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 athame (still there?) a +5 rapier (still there?) a +5 dagger (still there?) (4, 3, D) a +5 great mace (still there?) a +5 giant spiked club (still there?) a +5 giant club (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. (10, 4, D) an inkwell talisman a quill 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. (59, 36, D) a +5 halberd of venom (unseen) (59, 37, D) a parchment of Maxwell's Portable Piledriver (60, 36, D) 4 scrolls of enchant weapon (60, 37, D) a Gell's gravitambourine (2/2) (61, 2, D) a +0 athame a +0 robe a human corpse (skeletalised by now) (61, 8, D) the necromancy staff of Hest {rN+ Str+2 Necro} [staff of necromancy] rN+: It protects you from negative energy. Str+2: It affects your strength (+2). Necro: It increases the power of your Necromancy spells. (61, 12, D) a hell hound corpse (skeletalised by now) (61, 16, D) a parchment of Summon Hydra (61, 26, D) the +3 falchion "Spiderbane" {holy, rElec Dex+5 SInv} rElec: It insulates you from electricity. Dex+5: It affects your dexterity (+5). SInv: It lets you see invisible. It cannot be enchanted further. (61, 36, D) a +1 rapier of protection (unseen) (61, 37, D) the +8 arbalest of Virtue {penet, rPois rF++ Will+ Str-4} rPois: It protects you from poison. rF++: It greatly protects you from fire. Will+: It increases your willpower. Str-4: It affects your strength (-4). It cannot be enchanted further. (unseen) (62, 0, D) a +0 antimagic shortbow (62, 2, D) a +0 dagger a +0 robe (62, 8, D) the +8 demon blade "Leech" {evervamp, Harm ^Drain rN+} Harm: It increases damage dealt and taken. ^Drain: It drains your maximum health when unequipped. rN+: It protects you from negative energy. It cannot be enchanted further. (62, 9, D) a +2 dagger of flaming (62, 12, D) a hell hound corpse (skeletalised by now) (62, 16, D) a +0 giant club (62, 17, D) a +6 rapier of flaming (unseen) (62, 18, D) a +0 giant club a +0 giant club (62, 19, D) 2 large rocks a cyclops corpse (skeletalised by now) (62, 26, D) a +1 short sword of draining (unseen) (62, 27, D) a +0 arbalest of flaming (unseen) (62, 36, D) a box of beasts (62, 37, D) a parchment of Chain Lightning (63, 8, D) the +8 flail of Destiny {drain, Int+3} Int+3: It affects your intelligence (+3). It cannot be enchanted further. (63, 16, D) a staff of cold (63, 18, D) 6 large rocks (63, 19, D) a +0 giant club a +0 giant club (63, 26, D) the +5 chain mail of Salvation {rN++ Str-5 Dex+3} rN++: It greatly protects you from negative energy. Str-5: It affects your strength (-5). Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (63, 36, D) the +2 sling of Distant Worlds {heavy, rC- Str+6 Stlth+} rC-: It makes you vulnerable to cold. Str+6: It affects your strength (+6). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (63, 37, D) a +1 hand axe of flaming (unseen) (64, 16, D) a +1 shortbow of electrocution (unseen) (64, 19, D) a +0 giant club (64, 26, D) a +6 halberd of venom (64, 27, D) a staff of conjuration (unseen) (65, 26, D) a +0 athame of flaming (unseen) (66, 0, D) a quill talisman (67, 41, D) a +0 orcbow (68, 43, D) a throwing net (69, 0, D) a staff of fire (70, 9, D) the +7 Spriggan's Knife {stab, EV+4 Stlth+} Stab: It is more effective when stabbing unaware enemies, sometimes treating them as though they were completely helpless. EV+4: It affects your evasion (+4). Stlth+: It makes you more stealthy. It cannot be enchanted further. (70, 36, D) a +5 battleaxe of flaming (70, 37, D) a +2 leather armour of fire resistance (70, 39, D) a +0 trident (70, 40, D) a +0 trident a merfolk corpse (71, 16, D) the +6 plate armour of Refuge {Archery, Fly Dex+3} Fly: It grants you flight. Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (71, 17, D) a +6 ring of dexterity (71, 36, D) the earth staff "Coor" {rElec Summ Earth} [staff of earth] rElec: It insulates you from electricity. Summ: It increases the power of your Summonings spells. Earth: It increases the power of your Earth spells. (71, 37, D) a +3 morningstar of protection (unseen) (72, 8, D) a +4 heavy broad axe (72, 17, D) a fortress talisman (72, 26, D) a +1 falchion of holy wrath (72, 27, D) the cold staff of Fedhas's Vengeance {rC+ rN+ Fire Ice} [staff of cold] rC+: It protects you from cold. rN+: It protects you from negative energy. Fire: It increases the power of your Fire spells. Ice: It increases the power of your Ice spells. (72, 37, D) a staff of alchemy (unseen) (72, 39, D) a +0 trident (72, 41, D) a +0 trident (73, 1, D) a staff of fire (unseen) (73, 11, D) a +0 dire flail (73, 26, D) a +2 ring mail of willpower (73, 37, D) the +9 flail of Grandeur {flame, +Blink} +Blink: It lets you blink. It cannot be enchanted further. (74, 2, D) a river rat corpse (skeletalised by now) (74, 3, D) a wolf corpse (skeletalised by now) (75, 1, D) the air staff of Guilt {rElec rF++ Int-4 Conj Air} [staff of air] rElec: It insulates you from electricity. rF++: It greatly protects you from fire. Int-4: It affects your intelligence (-4). Conj: It increases the power of your Conjurations spells. Air: It increases the power of your Air spells. (unseen)