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 an orb of guile a +3 tower shield a +3 kite shield a +3 buckler (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?) (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 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 +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, 8, D) a staff of necromancy (61, 12, D) a +0 morningstar an orc corpse (skeletalised by now) (61, 16, D) a +2 morningstar of concussion (61, 30, D) a +0 glaive a +0 robe (62, 0, D) a +0 dagger a +0 robe a +1 great sword of protection (62, 1, D) a staff of alchemy (62, 2, D) a +0 short sword a +0 robe an elf corpse (skeletalised by now) (62, 8, D) a +2 long sword of distortion (unseen) (62, 10, D) a +0 dagger a +0 robe an orc corpse (skeletalised by now) (62, 11, D) a +0 whip an orc corpse (skeletalised by now) (62, 16, D) a +0 executioner's axe of draining (62, 17, D) the +1 shortbow of World's End {flame, rPois rF+ rC- Str+2} rPois: It protects you from poison. rF+: It protects you from fire. rC-: It makes you vulnerable to cold. Str+2: It affects your strength (+2). It cannot be enchanted further. (62, 29, D) a +0 dire flail a +0 robe (62, 31, D) a water moccasin corpse (63, 0, D) a staff of earth (63, 8, D) a +1 buckler (63, 12, D) a +0 short sword (63, 17, D) a +1 battleaxe of freezing (unseen) (63, 26, D) a +0 plate armour of cold resistance (63, 27, D) a +0 great sword of electrocution (64, 16, D) a +2 flail of protection (unseen) (64, 27, D) a +6 ring of dexterity (65, 26, D) a +2 lajatang of rebuke (67, 0, D) a +0 trident a staff of cold (67, 1, D) a hell hound corpse (skeletalised by now) (69, 0, D) a staff of necromancy (69, 13, D) a +3 short sword a +0 robe an elf corpse (skeletalised by now) (69, 36, D) a +2 ring mail of fire resistance (unseen) (70, 11, D) a +0 short sword a +0 robe an elf corpse (skeletalised by now) (70, 36, D) the +8 war axe "Bytoth" {elec, *Rage rC++ Str+2} *Rage: It berserks you when you make melee attacks (+20% chance). rC++: It greatly protects you from cold. Str+2: It affects your strength (+2). It cannot be enchanted further. (unseen) (70, 37, D) the +10 zealot's sword {holy, Zealotry, *Rage rN+ EV+3} Zealotry: Whenever the wielder enters a berserk rage, their allies are berserked alongside them. *Rage: It berserks you when you make melee attacks (+20% chance). rN+: It protects you from negative energy. EV+3: It affects your evasion (+3). It cannot be enchanted further. (unseen) (71, 8, D) the +4 hand axe of Anger {sunder, *Noise +Blink rCorr Dex+5} *Noise: It may make a loud noise when swung. +Blink: It lets you blink. rCorr: It protects you from acid and corrosion. Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (71, 17, D) a +2 falchion of electrocution (71, 26, D) a staff of earth (71, 27, D) a +4 scale mail of cold resistance a jackal corpse (71, 36, D) a +2 quarterstaff of speed (unseen) (71, 37, D) a phial of floods (71, 38, D) a +0 trident (72, 8, D) the +0 kite shield of Tecanuuf {^Drain rF+ Dex+3} ^Drain: It drains your maximum health when unequipped. rF+: It protects you from fire. Dex+3: It affects your dexterity (+3). It cannot be enchanted further. (72, 16, D) a staff of air (72, 26, D) a +4 trident of venom (72, 27, D) the necromancy staff "Maxehots" {^Drain rN+ Str+3 SInv Necro} [staff of necromancy] ^Drain: It drains your maximum health when unequipped. rN+: It protects you from negative energy. Str+3: It affects your strength (+3). SInv: It lets you see invisible. Necro: It increases the power of your Necromancy spells. a jackal corpse (72, 28, D) a yak corpse (72, 30, D) a bullfrog corpse (72, 36, D) the macabre finger necklace {Ring+ rN+ HP+7} [amulet of nothing] Ring+: It enables you to equip an extra ring. rN+: It protects you from negative energy. HP+7: It affects your health (+7). (unseen) (72, 37, D) a +1 barding of fire resistance (73, 1, D) a +0 war axe of flaming (73, 2, D) a +0 dagger a +0 robe (73, 16, D) a +7 spectral quarterstaff (73, 17, D) the +6 great sword of Fopaex {reap, Fly rC- Str+5} Fly: It grants you flight. rC-: It makes you vulnerable to cold. Str+5: It affects your strength (+5). It cannot be enchanted further. (73, 26, D) the alchemy staff of Reapportionment {rPois rC+ SInv Alch} [staff of alchemy] rPois: It protects you from poison. rC+: It protects you from cold. SInv: It lets you see invisible. Alch: It increases the power of your Alchemy spells. (73, 27, D) a +6 ring of strength (73, 28, D) a wolf corpse (73, 36, D) a +1 morningstar of venom (unseen) (73, 37, D) a +2 shortbow of flaming (unseen)