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 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 (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++} (still there?) 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} (still there?) 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. (12, 4, 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 (59, 36, D) a +1 troll leather armour (unseen) (59, 37, D) a staff of air (unseen) (60, 36, D) a +0 short sword (60, 37, D) a +1 sling of freezing (unseen) (61, 0, D) a +2 hand axe of electrocution (unseen) (61, 8, D) the +8 demon trident "Rift" {distort, reach+} It cannot be enchanted further. (61, 16, D) a +1 robe (61, 26, D) a +0 morningstar of protection (unseen) (61, 36, D) the fortress talisman of the Eternal Void {rC+ Dex+3} [fortress talisman] rC+: It protects you from cold. Dex+3: It affects your dexterity (+3). (unseen) (61, 37, D) a staff of conjuration (unseen) (62, 0, D) a +1 robe of positive energy (62, 1, D) a +2 great sword of electrocution (62, 9, D) the fire staff "Worm's Wrath" {rF+ Fire Alch} [staff of fire] rF+: It protects you from fire. Fire: It increases the power of your Fire spells. Alch: It increases the power of your Alchemy spells. (62, 17, D) a +3 plate armour of cold resistance (unseen) (62, 20, D) a black bear corpse (62, 21, D) a +0 rapier a +0 robe (62, 27, D) a +0 mace of protection (unseen) (62, 30, D) a black bear corpse (62, 36, D) a staff of air (unseen) (62, 37, D) the earth staff of a ziggurat {Dex+2 Earth} [staff of earth] Dex+2: It affects your dexterity (+2). Earth: It increases the power of your Earth spells. (unseen) (63, 0, D) a +2 short sword of protection (unseen) (63, 17, D) a +2 heavy sling (unseen) (63, 20, D) a +0 spear (63, 26, D) a +0 quarterstaff of speed (63, 27, D) a staff of cold (63, 30, D) a +0 spear a hornet corpse (63, 31, D) a wolf corpse (63, 36, D) a staff of conjuration (unseen) (63, 37, D) the +1 leather armour of the Raven {rPois SInv Stlth+} rPois: It protects you from poison. SInv: It lets you see invisible. Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (64, 16, D) a +1 sling of electrocution (unseen) (64, 26, D) a staff of air (64, 27, D) an amulet of dissipation (64, 30, D) a black bear corpse (65, 26, D) a +6 shortbow of freezing (unseen) (65, 29, D) a wolf corpse (67, 0, D) the +10 lajatang of Division {spect, *Noise rF+ Will++ Int+3} *Noise: It may make a loud noise when swung. rF+: It protects you from fire. Will++: It greatly increases your willpower. Int+3: It affects your intelligence (+3). It cannot be enchanted further. (unseen) (69, 36, D) a +1 troll leather armour (unseen) (70, 8, D) the +8 quarterstaff of the Final Friars {holy, Dex+2} Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (70, 9, D) a +3 morningstar of draining (70, 20, D) an adder corpse (skeletalised by now) (70, 36, D) 4 potions of haste (70, 37, D) a +2 leather armour of cold resistance (unseen) (70, 42, D) a shapeshifter corpse (70, 43, D) an ugly thing corpse (71, 8, D) a staff of conjuration (71, 10, D) a +0 rapier a +0 robe an elf corpse (skeletalised by now) (71, 11, D) a +0 short sword a +0 robe (71, 17, D) the +3 war axe of Objectivity {distort, Int+6} Int+6: It affects your intelligence (+6). It cannot be enchanted further. (unseen) (71, 21, D) an adder corpse (skeletalised by now) (71, 31, D) a water moccasin corpse (skeletalised by now) (72, 8, D) a +6 ring of strength (72, 9, D) a +2 war axe of flaming (72, 12, D) a +0 dagger a +0 ring mail (72, 17, D) a +2 leather armour of poison resistance (72, 19, D) an adder corpse (skeletalised by now) (72, 26, D) a +6 ring of strength a staff of cold (72, 27, D) the +7 staff of the Meek {protect, meekguard} It cannot be enchanted further. (72, 30, D) a +0 mace a +0 robe a naga corpse (skeletalised by now) (72, 36, D) a staff of earth (72, 37, D) a +3 ring mail of fire resistance (72, 42, D) an ugly thing corpse (73, 16, D) a +0 sling of electrocution (unseen) (73, 17, D) a +4 eveningstar of protection (73, 20, D) a water moccasin corpse (skeletalised by now) (73, 21, D) a ball python corpse (skeletalised by now) (73, 27, D) a +1 heavy broad axe (73, 30, D) a +0 club a naga corpse (skeletalised by now) (73, 31, D) a water moccasin corpse (skeletalised by now) (73, 36, D) the +5 orcbow of the Wilderness {freeze, rPois rC+ rCorr} rPois: It protects you from poison. rC+: It protects you from cold. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (75, 3, D) a +0 long sword a +0 robe