Turgor 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 demon trident (still there?) (4, 5, D) a +5 executioner's axe a +5 battleaxe (4, 7, D) an orb of mayhem an orb of guile a +3 kite shield (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 (10, 0, D) the +6 Majin-Bo {spellvamp, MP+6 Int+6} Int+6: It affects your intelligence (+6). MP+6: It affects your magic capacity (+6). the +27 heavy crossbow "Sniper" {heavy, Acc+∞ SInv} Acc+∞: It never misses its target. SInv: It lets you see invisible. (10, 4, D) a serpent talisman a blade talisman a maw talisman a beast talisman (11, 0, D) a +0 war axe a +0 buckler a +0 scale mail the +7 great mace "Firestarter" {flame, immolate, rFlCloud rF++} rFlCloud: It grants immunity to clouds of flame. rF++: It greatly protects you from fire. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {^Contam Stlth-} ^Contam: It causes magical contamination when unequipped. Stlth-: It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} AC+3: It affects your AC (+3). rF+: It protects you from fire. rC+: It protects you from cold. rPois: It protects you from poison the +9 sword of Zonguldrok {reap} the +13 scythe of Curses {drain, curses, ^Drain} ^Drain: It drains your maximum health when unequipped. the +9 sword of Power {lifebolt} the +7 mace of Variability {chaos, chaos arc} the +11 Singing Sword {sonic wave} the +8 storm bow {elec, penet} (61, 0, D) a +0 long sword of draining (61, 8, D) a +3 dagger of distortion (61, 12, D) a necrophage corpse (62, 0, D) a staff of cold (62, 1, D) a +4 quarterstaff of pain (62, 8, D) a staff of earth (62, 11, D) a necrophage corpse (63, 8, D) a staff of conjuration (64, 4, D) a river rat corpse (67, 0, D) a staff of conjuration (68, 0, D) a staff of air (69, 0, D) a +3 trident of flaming (70, 8, D) a +2 hand axe of electrocution (71, 16, D) the ring of the Baku {rN+ AC+4} [ring of protection] AC+4: It affects your AC (+4). rN+: It protects you from negative energy. (unseen) (71, 17, D) a wand of quicksilver (4) (72, 8, D) a +2 sling (72, 9, D) a +1 whip of electrocution (72, 16, D) the +10 short sword of Compassion {antimagic, rCorr Int-4 Dex-4 SInv} Int-4: It affects your intelligence (-4). Dex-4: It affects your dexterity (-4). SInv: It lets you see invisible. rCorr: It protects you from acid and corrosion. (unseen) (72, 17, D) the Guide on Injury Spells Type Level a - Shock Conjuration/Air 1 b - Momentum Strike Conjuration/Translocation 2 c - Conjure Ball Lightning Conjuration/Air 6 d - Lehudib's Crystal Spear Conjuration/Earth 8 (unseen) (73, 16, D) the ring of Memmud {rN+ Str+6} [ring of strength] Str+6: It affects your strength (+6). rN+: It protects you from negative energy. (unseen) (73, 17, D) a staff of fire (unseen)