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?) (10, 0, D) a ring of flight 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 prevents spellcasting. It prevents most forms of teleportation. It protects you from acid and corrosion. It increases your willpower. 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 increases your willpower. the +14 obsidian axe {vorpal, Drain Fly SInv} It inflicts extra damage upon your enemies. It lets you see invisible. It grants you flight. It drains your maximum health when unequipped. (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 +13 scythe of Curses {drain, Drain} A truly terrible weapon, it drains the life of those it strikes. It drains your maximum health when unequipped. 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 +5 dire flail of protection (62, 1, D) the +6 battleaxe of the Glimmering Rat {vorpal, *Rage Dex+4} It inflicts extra damage upon your enemies. It affects your dexterity (+4). It may make you go berserk in combat. (62, 9, D) a +2 vampiric morningstar (62, 12, D) a hell hound corpse (63, 0, D) the +2 Maxwell's thermic engine {flame, freeze} 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. Big, fiery blades are also staple armaments of hydra-hunters. 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 becomes more effective when it hits something. This effect fades over time. (63, 8, D) a staff of air (67, 0, D) a staff of conjuration (68, 0, D) a +2 leather armour of cold resistance (69, 0, D) a +2 vorpal hunting sling (70, 9, D) a phial of floods (70, 10, D) a black bear corpse (71, 8, D) +0 shadow dragon scales (71, 10, D) a +0 dagger a +0 robe a spriggan corpse a wolf corpse (71, 11, D) a +0 dagger a +0 robe a spriggan corpse (71, 17, D) a +4 arbalest of freezing (71, 26, D) a tin of tremorstones (2/2) (71, 27, D) a +2 hunting sling of flaming (72, 8, D) a +0 antimagic dire flail (72, 9, D) the +4 moon troll leather armour {Spirit, Regen++ MP+5} It affects your magic capacity (+5). It increases your rate of health regeneration. (72, 16, D) a +0 glaive of venom (72, 26, D) a phial of floods (72, 27, D) a +3 vorpal hand axe (72, 30, D) a +0 short sword (still there?) an elf corpse (still there?) (73, 1, D) a staff of conjuration (73, 16, D) a +0 vorpal glaive (73, 17, D) a staff of fire (73, 26, D) a +0 vampiric dagger (73, 27, D) the +5 great sword of Causality {vorpal, Int+8} It inflicts extra damage upon your enemies. It affects your intelligence (+8). (74, 29, D) a +0 short sword (75, 1, D) a lightning rod (4/4)