gorgonsofia 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 athame a +5 rapier a +5 dagger (4, 3, D) a +5 great mace a +5 giant spiked club a +5 giant club 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 (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 +10 dark maul {heavy} 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. (10, 4, D) the lupine talisman of Limitation {Int+6} [lupine talisman] Int+6: It affects your intelligence (+6). a fortress talisman a wellspring talisman a spider talisman a serpent talisman an eel talisman an inkwell talisman the quill talisman "Wailad" {+Blink Will++ MP-7 SInv} [quill talisman] +Blink: It lets you blink. Will++: It greatly increases your willpower. MP-7: It affects your magic capacity (-7). SInv: It lets you see invisible. (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 +11 Singing Sword {sonic wave} It cannot be enchanted further. (61, 8, D) a staff of alchemy (62, 0, D) the earth staff of Callousness {Int+2 Dex+4 Earth} [staff of earth] Int+2: It affects your intelligence (+2). Dex+4: It affects your dexterity (+4). Earth: It increases the power of your Earth spells. (62, 1, D) a +1 heavy spear (62, 8, D) the +1 triple sword of Makhleb's Reproof {freeze, rElec rPois rF+ rC- rN+ Dex-4} rElec: It insulates you from electricity. rPois: It protects you from poison. rF+: It protects you from fire. rC-: It makes you vulnerable to cold. rN+: It protects you from negative energy. Dex-4: It affects your dexterity (-4). It cannot be enchanted further. (62, 9, D) the +0 quarterstaff of Soqicisch {holy, SInv} SInv: It lets you see invisible. It cannot be enchanted further. (63, 0, D) the conjuration staff of Melee {Int+3 Stlth+ Conj} [staff of conjuration] Int+3: It affects your intelligence (+3). Stlth+: It makes you more stealthy. Conj: It increases the power of your Conjurations spells. (63, 8, D) a +0 falchion of valour (67, 0, D) a +3 broad axe of distortion (68, 0, D) a +3 great sword of protection (68, 3, D) an iguana corpse (skeletalised by now) (68, 4, D) a bullfrog corpse (skeletalised by now) (69, 0, D) a +6 ring of dexterity (70, 8, D) a staff of air (unseen) (71, 11, D) a tarantella corpse (71, 12, D) a scorpion corpse (71, 16, D) a parchment of Lehudib's Crystal Spear (71, 17, D) a parchment of Stone Arrow (72, 8, D) a staff of necromancy (72, 9, D) the +5 scimitar "Uneroepp" {heavy, rC+} rC+: It protects you from cold. It cannot be enchanted further. (72, 16, D) a +6 ring of strength (72, 17, D) a parchment of Grave Claw (73, 16, D) the +4 trident of Fedhas's Favour {drain, rPois Int+2} rPois: It protects you from poison. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (unseen) (73, 17, D) a +0 mace of venom (unseen)