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) a +6 ring of strength a +6 ring of strength a ring of flight (10, 0, D) 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 +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 +2 flail of holy wrath (61, 8, D) a +0 chain mail of willpower (61, 16, D) the Compendium of Harmful Ignition Spells Type Level Known a - Static Discharge Conjuration/Air 2 no b - Mephitic Cloud Conjuration/Poison/Air 3 yes c - Sticky Flame Conjuration/Fire 4 yes d - Lightning Bolt Conjuration/Air 5 no e - Iron Shot Conjuration/Earth 6 no (61, 19, D) a +0 short sword (62, 8, D) a +1 hand crossbow of freezing (62, 9, D) a +3 vampiric morningstar (62, 11, D) a scorpion corpse (62, 16, D) a +2 long sword of holy wrath (62, 17, D) a +4 ring of slaying (63, 0, D) a staff of conjuration (63, 8, D) a +2 scythe of flaming (63, 16, D) the +7 morningstar "Sysied" {pain, rF+ Str+6} In the hands of one skilled in necromantic magic, it inflicts extra damage on living creatures. It affects your strength (+6). It protects you from fire. (63, 17, D) a staff of air (64, 16, D) the ring of Contentment {rElec Will+ Int-2 Dex+3} [ring of willpower] It affects your intelligence (-2). It affects your dexterity (+3). It insulates you from electricity. It increases your willpower. (64, 17, D) a ring of positive energy (68, 0, D) an amulet of the acrobat (69, 0, D) a staff of death (70, 9, D) a +3 hunting sling (71, 8, D) the +7 great mace "Undeadhunter" {disrupt, rN+} It protects you from negative energy. (71, 16, D) a +2 vorpal trident (71, 27, D) an amulet of guardian spirit (72, 8, D) a +0 quarterstaff of speed (72, 15, D) the amulet "Tuony" {Faith Str+4} [amulet of faith] It allows you to gain divine favour quickly. It affects your strength (+4). (72, 16, D) an amulet of guardian spirit (72, 17, D) the +9 long sword "Ataulitav" {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. Big, fiery blades are also staple armaments of hydra-hunters. It protects you from fire. (72, 26, D) a +4 hand axe (still there?) a shapeshifter corpse (still there?) (72, 27, D) 4 scrolls of enchant weapon (73, 1, D) a staff of fire (73, 16, D) a +3 vorpal morningstar (74, 3, D) a necrophage corpse