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 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 (4, 5, D) a +5 battleaxe a +5 broad axe (4, 7, D) an orb of mayhem an orb of guile a +3 kite shield a +3 buckler (4, 8, D) a +5 crystal plate armour +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (5, 6, D) a +6 ring of intelligence a +6 ring of intelligence a +6 ring of dexterity a +6 ring of dexterity a ring of flight a +0 buckler a +0 scale mail a +0 war axe (7, 6, D) 3 scrolls of blinking (7, 7, D) 5 potions of haste 2 potions of berserk rage (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 +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 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 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 +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 parchment of Maxwell's Portable Piledriver (62, 0, D) the conjuration staff of Dim Light {rElec Str+2 Int-5 Conj Air} [staff of conjuration] rElec: It insulates you from electricity. Str+2: It affects your strength (+2). Int-5: It affects your intelligence (-5). Conj: It increases the power of your Conjurations spells. Air: It increases the power of your Air spells. (62, 3, D) a yak corpse (62, 9, D) a +0 vampiric hand axe (62, 11, D) a tarantella corpse (63, 0, D) the +4 plate armour "Imuas" {Str+4} Str+4: It affects your strength (+4). It cannot be enchanted further. (67, 0, D) the +13 plate armour of Pocor {Int+3} Int+3: It affects your intelligence (+3). It cannot be enchanted further. (70, 8, D) the +10 great sword of the Median {venom, rCorr Dex+4} rCorr: It protects you from acid and corrosion. Dex+4: It affects your dexterity (+4). It cannot be enchanted further. (70, 9, D) a +1 antimagic trident 2 boomerangs a +0 ring mail of positive energy a merfolk corpse (70, 10, D) a +0 trident (70, 11, D) a +0 trident 2 boomerangs (71, 9, D) a +0 trident 3 boomerangs a merfolk corpse (71, 16, D) a staff of cold (unseen) (71, 17, D) a +0 morningstar of flaming (unseen) (72, 8, D) the +8 pair of quick blades "Gyre" and "Gimble" {protect} It cannot be enchanted further. (72, 10, D) a +0 trident a merfolk corpse (72, 16, D) the +1 scale mail of Defiance {Rampage Fly rElec rF+} Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. Fly: It grants you flight. rElec: It insulates you from electricity. rF+: It protects you from fire. It cannot be enchanted further. (unseen) (72, 17, D) a +7 dagger of venom (unseen) (73, 1, D) the +8 long sword "Zeyqain" {drain, rPois Int+4} rPois: It protects you from poison. Int+4: It affects your intelligence (+4). It cannot be enchanted further. (73, 16, D) a +3 falchion of flaming (unseen) (73, 17, D) the +0 robe of Starshine {rC+ Str+5 Stlth+} rC+: It protects you from cold. Str+5: It affects your strength (+5). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (75, 1, D) a +2 triple sword of freezing