localroguelikeaddict the Dungeon (3, 2, D) a +5 triple sword a +5 great sword (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, 3, D) a +5 demon whip a +5 giant spiked club a +5 giant club a +5 great mace (4, 4, D) a +5 partisan a +5 bardiche a +5 demon trident (4, 5, D) a +5 broad axe a +5 executioner's axe a +5 battleaxe (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) +5 golden dragon scales a +5 crystal plate armour +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) a fortress talisman (still there?) a wellspring talisman (still there?) a spider talisman (still there?) a serpent talisman (still there?) an eel talisman (still there?) a lupine talisman (still there?) an inkwell talisman (still there?) a quill talisman (still there?) (11, 0, D) the +6 shillelagh "Devastator" {shatter} (still there?) It cannot be enchanted further. 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 +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, 0, D) the +0 plate armour of the Cursing Gods {rPois rF+ rCorr Int+2} rPois: It protects you from poison. rF+: It protects you from fire. rCorr: It protects you from acid and corrosion. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (62, 0, D) a storm talisman (62, 8, D) a +2 pair of boots of earth (62, 9, D) a +4 heavy sling (63, 0, D) a staff of alchemy (unseen) (63, 8, D) a +1 scale mail of cold resistance (67, 0, D) the necromancy staff of Pecsaw Xupt {rC+ rN+ Necro Forge} [staff of necromancy] rC+: It protects you from cold. rN+: It protects you from negative energy. Necro: It increases the power of your Necromancy spells. Forge: It increases the power of your Forgecraft spells. a +0 falchion (68, 0, D) a +0 club an orc corpse (skeletalised by now) (69, 0, D) a +0 mace a +6 ring of dexterity (70, 8, D) a +1 dagger (70, 9, D) the +3 war axe "Demon's Foe" {holy, rF++ rN+} rF++: It greatly protects you from fire. rN+: It protects you from negative energy. It cannot be enchanted further. a +0 falchion (70, 10, D) a +0 dagger a +0 robe (70, 21, D) a cane toad corpse (71, 16, D) a staff of earth (unseen) (71, 17, D) a staff of alchemy (unseen) (72, 8, D) a ring of see invisible (72, 9, D) a +0 dagger a +0 robe a +0 flail an orc corpse (72, 10, D) a +0 short sword an orc corpse (72, 16, D) a +0 vampiric falchion (unseen) (72, 17, D) the +3 morningstar of the Equator {flame, rPois Dex+2} rPois: It protects you from poison. Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (unseen) (73, 1, D) a +2 falchion of holy wrath (unseen) (73, 16, D) a staff of necromancy (73, 17, D) a staff of alchemy (unseen)