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. the +16 obsidian axe {drain, demonic, Mesm ^Drain Fly SInv} Mesm: Its wielder is mesmerised by any visible foes, and it cannot be unequipped while any foes are visible. ^Drain: It drains your maximum health when unequipped. Fly: It grants you flight. SInv: It lets you see invisible. 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++} 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} It cannot be enchanted further. the +11 plutonium sword {mutate, ^Contam Stlth-} ^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} 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} 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} ^Drain: It drains your maximum health when unequipped. It cannot be enchanted further. the +9 sword of Power {valour} It cannot be enchanted further. the +7 mace of Variability {chaos, chaos arc} It cannot be enchanted further. the +8 storm bow {elec, penet} It cannot be enchanted further. (61, 0, D) a +2 scale mail of death (61, 8, D) a jackal corpse (skeletalised by now) (61, 16, D) a +6 ring of dexterity (61, 26, D) a staff of alchemy (62, 0, D) the +10 quarterstaff of the Messenger {protect, Fly Str+4} Fly: It grants you flight. Str+4: It affects your strength (+4). It cannot be enchanted further. a jackal corpse (skeletalised by now) (62, 1, D) the +11 dagger "Orb Guardian's Curse" {heavy, SInv} SInv: It lets you see invisible. It cannot be enchanted further. (unseen) (62, 8, D) a +8 chain mail of ponderousness a jackal corpse (skeletalised by now) (62, 9, D) a +3 vampiric lajatang (unseen) (62, 10, D) an iguana corpse (skeletalised by now) (62, 16, D) a staff of fire (62, 17, D) a +0 long sword a +0 robe an elf corpse (62, 26, D) a staff of conjuration (63, 0, D) a +1 bardiche of venom a jackal corpse (skeletalised by now) (63, 8, D) the +8 partisan "Zuymn" {speed, rElec Str-3 SInv} rElec: It insulates you from electricity. Str-3: It affects your strength (-3). SInv: It lets you see invisible. It cannot be enchanted further. (63, 16, D) a +1 short sword of electrocution a +0 shortbow a +0 leather armour the +7 pearl dragon scales of Birdsong {Rampage rN+ Str+6 Int-2 Stlth-} Rampage: It causes one to take an extra step when moving towards enemies, briefly stunning them if this results in an attack. rN+: It protects you from negative energy. Str+6: It affects your strength (+6). Int-2: It affects your intelligence (-2). Stlth-: It makes you less stealthy. It cannot be enchanted further. an elf corpse (63, 17, D) a +0 short sword a +0 robe a +2 heavy spear an elf corpse (63, 18, D) a +0 dagger a +2 robe of willpower an orc corpse (63, 26, D) a +2 robe of willpower (63, 27, D) the +4 long sword of Zin's Castigation {protect, Str+3 Dex+5} Str+3: It affects your strength (+3). Dex+5: It affects your dexterity (+5). It cannot be enchanted further. an iguana corpse (63, 29, D) a river rat corpse (64, 16, D) a +2 buckler (64, 17, D) a +0 dagger a +0 scale mail a staff of cold (64, 26, D) a +4 longbow (64, 28, D) a wolf corpse (64, 29, D) a yak corpse (65, 26, D) a staff of conjuration (67, 0, D) a +0 orcbow (68, 0, D) a +3 shortbow (68, 2, D) a +0 arbalest (69, 17, D) a +0 trident a merfolk corpse (skeletalised by now) (69, 18, D) a +0 trident a merfolk corpse (skeletalised by now) (69, 36, D) a phial of floods (70, 36, D) a staff of air (unseen) (70, 37, D) a +3 shortbow of flaming (unseen) (71, 8, D) a staff of necromancy (71, 11, D) a +0 halberd (71, 16, D) a +0 trident the +4 glaive of the Living God {freeze, Fly rPois rF- Dex+2 Stlth+} Fly: It grants you flight. rPois: It protects you from poison. rF-: It makes you vulnerable to fire. Dex+2: It affects your dexterity (+2). Stlth+: It makes you more stealthy. It cannot be enchanted further. a merfolk corpse (skeletalised by now) (71, 17, D) a +1 morningstar of concussion (71, 18, D) a +0 trident a +0 trident 3 boomerangs a merfolk corpse (skeletalised by now) (71, 36, D) a +0 trident a ring of resist corrosion (71, 37, D) a +5 war axe of electrocution (unseen) (71, 43, D) Sif Muna's Encyclopedia of the Sky and the Sarcophagus Spells Type Level a - Grave Claw Necromancy 2 b - Dispel Undead Necromancy 4 c - Arcjolt Conjuration/Air 5 d - Silence Hexes/Air 5 e - Borgnjor's Vile Clutch Necromancy/Earth 5 f - Death's Door Necromancy 9 (72, 9, D) a +0 mace (still there?) a +0 robe (still there?) a +0 rapier of speed (still there?) (72, 16, D) a staff of alchemy (72, 17, D) a +5 heavy broad axe (72, 27, D) a staff of necromancy (still there?) a cane toad corpse (skeletalised by now) (still there?) a jackal corpse (skeletalised by now) (still there?) (72, 36, D) a book of Storms (72, 37, D) the +5 sling "Horyohux" {freeze, Dex+5} Dex+5: It affects your dexterity (+5). It cannot be enchanted further. (unseen) (73, 1, D) a +0 hand axe of holy wrath (73, 16, D) a +4 long sword of electrocution (73, 17, D) a +0 shortbow a centaur corpse (skeletalised by now) (73, 26, D) a staff of necromancy (73, 36, D) the amulet of Elemental Vulnerability {rPois rF-- rC-- AC+8} [amulet of nothing] rPois: It protects you from poison. rF--: It makes you very vulnerable to fire. rC--: It makes you very vulnerable to cold. AC+8: It affects your AC (+8). (unseen) (73, 37, D) a staff of fire (unseen) (75, 1, D) a +1 war axe of draining (75, 2, D) a +0 hand axe