runewalsh 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 (3, 4, D) 1000 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (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 (still there?) a +5 battleaxe (still there?) a +5 broad axe (still there?) (4, 7, D) 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 gold 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?) (7, -1, D) an uncursed ring of flight (10, 0, D) the +6 Majin-Bo {vamp, MP+6 Int+6} It inflicts no extra harm, but heals its wielder when it wounds a living foe. It affects your intelligence (+6). It affects your magic capacity (+6). the +9 heavy crossbow "Sniper" {vorpal, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. the +10 dark maul {vorpal} It inflicts extra damage upon your enemies. the +15 Maxwell's patent armour {-Cast -Tele rElec Will+ rCorr} It insulates you from electricity. It affects your willpower, your defense against some magical effects. It prevents spellcasting. It prevents most forms of teleportation. It provides partial protection from all sources of acid and corrosion. the +18 shield of the Gong {rElec rN+ Will+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your willpower, your defense against some magical effects. the cursed +14 obsidian axe {vorpal, +Fly SInv *Curse} It inflicts extra damage upon your enemies. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. (11, 0, D) the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to burn those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It greatly protects you from fire. the +6 shillelagh "Devastator" {shatter} the +11 plutonium sword {*Contam Stlth-} It causes magical contamination when unequipped. It makes you less stealthy. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +9 sword of Zonguldrok {reap} If a monster killed with it leaves a corpse in good enough shape, the corpse is reanimated as a zombie friendly to the killer. the cursed +13 scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It curses itself when equipped. It has a curse placed upon it. the +0 sword of Power the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +7 Singing Sword {vorpal, sonic wave} It inflicts extra damage upon your enemies. the +8 storm bow {elec, penet} It charges the ammunition it shoots with electricity; occasionally upon a hit, such missiles may discharge and cause terrible harm. Ammo fired by it passes through the targets it hits, potentially hitting all targets in its path until it reaches maximum range. (61, 1, D) a +0 mace (still there?) a +0 scale mail (still there?) (61, 8, D) a phantom mirror (61, 12, D) a cursed -1 dagger (still there?) an elf corpse (still there?) (62, 1, D) a +0 leather armour the +7 falchion "Killer Bee's Curse" {vorpal, +Blink} It inflicts extra damage upon your enemies. It lets you blink. an orc corpse (62, 2, D) a +0 dagger an orc corpse (62, 8, D) the +10 halberd of Feri {freeze, *Slow rC+ Str+3} It has been specially enchanted to freeze those struck by it, causing extra injury to most foes and up to half again as much damage against particularly susceptible opponents. It can also slow down cold-blooded creatures. It affects your strength (+3). It protects you from cold. It may slow you when you take damage. (62, 9, D) Sif Muna's Catalogue of Enthralling Earth Spells Type Level Known a - Corona Hexes 1 no b - Slow Hexes 2 no c - Stone Arrow Conjuration/Earth 3 no d - Borgnjor's Vile Clutch Necromancy/Earth 5 no e - Shatter Earth 9 no (63, 0, D) a +0 dagger (63, 1, D) a +1 war axe of electrocution (still there?) a +0 robe (still there?) an orc corpse (still there?) (63, 8, D) a +6 ring of intelligence (67, 0, D) a +1 chain mail of willpower (67, 1, D) a +0 hand axe (still there?) an orc corpse (still there?) (68, 0, D) an uncursed staff of cold (68, 2, D) a +0 falchion an orc corpse (69, 1, D) a cursed -3 club (still there?) a +0 chain mail (still there?) (73, 1, D) a +4 ring mail of willpower (73, 3, D) a +0 giant spiked club a +0 dire flail a two-headed ogre corpse (74, 3, D) a +0 giant spiked club a +0 giant spiked club a two-headed ogre corpse (75, 1, D) a +3 quarterstaff of draining