barsley2 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 (3, 4, D) a +5 sling a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand cannon (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 golden dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (7, 6, D) 4 scrolls of amnesia (7, 7, D) 2 potions of brilliance (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. Trog disapproves of the use of such an item. 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 wellspring talisman a spider talisman an inkwell talisman (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). 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 {valour} (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. (60, 13, D) a +0 whip (61, 0, D) +1 pearl dragon scales (61, 8, D) a +4 flail of protection (61, 12, D) a +0 short sword a draconian corpse (62, 2, D) a polar bear corpse (skeletalised by now) (62, 9, D) a +2 dagger of draining (62, 12, D) a +0 hand axe a draconian corpse (63, 0, D) +0 ice dragon scales (63, 8, D) a +1 ring mail of cold resistance (63, 10, D) a +0 hand axe a draconian corpse (67, 0, D) a +3 spear of distortion (69, 0, D) the +4 partisan of Wueskeam {freeze, *Corrode rElec rF+ Int+3} *Corrode: It may corrode you when you take damage. rElec: It insulates you from electricity. rF+: It protects you from fire. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (69, 10, D) a +0 trident 2 boomerangs a merfolk corpse (70, 8, D) a staff of alchemy (70, 10, D) a +0 trident a throwing net a merfolk corpse (70, 11, D) a throwing net (70, 19, D) a +0 great sword a +0 plate armour a human corpse (70, 20, D) a +6 quick blade (71, 8, D) the +8 frozen axe "Frostbite" {freeze, freezing cloud, *Noise Fly rC+} *Noise: It may make a loud noise when swung. Fly: It grants you flight. rC+: It protects you from cold. It cannot be enchanted further. (71, 9, D) a +0 trident a merfolk corpse (71, 10, D) a +5 antimagic war axe a +0 trident a merfolk corpse (71, 12, D) a throwing net (71, 16, D) a +0 chain mail of command (71, 17, D) a +0 ring mail of poison resistance (71, 20, D) a +0 cloak (71, 26, D) a ring of positive energy (71, 27, D) a +0 long sword a +0 robe a condenser vane (72, 3, D) a steam dragon corpse (skeletalised by now) (72, 8, D) a +2 short sword of flaming (72, 10, D) a +0 trident a merfolk corpse (72, 16, D) a +6 ring of intelligence (72, 17, D) a +4 chain mail of poison resistance (72, 19, D) a +0 flail (still there?) a +0 ring mail (still there?) a +1 battleaxe (still there?) a +0 arbalest (still there?) a +0 chain mail (still there?) a human corpse (still there?) (72, 26, D) the +0 robe of the Filigreed God {Fly rCorr} Fly: It grants you flight. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (72, 27, D) a +2 flail of venom (still there?) an amulet of faith (still there?) (73, 1, D) a +2 plate armour of cold resistance (73, 16, D) a +1 morningstar of flaming (73, 26, D) a parchment of Fugue of the Fallen (73, 27, D) a +0 rapier of protection (unseen) (73, 28, D) a +0 rapier a +0 robe an elf corpse