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 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 (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. (61, 8, D) a +1 mace of concussion (unseen) (62, 0, D) a +1 war axe of flaming (62, 1, D) a +1 short sword of venom (unseen) (62, 8, D) a +1 heavy sling (62, 11, D) a +2 dagger of venom (still there?) a +0 robe (still there?) a +0 whip (still there?) 3 boomerangs (still there?) a +0 scale mail (still there?) a +0 hand axe (still there?) a +0 leather armour (still there?) an orc skeleton (still there?) (63, 0, D) a staff of earth (63, 2, D) a +0 scimitar (63, 8, D) the +0 chain mail of the Invisible Hand {Harm Fly} Harm: It increases damage dealt and taken. Fly: It grants you flight. It cannot be enchanted further. (63, 11, D) a +0 short sword a +0 ring mail (67, 0, D) the earth staff of Adodaow {Stlth+ Fire Ice Earth} [staff of earth] Stlth+: It makes you more stealthy. Fire: It increases the power of your Fire spells. Ice: It increases the power of your Ice spells. Earth: It increases the power of your Earth spells. (67, 3, D) a swamp drake corpse (skeletalised by now) (68, 0, D) a +0 morningstar of flaming (69, 0, D) an orb of stardust (70, 12, D) a water moccasin corpse (skeletalised by now) (71, 8, D) a +1 demon blade of electrocution (71, 12, D) an adder corpse (skeletalised by now) (71, 17, D) an orb of stardust (unseen) (71, 19, D) a +0 club a naga corpse (71, 26, D) a +1 flail of holy wrath (unseen) (71, 27, D) the +5 scythe "Finisher" {speed, execute} It cannot be enchanted further. (71, 28, D) a shapeshifter corpse (72, 8, D) a +3 rapier of protection (unseen) (72, 9, D) a staff of earth (unseen) (72, 11, D) a +0 scimitar (72, 17, D) a staff of necromancy (72, 19, D) an adder corpse (72, 21, D) a ball python corpse (72, 26, D) a +1 spear of venom (unseen) (72, 27, D) a +6 ring of strength (73, 1, D) a +2 leather armour of fire resistance (73, 16, D) a +3 short sword of flaming (73, 26, D) a staff of air (unseen) (73, 27, D) a +7 war axe of electrocution (still there?) a shapeshifter corpse (still there?) (75, 3, D) a ball python corpse (skeletalised by now)