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) an orb of mayhem (still there?) an orb of guile (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 (still there?) +5 golden dragon scales (still there?) +5 shadow dragon scales (still there?) +5 storm dragon scales (still there?) +5 ice dragon scales (still there?) +5 fire dragon scales (still there?) a +5 plate armour (still there?) (9, 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, 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, 4, D) a fortress talisman a wellspring talisman a spider talisman a serpent talisman a blade talisman a lupine 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 +1 mace of holy wrath (61, 8, D) a +2 scale mail of poison resistance (62, 0, D) a +6 ring of intelligence (62, 1, D) a +3 flail of protection (62, 9, D) a +0 club a +0 robe a +2 mace of protection (62, 10, D) a +0 scythe a +0 robe a +3 quarterstaff of chaos a +0 cloak the gnoll skeleton of Crazy Yiuf (62, 13, D) a +0 short sword a +0 robe (63, 0, D) a staff of necromancy (63, 8, D) a +2 halberd of protection (67, 3, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (68, 2, D) a +0 club an orc corpse (skeletalised by now) (69, 0, D) a +1 mace of holy wrath (69, 2, D) a +0 club (71, 8, D) a +2 dagger of pain (71, 12, D) a polar bear skeleton (71, 16, D) the +6 morningstar of the Wasteland {spect, *Rage Int+4 Dex+2} *Rage: It berserks you when you make melee attacks (+20% chance). Int+4: It affects your intelligence (+4). Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (unseen) (71, 17, D) a +2 glaive of flaming (unseen) (72, 8, D) a staff of necromancy (72, 9, D) a staff of necromancy (72, 16, D) a +4 heavy mace (unseen) (72, 17, D) a +1 vampiric hand axe (unseen) (72, 21, D) a death scarab corpse (73, 1, D) the +3 scale mail of Vehumet's Outrage {Command, Slay+3} Slay+3: It affects your accuracy & damage with ranged weapons and melee (+3). It cannot be enchanted further. (73, 16, D) the ring "Fidun" {rElec rF+ Str-4 Int-3 Dex+9} [ring of protection from fire] rElec: It insulates you from electricity. rF+: It protects you from fire. Str-4: It affects your strength (-4). Int-3: It affects your intelligence (-3). Dex+9: It affects your dexterity (+9). (unseen) (73, 17, D) a +0 glaive (still there?) a +2 whip of electrocution (still there?)