James the Dungeon (3, 2, D) a +5 triple sword a +5 great sword a +5 double sword a +5 demon blade (3, 3, D) a +5 lajatang (4, 2, D) a +5 quick blade a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club a +5 giant club a +5 great mace a +5 demon whip (4, 4, D) a +5 bardiche a +5 demon trident (4, 5, D) a +5 executioner's axe a +5 battleaxe a +5 broad axe (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 +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (6, 5, D) the +11 Singing Sword {sonic wave} the +7 mace of Variability {chaos, chaos arc} the +9 sword of Power {lifebolt} the +13 scythe of Curses {drain, curses, ^Drain} ^Drain: It drains your maximum health when unequipped. the +9 sword of Zonguldrok {reap} 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 +11 plutonium sword {^Contam Stlth-} ^Contam: It causes magical contamination when unequipped. Stlth-: It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} 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 +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. SInv: It lets you see invisible. Fly: It grants you flight. ^Drain: It drains your maximum health when unequipped. the +18 shield of the Gong {Loud rN+ Will+ rCorr EV-5} Loud: It is deafeningly noisy when blocking attacks. EV-5: It affects your evasion (-5). rN+: It protects you from negative energy. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. the +10 dark maul {heavy} the +6 Majin-Bo {spellvamp, MP+6 Int+6} Int+6: It affects your intelligence (+6). MP+6: It affects your magic capacity (+6). (10, 0, D) the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} rElec: It insulates you from electricity. Will+: It increases your willpower. -Cast: It prevents spellcasting. -Tele: It prevents most forms of teleportation. rCorr: It protects you from acid and corrosion. (10, 4, D) a serpent talisman a blade talisman a maw talisman a beast talisman (10, 5, D) a +6 ring of strength a +6 ring of strength (61, 8, D) a +2 morningstar of freezing (62, 0, D) a +6 ring of intelligence (67, 0, D) a staff of cold (69, 0, D) a +1 sling of freezing (71, 8, D) +0 acid dragon scales (71, 16, D) 4 potions of heal wounds (71, 17, D) a staff of alchemy (unseen) (72, 8, D) a +2 double sword of holy wrath (72, 9, D) a +2 mace of holy wrath (72, 16, D) the +7 hand axe of the Candelabrum {elec, ^Drain Str+4 Dex-2 SInv} Str+4: It affects your strength (+4). Dex-2: It affects your dexterity (-2). SInv: It lets you see invisible. ^Drain: It drains your maximum health when unequipped. (unseen) (72, 17, D) a staff of air (unseen) (72, 22, D) a +0 great mace a +0 leather armour (73, 1, D) a +2 mace of protection (73, 16, D) the +2 great sword of Ikhla {flame, rC+} rC+: It protects you from cold. (unseen) (73, 17, D) a +1 vampiric rapier (unseen)