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, 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 (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 (5, 7, D) a +0 dagger {Luis} a +0 falchion {Masataka} (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 an eel talisman a lupine talisman an inkwell talisman a quill talisman (10, 5, D) a ring of flight a +6 ring of dexterity a +6 ring of dexterity a +6 ring of intelligence a +6 ring of intelligence a +6 ring of strength a +6 ring of strength (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 +8 storm bow {elec, penet} It cannot be enchanted further. (59, 36, D) the +1 battleaxe of Kuaduwoz {protect, rF+ Int+3 Dex+3 Stlth+} rF+: It protects you from fire. Int+3: It affects your intelligence (+3). Dex+3: It affects your dexterity (+3). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (59, 37, D) a +0 antimagic shortbow (unseen) (60, 19, D) a +0 trident (60, 36, D) the +6 shortbow of Nuephem {freeze, rPois rC+ Int-5 Dex+8} rPois: It protects you from poison. rC+: It protects you from cold. Int-5: It affects your intelligence (-5). Dex+8: It affects your dexterity (+8). It cannot be enchanted further. (unseen) (60, 37, D) a +7 long sword of protection (unseen) (60, 40, D) a +2 scimitar (still there?) a +0 robe (still there?) (61, 1, D) a +0 giant spiked club (61, 2, D) a +0 giant spiked club a +0 giant spiked club (61, 8, D) a +6 great sword of protection a +0 scythe a +0 robe (61, 16, D) a +5 spear (61, 26, D) a +6 short sword of venom (61, 36, D) a ring of poison resistance (61, 37, D) an eel talisman (unseen) (62, 0, D) 3 large rocks (62, 1, D) 5 large rocks a cyclops corpse (skeletalised by now) (62, 9, D) the cold staff "Taxtuage" {rC+ Str-3 Int+6 Ice} [staff of cold] rC+: It protects you from cold. Str-3: It affects your strength (-3). Int+6: It affects your intelligence (+6). Ice: It increases the power of your Ice spells. a +0 dagger a +0 robe a +4 quarterstaff of chaos the human corpse of Jessica (skeletalised by now) (62, 16, D) a +4 heavy dire flail (62, 17, D) a +1 mace of venom (62, 19, D) a +0 broad axe (62, 26, D) the +1 robe "Damnable Contraption" {rPois Dex+2} rPois: It protects you from poison. Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (62, 27, D) a +2 orcbow of flaming (62, 36, D) a staff of alchemy (unseen) (62, 37, D) a parchment of Bombard (63, 0, D) a +6 falchion of freezing (unseen) (63, 9, D) a +0 dire flail a +0 robe the orc corpse of Blorkula the orcula (skeletalised by now) (63, 16, D) a +2 dagger of venom (63, 17, D) the +8 hand axe "Doyllousch" {heavy, rElec rPois Will+ Int+2} rElec: It insulates you from electricity. rPois: It protects you from poison. Will+: It increases your willpower. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (63, 19, D) a hell hound corpse (skeletalised by now) (63, 27, D) a +1 scimitar of flaming (63, 36, D) a +1 partisan of freezing (unseen) (63, 37, D) a +6 great mace of draining (unseen) (64, 16, D) the necromancy staff of Oxuellisti {rN+ Dex+3 Stlth+ Necro Earth} [staff of necromancy] rN+: It protects you from negative energy. Dex+3: It affects your dexterity (+3). Stlth+: It makes you more stealthy. Necro: It increases the power of your Necromancy spells. Earth: It increases the power of your Earth spells. (64, 26, D) a +0 quarterstaff of rebuke (65, 26, D) a +1 shortbow of electrocution (68, 0, D) a +3 heavy war axe (69, 0, D) a staff of earth (69, 13, D) a +0 club (69, 36, D) the +1 arbalest of the Manifold Xenops {flame, rC+ Will- Dex+3} rC+: It protects you from cold. Will-: It decreases your willpower. Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (70, 8, D) a +7 sling of freezing (70, 9, D) a +0 mace (70, 37, D) a staff of earth (71, 8, D) the +9 athame "Fimbulwinter" {freeze, IceDoom Bane rF- rC++} IceDoom: Whenever you deal cold damage to an enemy without rCold∞, you inflict some doom upon it. Sufficient doom upon those who do not defy fate as you do will eventually result in long amounts of slowing, weakness, vitrification, blinding, or heavy draining. Bane: It inflicts you with a random bane when you equip it. rF-: It makes you vulnerable to fire. rC++: It greatly protects you from cold. It cannot be enchanted further. (71, 16, D) the +3 giant club "Skullcrusher" {speed, Str+7} Str+7: It affects your strength (+7). It cannot be enchanted further. (71, 17, D) a staff of necromancy (unseen) (71, 26, D) a +4 broad axe of draining (71, 27, D) the ring "Ceotyocu" {rPois rN+} [ring of poison resistance] rPois: It protects you from poison. rN+: It protects you from negative energy. (71, 32, D) a hell hound skeleton (71, 37, D) a spider talisman (71, 38, D) a +0 flail a naga corpse (71, 40, D) a water moccasin corpse a water moccasin corpse (72, 8, D) a +1 bardiche of protection (72, 9, D) a +0 falchion a +0 war axe the amulet "Ycaegus" {Faith MP+7 Int+3 SInv Stlth-} [amulet of faith] Faith: It allows you to gain divine favour quickly. MP+7: It affects your magic capacity (+7). Int+3: It affects your intelligence (+3). SInv: It lets you see invisible. Stlth-: It makes you less stealthy. a draconian corpse (skeletalised by now) (72, 17, D) a staff of cold (unseen) (72, 26, D) a +6 ring of dexterity (72, 32, D) a +0 mace a +0 long sword (72, 36, D) a staff of fire (unseen) (72, 37, D) a ring of see invisible a ball python corpse (72, 38, D) a ball python corpse (73, 1, D) a +5 flail of concussion (73, 2, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (73, 9, D) a +0 short sword (73, 16, D) a +5 eveningstar of holy wrath (unseen) (73, 27, D) the +1 longbow of Mayhem {drain, rN+ Str+5 Int+3 Dex-4} rN+: It protects you from negative energy. Str+5: It affects your strength (+5). Int+3: It affects your intelligence (+3). Dex-4: It affects your dexterity (-4). It cannot be enchanted further. (unseen) (73, 32, D) a +0 hand axe (73, 36, D) a +1 antimagic short sword (unseen) (73, 37, D) a +0 great mace of protection (74, 2, D) a +0 trident