Hungry0364 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 (unseen) (3, 4, D) a +5 sling (still there?) a +5 longbow (still there?) a +5 orcbow (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) a +5 hand cannon (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 partisan (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) an orb of mayhem (still there?) an orb of guile (still there?) 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 golden 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) the +6 Majin-Bo {spellvamp, MP+6 Int+6} MP+6: It affects your magic capacity (+6). Int+6: It affects your intelligence (+6). It cannot be enchanted further. the +27 heavy crossbow "Sniper" {heavy, Acc+∞ SInv} Acc+∞: It never misses its target. SInv: It lets you see invisible. It cannot be enchanted further. the +10 dark maul {heavy} It cannot be enchanted further. the +15 Maxwell's patent armour {-Tele *Silence rElec Will+ rCorr} -Tele: It prevents most forms of teleportation. *Silence: It may silence you when you take damage. rElec: It insulates you from electricity. Will+: It increases your willpower. rCorr: It protects you from acid and corrosion. It cannot be enchanted further. (10, 4, D) a fortress talisman a wellspring talisman a spider talisman a serpent talisman an eel talisman a lupine talisman an inkwell talisman a quill talisman (11, 0, D) the +7 great mace "Firestarter" {flame, immolate, rFlCloud rF++} (still there?) rFlCloud: It grants immunity to clouds of flame. rF++: It greatly protects you from fire. It cannot be enchanted further. the +6 shillelagh "Devastator" {shatter} (still there?) It cannot be enchanted further. the +11 plutonium sword {mutate, ^Contam Stlth-} (still there?) ^Contam: It causes magical contamination when unequipped. Stlth-: It makes you less stealthy. It cannot be enchanted further. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} (still there?) rPois: It protects you from poison. rF+: It protects you from fire. rC+: It protects you from cold. AC+3: It affects your AC (+3). It cannot be enchanted further. the skull of Zonguldrok {Reaping Hat+ rN+ Int+4} (still there?) Reaping: When you kill an enemy with your weapon, its spirit may be forced to fight for you. Hat+: You can equip an additional hat (on the skull). rN+: It protects you from negative energy. Int+4: It affects your intelligence (+4). the +13 scythe of Curses {drain, curses, ^Drain} (still there?) ^Drain: It drains your maximum health when unequipped. It cannot be enchanted further. the +9 sword of Power {valour} (still there?) It cannot be enchanted further. the +7 mace of Variability {chaos, chaos arc} (still there?) It cannot be enchanted further. the +11 Singing Sword {sonic wave} (still there?) It cannot be enchanted further. the +8 storm bow {elec, penet} (still there?) It cannot be enchanted further. (59, 37, D) an amulet of guardian spirit (60, 37, D) a phial of floods (60, 43, D) a +0 hand axe a +0 animal skin a spriggan corpse a water moccasin corpse (61, 12, D) a +0 dagger a draconian corpse (skeletalised by now) (61, 13, D) a +0 club (61, 16, D) a ring of flight (61, 30, D) a +1 devious short sword a +0 robe a +0 buckler an elf skeleton (61, 37, D) a tin of tremorstones (2/2) (61, 44, D) Sif Muna's Information on the Completed Departed Spells Type Level a - Alistair's Walking Alembic Alchemy/Forgecraft 5 b - Hellfire Mortar Fire/Earth/Forgecraft 7 c - Infestation Necromancy 8 (62, 0, D) a +1 heavy hand axe (62, 8, D) a +6 ring of dexterity (62, 12, D) a +0 flail a draconian corpse (skeletalised by now) (62, 16, D) a +1 lajatang of electrocution (62, 17, D) a +3 plate armour of command (62, 26, D) a +2 robe of willpower (62, 27, D) a staff of cold (62, 30, D) a +0 dagger a +0 robe a +0 long sword a +0 ring mail a +0 scimitar a +1 scale mail of poison resistance a +0 buckler an elf skeleton (62, 31, D) a +0 short sword a +0 robe (62, 37, D) the +8 trishula "Condemnation" {holy, anguish, *Noise Fly rN+} *Noise: It may make a loud noise when swung. Fly: It grants you flight. rN+: It protects you from negative energy. It cannot be enchanted further. (unseen) (62, 42, D) a yak corpse (62, 44, D) a +0 robe a spriggan corpse (63, 0, D) a +2 heavy hand axe (63, 8, D) a +0 pair of gloves of stealth (63, 12, D) a +0 club (63, 17, D) an amulet of chemistry (63, 20, D) a +0 great sword a +0 robe (63, 30, D) a +4 glaive of protection (63, 32, D) a +0 dagger a +0 robe (63, 37, D) a +2 heavy dire flail (unseen) (64, 16, D) a +8 flail of holy wrath (64, 17, D) the +6 orcbow of Arrival {flame, Int+3 Dex+2} Int+3: It affects your intelligence (+3). Dex+2: It affects your dexterity (+2). It cannot be enchanted further. (64, 27, D) a +1 battleaxe of freezing (65, 26, D) a +1 orcbow of freezing (65, 32, D) a +0 dagger a +0 robe (69, 0, D) a staff of fire (69, 36, D) a parchment of Sphinx Sisters (70, 9, D) a +2 pair of gloves of stealth (70, 11, D) a ball python corpse (skeletalised by now) (70, 36, D) a +0 great sword of distortion (70, 37, D) a staff of conjuration (71, 26, D) the +10 plate armour of Indecent Exposure {+Inv rN+ Will- Dex+5} +Inv: It lets you turn invisible. rN+: It protects you from negative energy. Will-: It decreases your willpower. Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (71, 27, D) a +0 mace a +0 robe a +5 longbow (71, 36, D) a +0 battleaxe of electrocution (71, 37, D) a +2 robe of positive energy (72, 9, D) a staff of cold (72, 11, D) an adder corpse (skeletalised by now) (72, 16, D) a +2 heavy orcbow (72, 17, D) a +1 sling of flaming (72, 19, D) a +0 great sword a +0 robe (72, 26, D) an amulet of chemistry (72, 28, D) a +0 club (72, 29, D) a +0 flail a naga corpse (skeletalised by now) (72, 36, D) a +1 arbalest of electrocution (73, 16, D) an amulet of chemistry (73, 17, D) a +0 plate armour of fire resistance (73, 26, D) a spider talisman (73, 27, D) a +4 glaive of venom (74, 2, D) a +0 morningstar a +0 robe (74, 17, D) a +0 short sword (74, 28, D) a +0 halberd a +0 robe (75, 1, D) a +1 spectral lajatang