localroguelikeaddict 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 (still there?) +5 golden dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (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. (10, 4, D) a fortress talisman a wellspring talisman a spider talisman a serpent talisman a blade talisman a lupine talisman an inkwell talisman a quill talisman (11, 0, D) a +0 trident 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 +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. (61, 0, D) a +0 dagger a +0 robe of cold resistance (61, 2, D) a +0 vampiric scythe a +0 robe (61, 5, D) a +1 flail of draining a +0 leather armour the human corpse of Edmund (skeletalised by now) (61, 8, D) a storm talisman (61, 16, D) a staff of earth (unseen) (62, 0, D) a +1 vampiric trident (62, 1, D) the +7 flail "Xeqitum" {flame, rElec rN++ Int+2 Stlth-} rElec: It insulates you from electricity. rN++: It greatly protects you from negative energy. Int+2: It affects your intelligence (+2). Stlth-: It makes you less stealthy. It cannot be enchanted further. (62, 3, D) a +0 halberd a +1 robe of positive energy (62, 8, D) the +7 staff of the Meek {protect, meekguard} It cannot be enchanted further. (62, 9, D) a +2 rapier of venom (62, 16, D) a staff of conjuration (unseen) (62, 17, D) a +2 vampiric quick blade (unseen) (63, 0, D) a +3 chain mail of poison resistance (63, 9, D) a +0 club (63, 10, D) a +0 dagger (63, 16, D) a ring of positive energy (63, 17, D) the medusa talisman of the Pit {+Blink rC+++ Will- Str-4} [medusa talisman] +Blink: It lets you blink. rC+++: It renders you almost immune to cold. Will-: It decreases your willpower. Str-4: It affects your strength (-4). (unseen) (63, 21, D) a wyvern corpse (64, 10, D) a +0 club (64, 16, D) a parchment of Borgnjor's Vile Clutch (64, 17, D) the +8 spear of Taxation {freeze, rPois Stlth+} rPois: It protects you from poison. Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (65, 9, D) a +0 flail (68, 2, D) a +0 dagger a +2 robe of fire resistance a +4 quarterstaff of chaos a +1 cloak the elf corpse of Dowan (skeletalised by now) (68, 4, D) a +0 short sword of electrocution a +0 leather armour the elf corpse of Duvessa (skeletalised by now) (69, 0, D) a +2 plate armour of command (unseen) (70, 8, D) a +2 plate armour of cold resistance (70, 9, D) a +0 glaive of venom (unseen) (71, 8, D) a +5 falchion of electrocution (71, 11, D) an adder corpse (skeletalised by now) a ball python corpse (skeletalised by now) (71, 12, D) an adder corpse (skeletalised by now) (71, 16, D) a +1 hand axe of venom (71, 17, D) the +3 Mad Mage's Maulers {Infuse+∞ VampMP -Cast} Infuse+∞: It empowers its wearer's blows with all of their magic. VampMP: Blows struck in melee replenish the wearer's magic. -Cast: It prevents spellcasting. It cannot be enchanted further. (71, 26, D) a +1 spectral giant spiked club (72, 9, D) a staff of conjuration (72, 17, D) a +1 scimitar of flaming (72, 30, D) a tarantella corpse (73, 1, D) a +0 robe (73, 16, D) a +2 flail of distortion (73, 27, D) a +1 heavy longbow (74, 2, D) a +0 flail