koxman 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 rapier (still there?) a +5 dagger (still there?) (4, 3, D) a +5 giant spiked club (still there?) a +5 giant club (still there?) a +5 great mace (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) a shiny orb (still there?) a glowing orb (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 +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, 1, D) a +6 ring of strength a +6 ring of strength a +6 ring of dexterity a +6 ring of dexterity a ring of flight (10, 4, D) a fortress talisman a wellspring talisman a spider talisman the serpent talisman of Foutoh {Harm rF+ Slay+3} [serpent talisman] Harm: It increases damage dealt and taken. rF+: It protects you from fire. Slay+3: It affects your accuracy & damage with ranged weapons and melee (+3). a blade 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 +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 +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. Cheibriados disapproves of the use of such an item. the +11 Singing Sword {sonic wave} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a staff of conjuration (61, 8, D) a +3 leather armour of poison resistance (62, 0, D) the inkwell talisman of Free Will {rF+} [inkwell talisman] rF+: It protects you from fire. (62, 8, D) a staff of alchemy (62, 10, D) a scorpion corpse (67, 0, D) a +0 giant club a +1 chain mail of poison resistance an ogre corpse (68, 4, D) a +0 giant spiked club a +0 giant club a two-headed ogre corpse (69, 1, D) a +0 giant club an ogre corpse (70, 9, D) a +5 quarterstaff of draining a river rat corpse (71, 8, D) a parchment of Iskenderun's Mystic Blast (71, 9, D) an iguana corpse (71, 10, D) an iguana corpse (71, 16, D) a +3 chain mail of fire resistance (71, 18, D) an amulet of alchemy (71, 27, D) a +4 war axe a +0 robe a staff of alchemy (72, 9, D) the +6 sling "Ofenteum" {flame, rC+ Dex+3} rC+: It protects you from cold. Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (72, 10, D) a river rat corpse (72, 16, D) a +0 flail of holy wrath (72, 17, D) a +3 spectral giant spiked club (72, 18, D) a +0 short sword (72, 20, D) a hell hound corpse (72, 27, D) a +4 mace a +0 robe a +1 orcbow of flaming (72, 28, D) a +3 long sword of freezing a +0 robe (73, 1, D) the +0 ring mail "Ter Jeen" {rPois rCorr} rPois: It protects you from poison. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (unseen) (73, 16, D) a +3 battleaxe of freezing (73, 17, D) a parchment of Discord (73, 26, D) a +0 scimitar a +0 robe (75, 1, D) a +1 trident of venom (unseen)