a ball python corpse (skeletalised by now) (70, 11, D) an adder corpse (skeletalised by now) (70, 36, D) a manual of Earth Magic (70, 37, D) a parchment of Starburst (70, 40, D) a +2 mace of venom (still there?) a draconian corpse (still there?) (71, 8, D) a staff of alchemy (71, 10, D) a ball python corpse (skeletalised by now) (71, 16, D) a staff of conjuration (71, 27, D) a +3 leather armour of poison resistance (71, 36, D) a parchment of Silence (71, 37, D) the +8 whip "Snakebite" {venom, curare, rPois} rPois: It protects you from poison. It cannot be enchanted further. (unseen) (72, 8, D) a staff of earth (72, 9, D) a blade talisman (72, 16, D) a +0 great sword of electrocution (72, 17, D) a +2 scale mail of cold resistance (72, 26, D) a +5 heavy quarterstaff (72, 27, D) the +9 long sword of Noxious Guile {drain, rElec Str+4 SInv} rElec: It insulates you from electricity. Str+4: It affects your strength (+4). SInv: It lets you see invisible. It cannot be enchanted further. (72, 30, D) a ball python corpse an adder corpse a black mamba corpse (72, 36, D) a serpent talisman (72, 37, D) a +0 club (73, 1, D) a +1 robe of positive energy (73, 26, D) a +2 short sword of flaming (73, 27, D) a +1 orcbow of freezing (73, 31, D) a ball python corpse (73, 36, D) a +0 dagger (73, 37, D) a +0 club (74, 3, D) a +0 battleaxe a naga corpse (skeletalised by now) a water moccasin corpse (skeletalised by now) (75, 1, D) the amulet "Rel Viff" {Spirit rElec rN+++ Str-2 Dex-5} [amulet of guardian spirit] Spirit: It causes incoming damage to be divided between your reserves of health and magic. rElec: It insulates you from electricity. rN+++: It renders you almost immune to negative energy. Str-2: It affects your strength (-2). Dex-5: It affects your dexterity (-5).