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 +5 sword of Power {vorpal} It inflicts extra damage upon your enemies. 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, 0, D) a +2 mace of holy wrath (61, 8, D) a +2 leather armour of fire resistance (61, 16, D) a lightning rod (4/4) (61, 26, D) a +2 vorpal battleaxe (62, 2, D) a scorpion corpse (62, 3, D) a tarantella corpse (still there?) a jumping spider corpse (still there?) (62, 8, D) a +2 halberd of protection (62, 16, D) a cursed staff of fire (62, 26, D) an uncursed ring of positive energy (62, 27, D) an uncursed ring of protection from cold (63, 8, D) a +1 rapier of venom (63, 17, D) the +0 pair of boots of Zarphun {*Corrode rF+ rC+} It protects you from fire. It protects you from cold. It may corrode you when you take damage. (63, 21, D) a +0 falchion a +0 arbalest 13 bolts a +0 ring mail a human corpse (63, 22, D) a +0 great mace a +0 plate armour (63, 23, D) 3 arrows a bolt (63, 26, D) a phantom mirror (63, 27, D) a Young Poisoner's Handbook (64, 16, D) the +9 hand axe of Equivalence {vorpal, Fragile +Inv Will+ SInv} It inflicts extra damage upon your enemies. It affects your willpower, your defense against some magical effects. It lets you see invisible. It lets you turn invisible. It will be destroyed if unequipped. (64, 20, D) an arrow (64, 21, D) a +0 dire flail a +0 leather armour 5 arrows a +0 dire flail a +0 plate armour a human corpse (64, 22, D) 3 arrows (64, 26, D) a phial of floods (64, 27, D) a +1 leather armour of cold resistance (65, 19, D) a +0 longbow 6 arrows a centaur corpse (65, 22, D) a +0 great mace a +0 chain mail a human corpse (65, 26, D) a book of Air (68, 0, D) a +0 flail of protection (69, 0, D) +0 fire dragon scales (70, 9, D) a +0 club (still there?) a +2 vorpal dire flail (still there?) an orc corpse (still there?) (70, 10, D) a +0 dagger (still there?) a +0 robe (still there?) (71, 8, D) a +0 pair of boots of running (71, 9, D) a +0 flail (71, 10, D) a +0 dagger a cursed +0 robe an orc corpse (71, 16, D) a +2 whip of draining (71, 17, D) a +1 hand crossbow of flaming (71, 26, D) the +8 hunting sling of the Disturbing Lies {vorpal, Fragile Will++ Str-2 Dex+2} Any stone fired from it inflicts extra damage. It affects your strength (-2). It affects your dexterity (+2). It affects your willpower, your defense against some magical effects. It will be destroyed if unequipped. (71, 27, D) a +0 pair of gloves of archery (71, 28, D) a yak corpse (72, 8, D) a +1 chain mail of cold resistance (72, 9, D) a +0 flail (still there?) a +0 ring mail (still there?) a +0 hand crossbow of flaming (still there?) (72, 17, D) a +3 vampiric whip (72, 26, D) the +11 trident of the Chickpea {flame, Will- Str+5} 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 affects your strength (+5). It affects your willpower, your defense against some magical effects. (72, 27, D) a +0 chain mail of poison resistance (73, 1, D) the +2 scale mail of the Boiling Point {Rampage rPois rN+ Slay+3} It affects your accuracy and damage with ranged weapons and melee attacks (+3). It protects you from poison. It protects you from negative energy. It bestows one free step when moving towards enemies. a hell hound corpse (73, 16, D) the +5 arbalest of Jitos {vorpal, rPois Dex+2} Any bolt fired from it inflicts extra damage. It affects your dexterity (+2). It protects you from poison. (73, 17, D) a lightning rod (4/4) (73, 28, D) a basilisk corpse (73, 29, D) a yak corpse (73, 30, D) a wolf corpse (75, 1, D) a +3 rapier of freezing