divineacts the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (3, 4, D) a +5 sling a +5 longbow a +5 orcbow a +5 shortbow a +5 triple crossbow a +5 arbalest a +5 hand cannon a +0 scale mail (4, 2, D) a +5 quick blade a +5 athame a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche a +5 partisan a +5 demon trident a +0 buckler (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 an orb of guile a +3 tower shield a +3 kite shield a +3 buckler (4, 8, D) +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (10, 0, D) the +7 mace of Variability {chaos, chaos arc} It cannot be enchanted further. 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. (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 (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 +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. a +0 flail the +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 8, D) a +5 long sword of holy wrath (61, 10, D) a scorpion corpse (61, 16, D) a +4 mace of protection (unseen) (62, 0, D) the fire staff "Hoteczuw" {+Blink rF+ rCorr Str+3 Conj Fire} [staff of fire] +Blink: It lets you blink. rF+: It protects you from fire. rCorr: It protects you from acid and corrosion. Str+3: It affects your strength (+3). Conj: It increases the power of your Conjurations spells. Fire: It increases the power of your Fire spells. (62, 1, D) a staff of earth (62, 2, D) a +0 dagger a +0 robe (62, 8, D) a +0 plate armour of cold resistance (62, 9, D) the +4 flail of Ruastr Gyek {reap, ^Contam *Corrode rPois rC+++} ^Contam: It causes magical contamination when unequipped. *Corrode: It may corrode you when you take damage. rPois: It protects you from poison. rC+++: It renders you almost immune to cold. It cannot be enchanted further. (62, 16, D) a staff of fire (unseen) (62, 17, D) a +1 scale mail of poison resistance (unseen) (63, 0, D) the cold staff of the Hall of Blades {rElec rC++ rCorr Conj Ice} [staff of cold] rElec: It insulates you from electricity. rC++: It greatly protects you from cold. rCorr: It protects you from acid and corrosion. Conj: It increases the power of your Conjurations spells. Ice: It increases the power of your Ice spells. (63, 8, D) the +1 chain mail "Kataim" {Int+4 Dex+5} Int+4: It affects your intelligence (+4). Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (63, 11, D) a scorpion corpse (63, 16, D) a +0 dagger of draining (unseen) (63, 17, D) a +2 bardiche of protection (unseen) (64, 16, D) a +4 ring of slaying (64, 17, D) the ring "Ruiroa" {rF+ rN+ Int+3 Dex-3 Stlth+} [ring of positive energy] rF+: It protects you from fire. rN+: It protects you from negative energy. Int+3: It affects your intelligence (+3). Dex-3: It affects your dexterity (-3). Stlth+: It makes you more stealthy. (unseen) (68, 0, D) a +1 hand axe of sundering (69, 0, D) a +1 morningstar of protection (69, 10, D) a +0 short sword an orc corpse (69, 29, D) a +0 orcbow a centaur corpse (70, 8, D) a +2 short sword of electrocution (70, 9, D) the +1 flail of Supply {elec, Str+8} Str+8: It affects your strength (+8). It cannot be enchanted further. (70, 10, D) a +0 club a +0 scale mail (70, 29, D) a +0 trident (71, 10, D) a +0 dagger a +0 robe (71, 16, D) a +6 ring of intelligence (71, 17, D) a +1 plate armour of poison resistance (71, 19, D) a +0 dagger a +0 robe (71, 20, D) a +4 long sword a +0 chain mail (71, 27, D) a ring of poison resistance (71, 29, D) a +0 trident a merfolk corpse (71, 30, D) a wind drake corpse (72, 8, D) a +0 trident of venom (72, 9, D) a +3 falchion of holy wrath (72, 10, D) a +0 dagger a +0 dagger a +0 robe an orc corpse an orc corpse (72, 16, D) a +2 heavy longbow (72, 19, D) a +0 dagger a +0 robe an orc corpse (72, 27, D) a ring of see invisible (73, 19, D) a +0 dagger a +0 robe (73, 26, D) the conjuration staff "Kufaic" {Will+ rCorr Conj Earth} [staff of conjuration] Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. Conj: It increases the power of your Conjurations spells. Earth: It increases the power of your Earth spells. (73, 32, D) a wind drake corpse (74, 3, D) an adder corpse (74, 18, D) a +0 whip (74, 19, D) a +0 hand axe an orc corpse (74, 30, D) a +0 shortbow (75, 1, D) a staff of fire