schets 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 athame (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 +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 8, D) a +0 leather armour a +0 falchion (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 +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 +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 an eel 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 +8 storm bow {elec, penet} It cannot be enchanted further. (61, 26, D) a ring of positive energy (62, 0, D) a +2 arbalest of draining (62, 1, D) the +5 battleaxe of Plog {venom, Str+3} Str+3: It affects your strength (+3). It cannot be enchanted further. (62, 3, D) a water moccasin corpse (skeletalised by now) (62, 9, D) an amulet of magic regeneration (62, 16, D) a scroll of brand weapon (62, 17, D) the +9 flail of Hegai {freeze, rElec Will+ Int+2} rElec: It insulates you from electricity. Will+: It increases your willpower. Int+2: It affects your intelligence (+2). It cannot be enchanted further. (62, 18, D) an adder corpse (62, 19, D) a water moccasin corpse (62, 20, D) a water moccasin corpse (62, 26, D) a staff of cold (unseen) (62, 27, D) a parchment of Nazja's Percussive Tempering (62, 29, D) a +0 war axe (62, 30, D) a hell hound corpse (62, 31, D) a hell hound corpse (63, 3, D) a +0 short sword a +0 robe (63, 16, D) the cold staff "Jayselor" {rF+ rC+ Will+ Tloc Ice} [staff of cold] rF+: It protects you from fire. rC+: It protects you from cold. Will+: It increases your willpower. Tloc: It increases the power of your Translocations spells. Ice: It increases the power of your Ice spells. (63, 17, D) a +1 chain mail of willpower (unseen) (63, 19, D) a black mamba corpse (63, 27, D) an amulet of guardian spirit (64, 16, D) a +2 scale mail of command (unseen) (64, 17, D) a +1 arbalest of flaming (unseen) (64, 19, D) a +0 club a naga corpse (64, 20, D) a +0 mace (64, 26, D) a lightning rod (4/4) (64, 27, D) a staff of cold (unseen) (64, 30, D) a hell hound corpse (64, 31, D) a +0 war axe (65, 26, D) a staff of cold (unseen) (67, 0, D) the cold staff of Karma {rC++ Int+4 Dex-3 Ice} [staff of cold] rC++: It greatly protects you from cold. Int+4: It affects your intelligence (+4). Dex-3: It affects your dexterity (-3). Ice: It increases the power of your Ice spells. (69, 36, D) a ring of see invisible (70, 8, D) a staff of earth (unseen) (70, 9, D) an amulet of wildshape (70, 36, D) the +5 mace of Nunaomu {flame, rElec rF- Int+5 Stlth+} rElec: It insulates you from electricity. rF-: It makes you vulnerable to fire. Int+5: It affects your intelligence (+5). Stlth+: It makes you more stealthy. It cannot be enchanted further. (unseen) (70, 37, D) a manual of Fighting (71, 8, D) a ring of protection from fire (71, 16, D) a +0 pair of gloves of stealth (71, 26, D) a +2 scale mail of poison resistance (unseen) (71, 27, D) a staff of fire (unseen) (71, 36, D) a +2 morningstar of protection (unseen) (71, 37, D) a ring of magical power (72, 8, D) a +6 ring of strength (72, 10, D) a +0 halberd (72, 16, D) a +0 hand axe of distortion (72, 26, D) a staff of necromancy (72, 27, D) a ring of protection from cold (72, 36, D) a phantom mirror (72, 37, D) a +1 leather armour of fire resistance (unseen) (73, 16, D) a +2 orcbow of flaming (unseen) (73, 26, D) the +1 falchion of Ushrediwo {valour, rPois Int+2 SInv} rPois: It protects you from poison. Int+2: It affects your intelligence (+2). SInv: It lets you see invisible. It cannot be enchanted further. (unseen) (73, 36, D) a +5 heavy battleaxe (unseen) (73, 37, D) a parchment of Summon Forest (75, 1, D) a +2 plate armour of willpower (unseen) (75, 3, D) an adder corpse (skeletalised by now)